Tuesday, February 27, 2018

The Mirror of Opposition

Some rulings for the sake of balance.

The Mirror of Opposition is an incredibly powerful item that can create a duplicate of any living creature that is capable of seeing itself in a mirror. This power has effectively no limits, and can completely duplicate any enemy with all magical powers and abilities: archmages, ancient dragons, demon princes, etc.

However, the Mirror of Opposition is still a mirror, making it difficult to use on the battlefield.

  1. A Mirror of Opposition is several feet tall and very fragile. It can be attacked as any human target with AC0, and any amount of damage (even a single sling-stone) will shatter it.
  2. Duplicates created by the Mirror of Opposition appear in the same way as any other image, on the far side of the mirror from the viewer. They must "step out" of the mirror on their initiative during the next round. If they lose initiative, it is possible that the mirror might be destroyed before they can emerge.
  3. Mirrors (of full-length vanity size) take a full round to position properly -- especially when one is trying to carefully aim them away from oneself and one's friends! They can't simply be pulled out of a backpack with a free action, like a sword from a scabbard.
  4. Most inhabitants of a fantasy world are aware of the dreadful enchantments associated with magical mirrors, and will immediately regard anyone carrying one onto a battlefield with extreme prejudice.
Art: Barry Linck

Saturday, February 24, 2018

Timberlands Campaign, Session 2: Dead vs Dead

December 21-31, Caudex Annales, 70 AUP

The trolls had throughly mangled the bodies of everyone slain by the hags, and the various gnawed arms and legs and viscera were unceremoniously scooped up by Herrobin's skeletal company and shuttled back to the city of Hemmelmark. The chapel attendants were already overburdened by sick townsfolk suffering from malnutrition and disease. The priest on duty was able to offer a single resurrection in exchange for a generous donation, and then the rest of the party needed to rely on restore life and limb and hope for minimal complications. The resurrection was applied to the dragon Viserion, who returned to full vigor in a burst of holy light. The others returned in worse condition. Sir Robin would never be the same again, and Zelmar decided to take a break from adventuring.

The party split up to attend to multiple tasks. First, they reported to the Duke, who was consumed by worry about the insufficient number of city guards (lost to giants, hags, and conscription for the war up north) and the fact that grain reserves (also requisitioned for the Durnovaric war effort up north) were running too low to last the winter. He confessed that he was on the verge of locking down the castle, declaring martial law, and leaving the rest of Hemmelmark to fend for itself.

Herrobin's disguised skeletons resumed patrolling the city in tireless squads, while their master watched them remotely using his crystal ball for any signs of trouble. Viserion briefly considered hunting food for the city, but quickly realized that the amount of food required to supply a Class II market is well in excess of a single hunter's capabilities.

Meanwhile, Frigodria and a few others hit the taverns to look for information and assistance. The Bleeding Cockatrice was populated by a motley crew of the usual weirdos and ne'er-do-wells, several of whom seemed interested in work, swelling the depleted ranks of the party. A rumor at the bar indicated that someone "large and intimidating" had been terrifying townspeople after dark, demanding information on the whereabouts of adventurers fitting the party's general description.

The barkeeper passed along a sealed envelope addressed to "the gnomish librarian" (presumably the long-departed Conan), which prompted immediate suspicion. The party debated between letting a skeleton open it at a safe distance and simply discarding it, and eventually decided to simply order a skeleton to carry it "south". (Since Hemmelmark is at a rather northern latitude, there's quite a bit of south available...)

Herrobin's skeletons only required another couple days to confirm the rumor of the interrogating stranger, and the party quickly converged on his location with any skeleton groups within range. The cowled intruder quickly surmised that he was being surrounded, and let out an eldritch screech for aid. Skeletons converged toward him from every direction, preventing his escape, but the party soon had to deal with the arrival of his own -- far more formidable -- undead thralls. Fortunately, dragon breath was more than enough to winnow and weaken them, leaving just a few survivors to mop up.

The scarf-masked visitor slaughtered dozens of skeletons with his greatsword, and at one point demonstrated the ability to release a powerful lightning bolt. When he was finally buried under an avalanche of magical rock, the party was dismayed to discovery that his corpse had dissipated into vapor -- not simply a ruinguard, but one who had progressed beyond the flesh into vampiric immortality.

Herrobin attempted to scry his location, but lacking an unobscured look at his face made this difficult and the image was dark and blurry -- a closed coffin in some dark place. The use of ESP, however, revealed his first priority upon reconstitution into corporeal form: calling his superiors for more capable reinforcements.

Shayna, a shaman who had been observing the party from a nearby rooftop, offered the party her services as a medium and entered into a trance...

Roster
  • Edward Sir Winsley, 5th-level dandy mystic (Andrew)
  • Frigodria Dawnbringer, 5th-level paladin (Reba)
  • Viserion, 5th-level young white dragon (Zac)
    • Thorvald, 6th-level spy (Zac's Mom's PC, not a henchman)
    • Adonirim, 3rd-level mage
  • Togast, 6th-level skinscribe (Juston)
  • Herrobin, 5th-level summoner, and his scads of spooky scary skeletons (Kyle)
  • Jarrus Velt, 5th-level thief (Trefor Gowing)
  • John-Paul Satre, 5th-level priest of... nihilist existentialism? (Lucas)
  • Aureon Thallanir, ??? (Sion Gowing)
  • Merda Strega, 6th-level witch (Will)
  • Shayna, shaman (Kim)
=> The number of survivors is uncertain, need to wait until we roll Tampering with Mortality

Not appearing in this adventure:
  • The very young white dragon, Namazu, reporting back on the frost giants
  • Zelmar (injured, retiring maybe?)
  • Anatolia (at chapel with Zelmar)
  • Sir Robin (badly injured)
  • Zalgesh
  • Sir Rock Boulder Fist, dwarven 5th-level summoner
  • Tu'a'than, 5th level spriggan
Casualties

Lots of skeletons (hopefully Kyle was counting)

Treasure

None

Total gold per member: 0

Experience

Killed: Disguised vampire ruinguard [6600],  2 necropedes [2x820=1640], 5 ghasts [5x190=950], 8 gargoyles [8x135=1080]
Total: 10270 xp

Total experience from treasure: 0 xp
Total experience from kills: 10270 xp
Total experience from exploration: 0 xp
Total experience: 10270 xp
Total experience per member: 934 xp

Timberlands Campaign, Session 1: The Crones of Greenforest Lawn

December 10-December 19, Caudex Annales, 70 AUP

After defeating the giants and tracking them back to their lair, the party decided to return to civilization and search for additional magical resources. A shopping delegation left Hemmelmark and passed through Hainburg on the way to the White Tower, a magical research school in the coastal mountains. The party asked for directions from a callow apprentice, and were directed to go around the village and enter through the loading dock behind the tower. The dock was full of specialized facilities for the handling of large magical creatures. The party promised a substantial collection of frost-giant components in exchange for credit toward magical items.

Inside, the party was directed first to meet the academy's headmaster, a scatterbrained gnome who wanted them to test his "dehydrated catapult" (just add water). After realizing that the reconstituted catapult would automatically fire flaming missiles in random directions without anything resembling an off-switch, the party offered to meet him at the glacial rift of the frost giants so that he could test it out himself.

After climbing up the spiral staircase in the center of the tower, the party reached a floor dedicated to elemental magic projects, in search of more practical aid against the giants and their dragon. Here they found a group of graduate student mages working on an experimental design for a Cube of Frost Resistance, which they offered to provide for field testing. ("Just don't overload it.")

Upon returning to Hemmelmark, the party discovered that the villagers were acting very suspicious and shifty, and seemed on the verge of fomenting some kind of rebellion. After a little investigation, they determined that the villagers regarded the town guard as having been cursed or mentally controlled by a coven of ancient witches. The Duke had sent a platoon of soldiers into the woods to deal with them, but none of the soldiers had returned. An old peasant women was more than thrilled to share her ancient lore about the witches, and indicated that the forest could only be passed by those who were "pure and innocent of heart". (Witches love children. They're delicious!) In practical terms, that meant concealing any weapons in a cart underneath a blanket treated with herbs, and also not bringing along anything chaotic. Herrobin and his skeletons were not pure and innocent, and found that the forest actively closed to bar their passage.

The rest of the party passed into the clearly-enchanted forest, along a narrow path. The path led to a series of clearings designed to test the courage and cleverness of any visitors: a set of fountains that promised power if consumed ("uh, no thanks!"), a death's-head tree that shrieked and bit with its cursed head-fruit, and a riddling imp.

At the center of the forest the trail ended in a small cottage dripping with disgustingly honeyed walls. Several placid men in white tunics answered the door, and greeted the party warmly, offering them a taste of the honey and an audience with the good-hearted ladies below. A charm person spell left them more than willing to share their deep love of their benefactors. The middle of the cottage was an open pit with a staircase descending into an underground cave. There the party encountered the three hags, glamored into their preferred appearances of crone, huntress, and dancer.

Hags by Brian LeBlanc

A short attempt at parlay erupted into violence when the crone expressed her deep love for the taste of little girls, and offered to share some of the meat from her cooking pot with the guests. The horrified party sprang into action with steel and resolve. The hags dropped their glamors, cackling horribly, and called for their children both natural (three dire trolls) and adopted (little boys cursed into ghouls). The four honey-addled consorts shook off the fresher enchantment and rushed to the defense of their beloved ladies.

The fight was fierce and dreadful, and at several moments the party seemed on the verge of victory. The hags had bound their souls to the troll-children with runestones, and would not suffer the effects of damage until the trolls themselves had fallen. The ghoul-children rushed about in the back of the party, paralyzing spellcasters. A silence spell caught the eldest crone, but this merely turned her into a frenzied flurry of horrid claws.

When the last member of the party (Robin Silverfall) finally went down, the slain trolls slowly regenerated their damage and happily feasted on the scattered bones of their foes, siblings, and mothers alike. Fortunately the hags themselves did not recover, and with the spells enchanting the forest broken, Herrobin's skeleton army was able to arrive and rip them apart in the middle of their after-dinner naps.

Roster
  • Zelmar Krackiss, 5th-level fright knight
    • Anatolia, 4th-level bladedancer
  • Frigodria Dawnbringer, 5th-level paladin
  • Viserion, young white dragon
  • Sir Robin Silverfall, 5th-level spellsword
    • Thorvald, spy
  • Herrobin, 5th-level summoner, and his scads of spooky scary skeletons
    • Sir Rock Boulder Fist, dwarven 5th-level summoner
  • Zhalgesh, not entirely sure, ask Jacob
  • Was Will here? What did he play? Help!
=> The number of survivors is uncertain, need to wait until we roll Tampering with Mortality

Not appearing in this adventure:
  • The very young white dragon, Namazu, reporting back on the frost giants
  • Anatolia, maybe? I don't think she was in the final battle, at least
  • Thorvald, 5th level spy
  • Tu'a'than, 5th level spriggan
Casualties

Everyone got eaten by dire trolls in a horrible TPK, except for Herrobin (who loves his skeletons too much to ever leave them) and Frigodria

Treasure

During the weeks of bed rest after restore life and limb, the party will have plenty of time to hire a sage to analyze the substantial hoard of the three sisters:

  • 3 crates of armor and weapons, worth 225 gp each and weighing 10 stone each,
  • 1 crates of giant weasel parts, worth 300 gp each and weighing 5 stone each,
  • 2000 electrum pieces [1000 gp],
  • 4000 GP facet cut imperial topaz,
  • 2000 GP crystal geode,
  • 500 GP aquamarine,
  • 500 GP alexandrite,
  • Oil of Slipperiness,
  • 2x Oil of Heroism,
  • Oil of Invulnerability,
  • Oil of Animal Control,
  • Arcane scroll with the following spells: Detect Magic,
  • Arcane scroll with the following spell: Summon Hero,
  • A scroll of Ward against Magic,
  • A scroll of Ward against Undead,
  • Sword +1, +3 vs Regenerating Monsters,
  • Sword +1, Light 30' radius,
  • Sword -1, Cursed,
  • Axe +,
  • Suit of Leather armor +1,
  • Bolt case containing 1 crossbow bolts +2,
  • Bolt case containing 7 crossbow bolts +1,
  • Staff of Healing with 27 charges,
  • Wand of Detecting Enemies with 7 charges,
  • Staff of the Serpent,
  • Rope of Climbing,
  • ... and a Horn of Blasting bearing the House Zaiser coat of arms (2d6 sonic damage and deafened for 2d6 turns, 100' x 20' cone, usable once per turn). The Duke might be interested in this.

The party also found maps leading to treasure chests full of gold (18,000 gp and 15,000 gp), buried under each of the clearings they had previous visited. Herrobin's skeletons returned them to Hemmelmark along with the other treasure.

The total value of this hoard (excluding any magic) is 41,975 gp and its total weight is 70 stone.

Total gold per member: 6996 gp

Experience

Killed: 3 hags (Gentle Mother, the Lady of Grace, and Zephyr) [3x3100=9300], 1 8th-level fighter consort-thrall [1100], 2 7th-level fighter consort-thralls [2x790=1580], 1 9th-level mage consort-thrall [1700], 3 dire trolls [3x1300=3900], 12 ghoul children [12x29=348]
Total: 17,928 xp

Total experience from treasure: 41,975 xp
Total experience from kills: 17,928 xp
Total experience from exploration: 0 xp
Total experience: 59903 xp
Total experience per member: 9984 xp