Abominable Snowmen

Black Dow: DM O' The North's page

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Hei gang - game hasn't died just busy at work and my home interwebs are super slow at the moment.

Bear with me cheers


Luke - presume your stalking toward X12?

BTW gang - Frerin had a Wand of CLW upon him (with some 17 charges remaining) so feel free to zap away any lingering damage prior to us moving forward... (will retcon it took place)


Snowpaw will be entering stage left soon enough ;) Once we've cleared the lair you'll understand my reasoning... Okay have a looksee at the map link below - ignore the mention of Uglabjorn - you were to face an owl bear once upon a time...

Puca Lair Map revisited

Based on the above Map you lot are currently positioned betwixt X11(the barred door and X12 - the open chamber - the crunching sound is likely coming from there or X13 it conjoins... you've not ventured down the corridor enough to glean it connects, but you do see a corridor ahead should you wish to head that way (or be forced toward...)

DM O' The North's rolling of the bones...:

1d20 + 11 ⇒ (16) + 11 = 27

At Sesi's outburst the crunching heard nearby stops momentarily, then slowly begins again accompanied by the shifting of a large bulk...

DC22 Perception Check:

Your keen senses discern that whatever is making the crunching sound has shifted toward your direction, but is still feeding... Additionally it slightly sounds further away that in the next immediate chamber... At present... ;)


Your group slowly wind through the narrow tunnel, Ragnar and Ságol frequently have to pause to re-orientate their respective bulks through the tighter squeezes.

Perception DC12:

The air on this side of the lair is more dank and stale, than the fetid home of the Hinderlings... all suggesting these chambers have long been abandoned...

The area opens out and two options for further investigation present themselves;

To the West lies a wooden door. It is heavily barricaded and reinforced from the outside - makeshift planks and thick props from axe handles to a sundered wagon wheel have been propped and nailed against the door...

To the East the path seems to open out into a more open chamber, from which a strange popping sound can be heard...

Knowledge: Nature DC16:

The unnerving sound is the crunch of a carapace of some vermin creature being pierced...

Barred door to the West and open chamber to the East...


Sorry gang - been remiss on the game - will fire something up tonight...


Cool - Ragnar on point; then Ságol; then Sesi; then Kylar with Dísa at the tail gunner spot.

As you form up to explore the remainder of Púca lair, Muli rummages in his pack and produces a small desiccated viper with hook teeth.

The shaggy alchemist grins;

"Lockbite Viper! Yes-Yes! You go explore... Muli unlock treasures!"

He lumbers off toward to the accommodation chamber...


Cool if necessary we can retconn any Sherlockian deductions should it be an issue

Leaving the fell living chamber your group move back toward where Muli stands waiting;

The air is rank with the smell of charred flesh and garbage, and acrid smoke clings to the air. Yet the wild alchemists critter bombs have done their job - the Rotian-maða are but ash and the way ahead is clear...

Luke's keen senses perceive no immediate threat and you make your way through the narrow, winding tunnel.

The tighter nature of these tunnels means you all need to stoop and shuffle whilst traversing the labyrinth (-1 terrain penalty to attack rolls and visual perception checks) - use of 2H weaponry requiring "swing room" is impossible)

Knowledge: Engineering DC15 (allow untrained):

The "dip" in the tunnel height here suggests this is has not been expanded by the Hinderlings - rather these is untouched Puca tunnels, blocked off by the cave cannibals for some reason...

Marching order please :)


Okay moving on from the chamber? Any last investigations??


Off to the fjords of Norway for the weekend gang. Will try and avoid the trow...

Back on Mondag.

Skal!


Heheheh. A Hag with magic... told you I was ramping up the threat levels lol. Ahem.
So how to open the chest...


Disa:

Spell craft works just as fine. Based on your gut feeling and the concoction of mixed faint auras it may hold a spell book...

So you have a chest - likely trapped that sits in the one alcove displaying the trappings of what may pass as "civility" in this catacombic Hel. You also have the beads of viscous liquid discovered in one of the alcoves...


Disa:

Your word indicates that within the chest there is a very faint magic presence - not a specific aura but perhaps a blend of a number... yet concentrated..

Give me a Knowledge: Arcana check please :)

No one has seen a wolf but there were signs of a wolf's tracks in the cold tundra near the outside of the lair


She's playing up the cold, helpless maid - probably a defence mech with the Hinderlings?


Sesi's gear would have been found by the others in the armoury - so no need for shivering or flashing of flesh lol. Re: Luke knowing your name - am guessing in the interim there would have been some introductions - but feel free to RP them if you lot want, get your groove for this game back...

Ságol draws the group's attention to drops of a noxious looking syrup that has dripped upon the table in one of alcoves, though its true nature or source are not yet apparent...

Luke or anyone else who succeeds in a DC20 Chest Perception Check (Not at semi-clad Sesi lol):

As you examine the chest, gut instinct tells you that inside lurks a nasty surprise of some kind...


Alas the group's most eligible bachelor in Muli is now an NPC :)


Gameplay thread up - have taken the liberty of railroading you all into the central chamber whilst Muli's critter bombs burn the rot barricade down.

Love that both our group's gals are otherworldly aasimar :) Just adds to the Saga I reckon :)


And we're back...

While Muli's critter bombs burn the fetid blockage in the corridor the rest of you investigate the central chamber to the Auld Puca NestX6

X6: Where the Hinderlings Lair...

In comparison to the other chambers in the run down and fetid lair of the Puca, it seems this area has been kept relatively clean and tidy. Small piles of bone and refuse act sit at the entrance and inside lies 5 hollowed chambers surrounding a central firepit, upon which sits a scum encrusted cooking pot.

4 of the alcoved chambers appear to be identical in nature, save for varying degrees of mess and “decoration”. All are large enough for big men such as Ragnar or Ságol to lie relatively comfortably, and all contain a fur pile, small table and bucket. The fifth hollow is the only one with a patchwork skin curtain hiding it from the rest of the room...

Knowledge: Engineering DC10:

It is clear that these alcoves have been added recently, although curiously it seems they were excavated by the small hands of infant sized creatures.

Investigation of “Standard” Hollows:

The pile of furs are mangey and likely lice ridden, nothing strikes you of value here. Upon the tables sit a variety of bones, grime and grisly trophies (eyes in jars, stacks of fingernails, various teeth etc) - all macabre, and all mundane in nature. Each of the buckets stink of nightsoil and are best left alone…

Perception DC22 whilst investigating above Hollows:
Your keen senses are drawn the the table on the eastern-most alcove. Upon the crude table several minute beads of a viscous liquid sit.

Investigation of the Curtained Alcove:

The northern most alcove has rigged been up a patchwork hide curtain across it granting a degree of privacy. Inside the alcove there is a simple bed, a small table with a mirror fixed to the wall above it, a padded stool and a chest. Sitting on the table are several pots of cosmetics, a bone quill and ink bottle. Beside the writing implements a several sheets of parchment sit… one of which has been written upon.

The sturdy wooden chest is locked. DC20 to break (Hardness 5; HP10)

Anyone wishing to check the chest out before going all medieval on it - give me a separate perception roll please


Hah. No I've had a wee swatch at the rules and definately see the potential in them. Happy to defer to those of you who've used them before for some guidance?

Like the idea of them being a more ancient (forgotten) form of magick (which will also tie in down the line in the Saga...) but want a straw poll before I give Drayen the green light.


Healing will be handy - but don't get too hung up on it. Feel free to create spells that fit the characters modus operandi.

Once we nail down Disa V2.0 I'll move things along somewhat.


Jotunn sized portion of suck I'd say.

Ditto on the spells - go with whatever strikes your fancy.


Welcome one and all. Appreciate the patience for a slow thaw. Wheels in motion and all that - something up and running soon.


Okay gang - am finally free of this feckin flu-virus thing that has refused to prise me from its mucus inducing clutches... and I'll be off duty as of Friday (been a LONG week of 2 root cause analysis - which Mark will confirm are a frankly a chew)

So that's the first part of the good news.

Second is that in addition to Adam/Sesi able to kick off, we also welcome an auld friend back to the fold in Drayen/Disa - been a long road back but we'll soon have our full compliment again.

Will allow any tweaks and changes afore we kick off (likely over the weekend)

Skal

Dow O' The North


Back in the saddle folks.

Right am visualising the group currently congregating at the blockage of X11 where Muli is about to put "fire in the hole" - as/when that barricade burns off you be free to explore the rest of the lair.

In the meantime X6 is best shout at finding out about your new foes...

Disa, the other surviving member of the group is preparing Skol's body for the pyre and will tend to a very weak Sesi (want to give Adam/Salsa plenty of opportunity to join the frey)

As previously outlined once we are clear of the Puca lair Disa and Muli will make tracks elsewhere (there will be a rationale for this), I'd hope you'd bury Skol in whatever fashion best suits...

After that the new group can decide what direction to take...


Hey folks - am absolutely slammed at work at the moment - having to step up in role to cover my manager.

Will try and get something in-game when I can, but appreciate the patience being shown. Hopefully things will calm down a little by the weekend at the latest!

Cheers


Afore moving toward the living chamber (X6) Ragnar initially mulls destroying the rot-stench emitting barricade of debris (X10)... however Sagol stays the big Northman's hand and axe...

Sagol Perception Check:

Your keen eyes notice that the barrier of debris has been built of rubbish, refuse plugged with a number of rotten carcass parts (of apparently different origins). However far more concerning is the numerous foul grubs that crawl and writhe amidst the fetid barrier that you recognise as dangerous rotian-maða (rot grubs)...


By the fickle gods of the black gold... that is indeed fell tidings!


Oh man... ours is in Baku, Azerbaijan... so remote headaches all round. Operator wants to go in with e-line, then coil tubing... our guys are on standby to try and complete their WH M-SAS testing... 2 hour job being held up by day 10 of fishing... and counting! Arrrghghh.


Work ramped up... Bloody fishing jobs offshore...

Decks hopefully cleared on the morrow and service shall resume!


Sorry folks - RL stymied me this weekend; Burns Supper with the folks and all that...

Will try and get something up tomorrow.


I'll do a recap of the X6 search first?

Luke & Kylar:

With Knowledge (Nature) checks like yours, feel free to look over the Winter Hag stat profile on the SRD. Nothing there should take you by surprise - just make sure you mix up your crunch knowledge into fable/lore flavor :)


You can spill it "off camera", or role-play it - either is good with me. A DC17 Knowledge (Nature) check will net you some more info on The Bearncennicge...

Ken O' The Bearncennicge - DC17 Knowledge (Nature) Check:

You have good cause to believe the Hinderling "Mother" may be a fell winter hag.

These sadistic crones haunt winter-blasted plains and rime-covered forests. Exceptionally arrogant, they oft use their magic to subjugate entire tribes of evil humanoids so they can rule over them as queen of a fashion. These arrangements rarely last more than a few seasons, because no creature is truly safe from a winter hag's irrepressible appetite for warm, raw flesh. An ambitious winter hag might extort a village by causing constant snowfall until they give her children to eat or adults to become her slaves...

Like all hags they possess innate spell abilities, granting them powers both deceptive and devastating

They carry potent staves of black ice, possess an kald breath and can move across ice and snow with ease. Their crystalline pupils grant them vision in all climes and can even see things invisible to normal mortals. Yet like many cold hearted creatures - they fear fire and the damage it can wrought upon them...


Kylar:

You do indeed my friend. Likely you'd been keeping them memorised and readied, should your time for the pot have come... a last stand if you will...

Will give Sesi another rustle up before we move onward...

Kylar, Sesi & Ságol:

Should you wish to share any of your observations on the rest of the Hinderling family - you can tell Ragnar and Luke of the following:

The Hinderlings:

There are... were four of these misbegotten cave dwelling cannibals...

Redec (slain by Ragnar) was the youngest and the runt of the litter. He tended the trow-hund, and was most oft charged with feeding the prisoners a foul porridge and keeping guard of the lair

Fin'nok is the next oldest, and the largest. A massive, foul tempered brute who tormented his brothers and would exhibit sundering rages in the aftermath of any poisonings or slights.

Pakrit was the second eldest and gave the impression of being the most competant at arms. The only one of the brood to wear armour of iron. He was barely seen by the captives save for when he would question them on their weapons and equipment.

Det'ruk was the most sinister, eldest of the brood his brothers typically gave him a wide berth unless Fin'nok was feeling brave. Typically Det'ruk would placate his brother through the use of poisons - and you all suspect it was this Hinderling who administered the poisons used subjugate your company. You have all witnessed what appeared to be Det'ruk suddenly becoming visible at the makeshift bars of your cells. All the while wearing his slit mouth smile...

Bearncennicge ("Mother" in Auld Iobarian) - The woman who leads these cannibals has black, frostbitten skin, white hair, and carries a black ice staff decorated with bones and gems. Small and frail in comparison to her brutal "sons" this crone is cruelly arrogant, intelligent and has an insatiable hunger for flesh and bone. Having studied her actions and bearing you believe her very likely to be a hag of some description, and as such likely a being who wields fell powers...


Searching past the carcasses and around the morass of muck, bones and refuse that Stencmaga once called its kennel nets little results... most likely equipment and weaponry taken from any prisoners will be housed elsewhere in the stolen nest.

I'll presume you'll slowly check out the remaining chambers... see map below for corresponding location - ignore Stenc's wee icon - RIP

PUCA LAIR

X7 Old Guard Room:

(This is where you first encountered Redec the Hinderling)

The walls and ceilings are covered with lurid blue paint, over which childish drawings of battle scenes and strange words have been scrawled in chalk.

There is a broken table lying on the floor, on top of which is a considerable quantity of what appears to be broken furniture.

DC20 Linguistics if X7 is re-explored:

The language used is Aklo - the speech of otherworldly monsters and evil fey. The drawings and words all lie at child level suggesting that (if it is their handiwork) the Puca are not perhaps simply "Woad Goblins"...

X9 The Training Room:

Arranged around this room are items which one would associate with training for combat and torture. By one wall sits a broken and blood-stained manikin. A rotten skull with long spikes hammered into it hangs by a chain from the ceiling. There are several thigh bones of varying thickness in a rack and a large barrel upon which sits several lengths of coiled rope... both the barrel and rope and slimey with congealed blood.

Nearby on a bench against another wall are some bottles, sacks and crudely fashioned crossbow bolts. Under this bench is a battered straw target...

DC10 Perception Check:

You examine the broken manikin and find a gruesome discovery - the manikin has been made from the corpse of a humanoid - crudely mummified in lime crusted bandages.

DC18 Heal Check IF above Perception check above is noticed:

Based on your expert eye this corpse is long time dead so it was either a fixture of the nest previously or was brought here...

Knowledge: Nature DC13:

You recognise the skull that hangs is of a small sized humanoid, most likely a Puca

Sacks:

In each of the sacks, you find the gear of the larder prisoners. In all cases the equipment is undamaged, but has been handled as the greasy, grim hand prints attest

Bottles:

3 flasks of Alchemical Oil

Barrel:

The rancid barrel holds lengths of sinew, feathers, lengths of blodpine wood and other sundry items that could be utilised to make bolts or arrows.

X10 Blockage:

A passage leading from the one which you have been following is completely blocked by a jumble of rocks, casks, sacks and other items. As you approach, the barricade of refuse the strong stench of rotting flesh assails you...

I'm leaving X6 as a more detailed search as this is the area the Hinderlings use as their main living chamber. Each of the trap icons shown on the map are all carrion pit traps (without the giant maggots) that Ragnar encountered on the initial breach of the Nest. Will presume you discover these given the caution you'll likely exhibit.


Forgotten just what a cantankerous and hard ba$tard Ragnar is! Happy Days :)


Indeed all the captives of the Hinderlings can see through the cracks and rents of their mis-matched cell doors. Following the action play-by-play would have been nigh impossible - but you are all in no doubt that Redec and his trow-hund have been dispatched with prejudice


Muli and Disa move back, allowing Ragnar to do the heavy lifting whilst Luke (likely) covers his actions, lest any of these souls prove hostile.

The wild alchemist and shield maid make an odd couple, as they prepare their fallen comrades bodies for funeral rites.

Forgot to mention the doors have locks, but there is no key on Redec's corpse... perhaps he was trusted with such a bountiful larder...


Ragnar has the measure of it. Improvised or nei you can use them in conjunction with abilities etc without issue.

Good start to the interplay guys - glad to have this game back :)


The Saga thaws whilst Scotland freezes lol. Game post up... let's ease into this folks :)


And Saga Begins Anew...

Retrofitting the above scrap to allow for a shuffling of the player pack - ignoring the Perception checks and searching - let's do that as a complete unit nei?

In the aftermath of the battle against the fell Hinderling and its brutal pet, the toll was felt. Whilst Disa does her best to heal wounds, neither she nor Muli can revive your fallen companions - the dweorg Frerin, and the spearman Skol... whose bodies lie dead and sundered from their fell wounds.

Yet in the clamour of battle and chaos of the midden that Stencmaga lair in, a surprise awaits...

... voices from deep within the cavern... words uttered in the Common Tunga, Auld Iobarian and even Skald. Strained they are at first, then rising with the bellowed conviction of those who desperately seek freedom.

As you approach perhaps a trio of voices address any who investigate; voices belonging to folk imprisoned in small hewn cells -with junk doors made of rusted iron, bone, sinew and chained in place. The doors give the impression that they could be disposed of relatively easily, suggesting perhaps that the trow hund was the main block to any escape.

Everyone up - let's ease into this - some roleplay and intros, respective groups feel each other out...

Newcomers:

You are all desperate but ready to fight for your chance at freedom if needbe. All of you are at 1/3 HP (round up) and have no equipment or arms save perhaps a bone shard, rudimentary club or chunk of stone (feel free to choose something :). You all know perhaps more of the Hinderlings and their fell mother than these newcomers do, but who knows..

Don't worry normal service and all equipment will (hopefully be restored soon enough)

Background: You are all working out of Hálbriden, where the druidic leaders charged you with seeking out the Puca and ending their murderous mischief. You camped one day out from approaching the lair and the rations you ate (you believe) were laced with poison, which overcame you all. One week later, two of your retainers have been eaten by the Hinderlings and their Hag mother... yes your wee tasty morsel of intel is that you strongly believe the Bearncennicge or "Mother" to be a fell hag of some type...

DC18 STR Check to bust open the larder cell door; Hardness 5; 10HP to sunder


Heh. The mind boggles - and in the kald o' Iobaria its not the best idea to reveal too much ;)

Work's conspiring to slam me for time - have a day off upcoming on Thursday so look for that as kick off day.

If I get time before - bonus.

Cheers


Indeed you will be - but it'll be found relatively quickly - I won't be shanking you all that way. Freedom is at hand and a red handed revenge is in your skein o' fate Ságol :)

The Hinderlings will have brought you three down with poison (you now have surmised they were tainted rations either purchased or spoiled in the wilds...) - multiple doses of Oil of Taggit seem likely.

I'll infill more details on your captures and the circumstances this afternoon.


Arrrggh - BIG post just eaten. Take II:

Okay here's where we are at... The original ill-fated heroes eventually found their way to the Púca Nest - where it was believed that answers to the blight that has befallen both Kustnir (and the Berghof Valley) would be found.

Alas none of the pesky Púca were discovered - at least not alive. However it seems that part of their lair has now been occupied by fell Hinderlings (Auld Iobarian for "Sneak/Wretch") - cannibalistic cave dwelling sub humans of local lore.

Redec - one of these "wretches" was encountered and dispatched, along with the lair's trow-hund (troll hound) guardian.

Exploration of the lair reveals that it is clear a small clan/family of these fell creatures now occupies the former Nest.

Here's where we introduce the new members of the company in Sesi, Ságol and Arythain's character. I was originally worried that them being captives would have introduced them as potentially "weak" but to be honest surviving the Hindering's larder/prison shows a mean survival streak and you'll also have valuable intel on the rest of the Hindering clan...

As such the new characters will all start with the "Tough Meat" Saga Achievement Trait (see the Campaign tab for details) as they'll not yet have earned the Outlander trait and missed out on the trow encounter and its reward.

I'm currently looking over gear and treasure of the outgoing members of the group and will likely re-write the Saga canon to cover this (will be addressed in game thread).

Again thanks for the patience - will introduce the group/larder encounter then a full exploration of the Nest can take place. Hindering intel will be spoilered also and the new Saga heroes can trickle into play as they see fit.

Cheers


Sorry guys wait will be a little longer - weekend brought a bunch of callouts and 4am telecoms with offshore... Off duty as of today so am resting up and will kick off this week.

Bear with me :S

Cheers


Bizarrely it was hot toddies that got me back in the hairy saddle. Will get some posts up this weekend.

Still mulling how to introduce everyone...

Oh and hope everyone had a Guid New Year :)


Snowed under at work and nursing sinus woes folks - will likely be off the grid until post New Year...


Nae bother. Have a good Yule one and all (raises drinking horn)

Will post bits and bobs as I get time, but like I said no pressure to respond.


Just a wee touch o' Scots :)

Cool for Yule it is then folks... we'll reconvene after the festives; if I get time then I may post some development stuff for the incoming players, but I'll not expect input so no pressure.

Enjoy the festive break as/when it comes - thanks again to the stalwarts and newcomers who've given me a second tilt at this windmill :)

Skal!


Sorry gang - RL is currently conspiring against me. Narrowly dodged being shipped to Azerbaijan for Xmas!

Am wondering if best for a Hogmanay reboot as the impending festives and RPG Supastar will tend to limit time for everyone??


Apologies all - typically work (post holidays) has been insanely busy.

Will likely be the weekend now before I get a chance to pull things together.

Cheers


Cool all looks good to go.

Have some days off tomorrow and Tuesday, so will working on the game then.

Cheers for the effort folks :)