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

Monday, September 14, 2020

The Demon Barber of Azurth


Our 5e Land of Azurth game continued last night, with the party at long last making it to the Sapphire City at the center of the Land--merely a waystation on their trek to Virid Country in the West. They immediately heard tales of a strange disappearances, and people being returned with no memory, sometimes strange minor physical alterations, and really good hair-dos.

Naturally curious, the party seeks out the district's only barber, Tom Sorr. Tom is a nice enough guy, but the party isn't convinced he isn't involved, particularly after they note an aura of transmutation magic about him. They become even more suspicious when a conversation with his young daughter reveals he sometimes has a false iron tooth and sometimes he doesn't, and his personality changes as well.

Deciding to watch the doings at his shop at night, they first have to deal with a misshapen, lumpish creature, they attacks them in the street. They don't know what that's about, but they assume it's somehow related.

They tried to entrap Tom with an illusion of the creature, but he's appropriately scared, so they drop it, and he chalks up the vision to stress. A few hours after he and his daughter are in bed, another Tom with wicked arched eyebrows reopens the shop.

Kully and Shade go in from a haircut. When Kully is seated in the barber's chair, manacles clamp in in place, and he is dropped down into an underground area, with Shade diving in after them. Whistling a tune, the nocturnal Tom descends after them.

(This adventure is based on "The Barber of the Silverymoon" by Jason Bradley Thompson.)

Monday, August 10, 2020

To Rescue the Duke

 

Our Land of Azurth 5e game continued last night, with the party plotting to free the Duke of Dhoona from the curse after having killed the evil, plant priest Slekht Zaad. Luckily, Zaad was at least truthful about bringing the antidote, they just have to find a means to deliver it.

Bell and Waylon (the only two not wanted but the city guard) go into the city in disguise to buy a wagon and oxen to sneak the others back in. They return, and everyone else hides in the wagon in any illusory pill of dung.

Once back in the city, they again seek sanctuary in the Temple of Azulina. They send Shade and Waylon to invisibly scout the ducal palace. They find it strangely unguarded, but they are wary.

The group decides to create a diversion with Kully the Bard rabble-rousing against the Duke's crazy policies (most specifically his beer tax) and the rest of the part readying for an invisible infiltration of the palace at the proper time. Kully's tactics work, and a small, but dedicated mob advances to cavort rudely in the Duke's beer fountain. Predictably, guards pour out of the palace to subdue them, and the rest of the part gets inside.

Searching quickly (i.e., not stopping to take treasure), they make their way to the upstairs. The palace is mostly empty, but they first discover were Zaad's ally the Guard Captain Draco Battles and his lieutenants are staying. After a tense moment, they manage to avoid them while invisible. Finally, they discover the Duke's room. Dagmar's Remove Curse has no effect on the mad Duke, but Waylon blows the antidote powder into his eyes, and the Duke comes to himself.

The Duke is only out of the party's sight for a moment, when Draco's men try to nab him. The party rescues the Duke and slays the two.

The restored Duke makes the other guards stand down. He rewards the party for their heroism, and allows Waylon to start up a party on the palace grounds with the liberated beer.

Monday, July 13, 2020

Pruning the Weed of Evil


Our Land of Azurth 5e game continued last night. The party had found what they were pretty certain was the gem containing the soul of Slekht Zaad, but like the good adventurers they are, they decided to loot the rest of the Shrine of the Black Lotus to make sure they didn't leave anything valuable behind.

They fought a mummy and some carrion crawlers for their trouble, but gained some gems and gold--and a few magic items including the mysterious Boots of Elvis-Kind.

Returning to Dhoon, Eric Goodbeard, priest of Azulina, told them the gem would like need to be in the vicinity of Zaad to make him vulnerable. He suggested they parley and offer an exchange for the the cure to the curse infecting the local Duke and the fay-flowers of Shkizz. The party sent Zaad a message offering a meeting on the outskirts of town, but what they intended was an ambush.

Slekht Zaad, protected by his invulnerability, showed alone. He hadn't reckoned on Waylon and Erekose being present and invisible. Zaad kept his distance, but when he moved to pick up the gem from where Kully had left it, Waylon swooped in to pick it up. A fight broke out, with Zaad slinging some powerful spells and the party being unable to damage him, until Waylon got into melee range with the gem.

Suddenly, the gem's glow faded, and Erekose's next blow bit deep into Zaad's flesh. The party hit him hard. He was a powerful foe, but he was no match for all of them ganging up on him. Kairon delivered the coup de grace with firebolts.

Now, there was the matter of the trecherous Draco Battles and the lifting of the curses.

Monday, June 29, 2020

Hypnosnake Strikes!


Our Land of Azurth 5e game continued last night with the party moving on from the room full of zombies they slaughter last session. Moving cautiously through the underground area of the shrine, they made short work of most of the monsters they encountered: 2 gargoyles, a wight and the hypnosnake, above. Two ogres in cells (who loudly proclaimed wrongful imprisonment) they wisely chose to bypass.

Finally, they came to a chamber where a large, sickly green gemstone pulsated with evil energy. There Erekose laid low a specter with one action (and an action series) in a ferocious series of blows. The group gained the specter's not insubstantial treasure--and the gem, which they somehow recognized as the one containing the soul of Slekht Zaad.

They try to destroy it, but they can't. They decide they'll have to town and seek help from the Hierophant of Azulina.

But before then, emboldened by the relatively easy time they've had so far, they decide to explore a little further into the subterranean portion of the shrine.

Thursday, June 18, 2020

A Report on Current Events in the Land of Azurth

The status quo of the Land of Azurth was laid out in my early posts on the it, but some things have changed over the years of the ongoing campaign. Here are some of the highlights:

Gladhand Out! Errol B. Gladhand, former Mayor of Rivertown in Yanth Country and patron of the PCs in my home group lost the most recent election to Drumpf, who's used his wizardly connections to turn Rivertown into something of an armed camp. Gladhand, convinced of electoral fraud, embroiled the PCs in a scheme to hire mercenaries to take back the city, but the results of that have yet to be seen.

The Unseen Princess. Viola, the Clockwork Prince of Yanth closed off her laboratory-palace and has been seen since before the election.

Under-Sea Revealed. The formerly half-mythical land of Under-Sea has been visited by the PCs and freed from the yoke of Toad Temple tyranny.

Cat Folk Do Exist. There were not supposed to be any Cat Folk in the Land of Azurth, but it turns out there is a small number. Calico Bonny of Rivertown's Floating World is one, as is her brother, the swashbuckling Calico Jack.

Monday, June 15, 2020

Flowers and Zombies


Last night's Land of Azurth 5e game found the party still in the hidden fane of the Black Lotus. The floral tiger creature that menaced them at the end of last session turned out to be friendly when Shade the Ranger used speak with animals to converse. The creature told her how it had been imprisoned by Zaad and its pollen stolen for the evil priest's purposes. The creature wouldn't take them there, but did clue them in that Zaad's "malignant heart" was on a upper floor of the fane.

The party went seeking the stairs. They discovered a room where some sort of wine was being made from the flowers they had found in the vats. They were confused by a weird hallway that seemed to reverse the direction of your travel. They sneaked past some arguing clerics in plate only to stumble right into a trap, when a portcullis came down on Dagmar!


The party was unable to lift it. They were all trapped when some guards attacked. Erekose's crossbow and Shade's bow won the day, though, and examination of their surroundings lead to the discovery of a secret door, though it was beyond their reach. Waylon's mage hand opened it and discovered a small room with a winch, presumably to lift the portcullis. Two mage hands in concert were able to turn it enough to give Dagmar space to crawl out. While she worked the winch, one of the enraged clerics attacked the party.

Erekose killed him, while Wayon took out another that emerged from a second secret door. Another guard had barricaded himself in a room, and bargained away a dead cleric's scroll to get them to leave him in peace.

The party turned their attentions back to the endless loop hall, and finally figured out the trick. They climbed the stairs to the second level and pretty quickly discovered a room full on zombies. They stood their ground, and soon piled up the newly un-undead corpses.

Monday, June 1, 2020

What's Up, Tiger Lily?


Our 5e Land of Azurth game continued last night with the party having the proverbial tiger by the tail in the form of the evil high priest Slekt Zaad. They killed his wizard acolyte, but by that time, the Guard Commander Draco Battles and his troops had the temple surrounded. The only choice they had was negotiated surrender, which they agreed to with the understanding that Slekt Zaad will also be arrested and his insidious, flower-related plot investigated.

Once they're in a cell, they discover they've been tricked. Draco is working with Zaad. Zaad taunts them with a riddle regarding the source of his nigh invulnerability, but it's little help to them while they're imprisoned. Lucky for them, Waylon and Bell had not turned themselves in, but instead were hidden invisible within the temple. They slip out and make their way to the inn where the party was staying.

There, they strike up a conversation with a mysterious, hooded man with a luxuriant beard. They discover he's the local hierophant of the shrine of Azulina, Erik Goodbeard, and he's willing to help them to get the Duke out from under the thumb of Draco and Zaad. His plan involves a seldom invoked, local sanctuary custom.

The party has to forfeit their worldly possessions, but soon they are on their way to a monastic life in the service of Azulina. Which means, they slip out of town the next morning in a wagon full of food for the poor to locate a lost Black Lotus Fane hidden on a vine-covered hillside.

They find a tower nearly consumed by vines. Its insides are gutted, but there is an entrance to a cave. Within they find the hidden temple, including a laboratory facility where numerous exotic flowers are being grown. Marveling at an avian flower thing, they almost miss the floral tiger sneaking up on them and preparing to pounce!


Art by Iguana Mouth

Monday, May 18, 2020

Showdown in Dhoon


Our Land of Azurth game continued last night. The party sprang its ambush on the demon Porcus. After he cornered them in a side room, he surprised them by wanting to parley. On the condition they leave town, he revealed that he had nothing to do with the fay-flower blossoms and had only been summoned by the townsfolk cultists afterwards. He alleges the true culprit is a wizard from a neighboring town.

This is Dhoon on the banks of scenic Lake Dhoona. The party makes their way there and discovers the local lord, Lorn of Dhoon, has recently had a personality change and has been making some really nonsensical decrees. His latest sees dwarfs banished form the town under penalty of stretching on the rack.

Turns out there is no wizard in town anyone knows of, but there is a dark druid, high priest of the chaotic Church of the Dark Flower, named Slekt Zaad. That was the name Porcus gave them they couldn't remember!

Kully's got a plan to frame any mayhem on their rivals, Prof. Marvelo and the Eccentrics, while invoking Mayor Drumpf's name in a sting on Slekt Zaad. They go to the temple and get an audience with the high priest. He seems disinterested in their fake offer, but their dogged insistent regarding the fay-flowers eventually ticks him off. Slekt reveals his true face: he's some sort of plant man:


He has the doors shut by his guards, and even offers the party the first shots in the the throw down. None of this particularly worries them being a brave--or foolhardy--bunch. However. none of their attacks seem able to hurt Slekt Zaad. Eventually they switch tactics and grapple him. He can't escape, but they still can't hurt him!

His wizard ally shows up and tosses a fireball. Slekt is still threatening to kill them. Erekose is dragging the grappled high priest toward the door--but then he's paralyzed!

Monday, May 4, 2020

The Power of Porcus


Our 5e Land of Azurth came continued last night. In the last adventure, the party had followed some robbed figures into passages beneath the town of Shkizz. There they fought some giant rats and found a door beyond which they could hear chanting. They tried to slowly open the door, but when it appeared stuck, they just forced it.

The  robbed figures encircled a strange fire within a domed room carved from limestone. Above the fire hovered an anthropomorphic boar with undersized bird wings. One of the cultists sighted them, and the group demanded the party leave, as did the boar creature, Porcus, in a stuttering voice.

The party declined, and a melee ensued. The party dished out some damage, but Porcus was no slouch and soon Dagmar was down. Shade went to rescue their healer, but Porcus used their lack of focus as a chance to teleport out of the fight and slip into a secret door at the far end of the room. Our heroes, bloodied, had no appetite for chasing him

The cultists filed out past them with disapproving glances and remarks about both their jailbreak and their rude interruption of the meeting. The group let them go, then followed them back up to the surface.

Dawn was breaking. The party returned to their rooms where their stuff was still intact, and caught a short rest. The next day the townsfolk, once again law abiding, gave the party no trouble. The innkeeper had been among the cultists, but he either couldn't or wouldn't discuss Porcus.

Our heroes decide to go on a stakeout to see what happens at the switch over from day to night behavior. Dagmar was outside as night fell (determined to guard the wagon after two wheels were stolen the night before), and noticed strange flowers abruptly blooming on am unfamiliar tree. Detect magic reveals these blossoms to be magical.

Shade with her woodland lore knows them to be fay-flower trees. They cause madness. They were believed to be extinct.

The party believes it's the long term exposure to these blossoms causing the weird behavior, but where does Porcus enter into this? Before the nighttime revelers come out, they decide to go back to the underground tunnels to lie in wait in the ceremony room.

They do a little bit more exploring and bust into the home of mushroom farmer wererats, then happen upon another wererat pretending to be a captured human. In the ritual chamber, they find two wereboars emerging from the secret room (who they dispatch) but no Porcus. They settle in to wait...

Thursday, April 23, 2020

Hero Forge in Color

The beta of the color version of Hero Forge is available to those of us that backed the Kickstarter, and I have been having fun playing with it. It really has a lot of options. Here are some of things I've done so far:


This is a Demonlander (Tiefling) Sorcerer from my Land of Azurth campaign.


Here's another character from that campaign. He has a shield with a hole to a void between dimension affixed to it. Maybe once the decals are added, I'll have a better way to represent that.


This is a recreation of an 80s Remco action figure, The Jewel Thief (part of there Conan line). The toy was made of translucent plastic, so I gave his body a red jewel color/texture, which turned out pretty well but may not come through so well in the picture.

I'm interested to see what the color will look like printed for the characters from my game.

Monday, April 20, 2020

Strange Days and Nights in Shkizz

Our 5e Azurth game continued last night with the party still on the road to the Sapphire City at the center of the Land of Azurth. After several days on the road, they were now near the northern border of Yanth Country. Tired of sleeping by the roadside, they decided to spend the night in the sound of Shkizz. Kully has heard through on the bard circuit that Shkizz is a really boring town, but a safe one.

Emblazoned on Shkizz's walls are the motto: "Blandness is Next to Godliness." The party finds out the town tries their hardest to live that by that creed. All the food is bland, the clothes unisex and colorless, and there is no alcohol to be had.

The party gets rooms at the Tranquil Glenn Inn, where they are in bed by curfew. Several hours after they are in bed (but not sleeping, suspicious of this town), they are awakened by sounds of merrymaking, and wild abandon. The people of Shkizz have traded their drab clothes for colorful carnival attire (when they are wearing clothes at all), consuming massive amounts of alcohol, and generally engaging in wanton hedonism and even criminality.

The party doesn't understand what's going on, but they do a little drinking and play some music to blend in. After a few hours, the revelers were either passed out, concussed, or secluded for amorous activities. The party took up strategic hiding places to see what happened next. As dawn begin to break, hungover workers arrive in their daytime attire to clean up the the detritus of the night's debauchery.

When the party tried to question the townsfolk they were met by icy stares--and then they were approached by guardsmen who arrested them for not disturbing the peace the night before! They were swiftly taken before a judge and found guilty of not committing any number of crimes. They're sentenced to two days in jail.

The party plans to break out at night time, thus committing a crime and obeying Shkizz's rules, but before they do, they see robed figures descending down a hidden stair in the back of the court building.

Their curiosity piqued, once they escape, they follow the mysterious figures below.

Sunday, April 12, 2020

Rabbits and Eggs in Azurth

This post has become my lazy Easter blog tradition...


There is, in the Land of Azurth, a magical treasure peculiar to the Hara or Rabbit Folk and celebrated in their legends. A number (though no one knows the exact number) of eggs in variegated pastels are forever being lost and rediscovered; they are objects of quests for great heroes and the catalyst for small folk to elevated their station. They are associated with both just rulers and holy madmen.

The eggs are said to have been crafted on the Moon by the rabbit goddess the Bright Lady as gifts to favored mortals or saints on the occasion of the birth of spring. The shell of each egg is held to not be mere eggshell but ceramic made from moonstuff. The eggs have moved down through history, sought, horded, and fought over for their beauty and their magic power--each egg has a unique arcane property. One might have the power to heal, while another the ability to command others to do the bearer's bidding. Still another might allow one to see the future.

The Rabbit Folk sometimes make their own mundane eggs for vernal celebrations in honor of the goddess, while unscrupulous relic-dealers occasional try to pass off fakes as the real artifacts. The abundance of imitations has only increased the difficulty of finding the real thing.

It is said that Lapin XXII, King of the Warrens of the Hara, has several of the eggs in his possession, stored in a ceremonial basket.

Monday, April 6, 2020

The Tower & the Shadow

Our Land of Azurth 5e game continued last night with the party pressing on toward the shadowy ruined tower (and forgetting their captive in the process). They made their way to the wall surrounding the tower's courtyard. It was made of an alien stone black as vantablack. As the party was peering over it to get a glimpse of structures on the other side, a monstrous black wolf whose breath was icy cold.


They found fire effective in combating the beast, but it seemed to be able to pass through other dimensions to move from place to place. It appeared behind the party and blasted them with its frigid, slaughterhouse-stinking breath. Most of the party went down under the assault; only Shade, Dagmar, and Erekose withstood it. Waylon had chanced to jump over to the other side of the wall, and so was unharmed. Dagmar did a mass healing, and the party dispatched the beast with fire based spells.

They moved into the courtyard and where drawn to a sinister looking stone shed. Waylon saw a treasure chest inside and was undeterred by the corpse of another of the wolf-things in front of it. He manages to pick the lock and get the platinum coins and opals inside, but then is trapped in the shed by a descending wall of shadow. He fills his life being drained away. He can't get through the door! He blasts it with an energy rifle and the shadow seems to weaken but doesn't give.

Dagmar uses a Sacred Flame against it, and again it weakens, but doesn't give. The rest of the part decides the evidence of radiant attacks damaging it isn't quite sufficient, and tries a series of other attack forms, as Waylon's life ebbs away. Eventually, they all switch to radiant attacks and the door is open and Waylon is freed.

The party moved on to the ruined tower and found several of the gloom elves waiting more them. They have a couple of captive members of the deer-centaur tribes folk caged with them, and then there's a door of purest shadow that writhes like a flame.  A Gloom elf huntress steps forward to parley. She suggests the party and the elves call a truce and go their own ways without further blood shed.

Shade demands the captives be returned. The elves are reluctant to do so; the captives "life energy" feeds the shadow and strengthens the connection to the Anti-Sun. The wish to extend the dark country of Noxia into this region. Shade holds firm and the Huntress agrees to consult their master. She walks to the door of shadow and calls out in a language the party doesn't understand.


The shadow of a man comes forth. It seems somehow familiar to them, but none of the party can place it. The shadow consults with the Huntress who bends her knee to it. She reports her Master agrees to their terms, but also wishes to speak with them. The party is wary, but agrees.

The shadow man writes upon a piece of the black stone of the ruined tower with his finger. The result are letters, black but now reflective and so visible. It reads: "You don't even know who your enemy is."

The shadow man leaves through the doorway.

The elves free the captives. The party also attempts to extract another promise that they won't disturb the villagers again. The elves reluctantly agree.

The party returns to the village for a rest with the grateful centaur-folk.

Thursday, March 12, 2020

Weird Revisted: Demonland

Art by quiteproustian
The promiscuousness of infernal beings is well-known, so it isn't surprising that by-blows of their trysts are found among mortals. While rare in most of the world, those with infernal blood are the majority of the populous in Demonland1, a city-state across the mephitic Wastes from the Country of Sang. Why so many descendants of infernal bloodlines should be found in one place is a mystery, but perhaps the area had a sulfurous air of hominess for their grandsires and granddams.

Demonland proper is built upon a cluster of small islands in a lake formed by hot springs. The boiling, caustic, malodorous waters are a perfect defense --though they also make life less pleasant for the inhabitants. Demonland’s potable water comes from filtered rainwater collect in cisterns and also by magical purification of the water of the lake itself. The city is only accessible by boat and all goods and visitors make the trip over by ferry.


Demonland is nominally ruled by a Duke (or Duchess), and though this ruler’s power is theoretically absolute, it is most commonly exercised in throwing lavish revelries at which the true rulers of the city go masked. These princes (and their masks) represent the seven capital vices exalted in Demonlander religion and culture. The prince of each vice is officially appointed by the Duke but in practice is more or less elected by general consensus, as the Duke shrewdly defers to the inclinations of the mob. They serve for an indefinite tenure, usually a year and a day. The princes are meant to most perfectly embody their vice, and would-be candidates campaign vigorously (all except the candidates for Prince of Sloth, of course) for the title by engaging in the most audacious (and public) displays of sinfulness to capture the jaded hearts of the populous. The princes hold absolute authority with regard to the practice of the vice they personify and make legal proclamations and levy taxes or duties that might be pertinent as they see fit. They are allowed to keep a percentage of any monies collected for themselves.

Diabolism is the state religion of Demonland. It inverts the morality of most human faiths, promoting vice and condemning virtue. Self-interest and the pursuit of pleasure are valued over altruism and self-denial; Greed and vanity are extolled, and charity and modesty condemned. Demonlanders, however, are only a trifle less likely to fall short of the ideals of their faith than folk elsewhere, so their practice of immorality is as prone to lapses as the practice of morality in other lands.

Art by Arthur Asa
1. The correct demonym is "Demonlander." Never call a Demonlander a "demon" as this is both inaccurate and rude. "Tiefling" is just as bad.

Monday, March 9, 2020

The Half-Seen Tower

Art by Petr Passek
Our 5e Land of Azurth game continued last night with the party trying to find a way to close the portal to the Umbral Realm after having slain the shadow drakes. Nothing they try seems to work. They do discover the missing artifacts of the cervine centaur people (and 3 shadows in the process), and glimpse a partially ruined tower in the near distance, but only when the roiling shadow rising from the portal passes between them and it. Otherwise, it's invisible.

They decide to investigate, but first thing's first: return the artifacts to the tribe. Waylon and Erekose surreptitiously decide to Identify the items first, lest they turn over something truly valuable to the forest dwelling folk. The staff is nothing magical. The diadem is, but the specifics are hard to understand. Waylon asks Tualla if they might borrow for a while, but after Shade intervenes the matter is dropped.

But on the way back to the tribe's encampment they discover another enemy. A pale, black-eyed elf and a couple of hulking humanoids of unknown type are threatening a yearling of the tribe. When Erekose and Kully intervene, the elf and companions make their escape. The kid tells them they wanted to know about "the strangers that killed the drakes."

Shade will brook no child-threatening, so the party tracks them through a shadow-darkened mire to a dark, unwholesome pond surrounded by tall grass--and the half-ruined tower. Ever on the lookout for valuables, Erekose spies a glint of gold in the grass 'round the pond. It turns out to be a ring on the pinky digit of a half-decayed, severed hand.

Waylon tries to get the ring via mage hand, while Waylon goes in closer to investigate and a putrid undead thing rises from the muck to attack. Then another!


While the party is fighting the creatures, someone hidden snipes at them with poison arrows. When they are finally able to catch a glimpse of them, it's two more of the strange elves. The snipers press the party hard, but eventually 7 against two, causes one to beat a retreat and leaves the other asleep in the grass--a captive for interrogation.

Monday, February 10, 2020

Shadows on the Hill

Our 5e Land of Azurth game continued last night with the party leaving Rivertown on their way to the Sapphire City and from there Virid Country. In the forests north of Rivertown, they encountered a an injured, cervine centaur-like creature named Tualla. Seeing the Sylvan Elf Shade among them, she asks for the party's help. It seems that something strange occurred in their ritual circle, and eruption of shadow, and the arrival of two umbral drakes.


The party agrees to at least investigate to see if they can help her people. After defeating a shadow-touched living tree, they around at the mound with its circle of standing stones. A fear grips a few of them, and all of them feel the touch of the unnatural, but they proceed.

Within the standing stones, they find a portal of roiling shadow, encircled by skulls--and the two wicked monsters. The mated pair of drakes taunt them, them knock over half the party unconscious with a breath weapon of cold shadow, then toy with them further, allowing the surviving members of the party to escape with their friends.

They rest with Tualla's people and strategize. The Sorcerer Bell recalls that Umbral Drakes are creatures of the Shadow Moon and are susceptible to celestial radiance. The party recalls that the shadow creature that might before was exquisitely susceptible to the energy weapons they carry. They begin to formulate a plan.

Fortified by the bards make (improving their constitutions), Waylon and Shade stealth into the cirlce of stones in an attempt to destroy the skulls around the shadow portal. The other party members spread out around the base of the mound, at the edge of the clearing to make distance attacks--or escape, if necessary.


Waylon and Shade walk right in the midst of the conversing drakes without being spotted, but Waylon's attempt to destroy a skull (a failure) brings their attention. The female attacks them viciously, but the group returns the favor with energy rifles and she only lasts two rounds. She does unleash her breath weapon on the two PCs in the circle, but their boost Constitution pulls them through.

As she dies, she warns her "toothless worm" of a mate that if he doesn't slay these "vermin" her ghost will haunt him forever.

Enraged, the male attacks. Dagmar uses daylight to disperse the shadows so he can no longer hide or travel between them. Kairon slows him to limit his attacks. The others focus their fire. Bell delivers the coup de grace with a chromatic orb.

Monday, January 20, 2020

Getting Out of Rivertown

Our Land of Azurth 5e game continued last night with the "Masters of Mayhem" in the midst of a robbery. Using a Blades in the Dark-esque opportunity to retcon planned events (at the price of a greater chance of a complication), the players attempt to establish that they bribed the vault guards to look the other way prior to the robbery. They are successful with the pertinent rolls and the retcon is established. The approaching guards are ready to be knocked out with a sleep spell, if necessary.

But the angry invisible stalker has not been bought off. It attacks the party again, and Bellmorae (disguised as the vault manager Wotko) is unable to get it to stand down. The party eventually kills it with magic and stolen energy weapons.

The party decides to get out while the gettings good, but their only choice is to leave their Armoire of Holding behind with the hope of regaining it later. On the way through the lobby, "Wotko" (the disguised Bell) is accousted by a customer demanding her attention. She manages to talk her way out of it and they leave the vault with Gladhand's gold.

The party becomes concerned that when the real Wotko and his associate awaken, they may well draw attention to the Armoire, leading to the heist being discovered. They figure they have to get out of town. But they also want to get the Armoire back. They make the mistake of letting Gladhand know this before negotiating for a higher fee, and he offers to both help them get out of town and retrieve the Armoire in lieu of further payment. 

Ultimately, though, they decide not to take his offer of getting them jobs and cover identities with a caravan heading across the Dragonspine Mountains to the Country of Sang. Instead, they plan to make their own way to the Sapphire City along the Wizard's Road, and from there to Virid to meet Queen Desira.

Monday, December 9, 2019

In Sly Took's Vault


Our Land of Azurth 5e campaign continued last night with the party revising, then attempting there plan to break into the criminal vault of Sly Took (brother to Mapache Took of the Racoon Thieves Guild) to steal back the ill-gotten gold of former Mayor Gladhand. They decide on a classic "Trojan Horse" plan using the Armoire of Holding they acquired long ago as the horse.

Waylon and Kully play at delivering their presumably magic item stuffed armoire for safekeeping at the vault. The two meet with the vault manager Wotko (a red panda person, oddly) and everything goes smoothly at first. After depositing the armoire in their assigned vault, they get the moment they've been waiting for and attack Wotko and his subordinate to get their keycharms.

What they hadn't prepared for was the invisible stalker that guarded the vault. As soon as they attack Wotko, it attacks them. After a couple of rounds, Dagmar recalls she can abjure elemental spirits, and she turns it.


The party quickly grabs the keys. They take Gladhand's gold from another strongbox (all 600 lbs. of it!) and close up the armoire. Bell magically disguises herself as Wotko, just as a group of guards approach them...

Monday, November 11, 2019

The Vault Job


Our Land of Azurth 5e campaign continued last night with the party meeting with the former mayor, Gladhand in an underground hideout. Gladhand wants their help ousting the new mayor who has apparently becoming something of a despot. Gladhand claims to have a stash of gold he can use to hire mercenaries, but he needs the party to get it for him.

He had entrusted the money to the Sly Took, a member of the Raccoon Folk Thieves Guild and operator of a vault where people can keep valuables they want to stay hidden. The vault is protected by a cadre of elite rat folk mercenaries and apparently some vicious weasels--and has very high security.

The party is unsure whether they should help Gladhand or not. While the current mayor was supported by another adventuring party who the group feels has stolen their thunder, they know Gladhand to be something of a crook, and the vault sounds pretty difficult to get into. Ultimately, the greedier members of the party carry the day, and they at least agree to look into the job.

Waylon uses some underworld contacts to inquire about stashing some money and potentially some magic items in the vault. He uses this visit to case the joint as well as he can. Security is indeed high, with traps, arcane locks, and requirements for 3 magic key charms for each one.

Unsure of how best to approach things, the party contemplates a frontal assault, while acknowledging this seems like a bad idea...

TO BE CONTINUED

Monday, October 21, 2019

What The Clockwork Princess Said

Our 5e Land of Azurth campaign continued last night (now in its fifth year!) with the party trying to get some information from the the tree-like mass of gears and wires that bore the face of the former Princess of Yanth Country, Viola. They couldn't make much from her comments.  Was she merely repeating words from their questions or genuinely answering? They did think they got the phrases: "Not trust", "Queen Desira", and "Find. Now." Those may or may not have been related thoughts.

Suddenly, there was a flash of light in the hallway, and a mysterious stranger in a long coat with a flying-V guitar slung across his back stepped into the room. For some reason, the party immediately assumed this was "Future Kully," though the Kully of this time was supposed to be dead. The stranger seemed flustered by their questions about his identity, noting that he wouldn't have worn a bandana over his face if he wanted it to be known. He told them they needed to return to their own time, and quickly, because "the forces of darkness" were coming. He invoked concerns about effecting the future were he to answer any of their quite reasonable questions. He would say of his own origins: he was from "their future, but also from the distant past." He left the room playing his guitar and disappeared in another flash.

The stranger's words soon proved true, as the castle rocked as if struck. The party decided it was time to escape. A giant, insectoid creature of clicking metal and whirring gears broke through the wall, but after favoring them with a scream like an approaching train, turned and stumbled its way in the direction the party had come from.

They made it down two levels. The crazy gnomes were now fleeing with them. They exited the front door and saw two dragons blacker than the night sky, smoky and insubstantial around their extremities, circling like hawks overhead.

The party featherfall-ed (featherfell?) to the ground below. They saw black-armored riders on weird, loping steeds like hairless dogs with monstrous, human faces. They sprinted out of the clearing into a nearby stand of trees. Two riders peeled off from the many body and trotted over to the wood. Keeping a distance, one shot an arrow high. It transformed into a mass of arrows burning with green flame. The volley fell upon the party, seriously injuring Kairon and Shade. Again, the party ran for the deeper woods.

There, Phosphoro (finally) appeared, expressing regret for having forgotten to bring them back to their own time until now.

Back in Rivertown, the party discovered there have been some changes in their time away. A new palisade is around most of the city and there is a greater guard presence. They return to the Dove Inn and find their rooms are still intact, but they have back rent to pay.

When they see the innkeeper slip a note to a young boy, Waylon follows him through the streets. The boy goes to the house of Inkwell, the former bookkeeper to the former mayor. Inkwell returns to the inn looking for the party and asks them to meet him at his house this evening--and be careful of being followed.

That night, Inkwell tells them what has passed in the year they have been absent. Drumpf was elected mayor and used both his wizardly family and alleged aid from the land of Noxia to the North to enforce his rule in Rivertown. Gladhand, the former mayor, is in hiding, but Inkwell says he will offer the party a share in a large treasure if they will help him use the money to hire mercenaries to help drive Drumpf from the city. The party agrees to meet Gladhand.

Art by Jason Sholtis