Off to Thither

As the group begins to rest, Valara has a quick conversation with the Lornling she had captured, but it is quite loyal to its fallen mistress, knowing in its heart the she will return. So, Valara lets it go, to join the other hidden friends among the rafters, cracks, and holes of the house. Zephram, instead of sleeping, sets up an Identify spell, to begin to decipher the loot they have found, that Tazrin could not identify on sight.

That night, the group returns to the treasure room, to investigate the giant bronze frog with mysterious innards. Tormirr had stuck his hand in the night before, able to grasp a slimy eel wiggling through mud, but when his hand came out, no eel, nor even mud came with it. Valara volunteered to drink the potion of diminution they had found in a cupboard, and jumped right in after taking a big breath and tying a string around her waist. Unable to see anything beyond the mud surrounding her, she wonders if she might find a sword in this mess. One appears and she grips on to it, as tightly as she can, tugging on her string to be pulled back out. The others do. Now, better understanding this frog, they take turns sticking hands in, looking for various objects, eventually finding a staff, a bag of paper, a hat, an obsidian gorilla, and a spell scroll.

Searching all the rooms they have not yet, they begin placing barrels of mushroom hooch from the distillery all around the cottage, preparing to burn it down. Once they are all clear and heading out across the lake, Killjoy sends a spark into the lowest barrel and, with a loud explosion, it begins to burn from bottom to top.

The hag killers head over to check in on the Bullywugs, greeting their new King, who is, outwardly at least, happy to have the hag gone and his territory be his own. Then over to give sympathies to the old king’s head, and pick up Clapperclaw for the trip to Thither.

He takes them across Hither, past the Tollway, and to Murktown, for a nice stopover before the mists. Valara speaks with a blacksmith, Gert, about shoeing Teef with his shiny magic shoes, and a couple plain ones, seeing as he has six hooves. Zephram has a chat with the local shaman, Wormyz, about the town and the tavernkeeper, Myera, who lets the group rest around her fire. They give her a bit of saved hooch, a tomato, and salt for the stew in exchange.

The next morning finds them all mounted up with rope connecting them to head into the mists as safely as they can. Clapperclaw is a little concerned with one of the hags being dead, but heads gamely on, finding his way though with his sense of home. It takes a bit more time than usual, bringing along so many outsiders, but they make it to Nib’s Cave by dusk.

Picking up a wanted poster for Will of the Feywild on the way into the cave, they behold the wonderous treasure. That Nib is turning into yarn and cloth with his spinning wheel and knitting needles. He tells them of his curse, to make useful things from his ill-gotten goods, while haunted by the spirits of those he wronged. While making them a few items of their own, he answers questions they have about Thither and Granny Nightshade. Leaving with a new bag, robe, blanket, and bandolier, the party heads north for Loomlurch.

Along the way, they see a campfire, and investigate. Finding Pip, a lovely little calimpestri who is dipping his head in butter in preparation for a nice warm bath his goblin friend, Kro’ah is setting up for him. Deciding to wait for this kind friend to return, Cel puts the fear of vampires into him and sends him packing to be a good goblin and help Nib until Clapperclaw comes back to take him home to Murktown. Pip is convinced that in family there is safety, so they take him back to his fairy circle, but he asks Valara to teach him demon insults along the way so he can fit in better. The circle is truly filled with quite rude mushrooms, but Pip returns to his spot, slinging insults with the best of them.

Next, they find large clawed tracks in the ground, and track them east through the woods until the creature took to the air. No real signs of what kind of giant creature it was, but there is murmuring in the group about dragons. Passing by the Wayward Pool, the group grows near their destination, but Little Oak is also walking this way, and so they pause to chat. Cel and Dandon, not wanting to frighten the children who live in his boughs, step aside for a hunt with Tormirr. Zephram, Brother Elian, and Valara step out into the clearing and speak. Little Oak tells them the children are resting, but will wake in just over an hour at dawn, and invites them to rest, as well, as he sets down roots.

Cel and Dandon, off in the woods, begin calling to the wild life around them. Cel seeking out nearby wolves, summons two to his command, but a third blinks in beside him. Dandon, on the other hand, calls out to any nearby deer. After a quick consultation with the Blink Wolf, Cel tells the other two to wait. Then, when the brush begins to rustle, he and the singular wolf set off in a hunt. Sharing the meal, blood and flesh in appropriate measure. Still hungry, Cel calls out to one of the summoned wolves and slakes the remainder of his thirst, while the last wolf runs in terror.


Players Beware

So, we’re off to hunt the second hag. Beelining for her home, because a friendly NPC told them exactly where to go. I don’t like it either, and wasn’t ready, so, I tossed some random encounters in their way. Having trouble figuring out exactly how to make this work without a complete railroad. The next zone is exactly the same – an immediate guide to take you anywhere, and then somehow you’re supposed to not just say take me there, instead of actually exploring the zone? I’m going to move them – because there are Two in the next zone. They will be in different places for the PCs to find, I think.

The next map doesn’t even make sense because it’s mountains and why would you go to any of the places but the bit theatre at the highest peak when the map has the other two on the far edges of the zone. Things will just have to be run into I guess? Or hints left pointing to different things. I really want to do the next zone better, but with a mission driven pair dragging the group along side quests are hard.

Current situation is they are running headlong for a person who is not home. Not an issue for me, just the reality of the situation. They were told that when a hag dies, her sisters have to go to the Palace to bring her back, so that’s where this one is right now. So, it will be interesting to see if they sit and wait for her to come home, or if they go exploring in the meantime. I want them to find the Carnival in this zone, but I can put it in the next one if I need to. If they just free the kids and then sit and wait, I may have the battle in whatever outside zone they haven’t yet destroyed. Hard to set an ambush on a dreadlord of a domain.

Work to do, as always.

Lorna’s Fall

The dressing dummy did not take kindly to Zephram’s mopping and kept hold of it. Brother Elian came to help, but he got stuck, too. After a bit of pummeling, it let go and stepped back into place. This usually bloodthirsty group let it go, unclear on what had just happened.

Meanwhile, on the stairs, Cel found a wasp nest. Not wanting to deal with a swarm, he wrapped it right up in an old shirt and brought it down to feed to the frogs on the balcony. Quite an amphibian vs. insect battle ensued, but the people decided it was best to leave them to it. Zephram, Killjoy, and Valara check out the big mirror in the corner, but short of ripping out a section of wall, they see no way to remove it and leave it be. Valara tosses a grappling hook down the pool, but getting no reaction, heads upstairs with the rest of the group.

On up to the kitchen, they found Bloody Toes in a fight with some giant birds trying to steal her butchered meats. Dandon closed the door on most of the party after some terrifying shrieks and unhealthy pheromones leaked off the birds. Valara, ever the optimist, tried to make friends with one, but Cel and Dandon quickly brought them low, chasing one out the window to end the tussle. Ushering the rest of the group into the kitchen, they have a quick conversation with a very flustered Bloody Toes, and learn that Bavlorna is upstairs with a guest. Bloody Toes doesn’t know any of her weaknesses, but is grateful that someone is going to do something about her, again.

Looking around, the group takes a cool box from the meat locker, forever dooming it to rot, but without looking inside. Next checking out the distillery, the less dexterous members of the party staying well out of there, they do no set off a catastrophic explosion. Those that went through, head next into the dining room, where friendly Valara meets a Lornling for the first time, giving him a wooden eye she found downstairs, in exchange for a dead fly.

The rest of the group heads out into the hall and around to Lorna’s bedroom, to find the door to let Zephram and Tormirr rejoin the group’s exploration. Cel unlocks and loots the chest in the bedroom, and they search through the rest of the cupboards and Lorna’s things. Discovering four twig blights incapacitated with thirst in overturned pots, sets off quite the excitement. Valara wants to revive them, others want to destroy them, some want to leave them alone, and Killjoy ponders whether they would make good firewood or spell components. He ends up burning them up like the kindling they are, which sets off another discussion about violence.

Cel and Dandon opt out of this quite loud discussion and creep up the stairs to listen in on Bavlorna and her guest, who, at this moment, are remarking on the loud visitors below them. The guest heads out a door and the room fell silent. When the discussion below ends and everyone gathers up, they head through the door and into the study to meet their host.

Bavlorna greets them as graciously as one can greet thieves and murderers who suddenly enter your own personal study, let alone your house, without invitation. Asking what she can do for them, but it quickly becomes clear that bargaining is not on their minds, as they confidently state they will kill her. Tossing a forcecage around as many as she can, Lorna flees out the window on her lilly pad. Calling a couple dozen Lornings to defend her retreat. True to their word, however, they chased her just as quickly and laid her low. But as her brittle body falls to the lake below, it disintegrates, leaving only her belongings behind. It took a while longer to deal with all of her minions, Dandon and Valara finally scaring the majority of them away in the end.

With naught else to do, the victors take the spoils. Looting everything they can find in the lake where she fell and in her home, discovering her main horde in the very next room.


Players Stay Out

Another two-post day, and another, I forgot to include the DM notes day.

I had fun with them facing different types of monsters in this one. Played with a mimic and reskinned some moths – except the moths’ abilities didn’t work on the undead and paladin group members who were the only ones who fought them. Ah well. It was still fun. This still haven’t annoyed the gelatinous cube enough to dislodge him, poor thing is gonna get blown up maybe.

Didn’t even open the cold box to find a still-beating heart inside I don’t believe. And they left half the town unexplored. We’re moving the traders to the next hag town so they can get another shot at that interaction.

Another boss fight ending too quickly. Sigh. I am working on that. Learning how to level them up and such. But I had fun with the Quicklings all attacking so much. Granny might be harder if I read up on the spells today before game. I also fixed a problem with on of my players’ items being too overpowered because I made it up and don’t know what I’m doing. We made it once a round instead of whenever he rolls an attack. So he can’t just ace everything in one round next time.

We almost had our first Powers Check, but it was due to a misunderstanding. So, we backed up, discussed what was going on, what a Powers Check was, and made a different decision. It’s a hard thing to balance when the game is explore, kill, and loot. If I wanted to be a hardass about it, they’d be making powers checks every time they kill something or steal something or attack someone who has not yet attacked them. I don’t want to do that, but picking up sentient creatures and putting them in your pocket for later experimentation seemed like a good opportunity for one.

We got so much loot, the wizard can’t even identify it all in one go. That’s a weird spell anyway. In 2nd, it takes 8 hours, drains your constitution, and can identify one item per caster level. At least the other wizard has finally learned it, too.

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.