Black days of Kor Kammor, Game One


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Black Days of Kor Kammor,
Game Twelve

The Heralds have arrived in Hallowfaust, the City of Necromancers.
Some things about Hallowfaust

1. It's from the Scarred Land line. I've had it in Kor kammor a long time, but while characters have been *from* there, no one has ever *gone* there.
2. People are broken into three categories – Guildsmen (ruling-class necromancers), Citizens (people who live and work in the city), and visitors (everyone else, from merchants to adventurers).
3. Undead patrol the streets at night. Guildsmen can command them. Citizens are given tokens, worn openly, to identify them as allowed. Visitors just aren't supposed to be on the streets at night.
4. Hallowfaust is an ancient city that was killed off by the nearby volcano centuries ago. The current government is much younger, and was established by necromancers fleeing prosecution. The city itself is divided into three regions, the Citizen's Quarter (inhabited region from the First Gate to the Second gate, abut a third of the city), the Ghost Quarter (the Second Gate to the Silent River of cooled lave-flow, an unihabited section of town where the population was once much greater than it is now), and the Underfaust (subterranean section from the Third Gate and Great Keep to areas within the dormant volcano).
5. I have made changes as needed for my tone and plot.

The Heralds of Dawn have arrived at Hallowfaust, in advance of their quarry, the murderer and scout UnJohn.

Now what?

While Quince struggles with feelings of dread from being surrounded by undead, and Mhyssi takes some time to explain to Juiren just how well-armed a healer is against undead, Daronelle and Auriji strike out to get rooms. Auriji feels nothing for or against undead, if they keep their mitts of her, and daronelle has been here before. She doesnt like it, but it well used to it. They soon arrange for rooms at The Weary Pilgrim.

Tiera and voronex stay on the docks for a while. Voronex is checking to see if any incoming ships have spotted the Merwhore to get a better feel for when it's really going to show up. He does discover that UnJohn is wanted within the city, for trying to sell bodies of people he killed as fresh brigand victims. No one is looking for him, but if the living guard pick him up, he'll be in trouble. And no ships should be taking on crew for days after his arrival, so he has to go to ground somewhere. Tiera just doesnt want to go into the city, which is filled with the whispers of a thousand weak spirits from the ancient age up through yesterday. When voronex is satisfied they have two days until UnJohn arrives, he leads Teira into the city.

They heralds take in a few sights of the Citizen's Quarter, the Plaza of Owls, Scravenhall (where Ryssa and Mhyssi pick up some books), and a "fear-house" with horror-based plays and poems. Mhyssi finds the Baths, and the girls disappear into them, including Auriji. Mhyssi sends a runner out to invite Juiren in once she discovers the mixed-sex wing, and he happily agrees.

Quince and Voronex get a lay of the streets around their inn, and try to guess where UnJohn will set up upon his arrival. The settle on the Fish's Head, and get rooms there as well. They also observe the Silent Watch of armored, reinforced skeleton guards, and realize that with years to inprove, train and prepare their openly accepted undead, the necromancers of Hallowfaust clearly have guards more dangerous than a typical skeleton.

Meanwhile Tiera, who gets a private bath, finds herself joined by Numadaya, the Guildmaster of the Readers of Cracked Bones and a Person of Importance in hallowfaust. Numadaya hasn't ever had a chance to speak to an elven shaman, and since the readers speak to dead spirits, Numadaya hopes to learn how to expand her powers with Tiera's lore. Tiera politely declines, and then declines more forcefully when Numadaya suggests a bone arm to replace tiera's missing limb might be part of the deal. Numadaya is polite, but cold, and asks Tiera to consider what a Guildmaster's help might mean to whatever mission brings Spring elf into Hallowfaust.

The group regathers, and return to their Inn. Everyone shares input. Mhyssi invites Ryssa and Lyssa to her room, and the three jump Juiren as a group, since Mhyssi is trying to teach Juiren everything there is to know about sex. Auriji, Quince, Daronelle and Voronex set up watches, not feeling safe in the City of Necromancers. While Daronelle is one watch, Tiera goes and talks to her. Tiera wants to know what Daronelle can tell her about the Guilds of Hallowfaust. During the conversation, Daronelle finally asks if tiera and Voronex are a romantic item. Tiera is surprised, and demurs. They are kindred spirits, says Tiera, and find comfort with one another. It is not a romance, nor is a possessive thing. If Daronelle is interested in voronex, Tiera encourages her to explore those feelings and spend time with the solatary dwarf.

Much to everyone's surprise, the night passes uneventfully.

The next day is spent making preparations. Tiera realizes there are spirits following her, and opts to stay near Mhyssi and Juiren, who are trying to arrange to talk to some flesh-sculpters about healing an anatomy. Mhyssiu gets nowhere, until the junior guld men notice Tiera. Then they become much more accommodating, though no definite appointment is made.

Ryssa and Lyssa spend the whole day taking in more fear-house performances, and trying to make contact with the local community of dusk-people (entertainers of all stripes, beggars, assassins and theives), and find it difficult to do more than get the location of a hidden actor's tavern. If there is a community of night people here, where few can go out safelyt at night, they are playing it close to their vest.

The rest of the Heralds make preparations as the fish's head. In disguise and at different times they but all but one room. Voronex goes into that room with Daronelle's aid, and he pee's on the walls and beds. Daronelle is shocked, then amused when he explains no one is going to rent the room, except UnJohn can't afford to attract much attention raising a stink about the stink.

The group split that night, voronex and Quince at the fish's head, everyone else at the Weary. Mhyssi is too tired for games, and tries to gently refuse Juiren. The young healer is hurt and confused, but accepting. Mhyssi is his instructor in more than one thign, and he tries to take this as a new lesson.

UnJohn is due to arrive the next day.

End Game 12.
No fight this time. Running around and making plans and seeing things took too long, and I had to call the session. Everyone had a good time. The romance between Auriji and Quince seemed to gain ground here, but I can't really tell you why. I'm not sure the players could either.


Most intriguing Dungeon Grrl, most intriguing. I will once more reiterate enjoying the substantial character development between your player characters as well as your unique spin on many 'standards'. I did cackle gleefully at reading about your cloakers as a quick example.

One hopes that the characters do not get on the mad side of a city full of potential necrophiles however. After all, a freshly animated corpse is better for persons of that bent than a live one, and a pretty corpse waiting to happen is sure to be a tempting target indeed...


Black Days of Kor Kammor
Game 13

Morning comes in Hallowfaust, but no dawn comes with it. A dim ring of light sits where the sun ought to be, and the learned are unsurprised. The sun will be occluded all day, blocked out by one of the Little Gods, the dark moons that take complex paths and are only visible when they block out the stars. This is a Black Day. There will be four more this year, then none for more than a century.

The trap is swt. UhJohn, known murderer, baiter and scout extraordinaire is set to arrive today. All efforts have been taken to ensure he'll take up a room at the Fish's Head. Voronex needs him to guide an expedition through the Firestorm Mountains, to mount an attack on the Alictors who are turning Voronex's people to stone.

Quince seeks him to force him to answer for his crimes, as part of Quince's quest to prove he is a man of honor and values.

Mhyssi wants to ask some pointed questions, since UnJohn seems to have worked for the Blood Hoard of the goblin tribes.

The rest of the Heralds have no special need for him, but support their allies in the ongoing quest. They do now realize, however, that they may not all have the same end goal.

The day's shadows stretch long, as Quince keeps to the main drinking room, disguised under a dirty cloak, the only member of the group unremarkable enough to be openly visible without drawing UnJohn's attention. Ryssa and Lyssa stalk about invisibly, keeping an eye out for a double-cross, or sign UnJohn has allies. Tiera takes the day in meditation, while Voronex just paces. Daronelle talks to him about why he cares so much for his dep, as they obviously spurned him. Voronex responds that if he can;t be bothered to save his mothers people, he would deserve being spurned. To prove they were wrong in their treatmnet of him, he must save them precisely because they abused him.

Daronelle tries, but just doesn't get it. Listening in, Tiera does.

In the early even, less than an hour before curfew, UnJohn comes into the Fish's Head. He is clearly in a poor mood, and complains about the dreary color and cold air. He takes a room, and makes no complaint about its condition.

The black sun sets. It is night.

Mhyssi, Ryssa and Lyssa knock on UnJohn's door. Wearing their most seductive garb, they explain they got stuck in the tavern on a job, and don;t have a room for the night. They ask if they can convince him to let them stay in his room. He is completely taken aback, and utterly fooled by their thin ploy. He opens the door, and stumbles back as the Herlads walk in. It's night, and there's no place UnJohn can do. As Quince walks in, he's holding the writ for UnJohn's arrest.

Voronex clears his throat, and tells UnJohn they need to talk.

UnJohn bursts into action, which surprises no one. Auriji is by the door out of the room (Maja Gada ready), and Voronex is between UnJohn and Mhyssi, Juiren and Tiera. Daronelle is in the hallway outside the door, prepared to go after him. Ryssa and Lyssa lurk in back, trying to get a read on UnJohn's plans. Quince is near UnJohn, ready to go after him if he bolts away.

He doesnt.

Instead, UnJohn lunges at Quince, tackles him, and carries them both out the window onto the street two stories below. UnJohn lands on quince, and knocks the wind out of him. Then UnJohn starts tearing down the street, Pulling out a stolen citizen's token and screaming for the Silent Watch.

Voronex takes flight immediately, keeping an eye on UnJohn. Daronelle rushes to go tell the propriator that friends of her have been kicked outside, after curfew. Auriji leaps down after Quince, and with a scream of frustration Mhyssi goes after her. Juiren goes after Mhyssi.

UnJohn has been to Hollowfaust more than any of the Heralds, and he came here for a reason. He's had a plan to shake off any pursuit for years, and now he enacts it. He heads right for the Flesh & Bone, a pleasure house that operates late at night, and always has a Silent Guard nearby. As Quince, Voronex, Auriji, Mhyssi and Juiren run after him, UnJohn cuts and stabs himself, so he looks well harried by the time he comes across a group of skeletal guards. He flashes his stolen citizen's token to them, and runs through. The Heralds, of course, try to follow down a street lines with just a single wisp of mist.

They don't have citizen's tokens, and they are running after an injured man who does. The orders of the skeletons are simple, but this event is covered. The skeletons attack.

Voronex flies past the frey, keeping on UnJohn's tail. Mhyssi and Juiren step up, throwing area heals and turn attempts, figuring to clear out the skeletons.

The skeletons shrug off the positive energy like water, and begin swinging magic longswords. Auriji and Quince, planning to run through the opening they expected the spellcasters to create, are swarmed and flanked immediately. The skeletons aren't a match for them one-on-one, but a patrol of a dozen of them starts to do some real damage. One of the skeletons steps back and pulls out a gong, and begins banging it (lacking lungs to power a whistle).

Daronelle explains the problem to the innkeep, and he does blow a whistle to summon the guard. He also warns her that if her friends resist, the silent guard will take them in by force. She does not find this reassuring. She goes to check their rooms, and fins Ryssa and Lyssa already packing, in case a flight through the city is in order.

UnJohn sees Voronex is still following him, and makes for the baths. Voronex follows, but must as a result land to run within the baths. Since UnJohn was ahead of him, Voronex loses track of him. Voronex blocks the entrance he came in, and begins stalking for another exit.

As Auriji dispatches the last skeleton, four massive flesh golems arrive as reinforcements, summoned by the gong. These are the Risen, masterwork combinations of necromancy and elemental binding. Quince tries to reason with them, and is rewarded with an attack by the vorpal axe of the leader, which lands a critical but not a limb-severing one. The Heralds are done talking, they counter-attack. The Risen are far, far tougher than the golems.

Ryssa and Lyssa guide Daronelle to their escape route, a short hop over an ally into a store next door that is vacant at night. It gets them free from any repercussions, at least momentarily. Tiera refuses to go with them, on the assumption that Gildmistress Numadaya can and will find her.

Voronex realizes the cold air flowing in through the barred windows creates a thick mist across the tops of the heated baths, and moves near one fro a closer clook. UnJohn burts out from the water, and drags Voronex in, hoping to drown the misshapen dwarf. UnJohn has been fighting underwater on and off for years, and assumes the advantage will be enough for him. Voronex inhales mightily, and saps 6 of UnJohn's Strength, ending that advantage.

Auriji, Mhyssi and Quince are overcoming even the mighty Risen, as Juiren throws healing spells to keep them up and fit. However, this has now taken long enough that a group of the Stygian Guard, living warriors in defense of the city, has arrived. They order the group (and the remaining Risen) to stand down. Auriji has carefully not raged, so she can clamly surrender to the authorities at this moment. Mhyssi and Juiren, already a bit spooked that healing spells do so little in Hallowfaust, also comply. Quince...

At first Quince's player is going to go along with it. But then, he consider's it from his character's point of view. Quince was chacing a wanted murderer. Said murderer ran past a group of undead who are supposed to keep visitors off the streets at night, and they did nothing to stop him. Then, the undead attacked the Heralds. With a vorpal weapon in one case.

Quince, much to his allies surprise, issues a test of mettle to the Stygian Guard captain, who accepts it. While both groups watch in surprise, Quince and Urkail Jin, Captain and third in command of the Stygian Guard, go at it toe-to-toe.

Daronelle, Lyssa and Ryssa are looking to see if they can move from the building they are in to the next building over, a warehouse a bit further away. As they explore, a necromantic ooze slides under the door and attacks them. A pool of small bones, congealed blood and still sticky scabs, it works to overwhelm them with its necromantic cold. Their cries attract Tiera's attention, and she jumps over to their building with her spirit wolverine.

UnJohn discovers grappling vorones is much more difficult with his Strnegth drained, and the dwarf's breath weapon works even underwater if he uses cold. UhJohn tries to get away, but Voronex pursues him relentless ly. UnJohn reaches the blocked door, but is forced to fight rather than taker time to wrench it open. Even so, weakened and frozen, he puts up a good fight and has a chance to defeat Voronex.

Quince hammers at the captain, and after several rounds of combat, defeats him. When he looks up, he sees more than thrity human guards, twice that many skeletons, and half a dozen more Risen as well as some more heavily armored undead. The Commander of the Stygian Guard orders Quince to lay down his sword and, having made his point (and calmed down some) quince surrenders. The heralds are taken off.

Daronelle, the Twins, and Tiera deal with the ooze, but also discover their building is surrounded by more guards and undead. As a wisp of mist drifts by, they also surrender.

Voronex defeats UnJohn, and unbraces the door. As Voronex hauls the unconscious murderer outside, he sees a ring of guards and undead controlling the street. Dripping wet, clutching a stolen citizen's toke in one hand and a prisoner in the other, voronex looks the group in the eye, and says...

"What?!"

He's hauled off to join his other Heralds.

However, UnJohn is hauled in with him, which to Voronex counts as a win.

End game 13


Black Days of Kor Kammor
Game 14

The Heralds of Dawn are once more captured, and joke among themselves that they must be the least successful hero band in the history of Kor Kammor, until Ryssa points out they keep escaping and winning, which arguably make them the most successful hero group, based on number of escapes from near-certain death. Somewhat grimly the group all laugh, except Tiera.

The group is locked in a dujis, a pit made from a volcanic bubble in the Underfaust. Majic is difficult in the durjis (there's a caster level check of 20 to cast anything successfully), and more importantly any magic cast angers the spirits of those killed by the lava flow, who scream in rage. This makes subtle magic impossible, so the jailors know if the prisoners try something. The Heralds are stripped to their underclothes, so they have few options anyway, but the durjis is the last line of defense against something clever.

They are visited by Kuthven, a Hallowfaust bailiff. He has been assigned their case, sicne the blackshields (guard) who captured them receive a bounty if they are convicted (and thus aren;t considered unbiased in their testimony). That said, Kuthven is here to tell the Heralds that chasing a criminal they have hunted down across the seas isnt an acceptable reaosn to violate curfew or attack any city defender, undead included. Put simply, if the Herlad's version of what happened is true, they're guilty. Further, they have been spied on by the Shadows (the city's secret police) since their arrival (as a diverse group of adventurers with no declared reason to be here, thus likely troublemakers), and the shadow's testimony carries more weight than the Blackshields or the Heralds themselves.

At least one of the guards the group assauklt was a retainer of a guildsman, which makes their entire night's actions a high crime. They are guilty of 12 cases of assault of a guard (the skeletons), 5 of assault of a retainer (the 4 golems and the guard captain), four counts of vandalism (breaking into the empty building and the fight in the bathhouse), one of distutbing the peace (Voronex fight with Unjohn) and 10 counts of breaking curfew (the whole group). That falls just short of requiring final forfeiture (execution), but combines for a 4,310 gp fine and 210 lashes with a whip. Since the group agrees they act together, that's 431gp and 21 lashes each.

Tiera coldly replies she'll kill the man who approaches her with a lash. Kuthven warns that if she does, she'll be executed for murdering an agent of the state. Kuthven asks the group if there were any extenuating circumstances about their actions, but warns that only those that would have an impact on Hallowfaust would matter to the court. The group can't think of any, and Kuthvan informs them their trial will be within two weeks, as mandated by law.

Somewhere between a day and many hours pass. A young magister guildsman, Aaston Ebonflame, comes and asks if Juiren and Mhyssi are willing to come assist him in some matters. He is a member of the Anatomist's Guild, who study the processes of life and death. They are necromantic healers, and often people with plagues and similar ailments come to them from around the world for cures when divine magic fails. Aaston says is hoping Mhyssi's familiarity with both forms of magic, and Juiren's dedicated healing magic, might be able to aid them in curing some particularly sick victims.

Aaston is not promising any quid pro quo, but he is one of the most influential guildsmen, and was just made a member of the ruling council as his master and head of his guild is soon to pass to the far side of life. His goodwill might spare at least some of them the punishment of lashin, or replace the existing punishments with exile, which would do the Heralds very little harm. Ryssa and Lyssa confirm they have heard his name in the streets, and many citizens believe he'll rule the council someday. Despite Voronex's strenuous protests, Mhyssi and Juiren agree to go with him.

Unfortunately, unknown to the Ruling council (or the Heralds), Aaston is also an agent of Zankaras, a necromancer blackguard hiding in the Ghosts's Quarter and planning the violent overthrow of the council, and subjugation of all Hallowfaust under the vile rule of a necromantic state of death demons and ghouls. Aaston is trying to create a perfect disease, something that ravages mind and body, and soul if possible, and only he can cure. He hopes the disease will also allow him to take control of the perceptions of those he cures. His research has hit a block however, and the "victims" he asks for Juiren's help with are secretly Aaston's test subjects. He mines Juiren for ideas on what could be wrong with them, and takes notes he plans to use to improve the power of his shadowplague.

Mhyssi he separates from Juiren, claiming only arcane spellcasters are allowed in the deepest parts of his Underhallow chambers. Once he has her alone, he poisons her in her food and drink to drain her Int and Wisdom, making he more easily manipulated. With a number of <i.charm person/i>, <i>suggestion</I> and ,<i>geas</i> spells, he convinces her he has the power to free her friends, who are really marked for death. Mhyssi tries to plead with him, then (lead on by his spells and manipulations controlling her perceptions) to seduce him to win her friends lives. Aaston admits there are acts he's always wanted to experiment with, but no one could ever know about them. Mhyssi swears to do as he wishes and never tell another creature, if he will assure her friends' lives will be spared.

Aaston then brings forth his secret cache of vampire spawn, ghouls, and zeombies. Over the next week he does sanity damage to Mhyssi (or takes two points of temp Wisdom damage from the experience, above and beyond the wisdom lost to his constant poisoning of her), and brands her inner thigh with the mark of Metorba, the greater God of Undeath (thus granting her the Evil Brand feat as a bonus feat). In the end she qualifies for the Lichloved feat, should she choose to take it. Mhyssi is just one step from broken, and when she returns to her friends she wears not her own silks, but a tight outfit of black leather and chillbane silks designed to protect from the cold.

Meanwhile, Juiren manages to heal all of the vitctims, but also creates numerous theoretical ways magic diseased *could* work that Aaston had never thoguht of.

Meanwhile, a week has passed for the rest of the Heralds. After their first day, they receive four visitors every day. Captain Huegin, who Quince defeated, comes and plays pas stones (see the Royal Game of Ur) with him and works on recruiting him for the Stygian guard. Kuthven comes each day to update them on their case, and Lyssa and Ryssa work (successfully) on befriending him. And the Guild Masters Numadaya (or the readers of the cracked bones) and Mar Widowson (or the chorus of banshees) visit Tiera daily, and talk to her. They are clearly taking her mettle, as well as trying to convince her they can aid her if she agrees. There is no doubt two guildmasters could overrule the high court as a matter of state if they choose, but tiera refuses to help them in any way, though she is polite. He friends refuse to pressure her to do so, either.

A few single visits occur as well. Daronnelle receives a visit from an elven captain, wishing to know if she wants a message carried to the <I>Hawksail</I>. She declines, but is glad elven sailors know where to find her. Voronex receives a visit from some fireturk dwarves who run a legal service within Hallowfaust, who promise him free services is he is so inclined. Voronex is moved, as this indicates the firetusk dwarves see him as one of their own. He does decide to tell them all he knows about the upcoming dwarven petrification, which in time would reach thema s well. The firetusk dwarves promise to ensure that information is not lost, even if Voronex is.

After a week of waiting, Juiren and Mhyssi are returned to their friends, and Captain Huegen and Kuthven bring the Heralds of Dawn to the High court, But instead of the triumverate they expected, they find Grand High Mistress and ruler of the High Council Danar, Grand Mistress of the Animator's Guild, waiting for them. She sits in an animated chair of human bones, that moves on eight spiderlike arms. She is ancient for a human, and never herself moves, allowing her chair to use it arms to pick up and manipulate objects. Along with her are several spectres, bound by collars of bone, and some unique, prsinte, human-looking zombies who could walkt through most cities without attracting attention. As soon as they see her, Huegen and Kuthven kneel.

Danar explains that she has spoke to UnJohn, and decided to take this case personally. First and foremost, she absolves them of all charges. The Heralds are free to go. However,

UnJohn is scheduled to die for his crimes, comiited both recently and when he had visted many years ago. Danar will waive that final forfeiture and turn him over to the Heralds, if they in return do a service for hallowfaust. If they choose not to, they are free to return to the city, and come and go as they please, as long as they promise to obey the city's laws from now on. Without that promise, they will be politely escorted out of Hallowfaust.

Voronex thanks Danar, and notes his need for UnJohn is great. If the service does not conflict with his morals he, at least, will undertake it. The other Heralds agree.

Danar reveals that some force in the nearby frigid forrest is luring undead away from the city. Some powerful necromancer is sapping the city;s strength, and building its own. Danar fear it is desciples of the vile necromancers who were kicked out of Hallowfaust ages ago, and that this represents preparations to take Hallowfaust back. She wants the heralds to find who is responsible, and rbing word of their strength and location back to her. The Heralds agree, and Quince quips that he doesn't like the necromancers of hallowfaust, but he's she he prefers them to the necromancers who are seen as vile by Faust standards.

Tiera surprises everyone by suggesting she stay and work with Numadaya and Mar Widowson. Upon strong questioning by Voronex, she explains that if she is free, there is much she can learn and she may help them track down who is stealing their undead spirits. She refuses to work under threat of lashing or consequences to her friends, but as Danar has released her, she's willing to use her talents as best she can to help Voronex accomplish the task that gets him UnJohn.Voronex is uncomfortable elaving her alone, but when Quince volunteers to keep an eye on her, V accepts.

The Heralds pack up, and head out to see who is stealing the undead of Hallowfaust. They don't realize, as they walk through the mists pouring out of the forest, that the answer is a being they have fought before.

End Game 14

There were things on television a lot of people wanted to watch that night, which we had discussed in advance. So, I ran in snippets and with small groups when they were free. It was a party game, with chips and buffalo wings and punch and the TV in one room and individuals rp-ing in the next. We do this sometimes, and it workls well because people can do things without everyone else sitting in boredom, but if they have to ask another PC a question they're available. This also let me handle what was going on with Mhyssti to her player's content, which *might* have been boring or uncomfortable for other players (though, in truth, it turns out that's clearly not the case).

Neither Quince nor Tiera could make it to the next game, which is why they stayed behind.

So... anyone still reading this?


Dungeon Grrrl wrote:
'So... anyone still reading this?'

I don't know that I've been reading it long enough to qualify for still, having only started looking at it in recent weeks.

I would be interested to know if in session 13 you had intended the session to be one long chase scene, or if that was only one of several options- although I quite understand if you can not answer so impertinant a question about 'secrets of the trade'. <imagine one of those little grinning and winking emoticons to have been inserted here>

The Exchange RPG Superstar 2011 Top 32

... Aaston's going to die, right? Right? Right?

... Right?


DungeonGrrl wrote:
So... anyone still reading this?

I am! I've been sick recently so I've only felt like doing anything on than my PbPs in the last few days.

As a fan of the undead and Hollowfaust, I'm really digging the stuff you're doing in Hollowfaust. I'm also wondering what ulterior motives the rulers of Hollowfaust have for freeing the Heralds. I'm guessing that there's more going on than just a dealing whatever's been taking away the undead.
Also impressed that you had a large part of a session be a chase scene. I've always had rather poor luck with them.


I am so glad so see a few posts. After the massive silence from my last post, I was afraid Id stopped being interesting. :)

About the chase scene. My players remember it fondly, a madcap dash through the mist-lined and darkened streets of Hallowfaust. They often hold it up as a golden example of chase scenes. So , here's the funny thing.

It wasnt a chase scene.

Go back and read what happened.

It' a series of fights people run to and from. Voronex against UnJohn is the only real "chase" and even that is mostly spot checks vs Hide interspersed with fighting. Almost all running occurred "offscreen," with a tactical map pulled out when people cross swords.

But because I presented it as a chase scene, and it had the trappings of a chase scene, people remember it as one. Score one for DM trickery.

As for Aaston's fate, you'll just have to keep reading. :D


Dungeon Grrrl wrote:

I am so glad so see a few posts. After the massive silence from my last post, I was afraid Id stopped being interesting. :)

About the chase scene. My players remember it fondly, a madcap dash through the mist-lined and darkened streets of Hallowfaust. They often hold it up as a golden example of chase scenes. So , here's the funny thing.

It wasnt a chase scene.

Go back and read what happened.

It' a series of fights people run to and from. Voronex against UnJohn is the only real "chase" and even that is mostly spot checks vs Hide interspersed with fighting. Almost all running occurred "offscreen," with a tactical map pulled out when people cross swords.

But because I presented it as a chase scene, and it had the trappings of a chase scene, people remember it as one. Score one for DM trickery.

As for Aaston's fate, you'll just have to keep reading. :D

I notice the metaphorically deafening silence on as to whether Unjohn sucessfully landing the party in hot water in precisely that manner was exactly what you had planned for session 13. <;-)>

If you didn't then score one for successful DM improvisation in a tight spot, anyway.


Hee.

Nothing is ever *exactly* what I planned. How can it be, when there are players involved?

That said, yes amazingly this was pretty much my Plan A. Plan B involved UnJohn attacking them if they took too long keeping an eye on him (clearly not an issue). Plan C was to have the Stygian Guard burst in and arrest UnJohn for crimes in Hollowfaust from his last visit, so the PCs still had to deal with the council to get access to him.

Plan D was to cry and go fleeing to my random adventure index box to look for a monster to throw at the PCs where ever they ended up that I hadnt planned for. But that's *always* Plan D.

Most of the rest was flavor I threw in as appropriate, and as players were available (we were having a party, remember), and as player actions suggested.


Dungeon Grrrl wrote:
I am so glad so see a few posts. After the massive silence from my last post, I was afraid Id stopped being interesting. :)

That I cannot imagine happening:)

Dungeon Grrrl wrote:

About the chase scene. My players remember it fondly, a madcap dash through the mist-lined and darkened streets of Hallowfaust. They often hold it up as a golden example of chase scenes. So , here's the funny thing.

It wasnt a chase scene.

Go back and read what happened.

It' a series of fights people run to and from. Voronex against UnJohn is the only real "chase" and even that is mostly spot checks vs Hide interspersed with fighting. Almost all running occurred "offscreen," with a tactical map pulled out when people cross swords.

But because I presented it as a chase scene, and it had the trappings of a chase scene, people remember it as one. Score one for DM trickery.

As for Aaston's fate, you'll just have to keep reading. :D

Huh. At first glance it certainly appears to be a chase scene, rather than a series of encounters. Clever, very clever.


Dungeon Grrrl wrote:

I am so glad so see a few posts. After the massive silence from my last post, I was afraid Id stopped being interesting. :)/QUOTE]

I, too, am still avidly reading, and very much enjoying.

The Exchange RPG Superstar 2010 Top 16

Back in the old days, thoses of us in APAs sometimes used the appreviation RAEBNC when we had read and enjoyed someone else's APAzine, but didn't have any comments.

Other than to say that you are an excellent model for some of the really important at-the-table DM skills.


Okay, my relative newness as a geek is apparently showing.

What's an APA? My google-fu just reveals the American Psychological Association and similar groups

The Exchange RPG Superstar 2010 Top 16

Dungeon Grrrl wrote:
What's an APA?

(begin old coot voice)

Heh heh.

Back in the OLD days, afore we had these new-fangled Interwebs, fans made fan-zines. And sent 'em to one another. And let me tell you, young'un, they were, ah --what's the word?-- oh yeah, geeky.

Most would go so far as to say, nerdy.

And did we print 'em on Xerox machines? No siree Bob! We used MIMEO machines, which meant we had to type up entirely new purple masters after every fifty or so copies.

And if we complained, the ghost of Joseph W Campbell would rise up and give us a whuppin'. So we was happy wit' our mimeo-zines.

And sometimes, some number, say X, of us would form an "Amateur Press Alliance", or APA. One of us'd be a "Central Mailer." We'd all send, "X + 5" copies of our 'zines to 'im, and he'd compile 'em into X +5 copies of the entire mailing (usually one every month or two) an' send each of us a copy of the thing.

See? Postage used to be a big deal back then. When you sent thirty copies to the Central Mailer, you cold send 'em book rate. And he could do the same when sending the mailin's back out."

And then, in your own APAzine, you could comment on the previous mailin's work, or you could discuss whatever you liked. Or write some o' that, ah, fan fiction. Heh heh heh.

(end old coot voice)

Try googling "Alarums and Excursions", the first, largest, and probably best gaming APA.


Chris Mortika wrote:

Back in the old days, thoses of us in APAs sometimes used the appreviation RAEBNC when we had read and enjoyed someone else's APAzine, but didn't have any comments.

Other than to say that you are an excellent model for some of the really important at-the-table DM skills.

You must disclose for the abbreviation illiterate the translation of RAEBNC Grasshoppa...

The Exchange RPG Superstar 2010 Top 16

Turin the Mad wrote:


You must disclose for the abbreviation illiterate the translation of RAEBNC Grasshoppa...

(Sigh) Sorry, DG. I really didn't intend to thread-jack.

Read and Enjoyed, but No Comment.

Scarab Sages

Hrm... very interesting. While reading the last post I thought all along you were setting the PCs up to face off against Aaston (which still might be the case), but then lo and behold - you pull out the mists in the forest bit again ;)! I love it! Have the PCs caught on to the fact that our favorite vampiress is still around yet?


Nope.

At this point, Voronex's player thinks they are subject to some sort of mist-based scrying, but never makes a Spot check good enough for V to catch on. remeber, at this point that haven't seen evidfence of her undeathness since the ship.

:D

Sovereign Court

I just started to check this out yesterday and couldn't stop till I read the entire thing. This is my first post on the boards (longtime lurker here) and after reading had to post about it. You have done a very excellent job with the characters and the world messing together and making sense. I like when you can take ideas from various sources adn combine them into a nice flowing game world.


Still reading...catching up actually. I apologize for being away for a bit, but I finally have the time to give reading Black Days the attention it needs.

Taking all that in at once...wow!

The running battle and subsequent misfortunes in Hollowfaust was awesome.
I winced when Quince didn't surrender. I can just imagine the groans and looks that both the other characters players and that the characters would have been giving him in-game.

I will admit I was wondering why Tiera was so unwilling to work with the various Guildmasters/mistress' overtures, until the revelation that she wouldn't help them while under duress. How poetic. I love seeing players really go deep into giving their characters this kind of deep philosophy.

Turin's comment:
"a pretty corpse waiting to happen is sure to be a tempting target indeed..."
This one made me start thinking particularly fiendish thoughts.

As for our recurring Vampiress...I can't believe no one has caught on.
I'm just waiting for her to come back out to play...when the time is just right, of course.

Keep it coming Dungeon Grrrl!


I'm reading too, keep it up!

Grand Lodge

I've finally caught up! What an amazing complex, fun game. These are the ones you try to achieve and rarely do. The ones people sit around and talk about for years and years to come.

How much of the world is predetermined and laid out? How much is made up as you go and or as needed?

I'd be very interested to be a fly on the wall of one of your games and see how things play out. How the roleplaying mature topics and situations is handled specifically. Also just to observe the game unfold and the group dynamic over all.

on an unrelated side note... I wonder if you've ever not been incredibly engaging and interesting? ;)


David McKeehan wrote:

I've finally caught up! What an amazing complex, fun game. These are the ones you try to achieve and rarely do. The ones people sit around and talk about for years and years to come.

Quoted for Truth, Sir McKeehan. Keep up the journal Dungeon Grrrl!


I just found this site, and this journal is amazing. Keep up the good work. I love the character depth and the narration. I'll definitly be reading this as regularly as you post it.

B.

Sovereign Court

David McKeehan wrote:


I'd be very interested to be a fly on the wall of one of your games and see how things play out. How the roleplaying mature topics and situations is handled specifically. Also just to observe the game unfold and the group dynamic over all.

on an unrelated side note... I wonder if you've ever not been incredibly engaging and interesting? ;)

I certainly have to agree that with that.


I love the story arc that the characters are following. I appluad your group for dealing with mature themes, do you find that the group gets squeemish about such themes on occasions?

How would you suggest to handle dealing with mature themes? My group is mostly older players but several members of the group are more conservative and prefer to stick to the straight hack and slash, which does make roleplaying hard.

Has your group been together for a while so that there is no sense of embarassment?

Kudos and keep up the good work.


Just to help out with the journal...

Negotiable Affection,

Dungeon Grrrl was asked this very question by many of us early on in the journal. Apparently her group has essentially 'rated' their campaigns. Only the most open minded players who want to engage in a gritty and truly dangerous world play in campaigns like 'Black Days'.
She mentioned before that there was a problem with a...less than ready player being involved with one of the more hardcore games and there was some difficult situations to be resolved.

You'd have to wait for her to give more details, as I cannot recall the whole thing.

Basically though, if you ever want to do a game like this, she is the one to ask. Remember that this kind of grittiness is not the kind of game that all players want. I think I can safely say that most players probably would have some difficult moments. If you find yourself lucky enough to have a group of players this open, don't let them go. This is the kind of group many DMs would love to have. I myself offered to 'purchase' Dungeon Grrrl's gaming group.

Gotta love it when you can truly unleash the mental horrors that lie deep within the mind of those of us who DM games...even better when the players actually love it...


Thanks for the information Yasha0006. I've gone back and I am reading from page one again because it is obvious I missed something some where. :)I am definitly jealous and wished my group was this cool. :)


Negotiable Affection wrote:
I am definitly jealous and wished my group was this cool. :)

Quoted for truth.

Sovereign Court

1 person marked this as a favorite.
Arctaris wrote:
Negotiable Affection wrote:
I am definitly jealous and wished my group was this cool. :)
Quoted for truth.

True hard to disagree with that statement.


The way I see it, the more questions we answer for Dungeon Grrrl, the more likely it is that she'll write more of the actual journal. That is my ulterior motive.

Negotiable Affection, that particular discussion about groups was on this thread some time back, but there was also other group related discussions on some others as well. I have no idea now.

Just trying to help.


Richard Vujs wrote:

I just started to check this out yesterday and couldn't stop till I read the entire thing. This is my first post on the boards (longtime lurker here) and after reading had to post about it. You have done a very excellent job with the characters and the world messing together and making sense. I like when you can take ideas from various sources adn combine them into a nice flowing game world.

Thanks! Wow, if I couldn't do that, I wouldn't have a game. No one makes exactly the world I want to run, but I don't have *time* to everything from scratch!

We also steal and reprupose art. There is now a picture of Mhyssi (from a little later in the timeline) at my blog:
http://dungeon-grrrl.livejournal.com/1098.html

Warning: My blog pulls even fewer punches than my journal here. If you don't want to see and hear about sex and bloodshed, don't go there!


DrJones72 wrote:
How much of the world is predetermined and laid out? How much is made up as you go and or as needed?

The longer the game goes, the more of it is laid out. this is the forth or fifth full campaign to be in Kor kammor. Even so, there are both little details and big blank sections of the maps I don't discuss until I need something, and then I make up (or steal) whatever I need for the purposes of that night's adventure. often if I see a need coming in advance, I mention it offhand early, so it's not a nasty shock when it impacts the campaign.

DrJones72 wrote:

on an unrelated side note... I wonder if you've ever not been incredibly engaging and interesting? ;)

Well, I had the flu once, and slept for six days.


Negotiable Affection wrote:

I love the story arc that the characters are following. I appluad your group for dealing with mature themes, do you find that the group gets squeemish about such themes on occasions?

How would you suggest to handle dealing with mature themes? My group is mostly older players but several members of the group are more conservative and prefer to stick to the straight hack and slash, which does make roleplaying hard.

Has your group been together for a while so that there is no sense of embarassment?

Yasha did cover some of this, and I talk about it at my blog sometimes, but it's worth going over again.

The Kor Kammor group is nothing but close, trusted, well-known friends and lovers. We set out in advance to have an Extreme game, using the guidelines (and warnings) from the excellent Advanced Gamemaster's Guide from Green Ronin. So *this* group is old hands at confrotable and plainly detailing rape, torture, romance, depression, suicidal rage and pigheaded stubborness.

As DM, it's my job to make sure everyone is still having a good time. I check on that both as a group and individually on regualr basis. If we ever went to far for even one of us, we'd step back. Things this intense can actually make people upset. But all the players are cool with the line between reality and fantasy, and make sure they don;t make characters that will steal fun from other players.

But I MUST warn you to move with caution. I went too far once when I was younger (once that I know of), and nearly lost a friend over it. We run lots of games at lower intensity too, so we can play with everyone, not just the perverts in our core group who are okay with breaking the lines between rpgs, LARPING, and dating.

THIS group doesn't have the giggles or uncomfortable silences if I go into detail about the attack of an amorous otyugh on a buxom elven hooker. If they did that would be a sign to me we might have gone too far for that group.


Yasha0006 wrote:
The way I see it, the more questions we answer for Dungeon Grrrl, the more likely it is that she'll write more of the actual journal. That is my ulterior motive.

I am, I promise, writing as fast as I can spare the time for.

I put up some notes about things in Kor kammor at my blog. If you're in withdrawal, you might try that for a quick fix.

Grand Lodge

Thanks for sharing your world, life and time with us. I for one am very grateful.

Dark Archive

I just read the whole journal. Wow, sounds like a fun campaign and the gritty style reminds me of my own games. Thanks for sharing and keep up these great ideas! It might be a great scource of inspiration for other DMs.

Sovereign Court

Dungeon Grrrl wrote:


THIS group doesn't have the giggles or uncomfortable silences if I go into detail about the attack of an amorous otyugh on a buxom elven hooker. If they did that would be a sign to me we might have gone too far for that group.

Ok, this one cracked me up. You need to post that on your journal.


Don't worry, I can manage to make it until more is posted for now...but I am definitely going to check out that journal.


Okay finished the reread, you know it made so much more sense the second time around. Amazing what actually reading every post can do for comprehension.

First off awesome, awesome, awesome.

The things I found very intrigueing and helpful are as follows plus a smattering of questions through out. :)

The box of plot ideas. Loved this one. If 4e is as easy to DM as they are promoting I'll have to take up DM'ing again and use this one. In fact I am going to get myself some notecards to keep at work so that if an idea hits I can write it down already.

I also loved the concept of using laptops for everyone to do behind the scenes messaging. I am in the process of saving up for a laptop so this is going to come in handy.

Tiera cutting her arm off. WOW. That was cool, very wolf like. Were the other players stunned by this action or did they take it in stride?

The cloakers scene in the delve was great. With the cloakers reproducing via their victims ( btw on a scale of 1 - 10 that was an easy 11) was their a chance that the twin was impregnated? Actually how do you deal with pregnancy in your campiagn? As in do you worry about it at all? As in frollick/be raped as much as you like no worries?

If you have answered the above question before I am sorry I reaaly have read the threads through twice and I did not see it mentioned.

Your overall narrative style is very easy to follow and I love the story arc. You may have had help in its theme but you have a natural storytellers flair which is impressive to say the least.

Last but certainly not least thank you for the answer to my question. I am looking to buy the Green Ronin book on DM'ing shortly.


Black Days of Kor Kammor
Game 15

Having been captured for breaking curfew, then given an opportunity to turn that to their advantage by working for the Guilds of hallowfaust, the party stalks out into the forests around Hollowfaust. They find it surprisingly lively, with woodcutters, trappers and hunters in the lands within a few days of hallowfaust, though very few farms. Within a day of searching, they come across a wounded woodsman trapped under a log. The heroes free and heal him, and in "gratitude" he admits to knowing what is going on with the undead missing from Hallowfaust.

According to the woodsman, there are small bands of anti-necromancy rebels in the woods, and especially up near the mountains. They strike out at small badns of undead, destroying them in preparation of an attack on Hallowfaust itself. He gives the heroes directions to the rebels main camp in a cave, where he claims they keep local women enslaved as sex toys. The heroes, especially Mhyssi, insist on going and trying an immediate rescue.

Sadly, the poor woodsman is under the charm spell of the vampire Agdrenel, and his tale is filled with half-truths at best. There were rebels in these woods once, a decade or more ago. But they are long since gone, and no threat to hallowfaust. At least, their living forms are no threat.

Those rebels hated the idea of their forms becoming fodder for Hallowfaust necromancers. They used to burn them, but one of the necromancers found a way to create smoke wraiths from wisps of such pyres, and mass bonfires drew the stygian guard down on the place it was set. Desperate, the rebels began chucking their dead into a crevice at the back of a cave. When a disease ran through them, the extremely sick took themselves to the cave to die. The plague wiped out the rebels (thus preventing the Guildsmen of Hallowfaust from ever really understanding how many their had been), and their bodies all lay, festering, in one giant pile.

When Aaston's spied found the place, he began using it as a dump for his own failed necromantic experiments. He also threw massive barriers up, to ensure the undead were contained within the cave. As a result, the cave is filled with a dread blend of bloody bones, coffer corpses, and plague walkers. All of which were contained, until Agdrenel came along in need of an army to destroy the Heralds of Dawn. Older and wiser than Aaston, she quickly overcame his wards and set the undead free. And they began to prey upon units from Hallowfaust, returning to the cave during daylight hours. A foul radiance has taken over the cave, and it is imbued with pure negative energy.

Directing these rotting raiders are three skeletal warriors, each build off the knight or marshal class. As parties of explorers from Hollowfaust came here, they went into the back of the cave and rather than expose its evil, were added to it. For days, their strength has grown. And the Heralds are about to stumble upon them. Worse, this has nothing to do with the undead disappearing from hallowfaust – this is just Agdrenel's first strike at the Heralds.

As the heralds move up a narrow mountain path toward the cave, voronex is worried there is no sign of rebels, scouts, or much of anything. There are some tracks, but no one in the group can determine of what, or how old. A few dark clouds seems to hang around a far cave entrance, and the Heralds move past a smaller, higher cave mouth to scout the strange clouds. Then, Agdrenel's trap closes.

The dark clouds are soul eaters, horrid ceatures summoned (at great risk) to track and kill any mortal creature. They are all set on Voronex, who is forced to fly free of the cliffside to get them away from the other Heralds. Their long claws rend his flesh, and every blow drains his Wisdom by 1d6 points., But he can ignore their DR with his breath weapon, and does not need Wisdom to keep breathing gouts of flame. Though his Wisdom does start sinking toward 0, which at a soul eater's hands is a lethal blow, for the first few rounds he is their match.

The undead rupture forth in an unending stream, bursting from both the far cave entrance to their east and the higher one to their west, and moving to swarm over the Heralds. Even as the other Heralds are physically driven back by Bull rushes, pushed toward the cliff edge on the narrow path, Auriji screams with berserk rage and holds the center of their line, refusing to allow the swarm of undead to overcome her. Though they are immune to critical hits, Auriji simply Power Attacks for a lot, and burns action points to hit any time she misses. As the skeletal warriorsa march toward her, it becomes clear she will be the focal point of this battle.

Ryssa and Lyssa take one flank on their own, much to everyone's amazement. A <i>grease</i> spell from them makes the narrow path slick from the edge of Auriji's spear reach all the way to the cliffside, and more than one undead slips to his doom, often aided by their constant whip attacks.

Darnelle, Juiren, and Mhyssi try to hold the other flank, though it is difficult to do so. The foul radiance coming from the cave makes turning all but impossible, and Juiren is torn between using healing spells to damage undead or heal his rapidly wounded foes. Darnelle finds her speed and accurate attacks of little use against undead on a narrow path, but gamely holds her ground and covers Juiren's back.

But Mhyssi has had enough. She burns an action point to cast <i>divine favor</I>, and jumps into the fray burning her celestial bloodline's smite evil to blow away one of the largest plague walkers. Then she keeps burning action points for actions she uses to generate <I>true strike</I> spells, Power Attacking for full, and begins tearing undead apart, slicing them with her charm bracelet greatsword, which rings like a bell as it slices through putrid flesh and cracked bones. Nearly by herself, she begins to push back the undead hoard and fight her way toward Asuriji and the skeleton warriors.

For the three mighty undead have reach Auriji, and set upon her with sword, hammer and axe. She managed to hold her position, shifting from side to side to ensure at least one skeletal warrior is in Majah Gada's range each round. Though she takes horrendous damage, her rage and refusal to be driven back, as well as focusing her attacks on just one warrior at a time, allow her to begin to overcome them. She picks the marshal undead first, and in dropping it reduces the power of all the rest. Even so, she has few hit points left by the time Mhyssi reaches her side.

Similarly, voronex is defeating the soul eaters, but at a terrible cost., His wisdom is down to 6, within range of death from a single soul eater attack, and his hit points are bled dry. His own healing aura barely keeps him alive, but he has burned all but one soul eater to the ground. When it turns and flees (commanded to return to Agdrenel with a report), Voronex is torn, but opts to let it go. Not only is he too close to death to risk fighting it, he sees his allies are seriously pressed on the mountain path. He turns to begin straifing the undead with cones of fire, while staying out of their range.

Auriji and Mhyssi reach one another, and begin to push the undead back into the cave. They go blow-for-blow with the last skeletal warrior, but bring him down together. Then, suddenly, the Heralds are alone. More than 50 undead are strewn about them, but they have succeeded. Voronex lands, and the group marches into the cave. When they find no sign of any living preesence in the past few years, they know they have been duped. Auriji wants to go kill the woodsman, but the twins point out he is either a low-level tool, or now a trap, either way, no point in seeing him again.

Mhyssi's sword broke during the fighting, so she grabs a golden-hilted greatsword from the last skeletal warrior. Daronelle and the twins loot the bodies, while Juiren heals (as best he can) and Voronex, Auriji and Mhyssi have a war council. They agree they need to tradk down whoever is stealing the undead, who must have left the woodsman as a trap. About then, Lyssa declares she's found a pile of onyx. Mhyssi's eyes glitter, and she says she can track down the undead-stealer in the morning. The group agrees, though Juiren looks worried.

When he tries to ask Mhyssi about her plan that night, she leaps upon him and copulates with the young healer until he passes out.

In the monring, Juiren finishes healing the Heralds. Mhyssi takes some of the onyx, and goes to where the destroyed undead are. She picks some intact skeletons, and casts the animate dead spell she prepared this morning, violating her alignment (but NOT her god's). While most of the group gasps, Voronex and Auriji ask her what's next. Mhyssi instructs the undead to go wherever they feel called to. Immediately, they start deeper into the mountain pass.

The Heralds, some reluctantly follow her. They walk for most of the day, bothered only by an attack of stirges (that didn't last nearly as long as I expected). Near dusk, they come to a small raised valley between two mountains. It is barren and black, and corpses shamble along its terrain. In the center, is an entrance to an old mine, long since abandoned. A red glow, from lava, issues forth from the cave mouth.

Daronelle and Ryssa go to scout the area. They cling to the upper cliffs of the valley, moving around the edges to avoid being detected by undead. Mhyssi destroyed her own undead by turning them, but find that power now requires a Will save (the price for violating her alingment), but the player is informed if she becomes neutral rather than good, she can rebuke undead without a Will save at a +1 level bonus. For now, Mhyssi's player declines.

Daronelle and Ryssa manage to get just above the mine entrance, and can hear the hollow howl of hot wind blowing out of it. They see massive Haolowfaust Risen Ones gaurding the antrance. They also see the woodsman try to stagger out of the mine, blood running from wounds on his neck. But a whip lashes out and ensnares his ankle, and before Rysaa or D can react, he is hauled back in, screaming. A second later, hir cries become gurgles, and then he is silent. As the last rays of light fade, Ryssa can see into the mine, and realizes Agdrenel is within, along with a hoard of undead, many drowned-looking gnolls.

Including Mange Mangletooth, his bloated head hanging at an angle from his broken neck, still showing the marks where Rysaa and Lyssa strangled him. And like all the gnolls, he sports new spiked leather armor, equipped with a permanent spiked phallus.

Ryssa, and far away Lyssa, panic.

Daronelle manages somehow to wrangle Ryssa back without giving away their position. By the time they return, Auriji and Mhyssi have agreed with voronex that Agdrenel needs to die, and it's best done now when Quince is not around to fall to her charm spells. (Because while the Players know he has the 2nd-best Will save in the group, the characters have no idea). However,a frontal assault on her new stronghold is clearly suicide.

Voronex reasons for hot wind to come howling *out* of the mines, it must go *in* somewhere. And since hot air rises, it must go in at a point lower on the mountain. With this and his dwarven stonecunning, the heralds set out to find a back door into the Mine of Fire.

End Game 15


It still never ceases to amaze me just how 'alive' these characters are. I think that is one of the aspects I like so much about your 'No holds barred' group, their characters are constantly faced with a truly dark and scary world, and that really makes a player think.

That alone is one of the things that makes you such a great DM, for most it takes a great deal of effort to bring that out in their players and it usually feels forced. You manage to make it look easy. Ooops...there I go tooting your horn again...

As for the session...
Uh oh...Myhssi messing around with some Animate fun eh? Haven't seen enough yet to merit any guesses, but she'll be an interesting one to watch (IC: No surprise considering her figure...OOC: Just my morbid sense of GM sadism).

Voronex is wisdom compromised, how clearly is he thinking at the moment? Or did they already heal the damage? Upon hearing him at a 6 wisdom, I'd half expected him to charge off to the death anyway. Heheh...I actually like playing characters with a low wisdom score, its...entertaining.

Anyhow, its going to be interesting to see just how they decide to tackle this Fire Mine of the Undead. Hmm...its making me think of Nasty old 2nd edition undead like the 'Burning Bones' and plenty of other nasties come to mind as well. Can we expect stifling heat conditions and impaired breathing for the PCs? A great option when Undead are the opponents. Heat exhaustion and breathing troubles while fighting a foe that never sleeps....

Damn, you're good....


Dungeon Grrrl wrote:
Voronex reasons for hot wind to come howling *out* of the mines, it must go *in* somewhere. And since hot air rises, it must go in at a point lower on the mountain. With this and his dwarven stonecunning, the heralds set out to find a back door into the Mine of Fire.

'And since hot air rises, it must go in at a lower point on the mountain.'

Uhhh. No it doesn't actually, Voronex.

Even real world mines, during eras of technology (without the magic) you might expect of a D & D world, sometimes lit a large fire at the bottom of one shaft, so that air would rise up that one, and suck cool air down through other shafts to circulate through the mines.
If it is coming from lower down, it could be being circulated through a natural cave system which the mines breech and whose entry/exit points are miles away, or from ventilation borings sufficiently narrow to severely hamper characters in armour or with awkward inflexible objects.
And as I have been reminded elsewhere 'in a fantasy game, it doesn't have to conform to real world expectations'. Rock miraculously melts at low temperatures, there are gateways to paraelemental planes of magma, and for that matter connections to the elemental plane of air.

Be appropriately merciless to them, Dungeon Grrrl. Your villainess wouldn't have set up in a place with a 'back door' which they could sneak in through... unless of course this set-up happens to also be the lair of a dragon called Smaug.... ;-)

Edit:
If they're lucky they might hit an adit somewhere lower down, to drain water out of the mines (if the local water-table is a problem), but in that circumstance your vampiress would almost certainly have been expecting and/or know about it, and have alarmed and stocked it with aquatic creatures accordingly. Or undead which don't need to breath for that matter.


Negotiable Affection wrote:

Okay finished the reread, you know it made so much more sense the second time around. Amazing what actually reading every post can do for comprehension.

First off awesome, awesome, awesome.

Thanks! for the record, I love your avatar and name. Subtle, but awesome.

Negotiable Affection wrote:


Tiera cutting her arm off. WOW. That was cool, very wolf like. Were the other players stunned by this action or did they take it in stride?

They were shocked, and one of the reasons they were was that they know how rare upper level healing spells (like <I>regenerate</I>) are in Kor Kammor. If it's 4th level or less it's everywhere, but those spells *aren't* on the universal spell list for any class in Kor kammor.

You chop off your arm at 6th level, you're going to be 1-armed for a while. It's <I>easier</I> to raise someone from the dead that grow their arm back.

Negotiable Affection wrote:
The cloakers scene in the delve was great. With the cloakers reproducing via their victims ( btw on a scale of 1 - 10 that was an easy 11) was their a chance that the twin was impregnated? Actually how do you deal with pregnancy in your campiagn? As in do you worry about it at all? As in frollick/be raped as much as you like no worries?

The Twin could have been, as it happens she wasn't this time. But the player got extra nervous, since I *could* stick her with a child without removing her from the game, since she has two bodies. (A fact I had not overlooked, as will be seen later on).

As for pregnancy, it's a risk but not as great a one as you might think. First of all, the game world has vast supplies of silphium, a real-world ancient contraceptive. All the female characters take it regularly, which is a big help. Also, since a <I>remove disease</I> handles anything but magic disease, and removes it even from a host, VD is fairly rare (and easily fixed by adventurers if found, though poorer folks often must suffer if they get it).

Plus, not all races are interfertile. Dwarves, for example, can breed with very few other species and thus are popular as hookers.

Negotiable Affection wrote:

Your overall narrative style is very easy to follow and I love the story arc. You may have had help in its theme but you have a natural storytellers flair which is impressive to say the least.

Last but certainly not least thank you for the answer to my question. I am looking to buy the Green Ronin book on DM'ing shortly.

I can't recommend that book enough. It also has advice on campaign themes, and lists of useful things, like fight scenes or NPC quirks or urban scene set pieces. I keep it with me at all times. It's a d20 book, but I've used it for much more than just DnD.

And I'm glad you're enjoying the journal!

Grand Lodge

I'll chime in on the wonderful advice and overall value of the book. I use it constantly.

Thanks again for the updates, eagerly awaiting the next part of the story.

When did these games take place?


Silphium? Interesting ... thanks for the information. As always, it pays to peruse the campaign journals, as they never cease to profer tidbits of useful information such as this.

Your fans still enjoy your journal Dungeon Grrrl ... although I imagine many may have taken to slobbering on your blog... ^_^

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