Showing posts with label AD&D 2e. Show all posts
Showing posts with label AD&D 2e. Show all posts

Friday, July 23, 2021

The Laughing Company Raises Their Crest

** Howl of Oblivion Campaign Page **
With Fasha unwilling to set some of his personnel to guarding the party's growing hoard of treasure, he suggests they establish themselves with the authorities and hire some help of their own.  Over the last several days, the members of the band go about the city searching for a proper place to stash their loot and maintain as a new base in Yecha.


The party secures a writ from the Khan's Regent to incorporate an armed adventuring company.  This will allow them to maintain armed guards in the city and grant other privileges' granted to such incorporations, provided they answer to the Khan if they are called to do so.  The party agrees, and begins to look for a suitable building.

The party also commissions a local artisan to create their crest.  Calling themselves the Laughing Legion, the party decides to use the hyena as their symbol - since they have encountered far more dangerous hyenas than anything here in the Baklunish West.  Once they find their 2-story stone building, which they rent for a modest sum, they hang their crest and begin to hire personnel to guard the building and the massive safe they procure as a small treasure vault.


The party hires Blashi, a self-proclaimed 'outfitter'.  He has a lot of contacts across the city, and begins as the Majordomo of the Laughing Legion's new headquarters.  Five local men-at-arms and two Zyrjan archers are recruited as well, and the Legion sits at a registered thirteen members.  The party begins furnishing their new headquarters as they like, with the lower area being a common area and the upper floor being living quarters.

Now that they have a much stronger foundation to adventure in the West, the party can now focus it's attention as it likes.  It has many opportunities for adventure, it seems.  There are tales of hobgoblin fortresses on the coast.  Rai Suli asked the party for help, though they have not answered.  There are whispers of cult murders within the city, and the party knows the evil cultists are gathering everywhere.  The terror of the Blazing Omen still haunts those aware of the horror in the sky. 

In addition, the Khan's said to be on his way back to the city, only a few weeks away.

Friday, June 18, 2021

Dungeons & Dragons Portal

Iron Seer's Dungeons & Dragons
Welcome to the D&D Portal, folks!

This link portal lists all things related to the Dungeons & Dragons roleplaying game for Iron Seer.

As with all these portal entries, this will be continually updated to reflect ongoing gaming.  Never will the adventure party be unable to find their spot after a break!

It's about time RAW RPG got enough links on one game line to get it's own portal.  There was a lot of links to check and dates to look up.  From now on, link portals will start taking their places on the appropriate portal page sooner, rather than later.



Last Entry: 02/04/22


Game logs are presented in ascending order (earliest first).

Dungeons & Dragons (by Edition)


What's next?

Friday, June 11, 2021

Howl of Oblivion: Becoming Established

** Howl of Oblivion Campaign Page **

After ensuring the safety of Gesherem and Sul Dhan Ared by scattering the war-camp, the party returns to Yecha.  Servants of the Slaughtergod follow the party and attempt an attack at night as they approach the city.  The leader, a flind, was murdered quickly by missile fire.  Most of the other attackers, also gnolls, simply fled after this.

Delivering the priests to the council, the party finds they are in high favor not just by the clergy.  They are given gifts by Lyzandhan as well for their services with a gift of the Khan's gold.  The priests quickly begin conferring with one another, and retire to the conference room to question the newcomers.

After taking a well deserved rest, the party finds the streets of the city are more bustling and busy than when the party left.  Fasha and the servants of Mouqol have struck many deals and approached Khaine with the deal he'd been asking about.  An investor spot in Dhamikan's caravan has opened up.  All told, a roughly three month turnaround will net a 25% profit for any investments - barring any loss to raiders or spoilage. 

Fasha however, is uncomfortable with guarding the party's treasure with his caravan.  It is too great a hoard, he claims, to not be guarded somewhere safe, instead of secreted in the market.  And so, the party undertakes an effort unprecedented for them - find an effective and reliable way to guard the treasure they keep acquiring.

Yecha Countryside Map Markers
Places of note to the party in Yecha.

The party is surprised to learn what this will actually entail.  To this end, they determine they will incorporate as an adventuring company. As they begin to look for suitable properties to keep as a base of operations, they also begin thinking of whom they might hire to look after their property and valuables as they travel.  The grounds of the organization - a foundation to keep their treasure safe and pay for itself - is laid.

Mention is made that such an organization might have a hyena upon the crest, since the party has slain many of the creatures since arriving in the West.

Messages are sent to far-off Perrenland as Walkul thinks some of his family and friends from back home could be trustworthy enough.  Anverth also makes effort to contact his gnomish kin as well.  Other workers are surveyed as the party searches for a suitable property.  They begin to carve out what their adventuring company's organization will look like, and decide responsibilities for themselves.

As the party establishes itself and chooses an identity, the priests of the Western cults have a council that has not been convened in many centuries...and soon they will emerge from their consultations.

Friday, May 28, 2021

Howl of Oblivion: The Blazing Omen [Parts 1 & 2]

Iron Seer presents Howl of Oblivion
** Howl of Oblivion Campaign Page **

Part I

A few days after their last adventure, the party relaxes in Yecha.  In the evening however, their rest is inhibited by an unsettling feeling.  That ill-ease eventually develops into full blown nightmares...familiar nightmares to the spellcasters in the party.

The Blazing Omen 1
The Blazing Omen 2

The nightmares once again rob spellcasters of their ability to cast spells, but the effect is also pronounced on the entire populace of Yecha.  The city is strangely subdued, and the outright loss of magic is more than concerning.  Meanwhile, the party pores over it's treasures...

The Blazing Omen 1
Here's a spellbook.  It's a book, but it also has spells.  Actual spells.

Fasha is expectantly waiting a caravan in the morning, citing 'business partners'.  It is in later in the morning as the characters are performing whatever tasks they had set about that the players are approached by several red-garbed men and the Khan's Guard. They are summoned to the House of Lyzandhan...post-haste.

There, they are made to wait and then brought before Ekbiya-Baklun Lyzandhan, the High Priestess Obertorop and Da'shikir the Unwilling (Yecha's priestess of Istus), as well as several red-garbed Jasidans and other temple folk.  All were clear about one thing - something momentous is happening. All the clerics feel the strong presence of their gods.

The Blazing Omen has them ALL concerned.  The priestess Da'shikir has divined that this omen bodes ill for all the people of the Oerth.  All spellcasters have seen the omen in their dreams again, but what that means is that the servants of evil gods will most likely be activated as well.

A greater council must be convened, and someone with the requisite lore must be found to interpret the omen more specifically.  Gesherem of Geshtai could be instrumental in finding other clerics, if he himself does not understand it the omen.  In return for their aid in finding Gesherem and / or information on the omen, the House of Lyzandhan offers the gratitude of the khan, temples and city.  The party agrees to search for this man and return him to Yecha.

As the party prepares to leave, a caravan of Mouqol arrives in the city, and Fasha is keen to meet with them.  Turns out, not only are these acquiantances of Fasha, but they have come to authenticate some of the artifacts the party has managed to acquire.  The party meets Dhamikan Han, servant of Mouqol, as they hand out alms to the city's poor.  The priest and his traveling guards just returned from Ekbir.

He brings his greetings to Fasha Daouda'shi, and kith and kin.  The caravan has brought grains and metalware from Ekbir, and as they offload in the market the party is given introductions.  Lots of folk flock to the wagon-shrine to Mouqol. Dhamikan and his party are kind to the beggars, with coin, bread and even fabrics.  The priest wanted to meet the lucky adventurers who found the jewels of A'ta Sevaya.

Dhamikan's take on the Blazing Omen - something is coming. Coming HERE.

The party departs and makes for the shrine of Geshtai to the south.  The players wander into the shrine near dusk, and they immediately hear shouting and a strange noise that reminds them of ... gnolls.  Sure enough, they are shortly attacked by men and what appear to be trained hyenas.

The Blazing Omen 2

Engaging with this unprovoked foe, the party advances along the stream and sees a man with a stick fending off several attackers ahead.

The Blazing Omen 3

However, the party meets with resistance when they try to force their way through the press of gnolls to help the man.  They are held up for several rounds by a smaller squad of gnolls, while the man with a stick fends off those surrounding him fairly well.  The gnolls prove to be challenging opponents.

The Blazing Omen 4

The battle goes fairly poorly...and a few of the adventurers are momentarily struck down.  The man with a stick proved to be Gesherem himelf, though he also was nearly killed.  The healers use what magic they can, but with the omen last night, the party has no spells.

The Blazing Omen 5

Part II

The party rests at the shrine with Gesherem, and the next day their magic returns as normal.

Gesherem explains that he himself sought more insight to the omen.  To this end he means to seek out Sul Dhan Ared, a druid of a sect known as the Tree-Tenders.  This circle tends to a massive tree called the Tree of 100 Fruits.  Sul Dhan Ared is wise in the ways of the stars, and Gesherem hopes to collect his divinations.

On the way to the Sacred Grove, the party encounters the aftermath of a battle.  They count several corpses, both gnoll and man (and hyena) and Gesherem means to burn all the corpses before they befoul the stream.  On closer inspection, the men are worshippers of Erythnul.  

During the work of dragging bodies and building a large fire, a few of the adventurers saw the glint of metal in a nearby tree.  Upon investigating, they find it is a dead birdman in a tree. He was wounded gravely, and must have flown to the tree to die. His weapons are bloody and his spear has fallen to the bottom of the tree.  They collect a razor-sharp bone spear and a shining scimitar from the corpse before speculating as to how birdmen would tend their dead.

When the party arrives at the Tree of 100 Fruit, Gesherem explains that the druids are paranoid and insular.  The sacred grove where the massive, mystical tree they tend sprouts upwards of 100 kinds of fruit, and it is their work to tend to it.  A stream waterfall feeds the center of the grove where the tree grows.

They are greeted with unease at first, but once Gesherem makes himself known, the druids guide them around the bend into their sacred grove where Sul Dhan Ared is leading a prayer in Ancient Baklunish.  The party is all given gourds, and silently bid to join the druid's procession.  As the lead druid casts various spells, the party joins in the ritual, gathering water from the clear-flowing stream and sitting in the circle.  As one, the assembled group drinks...though Anverth is sure there is some enchantment upon it.

The drink affects the assembly by altering perception.  Now, a comet-like haze can be seen in the sky...and it horrifyingly resembles a massive eye.  The great eye seems to loom and leer at each individual, and it is under this monstrous gaze the druids begin to speak of the omen and it's meaning.

Sul Dhan Ared and the other druids recognize Gesherem, and welcome him and his folk (the party). They bid everyone welcome to the sacred grove, and know there is much to speak of.  The druids are obviously aware of the Omen -  but they seem to greatly fear what is coming. They feel a fell gaze upon them - and after drinking from the Pool of the Tree of 100 Fruits the party understands why.

Everyone can all feel the eye 'looking' at them. At all times.

What is revealed during the nights' oratory is that no one very far from Yecha experienced the dream. The druids believe this means the omen is meant to affect something near the city.  The druids are NOT certain where it's from or what it means, but are certain it heralds only great evil. 

The party asks Gesherem and Sul Dhan Ared to accompany them back to Yecha to attend the priests' council. Sul Dhan Ared is reluctant, but understands the need.  However, there is a problem that needs his attention first.  Alarmingly, there is a war-camp of Erythnul not far from the Sacred Grove that is growing in power.  It is known the Slaughtergod's minions also experienced the omen. Gnolls and barbarian dervishes have harried their sides for days.  This lines up with the party's encountering of servants of Erythnul across the countryside.

Sul Dhan Ared sent word to the Guardians of Al'akbar to ask for aid against these cultists, but they are not expected for perhaps weeks, if at all.  If the War-Camp is dealt with, Sul Dhan Ared can travel with Gesherem to Yecha.  The druids know the location of the War-Camp, and the party agrees to deal with it to expedite a return to Yecha.

The Blazing Omen 6
"Nerull" is just another way to say "Tharoth".
As the party approaches the camp, night has fallen.  The camp's fires can be seen through the trees, and intermittent yelling can be heard all around.  The cultists around the fire chant the name "Cho Bet-Serati!" and the party can make out an armored figure among the firelight.  Gnolls and an ogre are also seen.  The party hears gnoll yips from the south, and decide to investigate.  They stealthily head south, avoiding the camp.

The Blazing Omen 7
Very sneaky...
They see gnolls near a small bridge over a stream, shouting challenges into the wood.  Soon, they begin to see shadowy figures closing in on the camp and hide among the bushes and trees.  The figures close in on the war-camp...some coming within scant feet of Khaine, invisible in the shadowed hedges.

Soon, the figures emerge from the treeline and challenge the gnolls.  Insults are hurled at this "Cho Bet-Serati" and the gnolls engage the newcomers on the bridge.  The cultists at the camp are oblivious to all this, and neither do the newcomers notice the party.  The party encourages those at the camp to investigate by killing one of them with an arrow...

The Blazing Omen 8
Entangle has a fairly large area of effect.
It seems that this is a rival darkling cult, this one devoted to Tharoth the Reaper.  They form battle lines and prepare to engage one another, though the gnolls on the bridge seem to have the advantage over the men.  Once they are all squared up, Walkul uses an entangle on the whole area, trapping all but a few of them.  An oil of burning is applied then, and all the remaining cultists are picked off by the party as they attack from the north.

The remaining Tharoth cultists south of the stream flee into the night, and the party investigates the camp.

The Blazing Omen 9
Many adventurer's favorite part of the job is the "Take Their Stuff" Phase.

Friday, April 23, 2021

Non-Lethal Combat in AD&D 2e

Iron Seer Dungeons & Dragons
The following is a secondary primer to 2nd Edition Advanced Dungeons & Dragons combat designed to give an overview and basic functions of non-lethal combat.

AD&D 2e Basics and Combat Overview

One thing to remember going forward is that attacking an armed opponent while unarmed is excessively dangerous.  Doing so will allow the armed opponent to strike first with his weapon regardless of the initiative roll.  If that wasn't enough, in addition the defender will be granted a +4 to attack and damage rolls.

Note that this is not an 'attack of opportunity' as it is in later editions.  Rather, it simply allows the defender with a weapon to strike the unarmed attacker first, and with a hefty bonus.  It is not a 'free' attack.

Non-Lethal Combat

Punching, Wrestling and Overbearing are the three main ways of engaging in unarmed non-lethal combat. Weapons can also be used, as we will see.  Each of these methods has a different system of resolution.  

Punching
  1. A normal attack roll is made vs. the defenders normal armor class.
  2. The score on the attack roll, if it is successful, is compared to the Punching chart to determine the type of attack that landed.
  3. The amount of damage is given, along with a percentage to 'knock-out'.
  4. Damage is treated differently.  Record punching damage separately.
  5. Barehanded punches cause 1 or 2 points of damage, with brass knuckles or metal gauntlets causing 1d3.
  6. All punching damage is subject to Strength bonuses.
  7. When a creature reaches 0 hp, they fall unconcious.  Only 25% of punching damage is permanent, actual damage.  The remaining 75% is temporary and heals 1 turn after the combat is finished.
  8. It is best to have the lowest successful score you can get.  If you hit AC 6 on a 12, for example, you will have better results on the 'Punching' chart with more damage and higher K.O. chances with a 12.
Wrestling

Wrestling is handled very similar to Punching, with the following changes.
  1. A normal attack roll is made vs. the defenders normal armor class.
  2. The score on the attack roll, if it is successful, is compared to the Wrestling chart to determine the type of hold you manage to land on your opponent.
  3. A hold is broken by a throw or gouge result on the Wrestling chart, the assistance of another person or the successful use of a weapon.
  4. Armed combatants involved in Wrestling are limited to using Small size weapons after the first round due to arm bars and head locks.
  5. Damage is treated differently.  Record wrestling damage separately.
  6. All Wrestling moves inflict 1 point of damage plus Strength modifier.  Certain moves can be maintained from round to round until broken.
  7. Holds maintained for consecutive rounds do one extra point of damage per round they are maintained.  For example, an arm lock maintained for 3 rounds would do a total of 6 damage (1 + 2 + 3) at base (plus Strength bonus each round).
  8. When a creature reaches 0 hp, they fall unconcious.  Only 25% of wrestling damage is permanent, actual damage.  The remaining 75% is temporary and heals 1 turn after the combat is finished.
  9. It is best to have the lowest successful score you can get.  If you hit AC 5 on a 7, for example, you will have better results on the 'Wrestling' chart with more damage and higher K.O. chances with a 7.
Overbearing

Overbearing is where you dogpile something.
  1. A normal attack roll is made.
  2. For each category of size difference, the attack roll is modified by +4 (if the attacker is larger) or -4 (if the defender is larger).
  3. For every leg beyond the second the defender possesses, the attacker suffers -2 to their attack roll.
  4. Multiple attackers make 1 attack roll, with a +1 for each attacker beyond the first.
  5. If the roll is successful, the target is pulled down.  
  6. The pin can be maintained from round to round with successful overbear attacks.  In this case, the "prone" modifiers to combat are ignored for the dogpile.
Using Weapons in Non-Lethal Attacks

For when you have no other option or only barely care about how it turns out.
  1. Can only be attempted with weapons with which a non-lethal beatdown could be effected.  No warhammers, maces or arrows.
  2. Damage is treated differently.  Record non-lethal weapon damage separately.
  3. When a creature reaches 0 hp, they fall unconcious.  Only 50% of non-lethal weapon damage is permanent, actual damage.  The remaining 50% is temporary and heals 1 turn after the combat is finished.
Additional Notes on Unarmed Combat
  1. A creature's natural weapons are always 'usable'.
  2. It is possible to specialize in Punching or Wrestling.  Any character of any class can do so.
  3. Single-Class Fighters can eventually specialize in both, but you may only start play with one specialization or the other.
  4. A Weapon Proficiency slot can be spent by any player character to learn Martial Arts.
  5. Martial Arts is functionally identical to punching but with higher damage and K.O. percentages.
  6. Specializations in Unarmed techniques can be continued and improved upon.
  7. It is possible to perform the following maneuvers (covered in the Overview):
    • Called Shot
    • Disarm
    • Grab
    • Hold Attack
    • Parry
    • Pin
    • Pull / Trip
    • Sap
Additional considerations may come into play due to whatever reasons.  For bookkeeping purposes, simply note the amount of damage done by these attacks and figure it out at the end of the combat - there's no reason to break each attack into the temporary / permanent categories.  Worry about it once the opponent is at 0 and then figure out if they are still alive.

Friday, February 19, 2021

The Second Tomb of Oroch-Vaan [Part IV]

Iron Seer presents Howl of Oblivion on Fantasy Grounds
** Howl of Oblivion Campaign Page **

Shortly after inspecting the statues, Anverth moves to inspect the vortex in the northern chamber.  Iris sees the smaller, undamaged marble statues begin to move, and shouts a warning as she draws her sword.  They call out, and Borz hears them from the antechamber he was searching.

The Second Tomb of Oroch-Vaan [Part IV] Caryatid Columns

The rest of the party rushes back to aid as combat with the mystical guardians ensues.  The supernatural statuary is quite resilient, harder than any stone, and turns aside many powerful blows with only a few nicks and scrapes.  The party deliberates retreat for some time, until a lucky strike finally instills some hope.  

As the melee carried on, options for retreat were discussed when a member of the party was momentarily put out of action and brought back by healing magic.  The statuary was slow and extremely difficult to hurt.  This was compounded by the disorganized and demoralized show of defense by the party, but in the end they were able to disrupt the magic impelling the statues.  The guardians crumbled to a chalky powder.

The party retreated to the section of the maze behind the secret panels again to recuperate for several hours.  They pressed on to leave the dungeon as soon as they could by doing what they came to do.  As one, they marched to the vortex chamber.

The Second Tomb of Oroch-Vaan [Part IV] Beast From Beyond

As Borz knelt at the edge of the circle and chanted a prayer to Wee Jas, he could see something seemingly emerging from the vortex.  Soon he is joined in prayer by Walkul.  Just then,  a strange bloblike creature with many eyes and mouths floated into the chamber from the center of the swirling gate.  Iris madly ran forward into the vortex to attack it, and as she did the vortex closed.

The creature roared with many maws a scream of hate and rage.  It gibbered incomprehensibly in languages the party could not comprehend, and the room suddenly vanished from view - replaced with the raw chaos and empty space of Limbo!  The party floated helplessly in the air, unable to comprehend or believe what was happening to them!

The creature began to shift it's amorphous form, turning eyes and maws to attack Iris who was floating nearby.  She lashed out with her scimitar and cleaved a portion of the creature's amoeboid body completely away!  A few blows later and the rest of it was also in pieces...and momentarily the chaos of limbo faded away and the room returned to normal.

The Second Tomb of Oroch-Vaan [Part IV] Chaos of Limbo

With the creature gone and nothing else to stop them, the party conducted a thorough search of the chambers connecting to the maze over the next day.  Luckily, they found some Jasidans hiding in one of the chambers who were unable to escape before the Maze Crawler went into 'kill' mode.  Melmer was delivering mail when the pulse hit, and they took refuge - locking themselves into the nearest chamber.  He and his guards are very happy to see the players, and he is able to tell the party exactly what they were stealing from the tomb - leading to the discovery of some powerful magic among the hoard the party was able to extract from the resting place of this... Oroch-Vaan...whoever they were.

The Second Tomb of Oroch-Vaan [Part IV] Melmer the Mail-Mage

The party and Jasidans leave the Tomb and are met by the High Priestess.  She takes note of exactly what the party is carrying, but doesn't object or renege.  The party leaves the Shrouded Masjid a great deal richer than when they came...but what will they do next?

The party is starting to be noticed in Yecha.  They have made friends, perhaps allies.  At the least they now have acquaintances in the city.  Surely, their opportunites will expand from here - but what will our party choose to do?  

The Second Tomb of Oroch-Vaan [Part IV] Chapter 1
Howl of Oblivion, Chapter I

Friday, February 12, 2021

The Second Tomb of Oroch-Vaan [Part III]

** Howl of Oblivion Campaign Page **

The party moves through another secret passage that wasn't so carefully hidden and continued north - except Walkul.  Borz and Khaine again attempt to rob the ancient tombs, searching for traps and only finding the rusted and ineffective remains of them.  Borz then attempts to carefully extract another red gem from the bull-like sarcophagi, but is able to dodge the resulting fine mist this time.  Khaine attempts the same and isn't so lucky.

Apparently compelled to seek out the thrum of the mystical vibrations in the maze-chambers, he went into the twisting corridors alone to seek the source.  It isn't long before he enters a mystic circle in the apparent center of the maze.  He blesses himself as a horrific serpentine guardian made of bones and a human skull appears and advances in a swaying, hypnotic way.  

The Second Tomb of Oroch-Vaan on Fantasy Grounds

Unaffected by the minor magic of the guardian, Walkul readies himself to smash the offensive monster.  The snake-like construct is lightning fast, and gets not only the drop on Walkul but hits a vital spot as well...

The Second Tomb of Oroch-Vaan on Fantasy Grounds
Fortunately, at this point Walkul doesn't really have to worry about the paralytic poison of the bite.

The party soon wonders where Walkul is, but none of them realize he is alone and dying.  Sensing danger, they race toward the center of the maze where Walkul lies bleeding.

The Second Tomb of Oroch-Vaan on Fantasy Grounds

Iris makes it to Walkul first on her nimble elven feet.  She forces a healing potion on him before the golem begins to stir again.  The rest of the party enter the room, and everyone but Anverth and Iris are taken by it's hypnotic swaying!

Iris is bitten severely by the snake-thing, and collapses paralyzed on the ground.  In the span of a few minutes, Anverth and the snake-thing square off. It is a tense contest where everything rests on Anverth, but is the gnome who gets the upper hand and smashes the skull from the serpentine body in a single blow!

As Borz and Khaine recover their senses, the party decides to retreat to the L-shaped hidden passage and rest.  Iris shakes off the paralysis as they are carried back to safety, but Walkul does not.  After a rest, another potion is applied to Walkul's inert form and he finally awakes.  Undisturbed in their hole in the wall, the party decides to continue resting until Walkul is fully cognizant.  Anverth takes time during this period to decipher the magical script in the Limbolibram, unlocking the power of some of it's arcane secrets.

As soon as they feel ready, the party returns to the center of the maze and immediately all go in different directions alone.

The Second Tomb of Oroch-Vaan on Fantasy Grounds
Even Walkul hurriedly walked off alone again.

Soon everyone realizes they have walked off alone into the dungeon.  For Iris and Anverth, it was hearing the sound of rushing wind to the north of the complex.  Khaine soon assumed everyone else was dead and he was the last survivor, as he could not hear Borz return to the center of the maze and cry out for everyone to return to investigate the north section.

The Second Tomb of Oroch-Vaan on Fantasy Grounds
"It sure is dark in here.  Good thing I have *slides on shades* INFRAVISION."

The maze section gives way to a more proper temple area.  Before the gigantic statues (which the party learns depicts the interdimensional sorcerer Oroch-Vaan) are the heart and liver of some massive beast (which the party learns is that of a huge dragon).  The party learns all this from a Jasidan Cookbook that Anverth had taken an interest in and picked up in an antechamber.

The Second Tomb of Oroch-Vaan on Fantasy Grounds

Following the sound of the rushing wind, the party sees a massive vortex in the next chamber.  They pick around the antechambers, attempting to ascertain any dangers before it's too late.  Odd carven statues at the feet of the giant bull sculptures seem a little strange...

The Second Tomb of Oroch-Vaan on Fantasy Grounds

The ominous vortex looms in the chamber beyond the two giant statues.  This MUST be the gate to Limbo.  Warily, the party scans the chamber for any sort of movement, though it is difficult to see with the kaleidoscopic gateway looming...

Friday, February 5, 2021

The Second Tomb of Oroch-Vaan [Part II]

Iron Seer presents Howl of Oblivion
** Howl of Oblivion Campaign Page **

The party continues into deeper into the complex of the Second Tomb, all the while wondering where those golems Fasha was talking about might be.  Twisting corridors lead in all directions, and Borz spends some time examining the stonework.  Khaine helps search nearly every inch of the corridors for traps and other interesting things, but all they find are clues to the complex's construction and evidence of recent passage.

Until...

The party finds a shrine amongst the maze-like corridors.  There are bowls made of gold, with gems such as for some sort of offering to whatever is depicted in the imagery of the idol.  The Jasidan scripts are all offerings of abeyance to their Lady and her servants.  Borz attempts to pry the gem from the head of the statue, but it disintegrates into fine mist which afflicts the dwarf with coughing and wheezing spasms for some time.

The Second Tomb of Oroch-Vaan on Fantasy Grounds
Walkul attempts to flush the dwarf's eyes and face with water, but the powdery irritant remains.

The party presses on, finding a cell-like room with chains upon the wall.  One side of the room is littered with bones - though they were far too large to be human.  Upon the desk and table, the party finds a strange book, titled 'The Limbolibram', written in ancient Baklunish and some other strange pictography.  Perhaps the language of magic?

Underneath the small desk, they find entrance to a carven tunnel nearly the size of the main corridors of the complex.  Crawling under the desk and walking out the other end of the tunnel, they discover a secret door to another section of corridors, this time leading in other directions.  Borz begins to suspect the corridor complex may have at one time been one large chamber, and as the party explores this seems to be the case.

The Second Tomb of Oroch-Vaan Maze Entrances

At the end of one of these sections, the party senses a faint vibration along a small section of wall.  Walkul detects a moderate magic on the other side of the wall, due west.  Khaine and Borz quickly inspect the wall for a way through, but there seems no other option than to continue along the corridors.

Undaunted, the party prepares to move through the complex more quickly...

Friday, January 22, 2021

Howl of Oblivion: The Second Tomb of Oroch-Vaan

Iron Seer presents Howl of Oblivion
** Howl of Oblivion Campaign Page **

Awakening well rested the next day, the party prepares in the barracks of the Red Witch.  The spellcasters feel better today, and when the Jasidans arrive to take them to the tomb below they are in eager spirits.  It's all well and good until the entrance to the depths is in sight.

Passing from the worked area of the upper fane into a rough hewn cave passage, the party is put ill-at-ease by rows of sculpted heads that seem right out of the ancient Baklunish Empire.  These heads, along with several broken columns, seem embedded in the natural stone of the passage.  How this is possible is best not thought of, though the Twin Cataclysms come to mind.  The stone heads are staggered at intervals, with a more monstrous face opening its mouth at the end of the passage as the portal to the actual tomb.

The Second Tomb of Oroch-Vaan on Fantasy Grounds
The huge, empty area has a creep factor all its own.

The party feels strange as they pass through the heads, as if they have suddenly traveled a great distance.  After entering the tomb through the monstrous face, they are struck by the massive complex that looms before them.

The Second Tomb of Oroch-Vaan on Fantasy Grounds - Dust Devil!
This stone lid is nearly thirty feet long and requires a total 55 STR to lift.

As they enter and proceed through the western antechambers, the party is beset by swarms of small air elementals that erupt from much of the stonework.  Investigating the tomb turns up an object of note - this tomb is not for humans, but rather seems to house many dead minotaur-like bodies.  The bodies in the sarcophagi are interred in ancient finery, though seem devoid of any actual valuables.  There is a noticeable lack of any script in the tomb area or on the sarcophagi, but Anverth finds a massive collection of Jasidan temple rituals that seems to be in general use.

The Second Tomb of Oroch-Vaan on Fantasy Grounds - Mystery & Treasure
It's not dingy - it's dimly lit.

The party continues and explores the eastern antechambers from the main tomb entrance.  This area is in noticeable disrepair, though they do manage to find gems in a store room.  The room behind the scree-fall houses a number of items that are used in funerary rituals by a number of cultures, though the minotaur-like symbology has an unknown origin and meaning.  Thankfully, there are no elementals or constructs in this part of the complex, and exploration thereof will continue next session.

Friday, January 8, 2021

Shrouded Masjid of the Witch Goddess

Iron Seer presents Howl of Oblivion
** Howl of Oblivion Campaign Page **

Unsettling Portent

A night of fitful rest leaves the spellcasters in the party drained and off-kilter the next morning.  Dreadful visions plague everyone, but leaves magicians and clerics unable to memorize spells for an entire day.  The party ignores this and continues on as normal.

Shrouded Masjid of the Witch Goddess


The Funerary Temple

A little investigation turns up that this cult is based in the Funerary Temple of the Royal Graveyard in Yecha.  Borz and Khaine poke around a bit, and discover that it's a mostly public place.  Astonished, they continue to investigate until the learn the habits of the priests and guards there.

It seems it's a sanctified place to prepare the dead for burial, entombment or mummification depending on the faith.  Though it is tended by the clergy of Istus, all are welcome to use the temple.  When they learn this, they return to the Traveler's Inn for the rest of the party.

When the party next arrives at the Funerary Temple, they are asked only to wait until the priests of Istus finish their preparations for tomorrow's interments.  The temple is then cleared, and the party simply enters the temple preparation area.

Fane of the Red Witch

A half glimpse of a hatch closing leads to an investigation of the walls.  Borz is unable to find a hatch where he saw one, even with his stonecunning.  Khaine likewise couldn't detect a latch or spring, but Anverth recognized the enchantment immediately.  Following his guidance, the thieves were able to see past the illusion and simply push the hatch open.

Inside was a long, narrow hatch with a ladder that took considerable time and effort to descend.  Inside was a wizard in red, with a glass orb in the shape of an eye.  Behind him was a doorway blocked by a glowing rune.  Borz, the first one down, announced that he came in the name of Dumathoin, which provoked an attack by the wizard's giant glass eye.  It shot a gleaming magenta beam, but it didn't affect Borz, who began to engage with the staff-wielding fanatic.

A few moments later, the party finishes the descent.  Khaine and Iris are paralyzed by the glowing orb, but the rest of the party finish the wizard and his glass eye.  When it's cracked and destroyed, the glowing rune blocking the door flexes and dissipates.

Going through the portal takes a full-body dive, and once Borz is through to the other side he runs face to face with another acolyte of the Witch Goddess.  Mayhem ensues throughout the complex, with three more cultists meeting their fate as the party chases them throughout the complex.

A great fire that had been lit in the center of the complex suddenly extinguishes, and the far door opens.  The High Priestess Obertorop and her guardian, Rodeg the Revenant, enter the room and announce themselves.  She is impressed with the tenacity of the adventurers and demands to know why they are here.

When the party explains they are here for the Staff of Oroch-Vaan, she calmly states that the staff is not going anywhere due to it's relevance to the cult of Wee Jas.  However, she could offer an alternative treasure to them instead, if they agree to do her bidding and enter the tomb beneath the fane.  She explains that there is a portal to Limbo beneath, in the Second Tomb of Oroch-Vaan.  If it is not closed, it could have disastrous consequences after the omens the night before. 

The High Priestess explains that she has lost control over the automatons that roam the lower tomb.  The party would enter the tomb, proceed to the riftwell and close it after offering a prayer to Wee Jas.  The party says they will consider it, and move into the entry chamber to discuss things.  It's about then that they realize the mystic seal is back, and they cannot leave.

Shrouded Masjid on Fantasy Grounds

Jasidan guards begin to file into the fane from behind the revenant.  As the players debate, they gather the dead Jasidans slain by the party and bring them to the High Priestess.  Obertorop then begins to raise them. 

Obertorop states their reward will be anything they can carry back from the tomb, what they have already taken from the fane, forgiveness for their transgressions - and their freedom.  The party agrees to help the High Priestess.  She bids them take their rest in the barracks in the masjid, and later they will be escorted to the tomb.  

Tuesday, December 15, 2020

Lost Jewels of the Ancient Sorceress [Part 4]

Howl of Oblivion by Iron Seer
** Howl of Oblivion Campaign Page **

The party recuperates, though the caravan guards around the auto-yurts report lots of activity near the camp.  Jackals had been heard all through the night.  In the morning, the party is ready to move out at first light.  Fasha informs them that water is running low, and soon they will have to depart to Yecha.

The party finds the entrance to the tomb re-covered, and inside they are attacked from two directions nearly as soon as they step foot inside.  A pack of kobold-trained jackals attack along with their kobold packmasters.  The combat is savage, and a short sleep spell by Anverth sees all the jackals sleeping peacefully as the remaining kobolds retreat.  Peacefully, until Khaine cuts off their heads.

Lost Jewels of the Ancient Sorceress -  The Jackalpit
"Hmm...helpless dogs.  What to do with all these helpless animals?  Hm.  Hmmmm..."

The party heads deeper into the complex, and begin to hear what sounds like an unintelligible beratement.  The group finds a hobgoblin yelling at an skeleton, and approach cautiously.  The hobgoblin gestures to the skeleton, who signals his pack of skeletal jackals to spring forward and attack.

Iris then beheads the hobgoblin in a single stroke, claiming his shinging and singing scimitar for her own.  Walkul then turns the remaining skeletons, including the Houndmaster - all of whom are not destroyed in the rout flee to the south.  Meanwhile, the party pillages the hobgoblin's stuff (who was evidently named Mung Yung) and find several interesting items - such as a magic scroll.

The party also finds an alcove littered with the bodies of dead adventurers and crawling with giant centipedes.  When the party steps inside, several skeletons of small animals animate and crawl to attack alongside the massive arthopods.  Walkul invokes the power of Pelor and turns them back while the party cleans up the centipedes.  A gleaming suit of mail is found on one of the long-dead bodies, which Walkul intends to restore.

Lost Jewels of the Ancient Sorceress -  Critical Hit!
Next on One-Hit Wonders:  Mung Yung the Hob

In the last room, the party finds a bunch of furtive kobolds just kinda chillaxin', eating dinner made of what looks like jackal.  Anverth converses with them, and the old one agrees to tell them where they think the treasure is if the party will just leave.  In the corner of the kobold water-hole, the party finds all the skeletons huddled in a corner.

Lost Jewels of the Ancient Sorceress -  Kobold Waterhole
Believe it or not, those red tokens are only mildly hostile.

Evidently, that corner is where the jewels most likely are, according to the kobolds.  So the party begins to attack the skeletal houndmaster, but the old kobold speaks up.  She asks Anverth to tell the rest of the party to leave the skeleton be, who is beloved by the kobolds.  In return she will shoo them away.

After the skeletons are moved up the walkway, Borz discovers the hidden stone plate to an alcove, some 4 feet high and 3 feet off the ground.  Using Walkul as a step-ladder, the dwarf pries the stone free and pulls the alcove door free, exposing and damaging an ancient stone trap in the process.

Inside, they find a stone mannequin, upon which rests the complete regalia of A'ta Sevaaya.  The party leaves the tomb and joins again with Fasha outside.  Though the party briefly considers holding onto the regalia, they honor their bargain and turn it over to Fasha.  The trip was quite profitable - the magic alone worth more than the regalia.  After talking it over with Fasha, the party agrees to accept another job.  

Fasha began to tell them the tale of another sorceress...this one still very much alive...

Friday, December 4, 2020

Lost Jewels of the Ancient Sorceress [Part 3]

Howl of Oblivion by Iron Seer
** Howl of Oblivion Campaign Page **

The party continues to explore the north section of the tomb.  A good portion of the outer walls are crumbling and make dangerous exploring, but our heroes avoid any trouble.  They take their time searching for traps, secret doors and where vandals smashed stonework decorations...

The party comes upon the central marker of the tomb, realizing that the ancient sorceress' name was A'ta Sevaaya...and the body wasn't buried at the marker and may not even still be in the complex.  This is a common way to deter grave robbers...but also are ancient runic spell-wards.  Walkul and Iris watched in horror as such a ward cursed Borz as they examined the central monument.

Lost Jewels of the Ancient Sorceress - Blursed Dwarf

As the party explored east of the central monument, a foul smell began to waft down the unexplored corridors.  Anverth quickly recognized the nasty scent as kobold slop, and the party pushed into a small section of intersecting corridors.  Not long after they discovered the resting places of the little creatures, they were swarmed with the little monsters.  

Lost Jewels of the Ancient Sorceress - Useless Crit on a Kobold
Critical Hit!

Khaine tries to block kobolds attacking from south corridor, but is hurt by flashing kobold blades and eventually pushed back toward the intersection.  At the same time, another group of tiny dog-men swarm appear from the north and attack Iris and Borz.  Iris was wounded and brought down by kobold knives, but Anverth and Kelil pushed into the kobold chambers and were able to get rid of the creatures swarming her.  Walkul takes a moment to heal her, and suggest the use of healing potions for the others.

Wounded but not out, the party resolves to continue forward...but a few of the kobolds managed to flee away down the winding corridors of the tomb complex.  The party can hear strange noises all around as they know the creatures have ran to tell their friends.  The advance brings the party back to the central stairs, but it's not until the barking of what sounds like a pack of dogs is heard coming from the southern chambers do they decide to retreat to the auto-yurts.

Lost Jewels of the Ancient Sorceress - Part 3 XP Log
Encounter XP awarded so far for Lost Jewels of the Ancient Sorceress [Part 1-3]