Showing posts with label constantcon. Show all posts
Showing posts with label constantcon. Show all posts
Saturday, May 24, 2014
Uz: Looking For Players
In the distant time of the Future/Past, men lived and loved... and died! In the deserts of the dawn of time and the doom of the world, man built the greatest city of all. Uz! The First City of Men. Uz! Whose horrid fire god called for the sacrifice of babes. Uz! Whose armies stretched across the Desert of Demons. Uz! Whose towering ziggurats blotted out the sun.
You've read about it, now experience it for yourself. See Mu-Tants, the slave race from an alien planet long destroyed! Visit the forgotten ruins of the Wastes of Rust! Tremble in terror at the excesses of the Dero, savage beings from the Earth's core! Gasp at the unspeakable rites of Moloch! Witness the last days of Man!
Do you have what it takes to survive in... UZ?!*
Uz is coming to a G+ Hangout near you every Monday at 8:30 CDT. For more information contact me at evan.van.elkins@gmail.com
*Based on theories developed by the finest minds of the History Channel.
Saturday, January 14, 2012
Short Update
I've been neglecting the blog recently, which is due to a combination of getting Skyrim for Christmas and settling in to the new semester. Once I get a better handle on my schedule, I should be posting quite a bit more.
I've put the Nightwick Abbey G+ game on hiatus until I can expand the dungeon a bit more. I'll also be tweaking a few things and restocking the first level. Those who are already on my list of players will remain on my list of players once I get started back, and the time should be the same.
I'm also going to be returning to the Wilderness around Nightwick Abbey and fleshing out the settlements in the Bishopric of Lichgate. Once that is finished* I hope to run a Dark Country game with a more regularized cast of characters instead of a rotating pool. I'm not sure what time I'll be running this or how I'll be selecting players, but I should have more on this very soon.
*By finished I mean "finished enough to run." I don't really think I'll ever be finished with the Dark Country.
I've put the Nightwick Abbey G+ game on hiatus until I can expand the dungeon a bit more. I'll also be tweaking a few things and restocking the first level. Those who are already on my list of players will remain on my list of players once I get started back, and the time should be the same.
I'm also going to be returning to the Wilderness around Nightwick Abbey and fleshing out the settlements in the Bishopric of Lichgate. Once that is finished* I hope to run a Dark Country game with a more regularized cast of characters instead of a rotating pool. I'm not sure what time I'll be running this or how I'll be selecting players, but I should have more on this very soon.
*By finished I mean "finished enough to run." I don't really think I'll ever be finished with the Dark Country.
Tuesday, December 20, 2011
No Regular Nightwick Abbey Sessions for Two Weeks
Due to the fact that the next two Saturday's are Christmas Eve and New Year's Eve, I won't be running my regularly scheduled Nightwick Abbey game until January 7th. However, I might do a pickup game or two during the week.
In the meantime, I hope to get more work done on the lower levels.
In the meantime, I hope to get more work done on the lower levels.
Sunday, December 18, 2011
ConstantCon SuperWorld
Inspired kinda sorta by Grumpy Old Troll, I have an idea for a project that's probably of no use to anyone but amuses me. I want to stitch together all the wilderness maps from various judges' ConstantCon campaigns into one big map. It would probably look something like this only done in Hexographer.
It's probably too much of a headache to work out, but that doesn't mean I'm not stupid enough to give it a few attempts.
It's probably too much of a headache to work out, but that doesn't mean I'm not stupid enough to give it a few attempts.
Nightwick Abbey ConstantCon (Session 8)
You may find Jason's account here.
If you're interested in playing in future sessions send me an email at evanDOTvanDOTelkinsATgmailDOTcom. We play every Saturday from 2:00 - 4:00 PM EST.
If you're interested in playing in future sessions send me an email at evanDOTvanDOTelkinsATgmailDOTcom. We play every Saturday from 2:00 - 4:00 PM EST.
Saturday, December 17, 2011
ConstantCon: Rupert the Frogling has something to sell you
Rupert van Toad, resident slimy merchant and frogling, has just received an odd item in his most recent shipment of goods. It is a mauve potion in a clear flask. He has no idea what it is, but he's willing to make some money off of it.
As such, the frogling's cart outside the walls is now offering this Mystery Potion (tm) to any willing to pay the price. The bidding starts at 100sp.*
Characters who are on the Nightwick Abbey list or who have been to Nightwick Abbey before may bid on the Mystery Potion (tm). To do so, state the amount of money you are willing to bid in the comments of this post. Bidding closes at 12:00 AM EST December 21st.
*King Stephen and Empress Matilda are well known for diluting their currency. If your character has gold pieces, those only count as silver pieces for the purposes of this auction. Sadly, this is true even if the character is not from Wessex because the Froglings mistrust all such coins.
Saturday, December 10, 2011
Nightwick Abbey ConstantCon (Session 6)
Today's session report is provided by Lon, who played Erasmus the Magic-user.
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Five PCs set out for Nightwick Abbey: Father Jack, Egor, Erasmus, Morgan and Norrick along with men-at-arms Edward and Frankenstein, Egor's Doberman. The six humans and dog entered the South Tower, after pondering the new arches that seem to have sprung up wince the last time Father Jack and Egor had come to the abbey.
They found an empty room, with stairs leading up to nowhere and an open trap door leading down. A faint blue light could be seen from below. A well-placed iron spike was left from those who last forayed into the room below. These PCs used the rope, except for Norrick who tried the rusted ladder and found it to be greased with lard. At the bottom, the group found a glowing blue stone and a doorway. Leaving the stone alone, they found themselves soon in a torture room, complete with corpses of men with enough flesh to keep their bones in place. After a few false starts, the group was able to get through a portcullis and followed a short corridor to a large circular chamber lit by candlelight.
A chance encounter allowed the PCs to catch sight of a cultist in robes trying to flee the scene. Father Jack threw his mace with force and struck down the cultist. Which was a boon and bane. For eleven more cultists charged into the room. A quick fight, as well as a bit of bluffing scared the cultists away. Frankenstein was able to hamstring one of the cultists, which the group tried to question through his cries and blood loss.
While the group was bust with the wounded cultist, Edward, the stalwart man-at-arms gave a cry of panic and was struck down as three ghouls attacked. Norrick went on the attack and was paralyzed. The rest of the group tried to defend themselves as best they could while Father Jack took his time to call for the power of his god to turn away these vile creatures. The three ghouls ran and disappeared behind a set of self-opening and closing doors.
Choosing not to flow such folly, the group looted the altar of the cultists, coming away with 82 pieces of silver and a piece of obsidian worth about 50 silver pieces. They set off to explore further down the dark corridors. But, first they left the cultist in a pit near the altar, "for later."
After finding a ransacked room, the group followed a few archways, finding two niches with statues of emaciated bat-like men. Turning to another room, the group found eight deer headed creatures that thirsted for blood. The magic-user Morgan let loose with his spell color spray and struck six of them unconscious. The remaining two were laid low by Norrick and Frankenstein. There, the group gained another 100 silver and decided to leave. They rounded up their scared cultist prisoner, named John and left.
On the way back to the village, the cultist was told if he wished to live, he would take the name Edward, shave his beard and head and continue on as the party's man-at-arms.
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If you're interested in playing in future sessions send me an email at evanDOTvanDOTelkinsATgmailDOTcom. We play every Saturday from 2:00 - 4:00 PM EST.
Saturday, December 3, 2011
Nightwick Abbey ConstantCon Session... What is it, 5?
This post provided by Zzarchov, who played Samson (a 1st level Cleric)
Commander's Journal: The descent into the abbey
Today I had to test my vast leadership skills to their very core. I was forced to lead a band of rag tag "greens" into a dangerous ruin of a fallen church. Undaunted, I clenched my jaw and set to work, the cool morning breeze blowing my golden locks. Our team began by noticing several recently constructed arches amongst the ruins. They appeared to be coated in a thick slime that was both burned by holy water, and in my personal opinion, foul tasting. Making note of this (I assume someone did) we moved on and investigated the ruins of the south tower, or maybe it was the north tower. It was a tower, and that is what is important. Leadership requires confidence more than facts.
Dropping one of the many glowing stones I had acquired into the tower we saw it was a long way down. As superior leadership requires a clear mind, I decided to lower everyone else down first, allowing me a top down view of any potential problems should they arise. Forcing our way into the tower I lead the group down a stairway until we came to two doors. Using my raw muscle, I easily cracked the door leading to the interior of a tower, allowing one of my subordinates to easily finish opening it with a crowbar. The room appeared empty except for large amounts of rotted wood and slime. I attempted to throw a glowing rock to the ceiling, to see how high the room was, but a strong updraft prevented my rock from sailing more than five feet in an awkward motion, as if thrown by a small infirm child. Sensing nothing of value we moved the only other room available.
This room was surrounded by a large number of sealed iron doors and portucullii. An absolutely fabulous table of great workmanship dominated the room. It was a little rough, but with some proper care I am certain this table could be worth a fortune on the antique market. It is over 200 years old and still functional as a torture device, they just don’t build them to last like that anymore. Exploring around the area we uncovered an oubliette and several unfortunate skeletons trapped in cages. While others dallied about, I bravely cracked open each of their rotted wooden cages with loud snaps. I then assembled the bodies for removal from the dungeon for proper burial, before examining one of the portcullii.
Unfortunately I over-estimated the competence of one of my juniors, I think his name was Chuck (editors note: He was not named Chuck). Who upon opening one of the cells loudly called the attention of a large group of hideous monsters, squat little dwarves of stone and flame belching smoke and embers. Thinking quickly I threw my waterskin onto one of them, extinguishing much of its embers. Then I carefully dove into the partially flooded oubliette to lure them to their doom. Unfortunately it appears some of my subcontractors panicked or were injured by these creatures (including one of the poor dogs, also some temp whose name I didn’t care enough to learn). However the creatures were defeated, the final one extinguishing around me in the water amidst a cloud of sparks and smoke.
I was raised out of the oubliette, and looked over by my fellow clergyman Chuck (editors note: Still not named Chuck). Given a clean bill of health, I combed the water out of my golden locks and we left the dungeon victorious, burying the body of our recently felled comrade as well as the poor souls who’s bodies we liberated from that fell place.
Granting their spirits rest with a proper burial is the real treasure you see, and that is why this mission was a rousing success. A. Rousing. Success.
Yours Truly,
Samson Jones
Commander's Journal: The descent into the abbey
Today I had to test my vast leadership skills to their very core. I was forced to lead a band of rag tag "greens" into a dangerous ruin of a fallen church. Undaunted, I clenched my jaw and set to work, the cool morning breeze blowing my golden locks. Our team began by noticing several recently constructed arches amongst the ruins. They appeared to be coated in a thick slime that was both burned by holy water, and in my personal opinion, foul tasting. Making note of this (I assume someone did) we moved on and investigated the ruins of the south tower, or maybe it was the north tower. It was a tower, and that is what is important. Leadership requires confidence more than facts.
Dropping one of the many glowing stones I had acquired into the tower we saw it was a long way down. As superior leadership requires a clear mind, I decided to lower everyone else down first, allowing me a top down view of any potential problems should they arise. Forcing our way into the tower I lead the group down a stairway until we came to two doors. Using my raw muscle, I easily cracked the door leading to the interior of a tower, allowing one of my subordinates to easily finish opening it with a crowbar. The room appeared empty except for large amounts of rotted wood and slime. I attempted to throw a glowing rock to the ceiling, to see how high the room was, but a strong updraft prevented my rock from sailing more than five feet in an awkward motion, as if thrown by a small infirm child. Sensing nothing of value we moved the only other room available.
This room was surrounded by a large number of sealed iron doors and portucullii. An absolutely fabulous table of great workmanship dominated the room. It was a little rough, but with some proper care I am certain this table could be worth a fortune on the antique market. It is over 200 years old and still functional as a torture device, they just don’t build them to last like that anymore. Exploring around the area we uncovered an oubliette and several unfortunate skeletons trapped in cages. While others dallied about, I bravely cracked open each of their rotted wooden cages with loud snaps. I then assembled the bodies for removal from the dungeon for proper burial, before examining one of the portcullii.
Unfortunately I over-estimated the competence of one of my juniors, I think his name was Chuck (editors note: He was not named Chuck). Who upon opening one of the cells loudly called the attention of a large group of hideous monsters, squat little dwarves of stone and flame belching smoke and embers. Thinking quickly I threw my waterskin onto one of them, extinguishing much of its embers. Then I carefully dove into the partially flooded oubliette to lure them to their doom. Unfortunately it appears some of my subcontractors panicked or were injured by these creatures (including one of the poor dogs, also some temp whose name I didn’t care enough to learn). However the creatures were defeated, the final one extinguishing around me in the water amidst a cloud of sparks and smoke.
I was raised out of the oubliette, and looked over by my fellow clergyman Chuck (editors note: Still not named Chuck). Given a clean bill of health, I combed the water out of my golden locks and we left the dungeon victorious, burying the body of our recently felled comrade as well as the poor souls who’s bodies we liberated from that fell place.
Granting their spirits rest with a proper burial is the real treasure you see, and that is why this mission was a rousing success. A. Rousing. Success.
Yours Truly,
Samson Jones
Friday, December 2, 2011
EPT Session Report: The Tale of Dagazar
I, Dagazar, who came to the city of Jakalla seeking fame and fortune, had until just a few days ago only found poverty and despair. The gates that lead from the Foreign Quarter to the areas of the city where real wealth can be obtained are locked tighter than the chastity belt of a virgin sacrifice to Sarku three days before her death. With my last golden kaitar gone into the hand of some wine maker, I no longer could afford to live in the meager tenement that had served as my abode since I arrived in the City Half as Old as the World.
But, as I was out on the street with only my sword an armor to keep me company, I overheard two gentlemen discussing a plan to win gold for themselves. They were from distant lands, just as I am, and they were planning to explore the manor house of Kotaru hiChakresa. I offered them my services as a slayer of men and beasts, and they graciously accepted -- allowing me a share of whatever treasure we might find in that abandoned house.
After acquiring what little supplies we could attain in the Foreign Quarter, we paid a fisherman to take us in his small boat out to the island on which sits the manor. Rather than landing on the beach, as we saw other ships had done, we decided to circle around the island to get a feel for the place. While doing so, we spotted what we knew to be a sea cave and decided that this cave would be the place we began our adventure.
We waded in the chest deep water, with me being careful to carry my pack over my head so as not to wet my supply of torches. Luckily we soon found a dry enough place to light a torch and continue on into the "caves." My companions were Orin the Wise and Orin the Witless. Orin the Wise was a priest of some god who is foreign to my people, and I would guess foreign to Jakalla as well. Orin the Witless was a warrior much like myself, but he was given to a pride that may one day prove to be the death of him.
I went ahead with my torch, and we soon found both an idol wrought from a strange stone with gold decorations that made it appear most valuable and an obsidian dagger that was too large to comfortably fit a man's hand. I shudder to think what dark creature could have carried such a thing. Soon after this we found that the cave was only a small part of a larger complex, and after the cavernous antechamber we were greeted with the squared masonry of -- presumably -- human hands.
We did not get very far down these man made corridors before we heard the sound of voices gibbering in some tongue foreign both to my islands and the wretched city in which I find myself. Orin the Wise seemed to understand their ramblings and warned us of their approach. Orin the Witless and I set an ambush that would prevent their travelling further down the hall, and we waited for them to arrive. They soon did so. Both were soldiers in some foreign army my comrades inform me is an enemy to Jakalla.
Through bravery and force of arms we attacked and slew a host of the villains. Wishing to be modest, I only took two of their heads as trophies so that the others of my tribe would not be jealous. We then took what little valuables the heathens possessed and returned to Jakalla. There, some acolytes of Sarku were willing to mummify my trophies so that everyone might know who brought those two to their end. I have tied them to my belt, and there they will remain. Hopefully soon I will be able to add others.
But, as I was out on the street with only my sword an armor to keep me company, I overheard two gentlemen discussing a plan to win gold for themselves. They were from distant lands, just as I am, and they were planning to explore the manor house of Kotaru hiChakresa. I offered them my services as a slayer of men and beasts, and they graciously accepted -- allowing me a share of whatever treasure we might find in that abandoned house.
After acquiring what little supplies we could attain in the Foreign Quarter, we paid a fisherman to take us in his small boat out to the island on which sits the manor. Rather than landing on the beach, as we saw other ships had done, we decided to circle around the island to get a feel for the place. While doing so, we spotted what we knew to be a sea cave and decided that this cave would be the place we began our adventure.
We waded in the chest deep water, with me being careful to carry my pack over my head so as not to wet my supply of torches. Luckily we soon found a dry enough place to light a torch and continue on into the "caves." My companions were Orin the Wise and Orin the Witless. Orin the Wise was a priest of some god who is foreign to my people, and I would guess foreign to Jakalla as well. Orin the Witless was a warrior much like myself, but he was given to a pride that may one day prove to be the death of him.
I went ahead with my torch, and we soon found both an idol wrought from a strange stone with gold decorations that made it appear most valuable and an obsidian dagger that was too large to comfortably fit a man's hand. I shudder to think what dark creature could have carried such a thing. Soon after this we found that the cave was only a small part of a larger complex, and after the cavernous antechamber we were greeted with the squared masonry of -- presumably -- human hands.
We did not get very far down these man made corridors before we heard the sound of voices gibbering in some tongue foreign both to my islands and the wretched city in which I find myself. Orin the Wise seemed to understand their ramblings and warned us of their approach. Orin the Witless and I set an ambush that would prevent their travelling further down the hall, and we waited for them to arrive. They soon did so. Both were soldiers in some foreign army my comrades inform me is an enemy to Jakalla.
Through bravery and force of arms we attacked and slew a host of the villains. Wishing to be modest, I only took two of their heads as trophies so that the others of my tribe would not be jealous. We then took what little valuables the heathens possessed and returned to Jakalla. There, some acolytes of Sarku were willing to mummify my trophies so that everyone might know who brought those two to their end. I have tied them to my belt, and there they will remain. Hopefully soon I will be able to add others.
Monday, November 28, 2011
Nightwick Abbey ConstantCon Accidental Session Report
I wasn't going to run Nightwick Abbey this Saturday, but I ended up doing it at 3:00 in the morning for the first round of Fight About Games Club. It just kind of happened.
Anyway, here is the session report from Mike, who played Boloris the Cleric
My senses and memory is still reeling from my journey towards a strange place I would eventually come to know as Nightwick Abbey. I don’t remember how I came to be here, or who my fellow travellers are though they have saved my life. I washed upon the shores of this foreign land years ago, learning the local language while traveling in disguise using robes stolen from the local clergy. Such a strange place...
Where I would sense the presence of the gods of my homeland I only sense malevolent spirits, wrathful and full of hate. My mana is strong still and these evil spirits turn, much in the way the evil spirits of my old homelands did when bidden to leave.
Some of my fellow travellers had been to this tainted place before. Thieves, robbers, mercenaries intent on looting whatever treasures lie below. I was in the same predicament, drifting throughout the countryside with little besides what I had looted along the way. Horrors I could never imagine haunted the desecrated abbey.
We entered a trapdoor and followed a trail of dead bodies as the mapper in our group carefully recorded the labyrinth like passages. Some of my fellows beheaded many of the bodies along the way. I did not question them, the place reeked of evil spirits and I have seen it possess men before even after death. One of my fellows had an odd sense of humor about it though, switching heads and body parts as some sort of joke to confuse future looters. The same fellow also insisted on collecting the armor and hats made of human skin. I kept my sword ready should his madness be directed towards the rest of us.
There was a baptismal font along the way, I believe it is used to induct newborns into the faith of this lands god. A chemically green liquid filled the fountain which we collected before moving on. Eventually we reached a desecrated chapel. Blood appeared to be painted on the walls and frescoes. Within a book completely smeared in blood and with pages torn from it we found a scroll of sanctuary.
Not much later we discovered a secret room and a lockbox filled with treasure. Sick of rations I began to dream of the feast I would soon be enjoying, then something struck me from behind and I blacked out in a sea of pain. I dreamt of the old lands, chants to the old gods became twisted mockeries and then the earth fell into the ocean. I awoke back in town under the care of a local cleric. The others had rescued and paid for the cleric to heal me. I decided to set out with them again. Before I first entered Nightwick Abbey I did not intend to go back to that hellish place once I collected my share of the treasure but I have come to believe that this darkness that has taken the place of my old gods must be destroyed or laid to rest.
Our second expedition was not as fruitful. We discovered some desecrated shrines before discovering a door covered in sigils. Inside was the skeletal remains of some priests that locked themselves some time ago. They had used chalk to ward off evil, but their sanctuary had become their tomb. We felt as though time was running out and headed back to town for now...
If you're interested in playing in future sessions send me an email at evanDOTvanDOTelkinsATgmailDOTcom. We play every Saturday from 2:00 - 4:00 PM EST.
Anyway, here is the session report from Mike, who played Boloris the Cleric
My senses and memory is still reeling from my journey towards a strange place I would eventually come to know as Nightwick Abbey. I don’t remember how I came to be here, or who my fellow travellers are though they have saved my life. I washed upon the shores of this foreign land years ago, learning the local language while traveling in disguise using robes stolen from the local clergy. Such a strange place...
Where I would sense the presence of the gods of my homeland I only sense malevolent spirits, wrathful and full of hate. My mana is strong still and these evil spirits turn, much in the way the evil spirits of my old homelands did when bidden to leave.
Some of my fellow travellers had been to this tainted place before. Thieves, robbers, mercenaries intent on looting whatever treasures lie below. I was in the same predicament, drifting throughout the countryside with little besides what I had looted along the way. Horrors I could never imagine haunted the desecrated abbey.
We entered a trapdoor and followed a trail of dead bodies as the mapper in our group carefully recorded the labyrinth like passages. Some of my fellows beheaded many of the bodies along the way. I did not question them, the place reeked of evil spirits and I have seen it possess men before even after death. One of my fellows had an odd sense of humor about it though, switching heads and body parts as some sort of joke to confuse future looters. The same fellow also insisted on collecting the armor and hats made of human skin. I kept my sword ready should his madness be directed towards the rest of us.
There was a baptismal font along the way, I believe it is used to induct newborns into the faith of this lands god. A chemically green liquid filled the fountain which we collected before moving on. Eventually we reached a desecrated chapel. Blood appeared to be painted on the walls and frescoes. Within a book completely smeared in blood and with pages torn from it we found a scroll of sanctuary.
Not much later we discovered a secret room and a lockbox filled with treasure. Sick of rations I began to dream of the feast I would soon be enjoying, then something struck me from behind and I blacked out in a sea of pain. I dreamt of the old lands, chants to the old gods became twisted mockeries and then the earth fell into the ocean. I awoke back in town under the care of a local cleric. The others had rescued and paid for the cleric to heal me. I decided to set out with them again. Before I first entered Nightwick Abbey I did not intend to go back to that hellish place once I collected my share of the treasure but I have come to believe that this darkness that has taken the place of my old gods must be destroyed or laid to rest.
Our second expedition was not as fruitful. We discovered some desecrated shrines before discovering a door covered in sigils. Inside was the skeletal remains of some priests that locked themselves some time ago. They had used chalk to ward off evil, but their sanctuary had become their tomb. We felt as though time was running out and headed back to town for now...
If you're interested in playing in future sessions send me an email at evanDOTvanDOTelkinsATgmailDOTcom. We play every Saturday from 2:00 - 4:00 PM EST.
Monday, November 21, 2011
From the Journal of Brother Leif
Here is one of the player's report's of Saturday's session. You can read Zak's slightly more stream of consciousness version of events as well.
Sunday, November 20, 2011
Nightwick Abbey ConstantCon (The Actual Session 3)
Throughout the Dark Country dark rumors have begun to spread. The soldiers who frequent the Medusa's Head Tavern in Nightwick village say that the Abbey has become more active in recent weeks, no doubt due to the meddling of all these bizarre foreigners who have recently come to the village. They have the look of dangerous men, and the peasants and the soldiers -- who rarely agree on anything -- know they are not to be trusted.
Yesterday, a dark omen was seen in the village. According to several of the more superstitious peasants two priests were seen heading up to the abbey with a foreigner and even stranger company: a talking pig and a talking hound the likes of which no one in this benighted country has seen. No doubt these priests were actually warlocks in a clever guise, for only the devil could be behind such dealings. What they did there no one knows, but the barkeep at the Medusa's Head swears on his life that shortly after they were seen a talking pig arrived at his establishment and paid for a drink and a room with ancient coinage.
Hopefully some of the players will comment on their experiences, and I remind them that they receive a 10% experience bonus if they write up a session report.
Yesterday, a dark omen was seen in the village. According to several of the more superstitious peasants two priests were seen heading up to the abbey with a foreigner and even stranger company: a talking pig and a talking hound the likes of which no one in this benighted country has seen. No doubt these priests were actually warlocks in a clever guise, for only the devil could be behind such dealings. What they did there no one knows, but the barkeep at the Medusa's Head swears on his life that shortly after they were seen a talking pig arrived at his establishment and paid for a drink and a room with ancient coinage.
Hopefully some of the players will comment on their experiences, and I remind them that they receive a 10% experience bonus if they write up a session report.
If you're interested in playing in future sessions send me an email at evanDOTvanDOTelkinsATgmailDOTcom. We play every Saturday from 2:00 - 4:00 PM EST.
Saturday, November 12, 2011
Nightwick Abbey G+ Play Report
The G+ Nightwick Campaign will primarily rely on player made play reports. Below is one from Zaunn, a Magic User:
It was a dark and loathsome day as I, the mage Zaunn, joined forces with warrior Sigmar, the sorcerer Igor, his dog Frankenstein, Beaumont the unruly and his manservant Gentle Ben to plunder the ruins of Nightwick Abbey or as I would like to think of it, "The Temple-Tomb of Elemental Horror".
Climbing over the fallen abbey wall we made our way to the north tower where Sigmar had explored before. Within we opened a trapdoor and proceeded down a rusted ladder to the dungeon proper. At my suggestion we lowered a rope tied to an iron spike in the floor of the tower as to supplement the ladder as I did not trust it to withstand our weight.
Once down we discovered and followed stairs leading down into the darkness. At the bottom there was a large chamber and a corridor. We followed the corridor but before we reached the far end I heard from ahead a voice cry out "shut up you fool!" from behind a closed door. We threw open the portal and found within 6 warriors dressed in leather armour made from tanned human skin. Battle was joined. But alas Beaumont, Sigmar, and Frankenstein all fell to the blades of their foes but not before one of the evil cultist was themselves slain.
Igor and I beat a hasty retreat. All the more hasty as Igor had the only source of light. We rapidly climbed up the ladder and made it to the top as the cultists reached its foot. They jeered us from below and Igor cast down his lantern, smiting one of them in the face. He fell, dead, his face aflame and his companions retreated themselves lest we launch more flaming missiles in their direction.
Returning to Nightwick town the three of us, as Gentle Ben had also survived, recruited to new companions. These were Redwall and the Cleric Gregor. We also purchased hounds, Igor to replace his lost Frankenstein while Gregor and I felt is best to beef up our party as best we can and dogs were the cheapest force available to us. Gregor and I both bought two dogs apiece, mine I named Riddler and Lemming. Our task was to recover the remains of Beaumont and Sigmar and perhaps avenge their deaths upon their killers.
Thus upon the next day we returned to the Abbey, descended the rope, as I suspected that the ladder had somehow alerted them to our descent upon our previous expedition. Arriving in the large room at the foot of the stairs we encountered the undead corpse of the burned cultist. Unleashing the dogs we surrounded it. It lashed out and slew my Lemming but Riddler and I soon cut it down.
At this point things went down hill for us again. Igor was overcome by "disconnection sickness" He retreated with Frankenstein the second, leaving the lantern with Redwall. Meanwhile before I could examine the defeated undead Gregor seized up Redwall's crowbar and forced open the door to the chamber where we had encountered the cultist before. The four of them were there. However Gregor had made such noise opening the door our chances of surprising them were nil. Again we retreated, Redwall leaving a booby-trap in the form of a bedroll across the hallway. We made it to the ladder but this time the cultists were close on our heels. We ordered the surviving dogs to attack as we climbed to safety. The dogs slew half the cultists, the remained of whom fled, chased by the remaining dogs. I took the opportunity to loot the fallen cultists and thus we were able to leave with 400 silver coins, 2 hideous suits of leather armour and two longswords. The coins were divided between the four of us while Redwall and I took a suit of the armour apiece; I suspect it may be enchanted. Nobody expressed an interest in the swords so I dragged them back to town with us to see what their resale value might be, if any. Who knows, perhaps I may be able to learn something about from where the cultists are being equipped.
Zaunn.
If you're interested in playing in future sessions send me an email at evanDOTvanDOTelkinsATgmailDOTcom. We play every Saturday from 2:00 - 4:00 PM EST.
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