Showing posts with label demons. Show all posts
Showing posts with label demons. Show all posts

Monday, 29 June 2015

5e D&D Dwimmermount Session 12 - Paulo Must Die!

The party once again descend into the belly of the mountain. Their chatter is pulled up short by the discovery of severed orc heads sat in front of each statue in the entrance chamber. These heads show signs of combat, and are a couple of days old based on the smell. The party decide this is the handy work of the dwarves they met in their last foray.

Their own map once again comes in handy as they decide to avoid the central corridors and work their way back to the caves via the norther

n rooms, partially to avoid the orcs. They reach the area with the entrance to the caves without incident and a quick check of the map reveals a door they’ve not tried. Bittersalt in her usual style throws open the door, revealing a crumbling library room which has mostly been cleared out. However a quick a search reveals three interesting items, a handwritten copy of Ancient & Worthy Arts Of War, a set of rules for a precursor to Dragonchess and an arcane scroll of dispel magic. The group remember that the ghosts were playing some sort of chess-like game, and decide to return to them later. The fighters, who could all benefit from reading the manual set it aside for later use.

They approach the caves very cautiously, but find the first chambers empty. Returning to the lair of the giant crab spiders, they attempt to burn them out again by torching the massive of webs that cover the area. Nothing emerges, but the sound of bones and a few coins falling to the floor as the bundles of the dead unravel.

The chamber called by the kobold ‘the moon pool’ lies ahead, and this intriguing and unusual chamber does indeed contain a pool of the purest water the characters have ever seen. The party spot a hole in the roof of the cave, some 50 feet above them, from which sunlight comes in. While the party are interested, their nerves are a little on edge so they decide to return to the cave when they feel the region is safer so they press on, straight into an ambush.

Paulo is the only one in the party spot the kobolds and spiders hiding within the next cave. With a warning shout he hurls a sling stone at a spider that’s sprung out from the deep recesses of  stone but in his panic misses. A swarm of kobolds surround the party, while a couple of giant spiders crawl across the walls to them. This time however the party are ready, armoured in superior protection and better trained they quickly dispatch the kobolds and spiders with fairly minimal injuries. Flandar the warlock wished to try out the dagger he’d taken from the fight with the shadow demon, but finds the blade didn’t appear to do anything special and it almost seemed disappointed in how it was used.

Statues of dwarves fill the next beautiful cave. It’s like a cemetery, except the dwarves are all young and appear unhurt. Brother Spenzar realises that the dwarves are aligned in a grid, and that 30 to 50 dwarves are missing. This room proves to be extremely puzzling for the party, who question Errol about his childhood. Errol of course is foundling, left at an orphanage and knows nothing of his dwarven heritage. There is a distinct feeling of unease, especially since Errol has start casting arcane spells; something no dwarf has ever done before. Bittersalt and the others suspect that these dwarves are somehow connected to the kobolds that infest Dwimmermount.

With no real conclusions, they push on. From up a steep slope the voice of a dwarf came, ‘who goes there?’. The dwarf beyond, who called himself Gundrun is a little unhinged. He talked about his children. He asked Errol if he had a child, and that if he did he didn’t need to worry as Gundrun with the queen’s help could fix them. With growing fear, the party knew that whoever this Gundrun was, he was responsible in someway for the kobolds. They drew their weapons and attacked.

The dwarf was surrounded by kobolds, but with more room to maneuver Errol’s fire magic immediately started to remove foes from the field of battle. Calphis and Paulo stayed at the back while everyone else moved in. Then from the dark corridor beyond a hideous voice called out ’Gundrun! Why are you disturbing my work?! Gundrun you little worm! What are you doing?’ and with that, reality split in front of them and a vast, fat spider with too many glowing eyes crawled out of the tear. Before the party was the Spawn of Arach-Nache and queen to the kobolds of Dwimmermount.

The party immediately throw everything they have at the creature, who bites Errol with it’s poisonous beak-mouth. His dwarven resilience protects him from the worst of the damage though and the returning attacks and spells do 61 points of damage in a single round of combat. 3rd level characters can start to put the pain on big monsters.

The spider reappears and bites Paulo
The queen slips back into the ethereal realm, but not before summoning four giant spiders in her place. The party are in combat in numerous spots in the cavern, with Calphis casting a sleep spell that targets the spiders, Zoilus engaging the dwarven fighter and Bittersalt and Errol switching between the two.

The queen returns and attacks Bittersalt, whose new found parrying skills win the day. Zoilus throws himself on the back of the beast in a frothing rage. Again they party score vicious wounds against the demonic spider, with waves of magic missiles from Calphis’ wand hurting it. Again it phases out of reality. Most of the kobolds are asleep or dead, with Flandar dispatching anything still breathing and Calphis trusting his armour and getting in close, leaving Paulo to hurl sling shots from the back. It’s then that spider thing appears, and sinks it’s horrible fangs into the lad, pumping venom into his small frame. Paulo is dying and trapped behind the enormous bulk for the spider. Immediately everyone swings round and attacks the spawn, and thankfully do enough combined damage to cause it to be sucked back into the abyss. Brother Spenzar leaps to the boys aid, and keeps him from death’s door. It was very, very close.
The Spawn Of Arach-Tache is dragged back to the Abyss

We left it there. We’ve got a new space to play in, which is well away from the 40k’ers who were having a loud interclub (HATE vs Titans vs Overlords) drinking/gaming match. I’m pleased to say HATE came last on points and 1st on booze consumed, as always. Anyway the space is really very cool, if on that particular night a little smelly and can fit four RPG groups. We’re expecting there to be 2-3 regular groups now, so this is very welcome. Everyone in our group are definitely becoming friends, and this leads to a lot of chat before and during the game. While a part of me wants to focus the group on the adventure because there is so much ‘cool shit’ ahead, roleplaying really is a social thing and I’ve really fallen on my feet with my players.

Our new RPG space, the 'cavern bar' at Bethnal Green Working Men's Club
That all said and done, I’m very much looking forward to the next session, and the revelations it may bring.      

Thursday, 11 June 2015

5e D&D Dwimmermount Session 11 - Don’t eat the stuffing

The battle for the baby starts
Bittersalt got a 23 for her initiative and went first. Despite her usual uncaring bravado and swagger, her instinct is to save the infant, and rushes forward to snatch the baby away from the goat-man. Surprisingly weak, she easily snatches the baby and tries to tumble away but has overreached and only just gets past the blacked skinned being. This thing spins around and claws at her head. It’s fingers pass through her as if insubstantial, dragging fleeting filaments of sanity out of her mind, doing psychic damage. She then managed to get the baby into the arms of Paulo.

Errol bounds out of the forest, as most of the naked congregation start screaming and running. He smashes his hammer into the goat-man, and quick as a flash a transformation occurs. Standing before them is tall smokey shadow, all horns and gloating teeth, Brother Spenzar pales, and whispers “Shadow demon”.
Brother Spenzar measures Heresy 

The leaders of the congregation draw weapons, the haughty woman bares a pair of shortsword and the cynical man has a scimitar and dagger in his hands before they know it. The burly thug had hidden a mace, while the other guard who had scouted ahead took off a huge longbow. Finally one of the followers, who remained at the edge of the group starts chanting. This cultist fanatic started chanting in a miserable droning tone, and cast a spell of holding on the elf. She however was of strong mind and resisted it.

Zoilus moved in, trying to keep his allies and the child safe by avoiding his infamous rages. A barbarian such is still a deathdealer when calm though. Calphis the warrior mage shot bolt after bolt of magical force into the demon from the wand he’d found in Dwimmermount, while the warlock pounded free standing targets with his eldritch blasts.

A mixture of vicious close combat and magical blasts fills the battlefield. Errol surprises everyone by launching a scorching cone of fire from his hands, worrying Calphis that the demon has somehow possessed him. Flandar summons the freezing void of the stars about him and encases himself in the Armour Of Hadar, to which the cultist has no response and is blasted in the face by the gnome. Brother Spenzar brings the pure light of Typhon upon the demon which reels from its lawful glare. The demon fails to strike again, and even with it’s abyssal essence resisting nonmagical attacks, it is brought down. Errol’s last glimpse of it is of it’s 6 fingered claws desperately clinging to reality as it is sucked back in the abyss.


However the remaining human fighters are clearly veterans and right with relentless accuracy. Even the goats are not safe, as a firebolt goes wide and cooks one off. The battle though is eventually won by the party, and all the cultists are put to the sword. Paulo, scare and hiding in the woods, has kept the infant safe so they return to Adamas and rest before meeting with Saidon in the morning. Bittersalt takes care of baby, asking for some milk in the Inn she is staying in. The racism that elves face rears it’s ugly head as the watch bang on her door demanding the ‘stolen baby’ be handed over. It takes invoking the name of Saidon the High Archivist to fend them off.

The next day the party pay another visit to the archivist. When they explain that the cult was some kind of front for a shadow demon the high priest is visibly shaken and shows far more concern than he previously exhibited. He said he wanted the party back in Dwimmermount and acting as his eyes as soon as possible. Taking them into his secret arming room behind his main chamber he gave them a single scroll of protection against demons and each a potion of healing. He also provided them all with horses to speed their journey back to Muntburg and Dwimmermount. On his own side he said that he’d heard nothing from Typhon’s Fists, the adventuring party he’d sent to Dwimmermount when he’d heard rumours of the fall of the shield around the dungeon.

The party left Adamas immediately, stopping in Muntburg to drop of the baby, who they’d named Olivar, with Paulo’s mother who they felt would be best placed to look after him. The blacksmith had finished the sets of splint mail armour he’d been making for Errol and Bittersalt, who were both impressed with his handy work. Then party left again for the vast stair before the gates of Dwimmermount, with the aim of destroying the spider queen of the kobolds.

We left it there. The combat session was fun, with the players being 3rd level they have more options now and it was a good gauge for me to judge what they can and can’t face. It was by far the most complex we’ve had, and certainly the shape of things to come as the dungeon wakes up and things more foul and magical start to make their plays within its depth.
 
Before initiative rolls
Late battle
The Shadow Demon appears!

Thursday, 15 September 2011

Classic D&D monsters, Otherworld Orcs & Vrock

I've been slowly painting a whole bunch of really well designed pig-faced Orcs from Otherworld Miniatures as seen here. I've got another 20 to go. Behind them is a old Vrock I bought sometime ago and painted for my 4e Raiders Guild campaign.

Tuesday, 16 August 2011

Day Zero, the Gods and others.

Skyelund has four main religious regions.

To the north spiritualism and the druids that venerate them hold sway. Theirs is a ad hoc religion, which changes rapidly between the tribes that litter the land. In some places vicious animal totems drive their factions to raid and plunder while in other regions are peaceful and just. Druids who seek to maintain the balance across the lands rather than just within their communities are known as Sentinels and are both feared and respected. Druid.

The coastal kingdoms follow the god Kord, The Storm God, God of Strength and Courage. This leads to conflict within the kingdoms as it's priest urge the nobles to out do each other, however Kord is also the god of honesty therefore the actions of the armies of knights are guided by strict noble codes. Priest of Kord strive to show their strength, determination and spirit. Wandering warpriests, know as Truthsayers, act as judges both in competitions and in law matters. Warpriest (Storm)

The Empire Of The Sun, which occupies central and eastern Skyelund worship Pelor as state deity. Pelor is the Sun God, Light Of The World and All-father Of Man. The empire depends on Pelor's All-father status to hang is conquering nature on, believing that all men deserve to live in Pelor's light whether they want to or not.  However Pelor's role as the soul shepherd means that those clerics of a more martial bent are sent out to defend the living from the walking dead. Paladin Cavaliers of Pelor are the brightest knights of the empire and their holiness is renowned throughout the world. Warpriest (Sun), Paladin Cavalier

To the south in the Jungle borderlands the noble Lesotha people worship Death without name. They believe that only in death do the gods have hold over the people and so do not allow their priest to interfere in politics. However they greatly venerate their dead so the priests are venerated in other ways, despite seeming to work in the shadows. Warpriests of Death seek to counter the evil the seeps into the world from the Shadowfell. Warpriest (Death)

There are other gods. Secretive hidden beings that work behind the scenes and rarely for the good of mankind. Those who study religion will know of the whisperer, a god of secrets and the Night goddess. The most fallen and wicked worship demons, Demogorgon prince of destruction and Orcus lord of the undead being the most infamous. It's also said that to the east other gods and even devils are venerated. Once other things walked the lands and their gods leave shadows too.