Thursday, October 27, 2011

SESSION 2 - TALBOT CEMETERY

Magus sits on the dirt, slowly nodding off what just happened, while Leif & Amadi look on, concerned; Magus looks up & sees something approaching from the darkness, about 8' tall, a green monster of sorts, a plant w/ a head like a Venus Flytrap, fuzz covering & long pincers, opened mouth...  Amadi somehow sensing it, turns & swings his staff, planting a massive hit on its lower lip, the lip tears a bit, green & red & water dripping, hanging...  But it keeps on & plants its upper mouth into Magus' side...  Magus resiliently hops up & takes a swing w/ axe but misses the plants head as it recoils...   A number of misses go about as Leif tries arrows, Amadi takes another swing...  Then it heats up as everyone misses in a tangle...  Eventually Amadi strokes the Green Monster again in the stem area, below it's "head", it misses whirling around, then finally, after missing Magus, Magus plants his axe in the mouth of the plant, pinning it to the ground.  It writhes for a bit & then gives up, lifeless.  The party examines the Giant Plant & notices a green sack that bulges out from the stem just above ground level.  They cut it open & find it full of spinning eyeballs.  Magus stomps his boot into the eyeballs & pulling away finds that 3 of the eyeballs are now lodged into the bottom of his shoe, they are spinning around, looking.  He takes the edge of his axe & plucks out each, one by one.  Amadi then stabs one of the eyeballs w/ his dagger & they leave, heading back out of the cemetery, while taking a cursory look for D. Mineral's gravestone.  They find nothing, leave the cemetery, & head back into Talbot.  @ this time it's around 1:40 AM.  Around 2, as they turn in the fork of the road south of the Black Dog Tavern, Amadi's lantern goes out.  Being in town, they have no problem getting back to the Green Lantern Inn & as they get back, around 2:10 AM, Goody is cleaning up.  They tell him about the cemetery & b/c of their choice of location, he asks if they were there searching for Crackenmore.  They ask about Crackenmore & he tells them a short tale about Dagwood Talbot's two sons.  Dagwood Talbot was the knight that planted himself in what was once referred to as Talbot's Fee.  He had two sons - among other children - that took a hankering for adventuring.  One, into magic, became known as Zimbo the Unknown.  He was the shy one.  No one in town ever "knew" him.  The other was Kinchen the Freebooter.  Quite the opposite, Kinchen was known by everyone, & generally loved, but as he got older, he became wilder & eventually ransacked a small village near Talbot's Fee, thus earning his title.  He would go on to much greater exploits, but the brothers @ one point became "questionable" throughout town.  The fact that they chose adventuring was not admirable, given their upbringing.  Therefore they decided to move their operations to an unnoticable locale north of town & underground.  There was a bit about them commanding orc slaves & such to construct the space, etc.  Though the town of Talbot knew what was going on, they did nothing, & when they were considering doing so, a surprise Barbarian attack came from the East.  Having bypassed Furthermoor, the Barbarians came straight to Talbot for a stronghold, which they would have easily won, if it were not for Zimbo, Kinchen & their minions.  This is when rumors circulated about their massive underground lair, Crackenmore.  After savingTalbot, the two of them were never bothered again, & as far as anyone knows, rumors & otherwise, they left for travel to the north, but never came back...  The party shows Goody numerous spoils (pincer, toe, etc.), but he finds none of it worth much, saying, "many adventurers come through here..." - lastly they ask Goody where D. Mineral's grave site is & are told it occupies the same plot as the statue of Dagwood Talbot.
The party decides to get some rest in their room.  Crack of dawn, they're up, head across the street to the stonecarver's, who is already hard @ work.  He is an older gent, unfazed by entrance, or the stabbed eye that Amadi is brandishing.  They eventually strike up convo which basically informs them that Delly is 1) looking for delivery help (to outlying areas), 2) telling them that he doesnt work on cemetery stuff normally, that'd be Denarius, 3) informing them that the Black Dog may be a good place for hirelings & the Chapel of the White Widow may be a good place for healing & 4) though he doesnt believe in the
"Black Dog" per se there have been some odd killings of livestock lately w/ a strange, yellowish substance present.  The party decides to move it to the Chapel of the White Widow where they find Bingo, a young adept who intercedes on their behalf, takes them into the chapel where they see a large fake white spider hanging over a lectern & not only does he grant Magus w/ a healing potion (he says it is for free this time), which Magus drinks ASAP, but once Magus hands over a gp in thanks, Bingo gifts Magus a vial of holy water.  While exiting, Amadi asks where he can find some lantern oil & is directed to the Outfitter @ the head of town.  The party heads there & Amadi stocks up on oil.  They then head to the Black Dog Tavern.

It's early, though the Black Dog is surprisingly populated.  After trying to chat up the bartenderess, but getting nowhere, the party moves to a large table where some locals are sitting.  There's Chain the Mason, Denarius the Stonecarver, Jane the Vet & Coppy the Bowyer.  Denarius is asked about the cemetery, but he tells them that he makes the stones, but never goes there.  Like everyone in town, he knows it as an insane place.  The party asks for hirelings & the table basically directs them toward the half-orc sitting across the room @ a table (there are other tables & folks here but the party did notice the half-orc when they came in, though Leif was extremely wary).  Amadi ends up going to talk to the half-orc & buying him a drink.  Ends up the half-orc w/ red hair, who's name is Djinnger, is from Debthaven & is here b/c he's never been to Talbot & decided to journey here to see where his Great Great Grandfather slaved away for someone.  When Amadi hears this he naturally mentions Crackenmore & his party's current standing.  Amadi signals Leif over who soon has the half-orc convinced of joining their party.  As Leif questions him, he reveals to the party an eldritch war hammer, the cratfsmanship like nothing theyve seen.  Djinnger also has a sling for certain situations.  Amadi & Leif surmise that he must be a cleric of some sort.  Djinnger professes his belief in the Great Tulip & feels he has been directed to the party in some way.  It's 10:30 AM as they consult w/ their new hireling about the terms, etc. w/ conversation mainly leading toward Crackenmore...

Wednesday, October 19, 2011

SESSION 1 - TALBOT

Amadi, Leif & Magus meet up @ the Green Lantern Inn in Talbot & even though Amadi is a bit under the weather, by evening are all enjoying brews together in the bar where they chat up the barkeep, Goody Threeshoe.  Goody tells them about the new undertaker, & how something just doesnt seem right about him, how he saw him @ twilight a few weeks ago hangin' from a tree by his legs...  He also warns them about speaking of the actual Black Dog in public...  lastly, before leaving, possibly to test their reaction, he mentions a rumor he'd heard about a group of Talbot thieves that were masterminding an assassination of Lord Dimmings.  The party learns that though Goody doesnt care much for Lord Dimmings, Lyla Dimmings, the daughter, is a sight to behold.  Other things @ the Green Lantern:  Magus inquired about finding work in town & Goody suggested Delly, the stonecarver, across the street.  A table of townsfolk agreed w/ this, & also told Magus that while a lot of folks think the Black Dog attacks livestock, there are also rumors that  a family of werewolves lives in the Enchanted Waste & has been feeding off Talbot livestock.  After discussing the new undertaker w/ Goody a bit more, the party decides to head to the morgue @ the north edge of town near the cemetery.  But first, Amadi goes upstairs to study his spell book for Enlargement.

Nearing the white morgue, the party notices how the trees nearer the cemetery gates (about 100 yards north) are in worse shape, dying...  They lurk around a grove of trees near the house until Leif spots a possum hanging from a tree limb by its tail.  He casts his SPEAK TO ANIMALS spell & has a conversation w/ the possum about the undertaker & the cemetery.  The possum used to live in the cemetery but due to the death there, has moved out.  He also speaks of the undertaker as someone he likes to watch, & that the undertaker sometimes also has smaller people w/ him @ night...  coming & going...  he speaks of him as being tall w/ white hair.
Leif approaches the large, metal door of the morgue, & knocks.  There is no answer.  Magus lurks around the house & locates a few curtained windows, as well as a wooden door in back that is locked by inner chain.  After discussing their options out front, the party decides to enter the cemetery to the north.  With Amadi's lantern bright, they search the SE & E sides of the cemetery a bit, glancing tombstones for death dates around when the Black Dog killed D. Mineral.  They finally locate a grave that matches the dates, 40 years ago, to one Sloppy Jims, "best known barkeep & fisher"; however, what is odd, is that the dirt on the grave appears to have only recently been placed there, i.e. a loose mound sits atop.  Magus decides to start digging into the dirt w/ his axe.  It is then that the party notices 4 zombies approaching from the west.  After a brief battle, they conquer the zombies, search them to no avail & Magus continues his digging of the grave, finally locating a wooden crate which he ends up smashing up w/ the axe.  Inside the crate is a human-like creature w/ a sticky, yellow substance (mucousy mustard) all about...  It could be a midget, but it is hard to tell due to the axe slicings...  but clearly it is not of normal human size & the face looks aged.  Next, Magus tries to dig further w/ axe but locates nothing.  Amadi then stabs around w/ his staff & eventually hits on something hard...  Magus reaches his arm down there & grabs onto it, trying to pull it up...  As he grabs it, something attaches his hand to it quickly.  It is a root, or stem of some kind...  Magus pulls it up & they see how his hand is tightly tied to the bright green stem that trails back into the dirt in two different places.  Leif tries to rub the stem but gets his hand stuck as well, but then is able to free it w/ a precise knife cut.  Magus on the other hand is still stuck.  Amadi tries hacking into the root but only pisses it off, it begins rumbling & shaking, moving Magus w/ it...  Leif tries to free Magus' hand but just pisses the thing off worse...  Finally, Amadi pours a vial of oil around the two areas where the stem trails back into the dirt & then lights it...  The flames cause the root/stem to retreat back into the ground, first pulling Magus down into the dirt, pulling his arm...  but then releasing him & disappearing.  Magus sits up, catching a scent from the dirt, crammed in his nostrils & beard, remembering that scent from down south around Moloch, the soil there...  A smell that generally doesnt permeate the soil in these parts...

Thursday, October 13, 2011

DEMERIT TABLE

Roll a 1d20.  If description does not specify time, it is for remainder of current day.  Feel the pain, or slight pleasure.

1. Weird rash on face for 2 days, -2 reactions, -2 CHA
2. Door slammed in face, bloodied nose, -2 CHA
3. Caught w/ farmer's daughter, took -1 HP whip blow before escape
4. Bit by strange dog, 30% chance for disease, ask DM
5. Bit your tongue badly; cant eat or speak well for day (-1 CON, -1 CHA)
6. You were mistakenly seen as someone else, watch out...
7. Unknown berry eaten causes 1d10 hour erection (female reroll)
8. Just realized you have crabs, it's killin you, -1 initiative until cured
9. You've developed a heal spur, -30 per turn/round & it sucks (1 whole week!)
10. Food poisoning, cant eat for a day, -1 HP + -2 CON
11. Hangover from hell, dont remember shit, -1 on all rolls, all day
12. Common cold sets in, -2 CON for 2 days
13. Hit by random arrow on street for 2 damage, taken to local house.
14. Hand slammed in door, cant use melee weapon for day
15. Raging hemorrhoid, -30 per turn/round for 2 days
16. Reality sucks, you've been freaking out about it, -1 INT & WIS for day
17. Your fire recently burnt your hair off, you are charred on dome
18. Fit of diarrhea, ev 2 hrs, 1d6 chance (1 or 6) you shit yrself, must pause for 30 mn.
19. In travels, may have taken on a parasite, seek doctor, etc.
20. Slept the day away, somehow, lucky bastard, +1 HP even if above max.

Wednesday, October 5, 2011

LANGUAGES

A character w/ above-average INT may learn additional languages equal to bonus.  Some races already know additional languages (like elves & dwarves), so their bonus will be on top of those.  Some suggested languages besides Common & alignment are:

BUGBEAR
DOPPLEGANGER
DRAGON
DWARVISH
ELVISH
GARGOYLE
GNOLL
GNOME
GOBLIN
HALFLING
HARPY
HOBGOBLIN
KOBOLD
LIZARD MAN
MEDUSA
MINOTAUR
OGRE
ORC
PIXIE
HUMAN DIALECT

Monday, October 3, 2011

ORIGINS

If you wish, you can roll a 1d8 on below tables to determine what community/town/city your character comes from (if you are a Punk Eskimo, you will generally be from Kiteloon). More detail regarding these places will develop through play, etc. Also, when visiting your hometown, adventure or not, you will have an 83% chance of knowing what or where any certain building is w/o either going in or needing directions, respectively. If your INT is below 9, this chance drops to 65%. If a 4 or lower, 40%.

Note: on maps below, each hex is a 3 mile area. Click for the large.














ELF:
1.  Glowing Pines
2.  Blisterwood
3.  Jet-Elm
4.  Witch-Elm
5.  Waterberry Sluice
6.  White Cone
7.  Furthermoor City
8.  Nevergreen Depot

HALFLING:
1.  Hood Hollow
2.  Talbot
3.  Debthaven
4.  Hoppling Downs
5.  Duck Hill
6.  Moor's End
7.  Furthermoor City
8.  Vatville

DWARF: 
1.  Hood Hollow
2.  Moor's End
3.  Debthaven
4.  Messinter
5.  Nighthole
6.  Moloch
7.  Furthermoor City
8.  Mines of Turnip Skull

HUMAN: 
1.  Hood Hollow
2.  Talbot
3.  Debthaven
4.  Nevergreen Depot
5.  Moor's End
6.  Waterberry Sluice
7.  Furthermoor City
8.  White Cone