Defense at Silver Hollow - Session 2

Players:
  • Malik, shifter warlord (Nick)
  • Fyodora, elf monk (Lisa)
  • Phoenixfire, dragonborn sorcerer (Cathe)
  • Luccio, drow rogue (Adam)

And, joining midway through the session:

  • Konrad, human fighter (Sean)
We pick up where we left off mid-dungeon last time.

The party readies themselves for whatever may happen in the next area - a fetid pond fills most of the room, and a mud statue of a frog is illuminated by a glowing red crystal in its hands. Luccio and Fyodora sneak along the edges of the room where there is a thin strip of dry land, headed for the statue. They are eventually noticed by a pair of eyes that pokes bulbously above the dark water. Several frog-like humanoids erupt from the pond - bullywugs!

Malik and Phoenixfire enter the room to get a clear field of fire at the creatures. One of the bullywugs waves his twisted wooden staff and four drowned corpses rise from the water around the statue. Though not individually tough, the aquatic nature of the bullywugs and their habit of dipping below the murky water give the party a tough time. They decide to try to grab the crystal and run. Luccio takes several attempts and finally manages to free it from its perch on the statue - it feels like it was more solidly connected to something internal to the muddy mass. Luccio leaps back across to near the wall and they head out of the room; however, Fyodora is trapped by several of the frog-creatures and is quickly beaten unconcious. The other three return quickly to the room to save their friend - Malik inspiring words cause Fyodora's eyes to flutter open, and she crawls to her feet and manages to rejoin the rest of the party, who then make a fighting retreat to the previous room.

The party takes a rest - there are only two bullywugs left, but the adventurers are sorely in need of a brief respite. They decide to try to clear out the room so that they can take a better look at things, rather than just trying to retreat back up the well. The bullywugs seem to have dissappeared beneath the muck; the party sets up a clever ambush before scaring the remaining critters, who they quickly dispatch. Luccio removes the two golden eyes from the frog statue and slips them into his Bag of Holding. He manages to dislodge the mud head in the process - it seems that there is a bronze statue underneath of a tiefling man that was holding the crystal. They assume it is Azeron Lightcaller. Following the slow flow of water, they find the exit to the room, a tumble of rocks covering up the tunnel. They see a flickering light in the cracks - shifting some of them, the party exits into a dark lamplit alley in The Chasm, the red-light district of Silver Hollow.

I was surprised that they chose to try to clear the room when they had already retrieved the crystal. Still, mopping up was not too hard for them. Sean arrived at this point - he provided the much-needed Defender roll to the party with his human brawling-fighter. He didn't have a real concept, so we decided that he's something of a wandering warrior seeking ever-tougher fights to challenge himself. It's not clear how or why he joined the party yet.

The party retreats to an inn to rest for the night and plan for their next move. From the information they have gathered so far, they decide that they should collect the other four crystal shards, reassemble the crystal, and use it to destroy the coming orc horde. The remaining shards were given to the Deepvein family (they are still around - this family owns the Silver Hollow Exchange trading house and are bankers), the Valorhound family (they note that this sounds similar to the existing Vallund family), the Ironhammer family (this sounds dwarven, but it's not a name they've heard of and there are no dwarven families of any prominence in the city anymore), and the Bluesun family (another that they have not heard of, though in their travels they've seen caravans with a blue sun logo, belonging to the al-Sansur shifter family that resides in Silver Hollow).

Reading further into Azeron's journal, they note that the mage was helping the Deepvein family install their shard as some sort of control device in the family's silver mines to the north - it seems that the Deepveins had made some sort of automaton miners. The party knows that the mines have been closed for some time and the entrances filled with rubble, as something monsterous and deadly was discovered while digging. Enlisting the help of human brawler Konrad, they head north into the mountains to see if they can gain entrance to the mine.

The adventurers find that the main entrances are too well blocked by fallen rock and rubble to make an entrance there; however, they find a nearby spot where the ground has fallen in, leading to a natural cave below. They decend quietly, not knowing what they would find. The chamber that they enter into has another drop into a true mining tunnel. There are fresh bodies of...something...below. They drop down into the tunnel and find metal plates with attached woody muscles, leaking some alchemical fluid, along with bodies that seem dwarven, but not quite right. Luccio hears movement from the further down the tunnel. Peering around the corner, he sees several dwarf-like creatures with spines in their hair and beards, accompanied by two drakes the size of large dogs. The party prepares for a fight!

These are duergar, and, as they will soon find out, the remenants of the Ironhammers. In the lore of this world, the characters have never heard of duergar. They have no association with the drow, as these were recast as marauding seafaring pirates instead of underground dark-elves. Adam and Nick had heard of duergar, but they didn't let any player knowledge seep into their characters.

The adventurers take up a defensive formation and let the beligerent devil-dwarves come to them. Surprisingly, two of the enemy, upon being bloodied, grow to fill nearly the whole passage. Still, it is no help, and the party is easily victorious. After a rest, they check the bodies of the fallen and the corpses and mysterious body parts they had seen earlier. They find that some sort of small spidery constructs have burrowed up through the floor and are dragging away the alche-mechanical pieces. The party follows the creatures down to another chamber below, where two armed and armored humanoid mechanicals with glowing green eyes stand, flanked by two doglike constructs.

These are warforged, though again the characters have never heard of such things. A more appropriate name would be "mineforged" of course, though they seem to be in fighting shape now.

The party tries to speak with the constructs, who immediately demand that the intruders drop their weapons and surrender. After a brief standoff, the constructs determine that the adventurers are not affiliated with the Ironhammers, which the mechanical men and beasts seem to be at war with. The party surrenders their weapons, which are put in a cart full of parts that the constructs are collecting, and and follows the green-eyed humanoids deeper into the mountain to meet with someone or something called "Master Control".

Way to go right for the end-game, players! I had not expected that they would give up their weapons and made the warforged very insistant that they do so, thinking that the party would fight their way down through the Deepvein portion of the mine to reach Master Control. Quickly restructuring...

The adventurers are lead down twisting passages, past other green-eyed constructs, until they reach a large chamber. Floating in the center of the room is a familiar-looking crystal shard - only this one is glowing bright green and is much larger than the red shard that they found before. A flat, emotionless voice sounds in their heads.

"DO YOU SUBMIT TO MASTER CONTROL IN OUR WAR AGAINST THE DESTRUCTIVE IRONHAMMERS?"

Resistance is futile...I'm desperately improvising at this point as I had not planned for them to be here until the next session at earliest. I had the basic idea of the battling Master Control constructs and the Ironhammer duergar but no details really.

The party decides not to submit and slowly edges towards the cart containg their weapons. Fyodora does not require a weapon and so leaps into action, gaining a surprise round. In addition to fighting off the two escorting constructs and their dog-like companions, the adventurers must also resist the mind-controlling influence of the shard. They grab their weapons and wade in. Luccio attempts to use his arcane knowledge to try to disconnect the magical tendrils of control from the green shard, but fails and recieves horrible psychic pain in return. Phoenixfire, being much more suited to the task, edges closer to the shard while Luccio moves to deal as much damage as possible to their enemies.

Konrad finds that he cannot stave off the mental attacks of the psychic shard and ends up spending some of the fight dominated and attacking his allies. Though Phoenixfire suffers some failures, her greater knowledge of arcana lets her avoid much of the mental damage. As Master Control realizes that it is losing the fight, it calls for reinforcements. Just before Phoenixfire disconnects the last strand of magical power and the crystal dims and crashes to the ground, it sends out one final command to its minions: "DESTROY ALL INTRUDERS."

The party hears clanking footsteps from the hall outside; they have several seconds to reset themselves before this new foe comes but not near enough time to get a proper rest. Several more constructs approach. Though battered, the party is in a good defensive position. They manage to destroy three of the four green-eyed constructs when Phoenixfire succeeds in deactivating the last. As they catch their breath, the final enemy reactivates itself...but the eyes are now glowing red.

"Where is my pick?" it asks in a soft voice. It tells the adventurers that its name is Samekh, a construct miner belonging to the Deepvein family. Its last memory is of swinging its pick against the mine face - it does not know what has happened since. They have the construct place the large crystal shard on the cart of broken parts and quickly find what seems to be an equipment room off to the side of one of the passages; they hole up there, fortify the door with broken carts, rest and try to sleep.

Here ends session 2. Thankfully, I got a two-week break to try to plan out what they would encounter next, as the adventure had taken an unexpected turn.

Defense at Silver Hollow - Session 1

Players:
  • Malik (Nick)
  • Fyodora (Lisa)
  • Phoenixfire (Cathe)
  • Luccio (Adam)
DM notes will be formatted like this. I gave background info for Malik and Luccio to their players before the session. This way, I wouldn't have to shoulder all of the exposition and have everyone bored before we started.

Four adventurers meet up in a private room of a tavern. It is the fourth anniversary of their heroic deed - a delivery of medicines to cure a deadly plague. Each year after, they have met up to remenisce and to remember those in the party who did not survive. This year, however, Malik has something else in mind.

Malik unrolls a piece of hide. It looks like it has been prepared as a writing surface, but is blank - until lines and words start forming as if drawn by an invisible hand. It quickly reveals a map of the region, when suddenly the mountains to the southeast erupt into magical flames. Noting that the date on the map is nearly 400 years ago, Malik reminds the party that a great orc horde decended from the eastern mountains almost exactly 400 years ago, ravaged across the desert shifters, and was destroyed at the gates of Silver Hollow - but none of them can remember how.

They decide that if the orc horde is building again, they should figure out more about the map and what happened the last time. They set up an appointment with one of the nobles of Silver Hollow, a familiy of tiefling magicians by the name of Cometfall. They are met by Lady Primrose Cometfall, who, after showing some surprise at the map bursting into flames, uses her arcane abilities and detects a burning hatred coming from the fiery illusion - it is quite likely their suspicions are correct. She does not know how the horde was defeated 400 years ago, but suggests that the libraries of some of the older families may be of help - if they can convince the nobles that they should be allowed access.

Luccio pipes up, asking what she knows about the House of Lightcaller. Apparently, the Lightcallers died out several generations ago; the Cometfalls then took to title of the chief magical family of Silver Hollow while the Lightcaller mansion stood abandoned. Then, just over 20 years ago, a great earthquake shook the city, and a great chasm opened up, swallowing many houses, including a good portion of the Lightcaller's. The ruins of the Lightcaller mansion stand on the edge of the Chasm, growing weeds and inhabited by vagrants. Lady Primrose notes that some of the rooms and vaults were likely magically protected and would have survived the collapse and deterred any thieves.

This was part of the information given to Luccio. Adam decided that he had an unsatiable craving for magic trinkets; he tracked down one that he was interested to the ruined House Lightcaller. Besides meeting up with the party for the anniversary, he also intended to try to recover the item while he was in town. Luckily, his aims and the party's seem to have aligned...

The party decides to check out the fallen house in hopes that the library or any other information is still intact. What remains seems to be a tall stone tower, along with several half-collapsed walls. They open the creaking doors of the tower and send in Luccio first to scout. A booming voice proclaims, "WHO DARES INVADE THE GREAT HOUSE OF LIGHTCALLER! LEAVE NOW OR BE DESTROYED!"

The adventurers do not head the warning and enter the tower. The room consists of a winding stair leading up along the walls into the wooden ceiling some 45 feet above, the entry doors, another door to the side under the stairs, and several beams that stretch from wall to wall about 20 feet up. As several of the party start climbing the stairs, the voice abruptly changes. "I don't think this is working, boys. We're gonna have to cut 'em!" shouts a human-sized, black-feathered creature that they spot sitting watch on one of the beams. The Kenku squatter gets ready for a fight as his gang decends from the stairs above.

The insuing battle sees party members balancing on high beams, jumping, falling...and the crow-people failing miserably to do any damage to the intruders. Eventually, after killing three of them and driving off another, they club the last into unconciousness.

This was a good first fight - the stairs and beams added a lot of verticality to the fight. The Kenku Wing Mage could fly, which would have given it an advantage if not for three of the party being able to make effective ranged attacks.

When the last Kenku woke up bound and tied, he quickly spilled all the information he had in return for being allowed to escape. It turns out it's not much - the gang has been using the next two floors up as a nest. Above this, a door is locked that they can't open. They have barricaded the lower door with junk and furniture from the upper levels. "We don't go down there," he says with a shiver.

The party releases him and decides to head up the stairs. The next two levels are a stinking mess of used bedding and discarded food. Phoenixfire and Luccio work together to defeat the combined magical/mechanical lock on the upper door, and they find themselves in the top room of the tower, in a room filled with alchemical equipment. A large pentagram is drawn on the floor, and several cabinets and worktables are set against the wall. Four doors open to small balconies on each side of the tower.

Avoiding the pentagram, they check out the cabinets and find that one is trapped. Luccio successfully disarms the trap and finds the Cloak of the Mountebank, revealing to the party that he knew of the Lightcaller house because he was after this item. They let him keep it. Finding nothing else of value except some alchemical reagents (which they pocket), they head back down the stairs and un-barricade the lower door.

They find a steep staircase decending. They follow the stairs down to the first landing and a door, which they decide to leave closed for the moment. They continue down to the second landing and are blocked by another door with a similar magical/mechanical lock to the one they found above. They defeat the lock and enter to find an extensive library with books lining the walls, more bookshelves in rows on the floor, a reading table, and a second level above with a catwalk along the walls.

"Welcome masters," a voice echoes from the catwalk above. "It has been some time since you last visited the library." The voice reveals itself - apparently the Lightcallers had an imp as a librarian! The party is unsuccessful in convincing the imp that they are authorized to be in the library and the infernal creature calls up the defenses. A mass of feather quills rises from the reading table and takes a humanoid form. The imp directs the battle from above, creating animated book-golem minions to try to smash the party while the quill devil stabs with its sharp poisoned nibs.

The imp was straight from the monster manual, with a minor action ability to summon two minions added. The quill devil was a reskinned spinagon (spine devil). The book-golems were reskinned Infernal Armor Animus.

The adventurers leap into battle, smashing apart animated piles of books. One of the minions pushes hard on the free-standing bookcases, toppling them over on Luccio. The rogue is crushed beneath the fallen mass, but uses his new cloak to teleport away, landing prone on the catwalk above. The Fantastic Phoenixfire also bypasses the spiral staircase, performing an arcane teleport to pursue the imp. While Malik fires arrows and Fyodora delivers bone-shattering kicks to the face to the monsters below, Luccio and Phoenixfire try to corner the minion-summoning imp above, who keeps winking out of sight with an invisibility power. Finally, they destroy the quill devil and take down the cowardly imp (though not without Phoenixfire setting some of the books aflame with her fiery breath), and the remaining book-minions fall to the ground.

An inspection of the room does not reveal any books of immediate interest, but does reveal a secret door behid a sliding bookcase. The door leads to an office-like room, where the party finds a journal covering the years around the last orc invasion. Apparently, a mage named Azeron, along with the 4 leading families of Silver Hollow in the day, created a magical crystal that sent a searing light from atop the walls of the city, incinerating the orc horde as it charged the gates. After this, the crystal was split into five shards, with one given to each family and one to the mage, now known as Azeron Lightcaller. They get the impression that the Lightcaller shard was hidden in the house, but didn't find any sign of it in the library or tower. The party relocks the library door and rests for the night.

After their rest, the adventurers head back up the stairs to the first landing and open the small door that they passed. It reveals a room with a well; no bucket is in evidence, but a rope is tied to a piton jammed in the floor and leads down the well. Luccio climbs carefully down the rope to find that it has snapped off partway down; he ties a rope from his pack to the end of the existing line and decends to the mostly-dry floor of the disused well. When he finds no obvious threat, the rest of the party follow. They pass two rotted corpses with thieves' tools and climbing gear - it looks like they were trying to climb down the well and their rope broke, plummeting them to their deaths. Ahead, the tunnel drops 15 feet into a widened cave room. They see two enormous beetles below, digging through the rock and dirt. Fyodora and Luccio, being acrobatic, jump down and rush the beasts while Malik and Phoenixfire decide to fire from above. The two beetles rush to attack the two below, and another bug joins in - a giant centipede. Luccio takes a vicious bite from the centipede's poisoned mandibles, but they seem to have the fight well in hand, until the two thieves' corpses rise and attack the adventurer's above!

The battle ends with the party alive and their enemies dead, though it is a close thing - Malik uses his inspiring leadership to keep them fighting through their wounds, but Luccio nearly succumbs to the poison of the centipede, Fyodora takes hard hits from the beetles, and the corrupted flesh of the undead hammers into Malik and Phoenixfire. After resting up, the other two decend carefully down, and they peer into the next room, where they see a wide fetid pond and a large mud statue of a frog, lit by a red glowing crystal held in its hands...

Thus ends session 1. It went pretty well! The fights and enemies were interesting, and the players got to explore where they wanted to. It was getting late so we decided to put off any further delving until the next session.

3000 Point Empire Army on eBay

I will probably be doing this when I take pictures of something for eBay... It's a SHAMELESS plug for the item up for bid. I am guilty as charged. The 3000 point Empire army for Warhammer isn't my army - but I did take pictures of it so this person could put it up for auction. He was even nice enough to put a link to my portfolio at the bottom of the page. :-)

Defense at Silver Hollow - World Map

I created the original map in Campaign Cartographer, and then 'traced' it in Hexographer. I think this works much better than trying to draw landmasses and stuff directly into Hexographer. The scale is 12.5 miles/hex, meaning that foot travel on open land is 2 hexes/day, while on horse is 4/day.

Wear Them Proudly...

It is no secret to our Saturday night gaming group that I really want a "Yes, they ARE natural" shirt (once I have lost all of my baby weight from last October).
In the meantime, TJP (GamerDad1.0) and I have had opportunities to attend PAX, a JoCo and Paul and Storm concert and W00tsock. I will have a couple of other related posts in the near future regarding these events. I thought I would share with you a couple of shirts you will not find in stores...
Before attending PAX in September of 2009, TJP made a shirt. A shirt for his 8-month-pregnant wife to wear to PAX so she would still feel like a geek...
@Timsmartini Twittered about making this shirt and included @pvponline (Scott Kurtz) since one of his characters was quoted. Scott Kurtz shared the shirt with his followers. When we went to PAX, we were able to get Scott Kurtz to autograph the shirt and I got my picture taken with him (boo-ya!)(FYI Scratch Fury is one of my favorite cartoon characters EVER!)
Fast forward to Mother's Day weekend 2010; w00tstock 2.1 at the Aladdin Theater in Portland. After listening to the Penny Arcade podcasts that included @wilw, TJP created a shirt in honor of Wil Wheaton's fallen character.
When the nearly FIVE HOUR show wrapped up, we were able to stand in line for autographs. Wil Wheaton not only autographed the shirt - he twitpic'd it.
My husband is a geek. I love my geek. I wear his geeky creations proudly as a badge of honor that I too am a geek. One day I will be able to share with the PDX/'Couver geeks that they are natural. I will wear the message proudly on my +2 Mountainous Knockers :-)
(Pictured: Adam Savage, TJP, and Wil Wheaton)

Defense at Silver Hollow - Pregame

After a hiatus, we got back into Dungeons & Dragons. We started over with yet another campaign (I know!), but based on the last setting in Silver Hollow, combined with the more epic storyline from the previous Master of the Dead campaign. I know the players probably didn't want to start over, but Master of the Dead suffered pretty hard from my newbie dm railroad, while the Silver Hollow/Exotic Meat Procurement campaign didn't have enough of a story to keep the players interested. We have played a few session on this new campaign and I think it's going to last through the end. The goals for this campaign:

  • Starting at level 4 (players are tired of starting at 1, again).
  • Epic storyline with meaningful choices.
  • Mix of combat and social interaction.
  • Travel with dungeon, urban, and wilderness combat.
  • Flexible enough to allow players to come and go.

The player characters start out in the walled city of Silver Hollow, meeting up for drinks and remenicence on the fourth anniversary of a heroic delivery of medicines to cure a horrible plague.

Starting players:

  • Malik al-Magriba (Nick), Shifter Warlord. A bow-wielding cat-man from the shifter Caliphate in the deserts to the east.
  • The Fantastic Phoenixfire (Cathe), Dragonborn Sorcerer. A mysterious circus performer from parts unknown.
  • Fyodora (Lisa), Elf Monk. A master of mind and body from the icy north.
  • Luccio Rossi (Adam), Drow Rogue. A former privateer from the City-States to the south-west.

Thrifty Gamer

I have started going to the Goodwill outlet near our house for kids toys. If you DIG and bring your hand sanitizer and garden gloves you never know what treasures you will find.
Today I found HeroScape. It was in remarkably good condition and only a few pieces were missing. I took a chance that the 4.5 pound box would be something interesting. At the very least $2.50 for some miniatures that can be used for D & D is still a GREAT deal.
The hubby found rules on line, now I'm interested in finding out if the game is worth playing or if it is just "pieces".