Tuesday, March 6, 2012

Age of Worms: Session One - Part Four


A great rumbling is heard from below the chamber as the circular stone at the end of the tunnel rises eight feet into the air, pushed up by a 5-foot-diameter metal cylinder that seems to arise from the ground itself. Seconds after it comes to rest, two thin doors slide into the sides of the cylinder, revealing a small empty chamber. Wary of this chamber, Mullins inspects it, searching for any signs of danger, but as he steps inside the doors slam closed and the entire contraption lowers itself into the floor. It continues down for several seconds, then finally comes to a stop. The doors slide open quietly to reveal a dark room.

Mullins stands there for a few moments, hoping the elevator will go back up, but it does not. He casts dancing lights so that he may look about the room. He sees several statues which look similar to the figure upon the sarcophagus, though several of the statues have limbs hacked off, and about fifteen feet to the south, a dark passage extends from an elaborately carved arch. However, only a little of this hallway is visible as a large stone block obscures most of the passage. As there is nothing else he can do, Mullins steps out of the elevator to inspect the room closer. Seconds after he steps out, the doors close and the elevator heads back up. Outside the elevator now, Mullins notices a button inset into the wall near the bottom of the shaft.

For about a minute, the rest of the PC's stare at the space that the elevator was in, wondering what to do about their lost friend. Al'lah breaks the silence by saying, "Well, I'm gonna miss that guy", but nothing else is said. Then they again hear the elevator rising and when it arrives the doors open as before. Al'lah steps in, the doors close, and the elevator heads down once more. Mullins hears the elevator decending and assumes it is one of his friends. When the doors open, he holds up his hand and says, "Wait. Get a lantern." Then he hits the button on the wall and the doors close, sending Al'lah back to the upper floor.

When the doors open above Al'lah, Able, and Xan look at each other confusingly. Al'lah walks out of the elevator, then walks back in. The doors close, he heads down. When he arrives below without the lantern, Mullins shakes his head and face palms. Then he looks up again and says a little louder and very clear, "Get... a lantern." Al'lah replies, "Oh. I didn't know what you meant." Mullins presses the button again. Again Able and Xan are confused, but Al'lah makes sure to take a lantern down with him this time. He grabs the indigo lantern off the hook. The elevator has to make a few trips, but eventually the whole party is together on the lower floor.

There isn't much to see in this small room and the group decides to try to get past the stone slab. First, Mullins inspects it and finds a trap: a pressure plate below the slab. He tries to disarm it, but is unsuccessful. After being helped onto the top of the block by his friends, Mullins inspects the opening between the slab and the archway. He is able to fit through this opening, so has the group lower him down with rope and he takes the lantern with him.

He's only about 10 feet in when he suddenly falls asleep and hits the floor. The rest of the group hear the little gnome and the lantern hit the floor and try desperately to move the stone block, but to no avail. Just as suddenly as Mullins fell asleep he is awoken. A creature is hovering above him that looks like two floating eyes with something like tentacles wrapped around his neck. Mullins can tell he's severely hurt, but manages to escape the grasp anyway. As he stands up he is suddenly struck with fear. He runs for the stone block, screaming "Pull me up!" and is hoisted back into the other room. Able heals Mullins' wounds, and then the group gets to work on moving the stone block, which takes about 30 minutes. The block falls towards them, but they notice and move out of the way. At this point, the trap goes off and a noxious green gas fills the room. It only seems to affect Mullins, who suddenly feels weaker. Knowing that this gas is probably poison, Able manages to assist Mullins in overcoming any additional effects.

They stand in the room for about 10 minutes, dealing with Mullins' sickness and watching for the strange creature which never shows. Then Al'lah moves forward and the creature attacks from the same place as he did before, trying to cast sleep on his target from behind a statue, but misses Al'lah. Xan has heard about this monster before and knows that it is a Lurking Strangler: an aberration that shoots eye rays. The monster is unlucky this time and is unable to hit his marks. Mullins charges up to the monster and deals a fearful, but lethal blow, and for several seconds he keeps hitting the monster, slowing coming out of his state of fear.

And that is where we left off folks! I had to add a little in, as I made mistakes and there was only certain ways that things could have happened. My very first stint at DM'ing, so I should eventually get better. Hopefully, I do a better job of summarizing next time! Though this has been fun, it is quite time consuming. Anyway if anyone actually wants me to keep writing the story this way, let me know and I will probably keep doing so (if I don't anyway; I'm bad at summarizing).

Sunday, March 4, 2012

Age of Worms: Session One - Part Three

I had left out a few descriptions of this room by accident during gameplay, so I will elaborate a little on that in case the players wish to read here what they missed there.

The central hallway opens into a large chamber with wings leading to the east and west. Across the chamber to the north yawns a twenty-foot-wide open arch draped from top to bottom in translucent cobwebs. An eerie green light flickers from beyond the webs, casting strange shadows about this room. The place smells of animal spoor and wet fur.

To the west, three short stairs lead to a wide marble dais, but the far end of the wing is obscured by darkness. Huge slabs of cracked masonry and irregular piles of scattered debris choke the eastern wing, giving the appearance of complete collapse. The sibilant, almost human whispers present in the passage become a chorus in this massive chamber, eerily echoing off the walls.

Al'lah and Able head to the west wing, where they study the wall painting that stretches across the south, west, and north walls.From a vantage point at the center of this dais, it looks like they are standing within a massive room with seven short hallways radiating outward from a central point. A chain dangles from the ceiling at the end of each hallway, and each chain bears a gleaming colored lantern. Clockwise, the colors are red, orange, yellow, green, blue, indigo, and violet.

Mullins and Xan go to the east wing, which is nearly blocked-off with rubble. As the passage through the rubble is fairly small, Mullins goes in alone as Xan holds up the torch in the passageway. This small area is rank with the smell of wild animals. Irregular piles of rubble, bones, and bone fragments litter the floor. This is obviously the wolves den. Mullins searches the area, finding an old leather backpack which contains an elaborate lantern of indigo metal inset with indigo glass panes, a marble index finger that looks like it has been cracked off a statue, and an intricately carved armband of unmistakable elven craftmaship, bearing a repeating leaf motif. Mullins gathers all his finds, sneaking the armband into his bag without Xan noticing.

After they are finished exploring the alcoves, the players begin to head north again. As they approach the thick cobwebs completely covering the arch leading north, they notice dozens of tiny spiders dwelling within these webs. The PC's take a moment to slash through the webs and continue on.

The next room looks unmistakably like the painting that Al'lah and Able saw in the previous room. The only differences being that the only lantern that is lit is the green one (accounting for the green light), the indigo and red lanterns are missing, and at the central point where you stood to look at the painting before rests a marble sarcophagus. A milky white bas-relief figure, perhaps of a human, rests passively upon the sarcophagus lid. The sarcophagus rests upon a small raised platform carved in the shape of a stylistic arrow; the arrow's tip points to the orange lantern.

The PC's work to make the room fit the painting: replacing the indigo lantern with their torch inside on its assigned hook. They also make more torches from pieces of Xan's rope, bones grabbed from the previous room, and Mullins' lantern oil to place in all the other lanterns present. Mullins notices that the figure on the sarcophagus is missing an index finger, and places the one he found back where it originated from. From this, the PC's see that while the hand is placed palm up, the thumb is turned in and all but the index finger is held out, parallel to the arm. They decide that this must be a code for something, possibly the lanterns, and proceed to try to move the sarcophagus to point at a different lantern. After a couple of tries, they succeed and the entire platform rotates, then clicks into place pointing at the next lantern: yellow.

One more part to go to finish Session One!

Friday, March 2, 2012

Age of Worms: Session One - Part Two

The group make it to the Whispering Cairn and find the entrance easily since they have the old man's directions. The sunlight from outside dimly lights the long hallway extending from the entrance, but the PC's can tell that there is darkness further in. A faint breeze brings with it whispers that sound almost like sighing breath, almost lifelike. The walls bear horizontal bands of geometric patterns at waist level. In places the bands reveal startling detail, but in others the walls look eroded or maybe hacked apart. There are still some flakes of ancient paint clinging to the walls in places: a brilliant purple and a dull mustard hue. There is a thin coat of dust on the floor. The PC's make a torch out of brush, debris, and lantern oil, as none of them thought to bring lanterns or torches.

About 100 feet in, there are two alcoves that branch off from the hallway: one to the east and one to the west. Here the walls bear the most significant damage, as clumsy etchings mar the beautiful ancient masonry like graffiti. A clump of soiled cloth about the size of a halfling rests at the end of the western alcove.

Mullins notices wolf tracks on the dusty floor and can tell that several wolves have crossed the dusty hallway numerous times in the recent past. The layer of dust ends at about 60 feet in, so he is unable to follow them further. The soiled cloth turns out to be a moldy old bedroll, which reminds the PC's of a teenage girl who went missing 6 years ago. The bedroll has hardened and become brittle with age, and cracks as Mullins examines it. He finds nothing of value.

Most of the party has now noticed a faint flickering green light coming from the north, further down the hallway. Mullins is the only one who doesn't notice it, until it is pointed out to him a couple different times. Wary of this eerie green light the group only travels about forty feet closer, when the hallway again branches off into alcoves to the east and west. There Mullins and Able stop and wait while Al'lah and Xan continue forward. About forty feet further, they can tell that the hallway is again branching out to the east and west when they are suddenly attacked from the darkness.

Three wolves charge out of the darkness at Al'lah and Xan, As the wolves heard the party approaching, they hid in the darkness until the best opportunity arose to attack. Two of them look as though they haven't eaten in days; the third is a little larger than the others and does not look hungry in the least. A straight line of scar tissue bisects its face from forehead to muzzle. The larger wolf bites Xan, dealing quite a bit of damage, but is unable to trip him. Mullins and Able run up to assist their comrades with Mullins charging one of the smaller wolves and Able healing others when needed. One of the wolves manage to trip Mullins, but the beast is killed before it can do more damage. The larger wolf is more difficult to kill, but the PC's prevail: the three wolves lie slain on the floor.

Hmm, I'm glad that I am enjoying the writing here because I sure am long winded! Lol. Not sure how much reading others are going to want to do. In any case, I also wanted to mention that most of this is coming from the Age of Worms adventure, which I did not write and do not own. But I will continue with the story in Part Three later (no, I'm still not done with the first session).

Age of Worms: Session One - Part One

It was a Tuesday night and Al'lah, Mullins, Able, and Xan meet up in the ale hall 'The Feral Dog' for some after work entertainment, which is provided mostly by cheap ale. While they are at the bar, there is a random old man at the east end who is talking about a group of adventurers from the Free City who have come to explore the long-abandoned Stirgenest Cairn on the lake's distant southeastern shore. As the PC's are natives of Diamond Lake, they know that the cairn has been empty for many years, and the community youth that explore it have always found it harmless and lacking of marvels.

Though the old man makes this point, he also makes a point to say that the Whispering Cairn within a day's ride of Diamond Lake is the cairn most likely to still hold any treasure. He has heard about previous adventurers who have been unable to get through a door within the cairn, so there must still be riches within. With a little persuasion from Mullins in the form of liquor for the night, the old man tells them where the cairn is located: near an iron mine northeast of town that went dry 50 years ago. He tells them that the entrance is overgrown with weeds and choked with debris, but also tells them the location of the entrance and even draws them a sort of "map" on a napkin (though it's not the best ever, the old man is quite inebriated). The old man also tells the PC's of a teenage girl who disappeared while sleeping in the cairn on a dare six years ago and that children now are only willing to carve their names on the stone entrance before fleeing. He has heard rumor that there is a ghost within the cairn, but knows nothing more.

The PC's notice later that one of the Free City adventurers is throwing daggers at a bulls-eye on the east side of the ale hall. Mullins introduces himself to her and she gives her name, Tirra. Mullins asks her if she needs any help in the exploration of the Stirgenest Cairn. She politely declines, saying that they have all they need. At this Mullins bids her farewell and the group part for the night. Later that week, Able finds out that the Free City adventurers are exploring the Stirgenest during the day and returning at night.

Once Saturday arrives, the group makes sure they have all the supplies they need and let family and employers know where they are heading: to explore the Whispering Cairn. An hour outside of town they run across an abandoned mine overseer's office, near the abandoned iron mine. They explore the office, but find it has little to offer besides a stable roof. However, as it is fairly common knowledge that the lodge has been abandoned for over fifty years and has no owner, the PC's figure if they wanted they could obtain the deed from the land office for next to nothing. They leave the building and head towards the Whispering Cairn, only 10 minutes out...

I'm done writing for tonight! Not trying to write a book but that's what it seems like! Lol. I am enjoying the writing. There is more that happened this week, I will continue later. Good night!

Thursday, March 1, 2012

The Age of Worms: Character Backgrounds

So the story begins. For ease of play, the characters already knew each other. As the town of Diamond Lake's population is only 1,023 that's not too far fetched. Here's a little character background:

Mullins is 55 years old and the nephew of Tidwoad, a cantankerous jeweler with a meticulously arranged shop located in the town square. In the apartments above his workshop he has up to 6 gnomish lodgers at any given time, one of which is Mullins. Both Mullins and Tidwoad are from the nearby town of Grossetgrottel, a gnome warren several days to the northwest. Mullins is an apprentice blacksmith, working for Manlin Osgood at Osgood Smithy. The distinctive "O" maker's mark of Osgood is a regional sign of quality powerful enough that lesser blacksmiths in neighboring communities often forge it to maintain competitive parity. Osgood and his team specialize in masterwork armor and household items.

Able Nightengale is 20 years old and is a healer for the church of St. Cutbert. As he has taken the Vow of Poverty, he owns little, and mostly relies on the church for a place to sleep and food to eat. When away from the church, he usually is in the company of friends who are willing to provide for him.

Al'lah is 18 years old and is a paladin, also of St. Cutbert. His job is to protect the church and its patrons. He is usually found at the church itself while he is working. However, his job can also require him to accompany members of the church on missions for the church.

Xan is the youngest of this group of friends at 17. He works at the Emporium, as he has spells that can "wow" the paying crowd. As there are few inns in this town, and even fewer that are within the means of a modest pay, Xan stays at Jalek's Flophouse. Jalek's Flophouse is close to the lake and houses nearly a hundred indigents. A rotting wooden framework within supports a lurching, mazelike second floor, where every step brings an alarming creak and the walls thrum with muffled conversation. No one has an address at Jalek's - the room you have is the room you can keep. Most rooms lack doors, let alone locks.

Aside from Mullins, all members of the group were born in Diamond Lake, a dank little mining town with nothing to offer but hard work, low pay, violence and vices.

That is it for now, I will get around to posting the happenings of the first session soon.

The Beginning of the End: The Age of Worms

So I haven't posted anything in nearly a year. Reasons being that I've not had anything I really wanted to post and also I had an unexpected break from gaming for a few months. However, I have been back in it for a bit and started my own game of which the first session was last night. It is the Age of Worms campaign, which I found in old issues of Dungeon magazine. It is mostly a dungeon crawl, but there will be towns to interact with along the way as well. Further than that, I don't know yet, as I am reading as I go. But so far, here are the characters and those that play them:

Al'lah (Male Synad Divine Mind) played by Steve
Mullins (Male Gnome Rogue) played by Paul
Able Nightengale (Male Human Healer) played by David
Xan (Male Human Duskblade) played by Andrew

All characters are currently level 1. Now, Steve may only be here for one more session, as he is supposed to be moving. There should also be another player joining: Tina. She should be a regular, but has been unable to play for the last couple weeks (Paul and I alternate games each Wednesday). I hope that there are a couple more people who decide to join us, but we will see.

Saturday, March 12, 2011

The Passing of Etune-Halfling Monk

It's all fun a games until someone loses a leg! Well, I suppose it's still fun and games. I just have to make a new character for Buddy's Pathfinder game, as my monk has passed on. We all grieve for Etune, but we must go on without her.

Actually we don't though. I've noticed in the games I play that there is much basic human (or humanoid) emotion that is left out of the game of D&D. I understand that it can bog the game down, but if someone that I have been traveling with and spending much time with for awhile suddenly died, I think a bit of grieving would be in order. Instead the characters move on and quickly forget about the character that may have even been considered a friend once.

Anyway, I am building a new character. She will not be able to grieve, as she never met Etune. Instead, if I am allowed the background that I devised, she should be grieving for her lost group of companions that she has known her whole life and has traveled with her from their home town. Her name is Gabriel Dianthe and she is an Aasimar Paladin.

I think some realism should be applied, even though D&D is often quite completely separate from the world of realism. But characters should still act as people would. A person wouldn't decide what to do based on how much experience they will gain. They don't keep from grieving over a lost comrade because there will be another appear to take his or her place. But as I can't control the actions of others, I will just have to settle for controlling my own and try to apply this realism with my own character.

Something to keep in mind as I prepare for next Sunday's game...