Showing posts with label azurth. Show all posts
Showing posts with label azurth. Show all posts

Friday, October 25, 2024

A 10th Azurthversary


This week marks the 10th anniversary of our Land of Azurth campaign using 5e. While nothing's for certain, I suspect we will "finish" in this year as the big conflict with the Wizard of Azurth that simmered in the background for several years and finally boiled over the last two will come to a conclusion.

I wrote a post on the last anniversary which felt necessary not only because nine years is a nice run (though it is), but because we had faced adversity due to the pandemic and the loss of two members of our group--Eric due to burnout on tele-anything and Jim to cancer--and I felt like our perseverance needed to be commemorated. 

I don't want to just repeat what I said there, so I won't. Instead, I will say that 10 years of a an elfgame with a group of friends which now includes a new addition, Kathy, who plays the Mortzengersturm pregen, Zabra, gives me completely different insights and perspective on gaming than my nearly 15 years of blogging or the latest wisdom dropped on social media. 

Games are a social activity. While rpgs are fun to theorize, write, or argue about, the real alchemy comes in the playing of them. And, for me at least, the playing of them not mainly in pickup games with strangers, though I don't discount the fun in that, but with the same crew, repeatedly.

Thanks to Andrea, Bob, Gina, Kathy, and Tug, for still being here, and to Eric and Jim who came most of the way. Azurth wouldn't be the same without you. 

Monday, October 14, 2024

Go Go, Iron God!

 


Our 5e Land of Azurth game continued last night with the party finally making it to the "brain" around of the giant construct. The Gnomish wizard Boq was waiting for them with a vicious Chain Lightning spell. Again, Dagmar's healing was the only thing keeping the party from defeat. Boq couldn't take it as well as he could dish it out, though, and in a handful of rounds the party had defeated him.

There was a kaleidoscopic sphere of energy, which enveloped Erekose. The party was prepared for the worst, but actually the energy was a manifestation of the giant. It recognized Erekose as wearing the control armor and integrated him into its system. 

It was a good thing, too, because some sort of malign, cloud entity was fasted approaching. Erekose tried to turn the construct to run, but they weren't very fast, and the cloud was shooting energy at them. First, they tried to fire missiles from the construct's hands, but they were too proficient with the weaponry and kept missing. Eager for a melee weapon, Erekose asked the mind of the construct if there was a sword. It turned out there was.

A couple of hits with an energy blade seemed to route the cloud thing. They proceeded on their way back to their base. After most of the party took a long rest, Shade and Dagmar tried to see if there was a way to reload the missiles they fired. Climbing down into the hand, they found they most of the missiles had been looted, but there was one extra.

Next, the group looted the bodies and got quite an array of items they presumed to be magical.

Friday, October 11, 2024

Weird Revisited: Mondegreen's Mixed-Up Magics



In the Land of Azurth, the wizard Mondegreen is infamous among magical practitioners, not because he was powerful (though he was) nor for his output of arcane scrolls (though it was prodigious) but because of his habit of misprinting magical sigils and formulae. He seems to have suffered some sort of malady in this regard, perhaps a curse.

A Mondegreen scroll will not contain the traditional version of the spell it appears to catalog at cursory examination. The subtle errors will either effect some aspect of the spell 50% of the time, giving:

1 Advantage to the spell save
2 An increased duration
3 Increased damage (if applicable)
4 Decreased damage (if applicable)
5 A decreased duration
6 Disadvantage to the spell save

The other 50% of the time, it will not work as it should, but rather produce a magical effect from a roll on the Wild Magic Table.

The original version of this post appeared in 2018.

Friday, September 20, 2024

Take Me to the Pilot!


I'm a bit behind in my session reports, so I've got two to cover from our 5e Land of Azurth campaign. The party has been making their way up the floors of the mechanical titan that the rebels against the Wizard hope to use against him, but at the moment it's in the hands of mercenaries who stole it to sell to the Wizard.

In the first session, the part reached the auxiliary control room in the solar plexus area of the construct. Erekose fell prey to a trap that dropped him into the trash furnace, then the party had to contend with a minotaur armed with a magic hammer.

In the second session, the party finished exploring the auxiliary control room level, then made a gnome technician call the elevator for them. The next level is a weird gallery with a dinosaur, an elf woman, a weirdly intense, muscular man, and a horrible mass of protoplasm held in some sort of stasis. A sneaky gnome tries to drop the stasis fields, but the party stops him. They do free the elf who reveals she was kidnapped for ransom.

There is a curving, steel staircase to the head and the next level. There is also a towering construct standing at the top of them. The party rushes into battle and manages to defeat it surprisingly handily. In the head, they find the actually control room and two spellcasters who are prepared for them. Glym, Bok's primary technical consultant, is a wizard, and there is also a sinister looking cleric.

These guys are no joke, but there's only two of them and there are 5 party members. In a few rounds they are down, though not before Erekose is banished to some nether realm. He comes back though when Glym goes down.

Monday, August 5, 2024

To Catch A Titan


Our Land of Azurth 5e game continued last night with the party having successfully completed their quest to collect all the pieces of the magical armor known as the Quicksilver Panoply from the mind of Gob. They returned to the regular world, only to hear from Princess Viola that the giant automaton they were acquiring the armor to safely control had been stolen by a traitorous gnome artificer, Zobus Bok and a group of mercenaries. 

Bok apparently plans to sell the giant automaton to the Wizard.  Princess Viola wants to party to chase down the automaton and regain control using the armor. She tells them there's a way to get inside the giant from either foot.

After a rest, the party pursues the automation using a device the princess gave them. When it stops to survey a ravine, the party attaches chains to its feet to try to trip it, but that doesn't work. They gain access through the right foot portal, though a gnome guard escapes to raise the alarm.

Traveling up the leg on an internal portal system, they make it to the first floor in the body, where they find a conference room--and an ambush by two tough bravos of the Nighthawk mercenary group. The party's superior numbers carry the day and after looting the bodies, they prepare to proceed upward.

Friday, July 26, 2024

Minotaurs, Mazes, and the Eyes of Gob

 


Our Land of Azurth 5e game continued last Sunday with the party exploring further into the Level 4 of the brain of Gob. They find the passage into one of Gob's eyes where they find a bunch of Phantfasm-serving goblins sleeping. In the other, a theriocephalic Phantfasm is instructing bored goblins on evil.

In Gob's equivalent the pineal region, they find a throne with an armored boot upon it. Another piece of the armored suit they were seeking! The quest was nearing completion.

Soon after they came upon a labyrinth stalked by a minotaur, or as it turned out, minotaurs. They killed one and looted his ring of Hill Giant Strength. Then they made their slow way through the labyrinth by following a wall constantly with their left hands. When they got to the exit, the other minotaur they had covered it with a large stone. They killed this one too and stole his magic items as well.  It required the additional strength of a blessing to help them roll aside the rock.

Then they came to a dungeon or torture chamber with skeletal former victims in cages dangling from chains.

Thursday, July 11, 2024

A Cold Reception on Level 4


Our 5e Land of Azurth game continued last weekend with the party still searching the lower levels of the mind of Gob looking for pieces of a magical suit of armor. Having explored the 3rd level, they had moved on to level 4, but avoided a room that appeared to be the site of a battle shrouded in some magical mist.  Their avoidance had been rewarded by the lucky discovery of an armor piece in a kobold gut-wagon.

Now, though there was nothing to do but brave the battle. They chose to skirt the edges of the room, having several near-misses with combatants--and some not misses, as a stray lightning bolt injured two of them. A group of the avian Fantsies, clearing the fallen, informed them that this was the site of an eternal battle between good and evil. They kept creeping around, and Waylon "recoveed" a Ring of Flight from the body of a slain ogre that almost literally fell into their path.

After skirting the room they encountered a giant with a whip and a captive woman wearing one of the gauntlets. Classic story: the giant claimed the woman was a monster and had to be imprisoned, while the woman protested her innocence and begged for release. The party didn't for a minute completely buy the woman's story, but they also questioned her imprisonment and treatment. And, at the end of the day, they needed that gauntlet chained up with her! They negotiated with the giant to let them get the gauntlet, but when they tried, the imprisoned demon in a woman's form escaped. Still, mission accomplished!

Next, they encountered a statue of one of the evil Phantfasms with the bird-like wings of a Fantsie instead of arms. They remembered the statue whose wings he been removed on an upper level. They went to retrieve them, the statue breathed cold at them and nearly killed poor Waylon.

Monday, June 24, 2024

Amid the Kobold Parts


Our 5e Land of Azurth game continued last night with the party searching the room they fought the spider god in, then wedging shut the exits so they could take a much needed rest.

Once that was done, they explored beyond a secret door they had found. They gave goodberries to a troop of white apes to avoid conflict and then a suit of extra leather armor to a small party of rebel goblins. They took a seemingly magical crystal from the hands of an ensorcelled dwarf who appeared to have had his memories stolen by it, but unfortunately that led to his death despite the party's best intentions.

Having explored this level of the mind of Gob, they took the stairs down the the next level. In in the stairwell, they could hear the clamor of battle. They explored in a direction other than toward those sounds at first and came upon a pair of villainous Phanfasms gnawing on the choice bits of a wheelbarrow full of dismembered kobold corpses.

These guys the party fought and their numbers quickly won the day. Within the corpse wagon, they found a glittering gauntlet, one of the pieces of armor they sought!

Friday, May 31, 2024

The Spider God in the Other Hemisphere


Our Land of Azurth 5e campaign continued last weekend with the party exploring the left hemisphere of a level of the mind of Gob. Strange encounters were once again the theme of their explorations.

They ran into some snooty mermen who they nevertheless were able to convince to trade one of the pieces of the armor suit the party is seeking for an ever-full jug of waters. Then, they rescued one of the bird-like guardians of the level and a particular sagacious giant slug from torture by a group of sadistic Phanfasms.

Lastly, they came up a run with a hanging, diabolic looking, giant spider statue with a gleaming rod of some sort clutched in its fangs. They debated what to do, but before consensus was reached Waylon, the frogling thief just snatched it. The spider instantly started moving and attack. And it was fearsome.

Without the healing of Dagmar the Cleric, it's likely the whole party would have died, and in fact, Erekose was briefly hovering on deaths door. In the end though, their numbers wore the spider down. For their troubles, they won (ironically) a Rod of Resurrection.

Thursday, May 16, 2024

Roaming the Mind of Gob

After a hiatus we returned to the Land of Azurth last Tuesday and picked up where we left off in an adaptation of the Role-Aids adventure Swordthrust. The party was roaming the labyrinth inside the mind (or at least brain) of the giant, crystalline gnome, Gob. They were trying to collect all the pieces of a magical suit of armor.

This time, they avoided some fights with some Rat folk cultists, a dining troll, and a kobold Necromancer:

This, and their previous expressions of solidarity with some goblin revolutionaries made their job of exploring the dungeon easier because it allowed them to backtrack through controlled territory. This was particularly useful then they wanted to move from one "hemisphere" of Gob's brain to the other. 

They didn't negotiate their way around everything, though. They had to kill an irate cockatrice and 3 disagreeable harpies:

Like these guys but more birdy

No armor pieces discovered this session, so the quest continues!

Monday, February 5, 2024

Talking with Gob


Our Land of Azurth 5e game continued last night. The party was still dealing with the bifurcated black and white adepts from last session. They tried to make sense of each adept's claim that the other was the villain, but ultimately, they just decided to try and seize the magic sabaton and be done with it.

A fight broke out as one kept blasting them with glowing orbs, while the other triplicated himself and attacked. The party triumphed, but only after depleting poor Dagmar's healing magic keeping them from going down. They wore forced to take a long rest in the barricaded room and wind up having to bluff a Phanfasm and his goblin troops once and them stay quite when some other (unseen) wandering monsters came sniffing around.

The next room contained the crystalline Gob, himself--or more precisely, Gob's self-image. He was at work on some sort of geometric equations and fretting over the elementary particles responsible for good and evil. The party got to ask him some questions about the origins of the world, discovering that Azurth was a sort of "terrarium" and outside it's "event horizon" was the rest of the universe. Whatever any of that meant!

After that, they had to backtrack to the domain of the Snooty Elves to go another direction. They found a room with a red crytal altar that held another piece of armor, a greave, floating in the middle of the room. When Waylon tried to grab it, he was frozen in some sort of stasis field. The party tried dispelling it (didn't work), then moving things with mage hand (didn't work in the duration of the spell), but finally Erekose was able to drag Waylon out. They then used mage hand to put a noose around the greave and they took turns slooowly dragging it out of the field.

Monday, January 22, 2024

The Weird Mind of Gob


Our Land of Azurth 5e game continued, with the party avoiding fighting the snooty elves at the dinner party they crashed last adventure. The elves let them pass into "The Room Revolving," but only if they promised not to steal anything. The party did. Reluctantly.

The revolving room left Waylon and Shade dizzy and motion sick, but when they stopped, they found a centaur with a Brian Blessed-type, expansive personality and a need to brawl to regain full "reality"--whatever than might mean for a figment of a crystalline, giant gnome's imagination. For their troubles, Wayon is gifted with a lucky silver horseshoe.

Next, they encountered a room with a town of tiny people in colorful costumes--who started shooting siege weapons at the party when they crossed their land. Next was a webbed filled chasm....and where there are webs, of course, there are giant spiders. These were adept at shooting webs and entangling the party, but eventually they were felled thanks to distance weapon work.

Next room sucked them in and threw them against the opposite wall with some strange force. After that insult, it was empty.

They came a room in darkness save for a revolving, sparkling orb. Two monk-like figures, bifurcated black and white, each declared the other a villain. Within the room was a silver sabaton--one of the armor pieces the party was seeking!

Monday, January 8, 2024

Journey to the Center of the Mind


Our 5e Land of Azurth game continued last night with a quest in the role of Zabra Kadabra (the pre-gen enchantress from Mortzengersturm). 

Viola, the Clockwork Princess, needs a suit of armor called the Quicksilver Panoply as some sort of control mechanism for the metal giant she plans to unearth to overthrow the Wizard of Azurth. This armor hasn't been made but has been conceived of in the mind of Gob, the giant, crystalline gnome who was the co-creator or constructor of the Land of Azurth.

She wants the party to use a backdoor she had previously placed into the dreaming or meditating mind of Gob as he sits quiescent in the center of the Earth. Easy enough, she says.

The party is dubious, but she gives them a cubic device for making entry and tells them about the basic inhabitants of Gob's mind. There are the friendly, glittering and birdlike Fantsies, and the malevolent, noxious Phanfasms. She also tells them in thumbnail sketch what they need to know to collect the armor pieces.

Off they go. They discover the crystalline recesses of the mind to also be inhabited by other creatures. Some are dreams or thoughts of Gob, but there are goblins who were smuggled in by the Phanfasms, and they have formed too factions. Some are soldiers of the Phanfasms in areas they seldom go themselves. The others are rebels, mentored by a Kobold druid, seeking liberation from Phanfasm control.

The party manages to get on friendly terms with the rebel goblins, but has to almost immediately slaughter a group of Phanfasm soldiers.

Avoiding fighting with most dream creatures, the part comes to a dining hall where High Elven warriors in finery are supping. The elves refused to speak with the party, and their snoody air is irritating to the group. Things seem about to come to a head when the party is determined to cross through their hall, no matter what.

This adventure is an adaptation of the Role Aids adventure, Swordthrust. It's one I've long wanted to reskin for Azurth, and I'm glad I finally got the chance

Wednesday, November 15, 2023

The Battle with the Loom


I'm a session behind with my reports on our 5e Land of Azurth campaign. We played last Sunday and on October 29th, and the second was a continuation of the first, the events separated only by a short rest. The party was seeking the artificial being, Loom, responsible for this place, the even madder copy of the failing mind of Mad Mirabilis Lum. They had managed to defeat every challenge Loom had thrown at him, but they still hadn't found the Warrior Princess of Sang they were trying to rescue.

They took on two robots with flamethrowers, then an enraged Ettin. After that, they progressed down into the excavation. Clearly Loom was having his forces dig out some ancient structure which none of them recognized. Looking for some evidence of what it might be, they came into a cave. They didn't have much time to look around, because there was a battle cry and the mind-controlled Princess Bellona came running at them with sword and pistol. They get lucky, evading her blows and their numbers allow them party to finally subdue her. They notice a shimmering cloud that leaves her and flies away into the dark extent of the cave.

The party followed it and came to the end of the excavation. There was the shimmering image of Loom. he sent forth more of those clouds to attack them (nanite swarms, though they didn't know what they were). Still, they persevered and the substance of Loom was so degraded, what was left of him had to flee. That worried them, but it was a problem for another day.

The returned with Bellona to the workshop of the Clockwork Princess who told them about a metal giant she planned to resurrect to attack the Wizard in the Sapphire City!

Monday, October 9, 2023

Rumble Beneath the Arena

 Our Land of Azurth 5e game continued back on last Sunday with a pretty much all combat session as the party thumbed their collective nose as the Looms' warning and entered the complex built with the junk wall behind the arena. They descended into subterranean rooms where they found a masked giant with a maul and a group of poisoned armed mooks.

These guys wore the group down. In fact, Waylon was have gone down if not for the timely healing of Dagmar. As some of the group had triumphed, Loom unleashed some sort of a sonic attack to soften them up for the attack of a large mechanical monster than was able to shoot fire out of its finger tips. Erekose and Waylon teamed up on it with their magic weapons while Shade and Dagmar hit him from a distance. When it was destroyed it exploded (or course), but the party managed to avoid major harm.

They were hurting after that and downed some good berries and took a short rest before moving on.

Monday, September 25, 2023

Arena Assault


I completely forgot to write up our last session (two Sundays ago) in our Land of Azurth campaign. The party was still trying to figure out a way to free Bellona, War Lady of Sang, from the control of Loom. Their attempt at subterfuge hadn't played out the way they thought, so they shifted tactics and cased the place for an assault under cover of night.

The were pretty sure Bellona was being housed in the building behind the arena, but the means of spying (using Waylon's owl familiar) were insufficient to get a real sense of the inside of the place. Still, they are confident in their abilities.

The sneaking across the deserted arena is easy, but they must have tripped some alarm, because an image of a being called itself Loom appears before them when they reach the door and demands they bow down in reverence. Most of the part goes along, but Dagmar views it as sacrilege and won't do it. Loom allows his lackeys to attack first: Helmarg the troll woman and her ogre bruisers move in to attack--but Loom says this match won't be to the death.

These guys are tougher than the party anticipated, but after a battle that saw Waylon fall twice only to be revived by Dagmar healing magics, they finally prevail.

When they still won't bow to Loom he unleashes some sort of poison cloud on them. They still isn't enough to take them out, thanks to good saving throws all around. After looting their unconscious foes, they prepare to move into the complex. 

Thursday, August 24, 2023

Into the Arena

 Our 5e Land of Azurth game continued last Sunday with the party still trying to find the power core within the crashed spacecraft. It turns out there weren't any more major threats after the undead spacemen--just a will o' wisp and some poltergeist, so it's mostly down to doing a thorough search. The party finds the core, but they are (quite reasonably) afraid of some sort of malign energy or radiation off it, so they choose to handle it with mage hands. They carry it back to the Church of Clockwork without (apparent) incident. 

Viola thanks them for their help, but now she has another mission for them. She needs them to Bellona, the Battle Princess of Sang, out of the arena of Junk City. She's fallen under the control of the Loom--the mad and bad duplicate of the mind of Mirabilis Lum. She leaves it to the party to determine how they do it, but she assures them it's necessary.

The next day, the party disguises themselves and heads over to the arena to check things out. Waylon disguises himself as a theatrical gladiatorial combat promoter from Yanth Country and Erekose pretends to be a fighter. They talked to the trollish emcee of the arena, but things go badly when Dagmar gets insulted and snaps back at the caustic creature. 

They do get to check out the games, though, and they see the fierce, silver-masked, woman warrior, who they are sure is Bellona.

Monday, August 14, 2023

Dead Spacemen and the Clockwork Princess


Last week, I forgot the session report on our last Land of Azurth 5e game, so here it is. The party was still in the labyrinthine, ramshackle of Junk City. The former Mayor of Rivertown, Gladhand, though ailing from a mysterious attack was able to lead them to where Viola, the Clockwork Princess of Yanth Country (who has been absent for quite some time) was hiding out. Turns out it's in a shabby temple to Clockwork--but that's really just a front for her operation to build--well, some sort of weapon, she didn't elaborate to fight the Wizard and his shadowy allies.

The party is a bit nervous about this as last time they saw her (in the future) she was crazy and on a rampage. They ask a lot of questions to probe for signs. She seems her same old self though, and she has a mission for them. She needs them to still a power source from a crashed spaceship to power her weapon.

The party agrees, but later maybe they wish they hadn't as the remnant of the ship's crew are undead. At least one of them a fairly powerful undead with the power to drain life. It's a close call for Erekose, but the group wears the creature down. 

They still haven't found the power core, though.

Monday, July 10, 2023

Creepy Spheroids and Mutant Manticores


Our 5e game continued last night with the part exploring the strange ruin with the dish on top. The first thing they discovered was a cell, and inside was someone they knew: the former Mayor Gladhand. They had last seen Gladhand in Rivertown after helping him acquire (well, steal it from the Raccoon Crime Family's vault) money to hire mercenaries to take back the town from Mayor Drumpf. Gladhand tells them he had come to Sang where the Clockwork Princess had agreed to help him, and he had been running errands for her, checking up on wayward "Looms." Looms, he says, are duplicates of Mirabiilis Lum the genius who built her, who is now in advanced state of senility. One of the wayward Looms is in league with the Shadow.

Gladhand was captured by one of the Junk City's gangs for some reason. They threw him in this cell, but then stopped coming a few days ago. The group sends Gladhand off to an end to meet up with him later. This proves to be a mistake.

Shortly before freeing Gladhand, they had encountered a folksy talking but very creepy spheroid being. He had asked to touch them with a sucker-ended tentacle. They had obviously declined. He disappeared. 

The group had explored much farther before they here Gladhand scream. They return to find unconscious but otherwise apparently unharmed. They assume it was the ball face, but the thing is nowhere to be seen.

They pick up Gladhand and carry him back to an inn. Looking to save time, they use a back alley. That's a mistake too, when a weird manticore flies down to attack. The creature is toxic and makes a few of the party sick before they are able to kill him.

Thursday, June 29, 2023

On to Junk City


Our Land of Azurth game continued on Sunday with the party still in the midst of fighting the Wheeler marauders in an isolated Sang fort. They manage to capture the leader of the gang, Hatch-Head, and interrogate him a bit. Unfortunately, he doesn't know anything about the Princess. 

They also take a couple of things from him. A fist-sized metal ball and a glass vial of some substance.

Heading on into the city, they find it aptly named as the city is made from and built into caverns of junk. At the only entrance to the city, they are accosted by the formidable leader of the guards who sizes them up as "adventurers" and warn them against looking for gold and experience around here. They assure her that they will be on their best behavior.

And they promptly start looking for trouble to get into. Using Waylon' owl familiar Celestie as a scout, they identify areas of interest within the city. One of them is a weird, giant shallow bowl. They approach it and find several bodies lying outside. They decide to explore the interior.