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

Monday, April 25, 2022

Zephyrus to the Rescue


Our Land of Azurth 5e game continued last night with the party trying to find a way to free Queen Desira of Virid from the influence of the shadow man. They have no magic with which to uncharm her and it doesn't seem reason alone will do it. Not wanting to fight the shadow man and his magic-using victim, the party retreats to the castle to seek the advice of Glafko.

Glafko is not particularly helpful, offering to write a strongly worded missive to his Queen making the party's points forcefully. Just as they are about to return to the garden folly and resort to violence, Glafko suggests the crystal winged horse Zephyrus might be helpful. He has freed her from magical influence before. The majordomo summons the crystal horse and he agrees to help.

Back in the garden, the shadow man isn't pleased when he sees Zephyrus, but contact with horse does the trick and Desira falls unconscious. Then, the fight breaks out with Erekose whipping out the ray pistol he got from the future, and blasting the shadow several times. Kully forces the shadow to retreat further with dissonant whispers, but that may not have been the best move, because then he's hidden in the deeper shadows of the garden.

Black tentacles erupt from the ground and grab Waylon and Erekose. Dagmar casts a light spell and reveals the shadow, and Shade puts two magic arrows in him. The shadow disappears. It's unclear whether he is dead or he just fled, but they can't find him anywhere and the tentacles are gone.

They return to the palace and find the Queen is still sleeping. They establish a watch, using Celestie (Waylon's owl familiar) as a window guard. 

During the night, Desira awakens and summons the party via Celestie. She appears to be her normal self again (as much as they can determine that). She listens to what they have to say with interest, particularly when she shows them the Triumph of the Wizard of Azurth volume. She tells them she believes the book to possibly be connected the the Pleasure Dome of Yai--or at least she believes that is where they are likely to find out about it.

To make her point, she has Zephyrus bring out a device. 

And produces a thin black box and puts it in the machine. He makes images of a play where actors appear to be portraying them appear! Desira says she got this from a demon who said it was from Yai and called it a "bootleg." The party is intrigued, to say the least.

The party stays the night and samples the local cuisine in at the Silver Unicorn Inn. In the morning, Desira sees them off, offering to take them to the entrance to Subazurth so they can pass through the kingdom of her friend Prince Gheode, ruler of the earth elemental fae (kobolds or gnomes they are called), which she believes will ultimately be the safest way to the Noxian northern border.

Thursday, March 31, 2022

Azurth Revisited: The Glamour of Virid

Since the party in my campaign has finally gotten to Virid, it seemed like a good time to revisit this post from 2015...

"Virid, the Western Country of Azurth, is the place where magic of the faerie is the strongest. There are a few mundane places there. Or perhaps it is truer to say the fantastic is the mundane in Virid. It's Queen Desira is called an Enchantress by those of other countries, either for her beauty, her sorcery, or perhaps both. Certainly, she has ensnared the hearts of her people, though they speak of her compassion and fairness, and the brave deeds she performed in her youth."

-  A History of the Land of Azurth

High Concept: A patchwork fantasyland ruled by a faerie-descended Enchantress, brave and beautiful, who with her companions sought adventure and love in her youth.
Conspectus: an inland sea of mists with a castle beneath its roiling color; creatures of myth and legend abound: mermaids, centaurs, unicorns; many of the rulers were once friends and companions on adventures--but also rivals for the affections of Queen Desira.
Media Inspirations: Wonder Woman comics in the Golden Age and her imitators; She-Ra: Princess of Power and her rival Golden Girl; the various incarnations of Amethyst, Princess of Gemworld, some magical girl anime and manga projected into the future when the magical girls are adults.


Monday, March 28, 2022

The Queen of Virid


Our Land of Azurth 5e game continued last night with the party making their way to the city at the bottom of the strange, gaseous lake. Kully asks the guards to take them to the Queen, but they don't have the authority and don't know where she is in any case. They direct the party to the palace. 

Within the palace, they find a bunch of courtiers of the elemental faeborn race of Virid and the major domo, Glafko. After they prove their bona fides by relating how they rescued Desira's winged steed, Zephyrus, from the Cloud Castle, Glafko tells them the Queen is her folly at the center of the Silk Garden where her colonies of silk making spiders live. There has been a revel going on within that hedge maze for months, and the Queen hasn't emerged. 

Our heroes enter the maze and have a few strange encounters before reaching the green crystal folly at its center. They have a fight with a dragon-like creature with a snout and long tongue like an anteater that has the power to shrink people. Then they meet an elemental woman made of rock who seems to be pondering deep thoughts and wants to be left alone. Finally, they meet a raving elf named Melfon who warns of the end of the world. He says he read about it in a book called The Triumph of the Wizard of Azurth, but he believes it to be prophecy. He gives the book (really more a dime novel) to the party.

Finally, they reach the folly and find more intoxicated revelers and in a smaller flower garden, Queen Desira. Desira confides that she's been distracted of late and some of her advisors have become frustrated with her. She attributes it to being in love. When Dagmar asks who she is in love with, the Queen says they'll meet him soon.

After a bit more small talk, her lover arrives. A shadow man steps form a path into the center of the garden, and Desira greets him warmly.

Friday, March 18, 2022

Whale Hunting in the Skies of Azurth

 Our Land of Azurth 5e game continued last Sunday with the party on their way to Virid (still!) and encountering an odd character repairing an airship of the sort they had seen used by the Cloud Folk. He gave his name as Captain Ahab Flint and told them his profession was recovering treasure from balloon whales.

It seems these large but slow-moving creatures sifted clouds for food and invariably swallowed all sort of items from old Cloud Giant civilization. These ancient items could be sold for a profit, if you can induce the balloon whales to vomit them up. Flint was bereft of crew and offered the party a ride to Virid and a share in the treasure for their help. The party agreed.

Flint instructed the party in the use of  the net gun to fire the net and reel in the beasts, and the "ticklers" (long poles with leather covered padding on the end) which is used to poke and stroke the balloon whale ribs to make this disgorge the treasure.  Finally, he requested one of them server as "the diver" to potentially fish stuck items out of the very mouths of the balloon whales.

Soon, they sight one of the creatures and the hunt was on. The creature looks like a plump, giant manatee with a sad looking almost human face (not unlike a blobfish). They manage to get a haul of weird gold tokens or nonmetallic coins out of the first one.

Flint also has a musical instrument that looks uncannily like an older version of Kully's. Flint says it was given to him by a guy named Drue. Kully does an experiment by scratching a mark inside his instrument, then later he examines Flint's and finds it on the inside!

After a couple of hauls, they hear a thunderous bellowing, which Flint hypothesizes might be the Giant Shepherd of the Night Skies. This being supposedly claims the balloon whales, but Flint has never seen him. Sure enough, an ebon giant whose skin seems marked with stars and nebula comes stalking across the sky. He throws an ice storm at the ship, forcing it to drop precipitously. The party attacks with spells, but the giant seems unfazed. Flint dives and soon they are beneath the clouds and the giant is far behind.

After stopping to effect repairs, the ship arrives in the Virid capital the following day. The party is confused, when all they seem is a vast lack, but Flint tells them its below the magical waters, and they dive down...

TO BE CONTINUED

Sunday, December 12, 2021

Showdown with the Cyan Sorceress

 


A week ago, our Land of Azurth 5e game continued a week ago with the party coming to what they had initially take to be a hill at the center of the forest of stone shapes, but was actually a circle of close standing forms. There was one stone toppled over to form a platform over a deep abyss chasm beyond where floated the Singing Monolith. On this platform, the Cyan Sorceress had made her camp. 

She tried to shoo the party away, but when they weren't having it, she threw a trinket into their midst that suddenly cause gravity to intensify, slamming them to the ground. Obviously, the time for palaver had passed!

The Cyan Sorceress had powerful magic and several strange devices at her disposal, but in the end their was only one of her against the entire party. With Dagmar's healing keeping Erekose and Waylon able to attack, the Sorceress was subdued. Belatedly some of the weird cyber-zombies attacked, but they were easily dispatched.

With a spell to compel her truth-telling, the party got down to questioning the Sorceress. They found out she and the other Chromic Witches were agents of Queen Desira of Virid, but they had become concerned that the Wizard of Azurth was exerting a strange influence over her, and struck out on their own to find magics to potentially counter his. Somewhere along the way, she fell under the influence of a Shadow. Who or what the Shadow was, she had difficulty describing she seemed to indicate that somehow it was displayed in time and possible world. It was somehow related to the book which was sometimes the Wondrous Wizard of Azurth and sometimes the Marvelous Monarch of Mu. The Shadow wished to use the book to remake the world, or perhaps had done so already. Somehow the revival of these action devices were going to help the Shadow do this. When the Cyan Sorceress was defeated, the Shadow seemed to have lost its influence.

The party was unable to stop the Monolith's emergence, meaning an increased revival of the ancient trinkets and related artifacts, but since the Sorceress was unable to complete the ritual it had been a less significant event than it might have been. The group emerged on to the surface of the Crooked Hills, more informed than before, but perhaps no more enlightened.

Sunday, November 14, 2021

The Petrified Polyhedron Forest

 


Our Land of Azurth 5e session last Sunday saw the party continuing their exploration of the strange, underground tunnels as they searched for the Cyan Sorceress. They had no luck in that regard, but they encountered a number of weird things. Waylon took a bracer off an alien skeleton that allowed the wearer to reach into a pocket dimension. They discovered a room where the walls were covered in green filaments, though they couldn't discern its purpose. Then there was the room where the emanations of a crystal seemed to have frozen a number of people (both aliens and recognizable folk) in time. 

The group freed a couple of the humans, who were priests of the oracular temple above and had been frozen for hundreds of years. The party hoped the priests might be able to shed some light on everything that was going on, but no such luck. They pointed the confused priests in the direction of the surface and went on.

The last room they came to had a column of light that they figured out acted as some sort of teleportation beam. They all used it and came out in a vast, underground cavern, full of a petrified forest of sorts--or perhaps a garden of standing stones might be more accurate. Except the stones are all "natural" and in various geometric shapes. They come in sizes from merely imposing to positively gigantic. And the party discovered that some of them move.

In fact, the party figured out how to nudge who of these rolling stones in a forward (deeper into the forest) direction, and they followed in its wake to the central hill.

Thursday, October 28, 2021

Encounter with the Cyan Sorceress


Our Land of Azurth 5e game continued on September 16 and again last Sunday. The party passed through the door opened by the sleep walkers and into an older structure. Just beyond the door, they encountered an animal like a great cat with a ball of energy for a head. The party fought with it, and though it had some unusual powers, put it down reasonably quickly.

They moved into a larger passage where a humming sound presaged the passing of something at high speed. During the rest of the time in this central tunnel the thing periodically passed at unpredictable intervals. They had to be careful and stay out of its way.

Crossing the dangerous "highway" they came into a room full of strange, junk machinery--and another (or perhaps the same) energy-headed cat. They fought it again, and realized finally it would stay did until they shocked it with lightning. 

More weird rooms followed that one. There were several with sarcophagi where beings seemed to be in various states of growth around old bones. Dagmar touched the semi-solid green stuff in a vat and got sucked in and would have drowned, had they not pulled themselves out. A strange, cybernetic undead attacked them, but they stopped it with the first of the trinkets they had managed to figure out how to use.



Eventually they came to a room where some of the hapless, captured townsfolk were being turned into more such creatures. When they moved to free them, the Cyan Sorceress appeared. She revealed that she was one of the Chromic Witches, in the same coven as the Magenta Mage they met back on the Candy Isle. The Sorceress's speech seemed halting, and occasionally she was confused, suggesting to the party she was being controlled by someone. She also mentioned a book as being important which Waylon guessed (rightly) was the Wondrous Wizard of Azurth. The group tried to apprehend her, but she teleported away.

Monday, October 25, 2021

Seven Years in Azurth

 


We played the 7th anniversary game of our 5e campaign last night, having had the inaugural session in the Land of Azurth on October 19, 2014. It hasn't been as many sessions as the time might suggest; we only played once a month over much of that time, though the pandemic and a switch to telegaming led to an increased frequency. Still, it's the longest myself or any of my players have continued a game.

We've lost no characters to misadventure, and only one player has left the game over that time period: the teenage daughter of two of the other players who decided she had been things to do than game with middle-aged folks. 

I can't say my eye hasn't wandered to other games over that time. It has probably helped the longevity that we were able to squeeze in Star Trek Adventures in the pandemic, and I'm able to play some other games with another group. Still, I think the inertia of doing this game for so long actually helps carry it forward. It's much easier to quit something you haven't invested as much in.

I don't think we've plumbed the depths of the setting, yet. There's still a lot more the group could get up too.

Monday, September 13, 2021

The Fire and the Void


Our Land of Azurth game continued last night with the party in the midst of exploring the strange, ruined temple beneath the Crooked Hills. The party ran afoul of a group of skeletons that they quickly dispatched. They avoided a pit trap where they also found another strange item--a vial of silvery liquid. They were disappointed to find it wasn't magical.

They came to a room with a relief of a muscular, bearded man holding a scorched brazier. The group tried burning something in it and a secret door opened. On the other side was a room with a large oven with a roaring flame inside. They discovered the flame was a fire elemental who suggested it needed to be bribed to allow them to pass through to the run beyond the oven. Dagmar gave it gold pieces, which it melt in its flames. Then it parted like a curtain to allow them to pass.

On the other said was a wide, shallow bowl with a whirling void on the inside. As the party began to investigate, a group of the sleepwalkers came in. They largely appeared to ignore the party as one took a couple of items the party took to be trinkets and dropped them into the void where they disappear. When that was done, he extended a hand expectantly to the party.

They decided to give him a trinket to see what happened. He took it and put it in the void. They kept giving him the trinkets they had, even the newly acquired silvery vial, and they all disappeared. The sleepwalkers turned and left.

When they were gone, the party investigated the room further. Waylon figured out that the void was only an illusion. Items dropped into it went down a passage. Erekose found a secret lever to open a secret door. What they found, down a short passage, was essentially a glorified closet with a number of trinkets and other items that had been dropped into the void.

Mindful of the townsfolk's warning about the trinkets exploding, they cautiously experiment with putting groups of them together in the same place, but nothing seemed to happen. Eventually, they divided up the nonbroken items and took them with them.

Sunday, August 29, 2021

Beneath the Crooked Hills


A week ago, we had another session of our Land of Azurth 5e campaign. The party had become much more interested in the trinkets and where they might come from. The townsfolk really didn't know, but mentioned a mage who had been looking into the mystery. Unfortunately, she had disappeared.

The party searched her old residence and found some cryptic notes they couldn't make much of. There was also some sort of design or pattern imprinted on a rectangle of an unknown, transparent material. They did discover she had gone into the Hills and never came back.

Knowing there's nothing for it but to explore their selves, they look around until they stumble upon some fissures with foot prints around it. It's a tight squeeze, but they are sure that's where the strange sleepwalkers came from. The party goes in, but it takes a bit of time because Dagmar gets stuck. With they seem a weird glass wall and hear ethereal music. In the next room, they fight a nest of oversized snakes from a pile of debris, before figuring out how to open a door into an octagonal room. There, each wall is adorned with a symbol, and there's a wooden ball in the middle of the room. 

With some investigation, they find a hidden panel that seems to provide some sort of control over what the room does. They eventually decide to put the ball under a symbol matching what the "control panel" shows, and a another, secret door opens.

Sunday, August 22, 2021

Mysterious Trinkets


I realized we had a Land of Azurth 5e session weeks ago I didn't blog about. Here's the belated news from Azurth...

The party finally reached the eastern border of the Country of Virid. Immediately, the fae influence became apparent in the more fanciful foliage. As evening approached, they decided to seek lodging for the night in the town of Carabas, nestled at the feet of the Crooked Hills. It turned out there was a fair going on.

Our heroes joined the celebration and took part in various contests to win what the townsfolk call "trinkets." Erekose wins a dueling competition. Kully takes a storytelling prize. Shae won in dancing, showing off her Elven moves. Kairon managed to pull out a victory in kite-fighting. Dagmar, however, only succeeded in getting drunk in the drinking competition.

They still took the trinkets they were awarded, even after seeing a man with too many of them explode (the townsfolk didn't seem over-bothered by this). 

The party was confounded by the strange devices. Each was unique and their use was not obvious. Also, while the items appeared to have spell-like effects in some cases, they did not register as magical.

With no rooms available, the party rented a pavilion on the edge of the fair grounds near the hills. That night, after a strange, shared dream, they were attacked by sallow-skinned, nonhuman somnambulists with strange, branch-like, metallic golden growths out of their foreheads.

The party managed to kill a couple of the creatures and drive off the others, but they are left with the idea that the things were after the trinkets.

Monday, March 29, 2021

Chicken, Fried


Our Land of Azurth 5e game continued last night with the party prepared to confront the chicken mutant who was in the reactor room of the Gander chicken plant. They were uncertain what these strange suits were they found or the "radiometers" so they went back to consult the computer. It explained, but the explanations weren't of much help. It did elucidate why their keycards could open the door: you had to have a priority keycard of some color. 

Waylon went back and looted the bodies of chicken mutants they had killed to find a keycard. With a stack, they were able to find one that worked and entered the reactor room. 

The reactor room was really loud, so they were able to get the jump on the mutant. Even impaired in their movements in the bulk radiation suits, they made short work of him. It turned out to be a good thing, too, as he was apparently trying to cause a meltdown, according to the computer.

The party let the only surviving chicken mutant leave with his life and some money. He didn't seem happy, but he did it. Then, they negotiated a deal for the citizenry of Falgo which got them jobs in the factory in exchange for food. How the simple folk of Falgo were going to adapt to working in a mechanized factory the party left to the people and the computer to figure out.

With that good deed behind them, they were once again on the road to the Virid Country.

Monday, March 1, 2021

Colonel Gander's Mutant Recipe


This is a session report for two Land of Azurth 5e games: January 31st and last night. 

The party was still exploring the weird chicken factory complex in the deserts of Sang. Exploration had led them to discovery of both the birthing area of the mutant chicken folk, and a living mutant. Trying to find out something of the history of the place, they interrogated him, and he pointed them in the directions of the communication center. There they were able to play some sort of hologram off something like looked suspiciously like a super-VHS tape (it was, of course, not recognizable as such to the party). 

The hologram was of one Colonel John Harcourt Gander, foundered of Gander Foods. He revealed that his Civil War veteran grandfather, John Gander, had been whisked away by some magical doorway to Sang from a place called America. In Sang he had won the love of a princess and founded a kingdom. He also discovered that something made animals grow large in Sang, and exotic Sang spices tasted really good on chicken. These insights and a stable gate back to Earth allowed his descendants to create a poultry empire based on commerce between the worlds.

These revelations made the party more sympathetic to the mutant chicken who had otherwise been acting completely murderous and so were responded to in kind. 

Then, they discovered the master computer running the facility, who offered to store the factory to functioning if only the mutants were exterminated. The party was noncommittal but did follow the computer's directions to the surviving mutants. They found the chickens supervising a robot's attempt at surgery on one of their wounded fellows.

Dagmar healed the injured chicken, earning the party the chickens' attention for parley. The chicken were receptive to being given the factory as a homeland, but when the party suggested they might still grow nonmutant chickens for human consumption, things took a turn, and Dagmar the Cleric decided they might as well attack. Soon, the chicken's were slaughtered and the party had thrown their lot in with the computer.

They did let the chicken Dagmar had healed live, but left him to figure out exactly what to do with him later.

In exploration, Waylon opened a safe containing fuel pellets and apparently exposed himself to radiation, but he was sure his hardy frogling constitution would save him. The computer directed them to the only other surviving mutant who was in the control room of the station's atomic reactor.

The party went to get him too, but wound up tangling with a beef security bot in the mutant's control.  Once the robot was destroyed, they prepared to enter the reactor room.

Friday, January 8, 2021

Security Robots and Dead Chickens

Our 5e Land of Azurth game continued this past Sunday with the party warned by the automated voice at the gates of the Gander Foods Chicken Plant that security was on the way. When the four metal men armed with paralyzing batons arrived, the party perhaps regretted their decision to hang around. Still, they ultimately did prevail, but were so depleted they opted for a place to hide and a short rest.

They found cover on another side of the plant behind an old vehicle of some sort. Waylon managed to find a red keycard while trying to find away to activate the vehicle.

With keycard in hand, they were able to enter a side door of the building where they discovered a long hallway with many doors. Behind the first couple, they found numerous chicken cages, a smashed metal man, and the body of a dead chicken humanoid.

TO BE CONTINUED

Thursday, January 7, 2021

Weird Revisited: When Noom Comes

This post first appeared in 2015...


There is one holiday in the Land of Azurth that can never be scheduled because it comes when it will. Loonsday, it is called, and on Loonsday, Noom, the shy, hidden face of the Moon, turns toward Azurth. When the light of smiling Noom shines down, many strange things have been known to happen.

Here are ten strange visitations that have occurred on a Loonsday, under Noom's beaming face:

1. Street cobblestones are disturbed as by ripples in a pond.
2. A strange, scintillant mist attaches itself to a person and follows them around for sometime making a soft sobbing sound.
3. People don strange hats and spontaneous start a parade, winding through the streets of the city, as if in some ecstatic trance. At some point, they cease their marching. The participants throw their hats aside and return to their previous business. They profess no memory of the events.
4. Inanimate household objects have come to life and demanded their freedom from enslavement for perhaps an hour before returning to normal.
5. A rat-king and its retinue emerge from the sewers to hold court in a city square. He will answer 3 questions about the future, promising that at least one prediction will not be a lie.
6. Someone finds a kazoo whose sound will banish lesser devils.
7. Shadows take on weight and texture of a thin piece of felt and detach from their owners with a bit of tugging.
8. A rain of frogs occur over an area of the city, but each frog drifts down slowly under a tiny parasol.
9. A swarm of small, translucent portuguese man-of-war fly through like balloons in a strong wind. They strike anyone in their path like thrown boxing gloves.
10. Small groups of people in odd clothes with their heads replaced by glowing orbs are seen in the streets. If accosted or hindered in their obscure tasks, they will search their pockets or purses and produce a few alien coins and give them to the person confronting them. The coins hum and writhe gently in the hand.

Loonsday inserts itself into the more sensible and regular calendar of Azurth without warning. The appearance of Noom in the sky will always signal that it has begun. When Noom has set (and not in the normal way but by simply drifting away like a handful of sand blown on the wind) Loonsday is over and the normal precision of time resumes.

Monday, December 14, 2020

The Land of Azurth Year in Review


While we have one more session of our Land of Azurth campaign before the end of the year, it's a good time to look back at what the "Masters of Mayhem" (as the party calls themselves) got up to in year six, game sessions 53-69.

The Vault Job
The party returned from a trip to a dark future to find the Clockwork Princess of Yanth Country in seclusion, and Drumpf the new, authoritarian mayor of Rivertown. The lure of gold convinces the party to help the former mayor Gladhand liberate some of this gold, currently being held in the vault of Sly Took, member of the Raccoon Thieves Guild and banker to the underworld. The party hatched an elaborate scheme involved a magical armoire and succeed in getting Gladhand's gold.

With the heat on, and wanting to talk with the Queen of Virid about events in the future anyway, the party headed out on the road.

Servants of Shadow
Near the northern border Yanth Country, they party stopped to help a village of cervid centaur folk who are being menaced by a bickering couple of Umbral drakes who emerged from a shadowy vortex within an ancient ritual circle. The party kills the drakes, but it turns out they are only the first incursion of agents of Umbra, the Shadow Moon. A group of Gloom Elves are inhabiting a half-dilapidated tower.

Uncharacteristically, the party winds up reaching a compromise with the elves. They hold a cryptic conversation with a vaguely familiar shadow man who steps through a door opened by the elves.

Shkizz
Further down the road, they decide to spend the night in the town of Shkizz. They discover the townsfolk are priggish and uptight in the day, but wild libertines at night. The discover a cult worshipping a pig demon, but it turns out he is only taking advantage of the situation, not its cause. He blames it on the High Priest of the Church of the Dark Flower in the neighboring Duchy of Dhoon.


Slekt Zaad
The party finds Dhoon suffering under a series of nonsensical decrees of from the Duke, who no one has seen in some time. The party confronts Zaad who reveals himself as some sort of plant being. He also reveals he's allied with the captain of the Ducal guard and they have the Duke ensorcelled. After busting out of jail, the party makes there way to an ancient fane hidden by kudzu, where discover Zaad's magical botanical laboratories--and they recover the gem that holds Zaad's soul. With that gem, they defeat him and lift the curse on the Duke.

The Demon Barber of the Sapphire City
Finally, the party arrives in the Sapphire City and become intrigued by a series of disappearances and mysterious, magical tonsorial makeovers. It turns out to involve dopplegangers of magic hair and the machinations of a hag and her adoring humanoid tribe. 

The party is reunited with their old comrade Calico Jack who was being held captive beneath the barber shop.

A Famine in Ffalgo
As word of their deed spreads, two teens from the village of Ffalgo on the Sang border seek out the party to request their help in journeying to an ancient castle in Sang, said the magical produce an endless supply of chicken...

Thursday, December 10, 2020

Quest for Chicken


This past Sunday, our Land of Azurth 5e game continued with the party stopped in their preparations to leave Sapphire City on their way to Virid by a request for aid from two youths: Tagg and Dynda. These kids are from the village of Ffalgo near the Sang border. They've been suffering form a famine that blighted their crop and sickened their animals placed on them by a wandering warlock. 

They have a desperate plan to seek out a castle close by in Sang where there is supposed to be a never-ending supply of meat, specifically chicken, waiting for someone to claim it. Sang is dangerous and the elders of Ffalgo are cowardly, so they won't go, but these teens hope heroes will try. The party agrees.

The party is the guest of the village overnight, then the teens lead them to the border where they can take the black road made of some mysterious, durable material to the castle. 

On the way, they are attacked by small, reptilian creatures operating a smoke belching siege machine of some sort. The party's attacks blow the machine up, greatly disappointing Waylon the Frogling who had hoped to claim it on their own. 

When they arrive at the castle, they find it isn't a castle at all but some sort of fenced complex. A sign names it the "Gander Foods - Chicken Plant." Their first attempt to enter leads to Shade getting an electric shock, but the party is persistent.

TO BE CONTINUED

Monday, November 16, 2020

Cutting Through Evil-Doers in the Land of Azurth

 A Sunday of last week, our 5e Land of Azurth came continued with the group finishing our adaptation of the adventure "The Barber of the Silverymoon" by Jason Bradley Thompson. With the intelligence gleaned from the captive znarr, the group continued exploring the caves. They sound discovered the real Tom the Barber in an oubliette. He led them to a Mr. B. Zoar, the korred whose magic hair was the source of all this madness. The korred looked sort of like this guy:

With the source of the evil hair removed, the party went looking for the Znarr queen Zarvoola. They happened to rescue an old acquaintance of theirs, Calico Jack the Cat Man, along the way. 

They found Zarvoola surrounded by a horde of sycophant znarr. The well placed sleep spells cut down on the enemy forces and then they were really cut down by the arms of the fighters. Even the cleric got into the act with spells and mace.

In the end, Zarvoola's true identity as a hag was revealed, and what znarr were left beat a hasty retreat. The party assured all the prisoners were freed and left it in the hand's of the logical magical society to clean up the mess.

Sunday, October 18, 2020

Weird Revisited: Bugbear Nightmare


In dark places where nightmares thicken and curdle, bugbears are born. They're gangling things with burning coal eyes that stare out of snarled fur, black and featureless as the night sky between the stars. They haunt abodes of fear and shadow: abandoned houses, ancient ruins, sunless forests; they even squeeze into the recesses of children's closets and the forgotten world glimpsed in the gaps between floorboards. Any dark corner is a door to a bugbear. They crawl out with great sacks clutched in their spider-fingered hands. Snickering, murmuring, they snatch up children and small folk in their sacks and kill those who try and stop them. They drag the children back to their damp, subterranean otherworld, and what happens there is best not discussed.

Besides (one presumes) their kidnapped victims, bugbears subsist on such inedible provender as glass shards, potash, and the heads of rabid bats. They consider certain venomous toads an utter delicacy.

Azurthite bugbears are statted like regular 5e bugbears with the following differences:

Skills Stealth +6

Special Abilities:
Plastic. Bugbears can squeeze through spaces as small as 1 inch.
Shadow Stealth. While in dim light or darkness, a bugbear can hide as a bonus action.
Sunlight Weakness. In bright sunight, bugbears have a disadvantage to attack rolls, ability checks, and saving throws.

Monday, October 12, 2020

Hair-Raising Horrors in the Land of Azurth


Our 5e Land of Azurth game continued last night, with Kully and Shade plunged beneath the shop of the Demon Barber of the Sapphire City. They encountered a number of ill-tempered purple creatures, before the chair Kully was trapped in was whisked to a lower level: a subterranean barbershop of horrors!

The rest of the party saw the events upstairs through the eyes of Waylon's familiar and rushes in. Just in time, too, because the Evil Tom's assistant, a redheaded little maniac with a straight-razor had knocked Shade out. Under the assault of the full party, he was soon dead, as was Evil Tom. 

Kully was rescued, but he was behaving in a more bombastic fashion, and the party was concerned. Shade became convinced the barber had done something to him.

The party explored the various rooms in the barber level, discovering magical pomades and hair-dyes--and eventually, stone stairs descending in darkness. Also, hair like vines hanging over it. Hair that sometimes attacked. Knoggin's Pomade helped tame it, and the party descended without further trouble.

They encountered more of the purple creatures, this time with one of their witchdoctors, The party overpowers then pretty quickly, though, and takes a captive to interrogate.

The creature tells them he is a Znarr and his people serve a a beauteous female of their species named Zarvoola. Zarvoola is holding some very hairy creature captive and orchestrating everything that has happened in a bid for conquest...

TO BE CONTINUED