Death and Bullywugs

Oh no! Oh my! Such bloodthirst and carnage! Agdon had his head blown completely off, but his scarf remains firmly stuck to what’s left of his neck! And the others, burnt to a fiery crisp on their own boats! Jingle Jangle only wanted them to know what it feels like to be bullied and robbed, not murdered out of hand. At least they didn’t chase down those that ran and let the ones back at the Stump leave peacefully. They got their happiness back and Jingle Jangle got her truffles back, which she quickly turned into a quiche with the help of Zephram and Brother Elian. Gifts are given in exchange for the food and they head to the Inn for the night.

Just a few miles away, they entered at nightfall. Tsu was very happy for the company and happily shared information and traded for food and drink. Quite a discussion of Science ensued as well. Tazrin felt too tired to entertain them. So, they had a round of Truth or Drink, instead. Sharing stories of their paths and hopes for their futures. Taking to bed, and waking up when the Inn was just past Downfall.

A quick backtrack saw them arriving at the small bullywug village around an unnaturally foggy lake, after a seeing a few visions in the river leading there. Quickly agreeing to meet the King, they head on around the lake. First meeting the Galeb Duhr who shepherds the stepping stones. It took some fast talking by Zephram to smooth things over. On up into the Balloon Factory, where they helped the Duke round up the animated coals and put out the fires they had started.

On down to the Bridge of Kings, where they discovered the history of regicide in the village. And met Clapperclaw bemoaning the theft of his head. Promising to help him recover it in exchange for guidance to Thither, they head on to the Gazebo to meet King Gullop the 19th. He gives them a book to return to Bavlorna on his behalf, offering them use of a Swamp Gas Balloon for its return. Then the party quickly terrifies everyone with their aforementioned bloodthirstiness, this time in regards to the Hag of the lake. The King immediately regrets his offer, but cannot take it back, as the group heads back out again. Thinking ahead, Killjoy returns to the Balloon Factory to help unburn as much as he can so they can get a balloon in good order.

Heading together to the cottage in the center of the lake, they climb up to the trapdoor. This time Cel gets them through with no troubles. Finding a room with a well-fed pool, Valara takes a look and tosses a coin while the others hypothesize about the magic required. Cel and Dandon, bored with talk of magic and science start investigating and unlocking doors all around the room. Finding trinkets and baubles, cloth and taxidermy, they are very dissatisfied, but Zephram trails after them, picking up magical items they did not notice. Out on the balcony, they set off a cacophony of frogs, further alerting Bavlorna and her curious Lornlings to their presence. As Zephram starts mopping one of the dummies, the others head for the stairs up to the next level, headlong on their mission to kill the Hag.


Players Stay Above

Yeah, I know I badly rhymed the last one, but I’m short on time after having to write three DM reflections on top of the above post, and much to do before tonight. 😀 Might come back to fix it, might not.

So, yeah… blew Agdon’s head right off. That fight went so quickly. I really have to find better stat blocks to fight them with. More importantly, I need to get my head around the Hag for tonight. I know she will likely try to run away, but I don’t want them to feel cheated, either. And they can kill her, that’s not a problem, I just want to give them a fight for it. Fight Balance is Never my strong suit.

I’ve had fun playing all the NPCs though, introducing them to my silly places and people. I hope they do explore the rest of the village. They don’t have to be part of the rebellion, but at least the darkling traders and free the prisoner. I really need to dig into the next zone, as well. So much to do. I hope, once they get around to identifying, that they’ll like the random loot I dropped here for them. Might do a few random rolls.

Wish me luck!

Off to Prismeer

A flash in the mists, and suddenly there are new folks stepping out. Some on the wall and a pair out in the swamp. All turning as a great swamp balloon crashes down into the foggy swamp.

The ones up high come down low, splashing into the mud, to meet those below. Jebbek and her crew welcome them, as they are wont to do. Demanding remembered feelings of gifts most true. Enough of the crew complies, so the one holdout does not start a fight.

Not long after, the larger group comes upon a Gushing O’Well. Noticing trinkets floating high so well. The beautiful Valara adds a spider, and two wisps float down beside her. A chat about the floods and death, and a small boon from the bereft. Sends the group along their way, to find new friends this day.

Both groups reach the tower, but the duo stays hidden in the bower. Tormirr flies up with his fancy new shoes, to greet Sir Talavar trapped in fearful throes. Hushed conversation broken by a shout, brings giant boalisk snakes charging out. The undead duo steps forward to joy the fray, and both wizards break from paralysis to run away.

Regathering together, they have introductions, learning names, backgrounds, and home locations. Sir Talavar is freed and gifts his sword in gratitude. But takes off without much conversation, such an excitable attitude. Valara heals Zephram and Killjoy burns away brambles. Dandon calls up some dogs, and Valara kicks open the door, falling down in a shambles. Heading up inside the tower, Cel makes sure the trapdoor is safe, inside they find the skeleton of a young waif. Entombed in a bubble and covered with blankets, they pop it and find she holds two magical trinkets. In the cupboard Dandon find a box full of gems, but Tormirr waves Zephram from the rug with suspicious hems. Taking a rest here, they set to their tasks. Zephram identifying items, and Dandon interning an unfortunate bullywug in a mask.

In the morning, they call the spirit of the dead. Asking for whatever knowledge is left in her empty head. She’s slept here for a very long time, her fairy godmother’s punishment for an imagined crime. Heading north to learn more, they spot a moving hill. Heading up they meet talking trees and a goblin slightly shrill. She has keys that jingle, and keys that jangle, but if you want one, better have a good angle. For iron and bone they promise to avenge her on the bandits that treated her rough, and to fix the swamp no matter how tough.

Pointed off in the right direction, the group rides on, looking for action. An old walking Inn crosses their path, but they have a mission a no small amount of wrath. Further north to the Tollway, the group does not stray. To find Agdon and his troop, and make them pay.


Players Stay Above

Okay, again, it’s been a busy time, and I’m writing three of these DM things in a row – only one of them along with the post it was meant for.

So, we got to a Ravenloft version of the feywild. The people here are mostly confused as to what happened, and are quite friendly. Except for the bandits. It’s a bit of a mind switch between the scrounge for red tickets, to trading in less tangible things. Curious to see how we progress. I had fun tossing in a fear check and having the mages run from the new party members. I don’t want to do that with any normal encounters, but it was a dramatic entrance.

I’m glad they enjoyed Sleeping Beauty’s tower, I created that myself. The module is pretty simple and bare of big locations other than the Hags’ homes, so I want there to be more things for folks to interact with. I think I forgot to write about the encounter with the Hobgoblins on stilts, but I added their village in, too.

Fights begin next week, let’s see how the real 2nd edition stat blocks go.

Down With the Clown

The ceiling dropped down two cornslobs and a candelabraun on our heroic… er… heroes? Several swarms of popcorn later, they prevailed. Though the miniature Revelia still rang with alarm and panicked screaming. Not to be outdone, Tormirr headed for a corner and downed a Fireball shot, which blew up right in his face. Meanwhile, Dispara unlocked the door out, and Kentaro ripped it open to get the ticketbox out. He’s lucky the magic is waning or it might have exploded from such harsh treatment.

Back in the Lobby, they take not a moment’s break, charging straight for the last remaining door. The Good Place, where Myrmidon has been lounging since the last parade a few days ago. Scooter was in there, too, practicing his catchphrases. None of which impressed our daring-do-gooders. When they started attacking, Scooter gave up the ghost pretty quick, though not his ghost, not yet, anyway. Kentaro did, though, poor chap jumped right into the ballpit alone. Scooter had to go in and get him back out. Dr. Stella had a mild psychotic break, too, going after the little firestarter until he surrounded her with fire. The cut poor Myrmidon to ribbons before they left, and went diving through his hoard.

Not to be slowed, they next charged right into Heckna’s own personal home, denied his hospitality and destroyed him outright, no matter that he would have made them partners, full share and everything. The thralls had a little bit left in ’em after he fell, but not enough to keep on going for long. Long enough to take down Killjoy, though. Then the whole carnival started falling apart as they looted every inch of his home.

Back outside every thrall and loyal Heckna follower turned to dust, leaving only masks and clothing behind. The fae folk all holed up in their Orchard and the Snail Racetrack, their strongholds from the old days. Those few newcomers who stopped supporting Heckna, as well as all the still-free revelers all ran for the Train Station. Mr. Witch himself appeared, walking out of the ruins of the Fun House beside the group, as fresh as the day he last went in. Spilling secrets even the fae wouldn’t trade in.

The heroes brought the parts to fix the train and sent it off on its way, with Dispara on board. Dr. Stella raised the firestarter to apologize for her earlier attack, but Kentaro still lay dead on the ground. Discussions were had, food and rest. Kentaro was raised the next day, and with Dispara gone, he too decided to leave the party. The rest spent a couple days in the carnival ruins. Distributing loot, burning the remnants of Heckna, scribing spells, and working on their weapons and armor.

Then they all disappeared with Mister Witch back into the Hall of Mirrors. I wonder if we’ll ever see them again.


Players Beware

It’s a been a busy few weeks, and I completely forgot about DM Reflections.

My Group was very much horse with a bit to finish out the carnival and murder the heck out of Heckna. Not a problem, it was just so very fast. The two that got to kill him felt really good afterwards, even though I repeatedly failed to cast his spells correctly. Ah, second edition spell speeds. I’m writing this as I prepare for a battle with a Hag, so I really need to lock it down.

Then they got their first downtime in quite a while, to work on things and talk. I was not surprised by the characters who left the party after that, and am quite excited for their new characters. Prismeer is going to be ridiculous, if all goes well.

House of Cards

After a rest and a big of an argument about fires in enclosed spaces, they headed deeper, to play a game of cards with Oingo, Boingo, and Poingo. Even found their firestarter, Killjoy, in the room, a bit sad they hadn’t let him light the cards ablaze. Quickly plying their trade, they won the day and headed on to find Ruhrow, Wily-Smiley, and Magical Markal trapped in the final mirrored room. After toasting with some Bloody Marys and discussions about how to trick the mirrors, everyone made it out alive. Right back to the Fun House Lobby, where our fearless adventurers had not yet managed to properly set foot.

They took a moment to look around and get some potions from a Handy Helper, but then were right on their way again. Finding themselves right back in the Pantry, with nothing to do but loot it all. Heading from there to the Cheese room, where they looted some pillows and even a chair. I don’t think anyone’s ever taken the full objects out of there before, curious to see what happens.

They found Sweetie and her minions next. And perhaps not-so-happily played along with all her “spells” to get fortunes, a little big sliced, and not even a little bit burnt. So, excited was Sweetie, that she even gave them her special Top Hat just for playing. Then sent the right along to the Decrepit Arcade. I don’t think young Tazrin expected it to be so hard to beat Feetloaf, but he’s stuck in there playing Lute Champion day in and day out. It wasn’t until Valara stepped in with some charm that they found their way out of that one.

Straight into Clown School. The teacher was dead and all the thralls had gone mad. Drooling and eating each other. It was quite a battle in the classroom. That’s for damn sure. Divide and conquer and don’t be afraid to burn the whole house down, they say. Well, at least they go poor Dr. Stella out of there, but maybe they should have kept news of her sister quiet a little longer.

They hit the Light Tile Tunnel next, and with just a little magic and some common sense, tiptoed through a plausible answer that got them through without any explosions. Right into the Hall of Masks and a fun little riddle to solve. It didn’t take them long, and only two tries to get it right. Tazrin, perhaps not feeling his best, went ahead and put Heckna’s old mask on his face. Can’t wait to hear the jibes that come out of that compulsion.

Almost done, they found the Mini Revelia next. But just as they approached, the ceiling ripped open and some of Sophie’s enraged minions dropped right down on them.


Spoilers!

Well, I don’t know if there will be any spoilers, but who knows what I’m going to say as my fingers run away with my thoughts.

That was a lot! They got through so much of the Fun House last week. There is only one room left after the fight we left off with. And it’s the final pet. Working on thoughts in my head of how I want to get them there. Just keep doing with what I’ve been doing, or let them go through the lobby on this one. It has very much been an on the rails funhouse so far, though I’ve been randomizing the order of the rooms, that makes no nevermind to them as they just go room to room. I did that to keep them for repeating rooms and having to go back and forth. Looking forward to a more open zone soon.

So probably three fights left. Lots of lore dumping and conversation, depending on how things go. And some train repair and portal finding. Realized today that the portal in the room we skipped in the hall of mirrors, but that’s okay, Heckna wouldn’t want people in there anyway. Wrapping up the carnival is going to be a fun ride. I do home to get them some decent loot tonight. But most of them haven’t replied with wish lists. Going to be stuff in the ball pit for them to go digging around to find. If they defeat the NPCs there will be full spellbooks/scrolls. There’s a whole library that will have more spells, and a costume closet with items.

Then Ravenloft. I read/skimmed through a bunch of booklets this weekend from two box sets and two free floaters. I have more work to do on that, but I have some good information and resources to use to flesh out the setting they’re heading to next. I’m not actually prepared if they head there tonight, but enough to get them started. I hope.

Found some adventures and info that could have very well been deep in the memory banks of the creators of the Witchlight module. Looking forward to letting my players back out into the world, even if it’s still a constrained world with misty borders. But there will be towns and villages and wandering and real shops and proper vendors. Okay, some of them will be fae vendors, but still is better than a lost and found? Also, there will be days and nights with sun and a moon without a face in it.

Hall of Mirrors

A nap! Those crazy revelers took a nap amid all the chaos they’ve caused! A long one, too. Before heading back out into the fray. Chopping down a couple more of the clown thralls gone feral and confusing a couple cornslobs on their way back to the casino. Is this any time to be gambling? Really?

Too bad for them it’s all a mess in there. They try and break open a Handy Helper, but they don’t even stop to loot the machines. The Countess and Dirk are hiding upstairs, and the Dispara is in so much of a hurry, she agrees to help them escape when this is all over.

They the whole mess of them climb their way back up to Sophie’s Lab and murder her! To her credit, she takes a couple of them down with her. Honestly surprised it wasn’t more. I thought for sure her lightning would have taken more down. She should have kept a couple of the Candelbrauns with here, those flesh piles did her no good whatsoever. Then they looted the place clean, even the storage room and the cauldrons. Who knows what kind of alchemical mess those were. The hall of statues had a couple folks starting to stir, but they just stabbed poor Pinky straight in the forehead instead of helping her out. Sure, she’d gone feral, but maybe they could have helped her. Maybe.

Two laughtenants down and one pet – Heckna was mad enough to open the door, inviting them all into his home. And the fools just walked right in. Or well, got slurped in by the house’s tongue, but that doesn’t bear thinking about. Not to the Funhouse proper, no, first they have to navigate the Hall of Mirrors.

Doesn’t take them long to get through the antechamber, fortunately for them, all touching the same mirror. Well, almost all, but we’ll get to that later. And on into the Distortion Room. Where three poor clowns had gotten trapped and gone feral since the red moon’s rising. Put them right down, but got all stretched out in the process. Does a body good to get a little stretched now and then. Then on to the Mirror Image room.

Where they must fight themselves. A classic! With the blood moon, though, things are a little more desperate. The images wanting escape and wreck havoc even more than usual. Kentaro and Tormirr put theirs down fast. Poor Elian is still dead over Tormirr’s shoulder, so his duplicate is dead the instant it entered the room. Sweet Valara charmed the fight right out of her duplicate. Zephram just kept trying to mop his alter away, and he him. Eventually they wore each other down, but it really is hard to tell the difference. Dispara took her dupe’s weapons right away, but still nearly lost her fight. Tazrin needed Kentaro’s help to hold his nimblybimbly duplicate so he could get a few well-placed shots in. It was quite a mess in there, but Zephram’s already cleaning up after everyone so they can take a breather.


Players Beware

Into the start of the dungeon of this section of the campaign. Hall of mirrors and then the Fun House proper. I’m glad they got to the duplicate room. You have to meet expectations sometimes. And it was great to not have to run a fight other than the initiative. I had time to calculate experience for the night. They’re leveling quite fast right now with everything going on. The rest of the Hall of Mirrors don’t have to be fights though, so it might settle down again for a bit. Then the Fun House which has a good mix, as well. I might change up the fights a little. Want them to play with all the toys. I don’t think we’ll get through to Heckna tonight, but the group likes to surprise me. Lots to do, though.

Really have to get my brain into Ravenloft and the next half of the campaign. The guys have offered me resources, but I don’t know which ones to ask for other than “everything?” But at least once we get there, it will be all 2nd ed monsters to play with instead of all the silly circus folks and translated stats. So much to read and create.