Archiv der Kategorie: Rollenspiel

[Actual Play] Adventuria Open Table Chat Game, 2018-06-22

Four brave adventures delved into the underground beneath the ruins. None of them appreciated the amazing foundation that prevented the swamp flooding the dungeon level, though.

This week’s characters:

  • Tapio of Gareth, human fighter (lvl 3), 1488 XP
  • Dargoth the Daring, human fighter (lvl 3), 1563 XP
  • La Fleur (lvl 3), human wizard, 1001 XP
  • Roderick Clearwater (lvl 3), human rogue, 934 XP

Within the cellar, the air is stale, and the only breeze can be felt directly next to the entrance from the tower. Dargoth takes some parchments from a secretary in the room, afterwards the group presses on. A zig-zagging tunnel leads them north, at a T-crossing the group hears irregular sounds from the north.

Roderick sneaks ahead, passing three tunnels before finding the sound’s source: A ragged prisoner throwing pebbles out of his cell. When the group approaches him, he considers them just another ‘mind game’ by someone named Belgor, and only reluctantly gives his name (Ywain). Roderick attempts to free him, but finds that the door has no visible lock to pick. They learn that only the torturer can open the doors, but Ywain does not know how he does it.

The group sets off to find the torturer and get his keys.They find him a little to the west, in a archetypical torture chamber. He had noticed their coming, and awaited them ready for battle and with his latest victim’s head between the jaws of a wolf. Dargoth hopes the werewolf girl the group holds captive might be able to control the wolf, and thus the groups (angered by the torturer’s haughty behaviour) decides to attack. The captive is killed by the wolf in the first round, but otherwise, torturer and wolf do not pose a threat. Quickly, the group annihilated them, which ended with a dead wolf and an imploding torturer.

Somehow, half of the group thought torturer and wolf would be other werewolfs, and the other half thought they would be an ordinary wolf and a human. Both were wrong. Furthermore, I rolled very poorly, which is why I could not use any of the special abilities wolf and torturer had. Only Tapio was shortly afflicted with one of the special abilities, but at that time, the fight was almost over.

The group found a couple swords, three bone chips, and a smithing hammer, but not the keys they were looking for. La Fleur identified the bone chips and found them to be induced with painful magic, thus she decided to smash them, which succeeded.

Spoiler: The bone chips were the keys.

The group returned to the cells and investigated the doors a little further, La Fleur attempted to identify them as well and found the cells lock was somehow connected to excruciating pain. They decided not to smash the door though, and instead asked the werewolf to lead them to something interesting.

The werewolf lead them into a storage cellar and up a ramp. Dargoth opened the trap door at the top of the ramp, and they ended in the big storage room on the upper floor they had seen earlier. Directly in front of them, they saw a mirror floating in mid air. When investigating, they found a line protecting the mirror, which dissolved anything it came in contact with. Finally, the group decided that La Fleur and Dargoth will fire bolt the thing while the rest of the group hides back in the cellar.

This worked rather well. The line came rushing after them, though, and after some examination Roderick concluded it would be a transluscent Gelantinous Cube which ingested a mirror. The group decided to lure the Cube toward the tower, drop oil on it and set it aflame. On their way, La Fleur and Dargoth continued to harrass it with Firebolts and Rays of Cold, which finally brought the cube down.

It also made a lot of noise, which attracted the attention of other inhabitants: Just as the cube stopped moving, the shadows started to grow darker and almost substantial. A hideous laughter sounded through the tunnels.

https://www.youtube-nocookie.com/embed/XaHEHlVMNyg

Most of the players are now convinced that their enemy is a wimpy illusionist, who pretends to be a dangerous monster. Still, they play it safe.

La Fleur and Roderick fled, Tapio had some success in thinning the shadows with a silver butter knife and Dargoth cast Protection from Evil to retrieve the mirror from the Cube before their opponent could appear. Alas, in the darkness, he could not see anything and found that his massive weapons were not good for such a task, as he accidently smashed the mirror.

I had the player roll an attack roll to retrieve the mirror unharmed, and he failed.

He did retrieve the mirror, but it was partly splintered and dented. Nonetheless, La Fleur attempted to identify it and learnt that it indeed was magical. When attempting to learn more, she heard countless rhymes overlapping each other, but any answers were lost in clinking.

With that, a somewhat frustrated group ended the session.

[Actual Play] Adventuria Open Table Chat Game, 2018-06-08

This week with complete cast again, including running away from bats and rats, as well as interrogating a werewolf.

This week’s characters:

  • Tapio of Gareth, human fighter (lvl 3), 1175 XP
  • Dargoth the Daring, human fighter (lvl 3), 1250 XP
  • La Fleur (lvl 2), human wizard, 688 XP
  • Roderick Clearwater (lvl 2), human rogue, 621 XP

The group rested a bit, but was disturbed by a hooded figure who conjures a swarm of bats and warns the group to leave before the next dusk. La Fleur annihilated the swarm with Flaming Hands, which caused the figure to disappear in a shower of sparkles. The spell also incinerated the wooden interieur of the room, filling it with smoke and heat. The group ran for their lives, through the tunnel, into the barn and the sowbug, which Dargoth scared of with Dancing Lights.

The courtyard was swarming with bats, the group ran toward the logway to the swamp, where more bats flew at them. Dargoth and La Fleur both cast Burning Hand, which incinerate the bats but also set the swamp gas aflame which causes an explosion that splatters the adventurer’s in mud and deafens them for some time.

On their way out, Dargoth attempts to drown the captured werewolf, fearing he might lead its vampire master to their position, but Tapio and Roderick stop him. They run a bit further into the swamp and rest there. The next morning, the three mercenaries take their leave from the group. Dargoth attempts to interrogate the werewolf, and determines that she is not a minion to a vampire master. He finds it difficult to ask questions that can be helpfully answered by ‘yes’ or ‘no’ though, and often gets seemingly contradictionary answers.

The players noticed that after an or question, and started making predictions what a specific answer might mean, finally coming up with a solution to the werewolf’s origins: She was bitten by a werewolf and later cursed by whoever lives in the ruins.

The group returns to the ruins, and investigates a little more. They find a stack with the werewolf’s clothes (turns out it is a she), a garden and that the north tower that is filled with guano of which a part has been dug out, and a deck chair with an empty bottle of wine on the tower’s roof. The west tower has a set of stairs filled with rubble, and the east tower a stuck door. When attempting to break the door open, Dargoth and Roderick collapse the ground beneath them and fall into a cellar with stairs leading up to the tower room. After unlatching the door, the rest of the group enters and looks around. Roderick finds a secret door that Tapio opens through sheer luck, and the group prepares to enter the cellar.

Nebenwirkungen für Heiltränke

Ich hatte neulich die Idee, dass Heiltränke nur für die Rasse, für die sie vorbereitet wurden, problemlos funktionieren. Wenn eine andere Rasse diese Heiltränke trinkt, gibt es nervige, aber nicht wirklich gefährliche Nebenwirkungen. (Die Idee wurde von einem Forenbeitrag inspiriert, den ich leider nicht mehr wiederfinde).

Orkische Heiltränke

  1. Lautes Aufstoßen (einmalig)
  2. Schmieriger Schnurrbart wächst (lässt sich abrasieren)
  3. Schluckauf für 1 Stunde
  4. Flatulenzen für 1 Stunde
  5. Überall am Körper wachsen drahtige Haare
  6. Heißhungerattacke
  7. Gefühl, die Haut sei zu eng
  8. Keine Nebenwirkung

Elfische Heiltränke

  1. Doppelstimmiges Reden
  2. Verlust aller Körperhaare
  3. Stärkere Anfälligkeit für Gestank
  4. Stärkere Anfälligkeit für Lärm
  5. Stärkere Anfälligkeit für unangenehme Berührungen
  6. Augenbrauen werden zu Moos
  7. Haut wird zu Rinde
  8. Keine Nebenwirkung

Zwergische Heiltränke

  1. Starker Bartwuchs
  2. Stimme wird tiefer
  3. Wertlose Metalle riechen unangenehm
  4. Bäume scheinen sich aggressiv zu bewegen
  5. Die Erinnerungen an Taten der Vorfahren überlagern eigenes Erleben
  6. Haut fühlt sich metallisch an
  7. Haarfarbe passt sich Farbe und Struktur des umliegenden Gesteins an
  8. Keine Nebenwirkung

[Actual Play] Adventuria Open Table Chat Game, 2018-05-29

Only two players played today, the other two had to cancel on short notice. Due to public demand, I ran a session nonetheless.

This week’s characters:

  • Tapio of Gareth, human fighter (lvl 2), 1155 XP
  • Dargoth the Daring, human fighter (lvl 3), 1230 XP

Roderick and La Fleur stood behind and attempted to identify a few of the recently looted potions, while Tapio and Dargoth explored further. Dargoth drank one of the Orcish healing potions they had gotten from Erbert Domian, and felt healed, but also grew a greasy moustache.

They had been warned that Orcish Healing potions had side effects, which are rolled for on a d10 table.

First, they entered a large paltry, with a lot of shelfs, buckets and barrels. On the far side of the paltry, Dargoth noted a glistening piece of jewelry hovering in the room, which he considered odd but decided not to investigate.

Next, they went into a large hall. They heard a clanking and banging, as if from wood hitting metal, but assumed it just a door. The hall was wide open, as large parts of the ceiling had collapsed. Dargoth still opened the large door to the outside courtyard, hoping to let some more light in (but not much did).

Afterwards, he opened a tapestry that was flapping in the wind and stared into the maw of a wolf! Tapio immediately jumped to attack, but despite them all hitting the wolf, their attacks seemed to cause no damage but superficial scraps. Tapio shouted ‘Werewolf, run for your life!’ and the three mercenaries Alrik, Torben and Perainos immediately fled.

Dargoth felt lucky though and grappled the wolf, assuming it would still need to breath air. Thanks to a potion of giant strength he had drunken earlier, he succeeded and, after some tussling, Tapio managed to bind the held wolf.

During interrogation, in which the wolf could only give signs for ‘yes’ and ‘no’, they figured out that this werewolf could no longer change into human form and decided to bring it to La Fleur for treatment. Tapio looked for silver cutlery, but only found a silver quill, with which Roderick was to keep the wolf in check.

Afterwards, they quickly glanced in the three remaining smaller chambers, which were probably servant dorms, and found an engraved piece of wood:

A red gift in a white case.
A white case with no hinge.
Made in the dark. Ah, what a delight.
To find, to hold, to open.
When the other gifts are gone.

They did not dawdle here, though, fearing that Dargoth strength potion would wear off. Instead, they rushed into the kitchen, which was a horrible mess and stank like hell. Large holes dotted the north wall. Both Tapio and Dargoth agreed this looked like the work of rats. Nonetheless, Tapio decided to search for valuables, and finally found the silver cutlery hidden in the stove!

Of course, this was not due to old adventures hiding their treasure in strange places, but because the cook attempted to forge a weapon against the werewolf. Ahem. Good that my players fill in the blanks whenever they show up.

Greedy, Tapio tried to find even more treasure, despite squeaks and trippling from the holes. Suddenly, he found himself facing eleven large rats! After a bloddy battle, the rats withdrew after their leader, the Nimble Rat, had recognized Tapio as the Slayer of Rats!

OK. This was a rather humouros intervention, as Tapio’s player had said his character would have a lot of experience with fighting rats, and slew seven of them with eight strikes, only missing the eight attack, which lead to the assumption that this must be some kind of rat champion.

Tapio wanted to investigate the well in the kitchen as well, trying to yank the bucket up. Something down in the well yanked harder though and almost drew Tapio in, if it had not been for Dargoth’s swift reaction and giant strength.

After securing the well with the stove, the group returned to La Fleur and Roderick to rest. Here, we stopped a little early, as I felt extremely tired. Both Tapio and Dargoth reached third level and I am curious to see what they will choose as additional power for their class.

[Actual Play] Adventuria Open Table Chat Game, 2018-05-18

With some additional reinforcements from mercenaries that tried to plunder the ruins, the group continued their search for treasure.

This week’s characters:

  • La Fleur (lvl 2), human wizard, 668 XP
  • Roderick Clearwater (lvl 2), human rogue, 601 XP
  • Tapio of Gareth, human fighter (lvl 2), 668 XP
  • Dargoth the Daring, human fighter (lvl 2), 742 XP

First, they sent Jules into the tunnel entrance they found, but he only smelled rodents and found nothing else. Their next target was the barn, where the mercenaries Alrik, Torben and Perainos had seen a monster earlier. The group dispersed, taking vantage points up on roofs and walls, in case a monster storms out. Jules again was sent to scout the barn, but could only report a smell of decay.

Dargoth opened the door, but nothing dashed out and attacked. They started smashing barred windows and walls to let some light into the barn, and finally found the monster: a giant sowbug! It hid in the darkest corner of the barn. Discerning it probably was no threat if left alone, they gave it an opening to scuttle of, which it did.

I had them roll a Nature DC 8 check to safely route the sowbug off.

Afterwards they searched the barn intensly, but found only a couple copper pieces. Only when Dargoth took detailed measurements he found a trapdoor hidden under the hay. It took the group quite some effort, but finally with a lot of noise, they cracked it open.

And smashed the healing potion that lay beneath it. Such is life.

Beneath was a small tunnel where Dargoth barely fit into, and which caused a strange echo effect if shouted into. The group did that for some time, before Tapio decided to investigate (and stepped into a puddle of healing drought). Dargoth followed him.

The tunnel ended in a wooden grate, in the room behind it stood an ugly stone statue. Tapio simply threw the grate over, disturbing lots of dust, which temporarily blinded him. When the dust settled, the stone statue stood right in front of him, he immediately attacked, but his swords brushed the stone without any effect. In return, the monster grabbed him and gave him some nasty bites and shoves. Luckily, Dargoth managed to persuade the monster that he would be a more dangerous target, which let the rather winded Tapio go. After a harrowing back and forth, the monster finally crumbled.

Phew. That was a difficult fight – all fighters had to use their second wind ability, and Dargoth even drank his potion of giant strength as his early attacks barely caused any noticable effect. If Dargoth had not successfully intimidated the monster, poor Tapio would have probably been crushed in its grip. And all that by a well positioned standard monster.

Afterwards they searched the chamber and found quite a lot of loot among the rubble: Among other things, a throwing knife, an axe, a halberd, a morning-star, five potions in differently coloured bottles, and a little money.

I am really curious when they are going to test those and what they will make of them!

After having given XP for the successful fight, we stopped the session a bit earlier than usual.

Crowdfunding: Mythic Britain (deutsche Ausgabe)

Für Fans des historisch angehauchten Rollenspiels: Die Rune-Quest-Gesellschaft (RQG) will Mythic Britain, ein Setting für Mythras bzw. RuneQuest (und kompatible Regelwerke), im Rahmen eines Crowdfundings übersetzen. Es spielt in einem Britannien, in dem aller Aberglauben des 4. bis 6. Jahrhundert nach Christus wahr sind.

Das finde ich etwas ärgerlich, da ich mir gerade vor kurzem die englische Ausgabe gekauft habe. Hätte ich mal ein wenig gewartet, denn die Rune-Quest-Übersetzungen dauern bei der RQG zwar immer etwas länger, werden dafür in aller Regel auch gut.

Der letzte Crowdfunder der RQG (das Mythras-Regelwerk) wurde erfolgreich abgeschlossen und weist nach allem, was ich gehört habe, eine gute Qualität auf. Da das gleiche Team hinter diesem Projekt steht, sollte es eine ähnliche Qualität aufweisen. Zu Beginn holperte bei Mythras allerdings die Kommunikation etwas (weshalb ich schließlich auch kein Geld dafür ausgab), das kriegte die RQG aber mit der Zeit in den Griff, weshalb ich vermute, dass dieses Crowdfunding runder verläuft als das vorige.

Für Fans des historischen Rollenspiels kann ich daher nur empfehlen, einmal ein Blick auf dieses Crowdfunding zu werfen. Die Preise scheinen mir angemessen, der Umsetzungszeitraum etwas knapp, allerdings nicht unmöglich.

[Actual Play] Adventuria Open Table Chat Game, 2018-05-11

This week the party faced an invincible swamp monster, and prevailed!

This week’s characters:

  • La Fleur (lvl 2), human wizard, 556 XP
  • Roderick Clearwater (lvl 2), human rogue, 489 XP
  • Tapio of Gareth, human fighter (lvl 2), 556 XP
  • Dargoth the Daring, human fighter (lvl 2), 630 XP

The party stood at the foot of a log causeway that was lined with willows. Dargoth noticed an owl sleeping in one of the willows, but otherwise, everything seemed calm. Of course, this made the group very suspicious and they set a marching order and prepared their weapons.

Dargoth went first, and when he came closed to the willows, he noticed its branches stretching and moving in his direction. He barely manages to step back, cutting a few twigs with his sword in defense. At the same time, Tapio (who was guarding the rear) is flooded with a black liquid over his shoulder, a gust of wind blows his hat on the swamp and when he turns around, he sees a horrible swamp monster coalescencing directly behind him! Furthermore, the owl opens it eyes and stares directly at La Fleur.

Frantically, the group attempts to fight the monster, but for naught, all their attacks are repelled: Arrows are just sucked into the monster’s muddy hide, other weapons get stuck and have to be retrieved, fire bolts are extinguished by the monsters watery surface, frost rays melt from the monsters composting heat. When La Fleur throws a Chromatic Orb, the monster simply swallows it, burps and licks its lips.

Grapping for straws, Roderick shoots and kills the owl, which he assumed was a proxy to control the scene, but it simply falls from the tree with a loud thud. Tapio attempts to run past the trees toward the ruins, but is grappled and lulled to sleep, losing his bow. Roderick gives up hope and runs for the shore, while Dargoth gets second thoughts and assumes this might be an illusion.

With Dargoth standing still and concentrating on what happens, but only figuring out that this makes him feel odd, the monster grabs muds from its stomach and throws it at La Fleur, who just barely keeps standing. Roderick meanwhile reaches the shore, turns around to support his comrades and sees … a rather odd scene: Dargoth stares at nothing, La Fleur attemps to brush of nothing from her rather clean robes, and Tapio leaning over a willow branch, sleeping. There is no monster!

When the group realized this, there was quite a lot of laughter as the tension was relieved. It was very much fun to run this scene and, according to the players comments, they enjoyed it as well. The poor owl was just an ordinary owl, sleeping in the willow, which wanted to know what all the ruckus was about.

Noticing Rodericks erratic behaviour at the shore, where he waves and shouts at them, the others are convinced that something truly odd was happening. Dargoth grabbed the sleeping Tapio, and dashed with La Fleur to the shore as well, where they all rested for a bit.

After the rest, the group simply walked over the log causeway and ignored the willows and monsters appearing. They safely reached the gatehouse, whose outer gate was torn apart by brute force and the inner gate was stuck at a low height, requiring the group to crawl beneath it.

Inside, there was a yard with four buildings, with the largest to the south-east, and a tower right next to the gatehouse. The group first investigated the tower, where they found three shadow-bats hanging from the roof. They attempted to roast them, but the bats evaded and dove for the shades beyond the buildings, with the group in pursuit. They finally found them in another tower, where they managed to burn one of them (which disintegrated as it fell down), and badly crippled a second one, which was shortly later nailed to a window frame by Roderick. When inspecting the bat, they found that it had purple fur looking like a collar beneath its head. The third bat escaped into a large building behind the first four buildings already discovered prior.

The group returned to the front yard, and decided to investigate the large building first. On their way toward the building, when passing between two of the smaller buildings, La Fleur noticed hushed voices within one of them, arguing about whether or not there was treasure in this ruins. The group assumes those are fellow adventurers and sends Tapio to introduce them, as he is the most charming of their lot.

Now, I had prepared for a nice little fight, but I made a reaction roll which showed an 11: Friendly and helpful. So, I had to quickly turn these plunderers into a group that was willing to somehow cooperate with our groups. Thus, a group of former mercenaries was born.

When Tapio enters, the opponents attempt to hide, but fail greatly, and are quickly overwhelmed by Tapio’s charm. They introduce themselves as Alrik (a Middle-Realmian), Torben (a Thorwalian) and Perainos (from Fairfields). They all worked as mercenaries for the Empire during the Orc Invasion, but when their units were annihilated, they got somehow stuck and tried to get rich quick somehow (but not very successful so far). It was Torbens superstition that kept them from the log causeway, and thus they never encountered the hallucination, but they report about a strange desk in the next building and strange noises from the fourth building.

Dargoth continued the search of the room the three had started, and quickly found a linen pouch with a few coins inside. In the house over, they found a strange tunnel that looked like it was dug by a mole, Jules reported that it smelled like rodent. Dargoth identified the wood as an exotic hardwood that was looked for by captains, and Roderick easily picked the desk’s lock. Inside, the group found a silver bottle filled with liquid (that La Fleur identified as healing potion), some coins and a gilded key (both non-magic).

I had always wrongly assumed a magic ritual in D&D5 takes an hour, but it only takes 10 minutes in addition to the normal casting time, as one player pointed out.

It was getting late at this point, so I stopped the session here. The group plans to investigate the stables next, where their three new sidekicks had seen a monster.

[Actual Play] Adventuria Open Table Chat Game, 2018-05-04

Once more, we played in Adventuria, this time, the group mainly recovered, was celebrated and earnt experience.

This week’s characters:

  • La Fleur (lvl 2), human wizard, 536 XP
  • Tapio of Gareth, human fighter (lvl 2), 536 XP
  • Dargoth the Daring, human fighter (lvl 2), 610 XP

After their encounter with the catfish, the group arrived in Lowangen without further distractions. When they arrived at the Grey Stave’s quarter, they were welcomed with fanfare, Agdan was obviously a well liked commander. They were bathed, got fresh clothes and were invited to a feast were the whole order sang a hymn to praise their deed. Furthermore, they were invited to stay at the order’s quarters for free, including cost, and got 200 gold pieces and two magic potions of their choice for free!

The group tried to learn more about the Morgendornstrauch, but the order knew less about it than the swamp witches. They wrote to the sage in Ansvell to learn more about nymphs; even though they were not completely certain the witches were benign, they assumed it was probably better to stay on their good side. They assumed it would take about one to two weeks till the sage answered, so they decided to do something else inbetween. When they inquired about possible new goals, the order told them that a patrol recently discovered an old ruin the order had searched for quite a long time, and if the group wanted, they were invited to investigate it – the order just requested that the order would have drawing rights to anything the group might find in there.

With plenty of rations, the group set out to this ruin. On their way, during camp, they met a friendly band of Norbards, who told them that a great festival was to take place in Lowangen in about two weeks. Dargoth asked them about their customs and fairy tales, which they were happy to tell. Both groups left amicable the next morning.

Shortly afterwards, they entered the swamps near Lowangen once more, this time the Ödermoor to the north of the Svellt. It was every bit as inhospitable as the southern Svelltmoor, if not more inhospitable. The first night, they found an abandoned charcoal burner’s hut to rest in. During night, Tapio smashed his bed and found a box with 18 copper pieces hidden beneath it; he decided to leave them where they were.

The next day, the group found a large group of green apes (Sumpfrantzen) blocking their way, with some luck the group snuck past nearby. Dargoth’s made quite some noise, which agitated the apes, but they were unable to locate the source of the sound.

I gave the group the chance to give the Sumpfrantzen a wide berth, but they would lose half a day of travel. They decided to risk sneaking by closely instead. I had them roll a group test on stealth, and with both Tapio and La Fleur succeeding, Dargoth’s fail did not give them away.

After one more rest, the group passed a group of moss covered stones in the middle of a big circle of hedges. Dargoth attempted to rub the moss from one of the stones, which reacted with a chuntle. Dargoth then hailed it, after which the stone rose and turned out to be a bleary stone-creature in a foul mood. It did not answer any of Dargoth’s questions, and behaved very much like a grumpy owlish oldtimer being woken up by a larkish child. The group excused themselves before the stone-creature got violent, and quickly thereafter found the ruins they were looking for.

Thus ended this session.

[Actual Play] Adventuria Open Table Chat Game, 2018-04-27

This week saw a fight, where the group was chased off without lasting damage, some friendly witches and Agdan Dragenfeldt rescued.

Again it were the same players as last week, despite that, new players are welcome any time:

  • La Fleur (lvl 2), human wizard, 449 XP
  • Roderick Clearwater (lvl 2), human rogue, 469 XP
  • Tapio of Gareth, human fighter (lvl 2), 449 XP
  • Dargoth the Daring, human fighter (lvl 2), 523 XP

After their fruitless attempt to save Ilmbold’s live, the group did not waste much time to grief, but instead geared up and went into the swamp to save Agdan Dragenfeldt from the Bullywugs.

Thanks to the very accurate and recent directions in the patrol’s report, they navigated the swamp easily and without troubles. On their second night in the swamp, Tapio heard a strange chanting and woke the others. The group investigated and found two witches, that were happy their adventurer attraction spell worked so quickly.

The dice favoured the group today, as I had rolled an 11 on the witches reaction roll. This would continue for the rest of the game, which made for a rather smooth game.

They asked the group to retrieve a nymph’s hair for a binding spell, but were unwilling to say what they want to bind. In return they told the group that the Morgendornstrauch was cursed by Peraine, after she had scratched herself on the plant, and would now turn those that were scratched into horrible monsters. It is possible to save the accursed with a secret ointment only witches can create, and since La Fleur succesfully proved to be a witch, the two sisters taught her how to create it, as it was not possible to preserve the ointment which had to be applied fresh.

The rest of the group slept well in the witches hut, but woke the next morning on moss and stones. No sign of the witches!

They continued through the swamp, shouting for Agdan, passing some landmarks from the report, till they arrived near an ancient battle field. Dozends of corpses, fresh and old, littered mud and a small copse. Within the copse, the group spotted a horde of green apes, and one green ape with clothes! Might that be Agdan Dragenfeld turned into a Sumpfrantze? It did react to its name, albeit not breaking its lethargy.

The group came up with a plan: They would build a pile of corpses to distract the apes, and La Fleur would Disguise Self herself as a Sumpfrantze, approach the clothed Sumpfrantze and lead her to a safe distance, where she would attempt to break the curse.

Despite the apes throwing feces at the group, the plan worked. Luckily, Agdan’s little toe was still human, and thus he could be saved, albeit exhausted.

I rolled a CON save whether or not Agdan could still be safed, with each day reducing the change. This roll was succesful, returning Agdan to its human self.

Roderick built an improvised stretcher, as Agdan could not walk by himself, and the group started their way back to Lowangen. Now their luck had run out though: When they walked through a lake, a giant catfish attacked them!

Of all the random encounter rolls this session, even the ones with their chances doubled due to the group shouting for Agdan, only this one showed an encounter. Again I used the Hellbog random encounters from Elf Maids & Octopi.

Agdan looked like a tasty snack, but Tapio and Dargoth managed to lift him out of harms way in the nick of time, which left them in unsteady footing. Lucky for them, the fish got entangled in some reeding, which bought them some time.

I am usually a rather soft DM and dislike harming player characters, but I was slightly disappointed when the attack roll against Tapio, which were made with advantage, turned out a 1 and a 2.

The group started to race toward the shore. Just before they reached it, the catfish caught up to them and bit Dargoth in the tigh. The skin around his leg started to blister and felt nettle-whipped, but they reached safety alive. Roderick shot at the catfish, hitting it in the fin, which caused to fish to dive and swim away.

With two days of march to Lowangen remaining, we ended the game.

[Actual Play] Adventuria Open Table Chat Game, 2018-04-20

This week was rather slow, as neither I nor the players had a clear goal established and rather spontaneous ideas dragged the game along. Nonetheless, the whole group made it to second level!

It was the same players as last week:

  • La Fleur (lvl 2), human wizard, 349 XP
  • Roderick Clearwater (lvl 2), human rogue, 369 XP
  • Tapio of Gareth, human fighter (lvl 2), 349 XP
  • Dargoth the Daring, human fighter (lvl 2), 423 XP

We started in Ansvell. The group decided to contact the local outpost of the Societas Hesindiarum Intelligentiae, to learn a little more about the strange occurances and mutations in and around Ansvell.

This took me completely by surprise. I knew that there was a sages guild based in Lesserton, but I had not prepared it. So I basically made everything up as we went, and the little inconsistencies made the players extremely suspicious. This changed the guild somewhat, and I have not yet decided how exactly.

They were greeted by Hesindion Binfane, an archeologist who was studying stones. La Fleur and Dargoth quickly figured out that he was studying Achaz reliefs, and seemed to inquire about a certain idol the Achaz worshipped. He was interested in Achaz relics, mostly mosaics and stone reliefs.

He told some background information about the ruins: It used to be an important Achaz city, which was destroyed during the last war between Achaz and Elves. Wild magic devastated both empires, and orcs used the opening to pour in and sack the area. A couple orcs remained in the ruins and changed greatly, turning into the lizorcs that today live there. When asked whether the mutations of the burghers of Ansvell had the same cause, he reacted denyingly, pretending the group must have falled to optical illusions.

The players assume that he might have caused the mutations, but are unsure whether he is an Asfaloth cultist who caused this change deliberately or whether it was an accidental side-effect of his studies.

With this in mind and two honey addicts in tow, the group went on their way to Lowangen. The addicts greatly suffered from withdrawal symptoms, which slowed them down. When the group woke on the fourth day, one of the addicts did not rouse. He died in his sleep. Ilmbold, the second addict and Black Jandora’s agent, was in a horrible conditon, and the group raced him to the famous Jhaell Sternenschweif, who is said to be one of the best healers in Adventuria. But despite their hard work, Ilmbold died from the withdrawal.

While the rest fought for Ilmbold’s life, Tapio brought the honey to Black Jandora to ensure that she would not send a squad of assassins against the group for crossing her. When hearing about her agent’s state, she vowed to pay the healer in full and handed 350 gold pieces as reward for the honey. When she learnt about Ilmbold’s demise, she also paid for a funeral.

The next day, they went on a shopping spree and bought all kind of adventuring gear, including potions and belts. Afterwards, the group visited the Hall of Miracles, where they learnt that the sword they found was probably made from an alloy of copper and asthenil, which is easily blunted (and thus not very useful against armoured opponents), but also extremely resistant against heat (and thus very useful against fire elementals or dragons). The smith guildswomen offered 75 gold pieces for the sword, but the group kept it.

Last, they went to the barracks and spoke to Erbert Domian, captain of the guard. He invited them jovially, told them that the rescued officers had been sent by the Middle Realm to ask for help in the civil war, but that he could not comply as the orcs prevented all military actions south of the city due to a spy tower. So far, all attempts even to spy at it failed, and he would offer an orcish healing potion (with slight side-effects) for anyone who was willing just to investigate. The group declined, and decided rather to search for the missing Agdan Dragenfeldt, which will happen during the next session.