Showing posts with label Curse. Show all posts
Showing posts with label Curse. Show all posts

Friday, June 6, 2014

A&A Playtest Comet Dungeon 1.1 Initial Descent

Both groups, despite locating and scouting multiple entrances formed by the remaining fragments of the comet (spikes) that struck eventually ended up going through the front.  Since both teams hit a lot of the same content and made a lot of similar choices I'll be talking room layout and the highlights of each team.

Dungeon Entrance

Is blocked by a fallen log, further down the path is a way to drop down where the Comet Spike punctured

Murder Hobos
Fred the Smith easily chucks the fallen tree out of the way
Group moves forward towards the Comet Spike
A few painful randomly determined traps later they reach the Spike


Tuesday, April 29, 2014

A&A Playtest: Comet Dungeon 1.0

Comet Dungeon 

Behind the Scenes

Now that both teams have completed the Comet Dungeon I can talk about the design of it.  As you may have noticed there is a lot of scribbled information on what originally started out as a turbine diagram with some op-amps thrown in.  The dungeon began with the final room and then moving back and filling out the rest for what would fit the theme.


The Massive Hexagon.

An old wizard had chained and bound an archdemon in this dungeon using a combination of magic and artifice.  The binding left him immune to harm and unable to physically harm anyone else.  Unfortunately for him like any good demon he worked a loophole into the binding that prevented anyone else from leaving the dungeon so long as ye olde archdemon was trapped there.  As a result all the living inhabitants were trapped there and the Wizards constant struggling with the confines of the spell eventually caused a combusting scroll that was his demise.

Before the Comet Impact this dungeon was hidden away and completely undisturbed before it tore four holes into the dungeon.  In addition to the three entrances to the dungeon (trapped front door, gelatinous cube chute, and lab entrance) there would be four more entrances to deposit them in the middle of the dungeon thanks to the comet shards.  The caveat of course is that the comet left plenty of space goop behind that loves to bind itself to metal.  Thankfully, each Team had someone who selected Piece of Ancient Tech: Hoverboard as a Relic so they could scout out these entrances.

Drop zone number one was in the Chimera room where undead servants, dipped in silver to prolong their wear and tear tended to the cages.  Some of them however were hit by space goo and act kinda crazy. The second drop zone is an actual triangular shard of the comet, each side is covered in a lesser spell [Dyne's Runaway Force, Mime's Imprisonment, and Telepathy (PSI)]; it is blocking a T intersection.  The shard is razor sharp and and rope spelunking down carries a 2/6 chance of slicing the rope and stranding them on one side of the T intersection.  Not only that but the goo-less path to the hole crosses over the hidden pit that drops straight into a Gelatinous Cube chamber.   The next hole is into a room with a single visible exit and a bunch of space goo that has completely covered a hammersmith automaton.

The biggest comet entrance was in the Demon's chamber, thirty feet of goo was around the massive hole so only the most ambitious would go storming in there.  The melting comet destroyed half of the bindings on the Demon giving him some autonomy, but still leaving him 50% invulnerable.  The Demon will telepathically call any that make it North of the blocked T intersection or who approach his room from the west.  Likewise, the comet site left a large black pyramid covered in potent Chronomancy spells near the demon.  Inside the pyramid is a dying alien who beseeches any who listen to enter the pyramid so they can enter into an agreement where he uses their body as a vessel (Introduction to the Avatar System).  Only those that have witnessed the non-euclidean geometry from the comet touchdown, from the dead wizards journal, or simply experiencing portal madness are susceptible to the aliens call.

The guildmaster Youjiro the Silent waits patiently in the Wizards false bedchamber ignoring the petulant demon and keeping an eye on the pyramid.  Also an Avatar, but his spirit comes from an ancestral magic sword rather than a space invader, he will attempt to slay any who emerge from the pyramid.  The stage is set, in the next post I'll tackle how the rest of the dungeon came to be.

Saturday, November 2, 2013

Playtest Update: Tammeraut's Fate 1.1


Taking a break from the parties Wizfest debaucheries while hunting down a way to break the Elfwhisper Curse I'm running a special Halloween game this week. The adventure in question is Tammeraut's Fate appearing in this issue of Dungeon.  I wanted to run a zombie themed adventure to test out mob tactics, two-weapon fighting, wound recovery, missile combat and a few classes that haven't been playtested since they went through a major revision in February of this year. Tammeraut's fate just so happens to involve my favorite zombie scenario.  A hapless group of adventurers stranded on an island who must survive the night. This time though instead of mindless zombies the adventure provides Drowned Dead, intelligent former Scarlett Brotherhood with a hivemind and life sense. You can run my friends but you can't hide. The finale has the zombies attack in waves but since my system makes the characters a little more robust encounter-to-encounter due to some Hit Dice Witchcraft I've decided to change it up a bit.


Thursday, August 8, 2013

Returning to the Temple of Elemental Evil (Campaign Recap # 2.3)


My final player made an appearance for the first time this session so we opened with his introductory scene.  Betrayed again by his one time friend Nigel, he was drowned and knocked unconscious and brought to the temple along with Bronan the Barbarian.  There they parted ways with Bronan moving to the Earth Temple and Drake moving to the Fire temple (this was based on their favored element chosen at character creation).

Drake awoke in a large entirely brass ornate goblet, big enough to fill a giant's thirst.  The chalice rested on a jet black alter in a well lit room, with saucers brimming with fire lining a red carpet walkway.  In between each pillar and flaming saucer were red robed and hooded fire cultists, their heads bowed in a slow rhythmic chant.  On either side of him were two fire archons, spirits of pure flame clad in black iron segmented armor wielding claymores poised to strike the poor sod stuck in the chalice.  Of course in front of him was none other than Nigel with a smug smile, hand crossbows at his belt as well as Drakes Whip and holding two staves.  One tipped with a blue gem that he had used previously to drown the two players, the other was the wind staff that Drake had found in his intro vignette and used to great effect on skeletons and gnolls alike throughout his career.

Thursday, July 18, 2013

Returning to the Temple of Elemental Evil (Session Recap #2.1)


The first session after a long hiatus was an overwhelming success.  All in all it was good to be back in the saddle again; getting a chance to test out the numerous concepts and system changes I've made since we last played a year ago.  Character (re)creation was estimated to take 10 minutes for the group but instead approached 25 minutes.  The most time was spent selecting optional stats (as to be expected) but a surprising amount was invested in choosing a profession, a fairly minor choice that determines what you are capable of depending on your background.  Skills without a cumbersome skill system if you will.  Two portions of character creation were omitted, they would easily take the most time to decide so I planned on introducing them later.  Better to get a stable test bed on the foundations before adding in additional variables.  Other than that the system was swift and simple, players acclimated to it quickly and it still had enough nuances to keep things interesting rather than overly-simplistic.  I mentioned to them at the end that in the spirit of hard core OD&D we would be eschewing class features.  If you want to be a spy then lie, cheat deceive, subvert, conceal and double cross, your barbarian should be brash, insulting, table flipping mug spilling, machismo roughneck with a penchant for blood boiling rages.  Pull that off and you'll see something resembling class features.

Wednesday, May 2, 2012

A to Z Catchup: X is for Xylophone (Cursed)

I've been trying to think of a good X topic since the start but I've come up with nothing.  So let's have a little fun instead, and as Dungeon Masters what could be more fun than a peculiar cursed item.  This time we have the accursed Xylophone, stashed in any decent horde it stands out from the rest of the mundane treasure.  This Xylophone has absolutely zero effect unless someone decides to play it using the mallets attached to its frame of petrified wood.  Once they do they'll be in for a surprise.


Frequency: Rare
No. Appearing:  1
Alignment: Lawful
Movement: Inanimate
Armor Class: 9
HD: 1
Special Attack: Curse of Perfect Pitch, Curse of Perfect Melody
Magic Resistance:  Immune to all magical effects excluding dispel magic, disjunction and flame or wood properties.
Size: Small