FREQUENCY: Very Rare NO. APPEARING: 1 ARMOR CLASS: 6 MOVE: 2″//12″ HIT DICE: 2 % IN LAIR: 30% TREASURE TYPE: J, Q NO. OF ATTACKS: 2 DAMAGE/ATTACK: 1-3/2-8 SPECIAL ATTACKS: Boat Tipping, surprise on 1-4 SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard INTELLIGENCE: Semi- ALIGNMENT: Chaotic Evil SIZE: S (2′ long) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil
Whether those who claim they are restless spirits or those who claim they are children raised by alligators are correct, these mischievous creatures frequent swamps on the edges of civilization. They love to cause trouble for traveler through their swamp and their antics frequently result in death for the unfortunates they choose to assail. Continue reading →
One night Argent and Labkost have bizarre dreams that seem to be echoes of what their life would have been if Evren hadn’t shaken things up. They’re both smart enough to make the connection, leaving them wondering once again what’s so special about Evren. On the heels of these dreams, they receive word of a human named Irvik the Mad being bitten by a minotaur werewolf. They leave immediately to seek him out and educate him, having heard that he is unpredicatable and suspicious of the elves.
After arriving in Gilded Falls on April 5th and finding it reeling from the aftermath of a full moon exposed to the Shattered Moon Staff (they assume), Malcom and Victor decide that the best way to continue their search for Deston is to go to Randall and recruit the help of his birds to broaden their search area.
Malcom (HuS): Level 5 Human Cleric of the Empty Tomb
Sparkle, Level 4 Skeleton
Victor (TrS): Level 4 Elf Thief
On the 6th, they set out back up the Great Road toward Randall’s Grove. Along the way, they encounter few things of note, though they do notice slain giants and those living along the road indicate that the army as it passed through cleared many of the dangers along the road and even killed and enslaved a number of giants it happened to encounter. By the evening of the 8th, they arrive in Randall’s Grove where they stay the night, receiving reports of the army’s activity at the edge of Randall’s Grove before passing beyond the Union of Schek wall.
Cape of Moths: These capes can be taken from mothenwings when they are slain. The cape imparts powers similar to those possessed by the mothenwing to the wearer.
The wearer can bestow one of the moth-feathers of the cloak on another, who can any time in the next week whisper a message to the feather, which turns into a moth and carries the message to the wearer. The wearer can have given out as many as twelve of these feathers at any one time.
Once per day, the wearer can cast the mothenwing’s variant of summon insects as a 7th level druid. It always succeeds, but only summons a cloud of moths that rather than deal damage causes cloth objects worn or carried by the target to make a saving throws against acid.
With a player not turning up for Rise of Lolith this week, we returned to Keep on the Borderlands and Into the Unknown with Rick Stump’s unfinished AD&D Clone (a step beyond Far Realms). The now popular adventurers, having gained the reputation they sought by rescuing the merchant, go to scout out Quasqueton, leaving Armogain (who organized the company) while they make a first pass at the facility.
Hary (JaH): Level 1 Halfling Scout
Bunrum (ByW): Level 1 Dwarf Fighter
Eden (BiW): Level 1 Human Cleric
Rubin: Level 1 Human Man-at-arms
Dullis: Level 1 Human Man-at-arms
With the merchant’s guards now faithful to them and well-equipped, the company has two more strong men to carry supplies and delving equipment they had previously struggled to find a place for between heavy armor and penalties to carrying capacity (plus the desire to be only lightly encumbered). With plenty of capacity for loot, they make their way to where Armogain’s map says the place can be found.
On April 4th, Year 12 in the Vale, Matthias offered his address the gathered peoples of the Vale:
Brothers and sisters of the Vale, welcome to the Twenty-Third Semiannual Regional Conference of Vale on this lovely Easter morning. Today, we commemorate the infinite atoning sacrifice of our Lord, Jesus Christ. For He lived in a world far distant, He suffered and died and rose again to free us all from the bonds of sin and death. Yeah, and behold He visited the people’s of Enoch and established His church in this world that all might receive the saving ordinances needed to take His name, receive His spirit, and come to be like Him. Yeah, even baptism, the laying on of hands, and the ordinances of the temple. Continue reading →
And it came to pass that with King Heckaton in our company, our reception in Maelstrom was somewhat warmer than in our previous visit and he opened many doors to us. For behold, his access to spies and scrying did inform us of the location of Imriss and he did gather trusted warriors, among them Harshnag (who had survived his fight with Imriss) and Felgolos, to go and attack Imriss in her home. Yeah, and Aavon was given raw materials sufficient to construct 30 archers to accompany us in the attack. Continue reading →
Since I haven’t been doing a very good job of explaining how these maps all connect, this seems like a good time to show where they all are relative to each other as I consider how to start to intertwine them again at lower levels.
On March 27th, Year 12, some adventurers rom Citadel House decide to investigate a report of an unusual plinth near the southwest shore of the Vale Lake. They make their way to Carrie and hire a boat to carry them to the far shore where it drops them off. They make their way along the shore, Snass climbing trees, until they find the plinth with the bird on top:
Snass (TrS): Level 3 Kobold Monk
Level 2 Wolf Animal Companion
Harold (MiM): Level 3 Halfling Thief
Nyx (DaS): Level 1 Elf Magic-user
The report indicated that the bird sang when he approached the plinth, but it doesn’t when they approach, though Nyx does feel a powerful magic humming through the structure as she puts a hand on it. Continue reading →
FREQUENCY: Very Rare NO. APPEARING: 1 ARMOR CLASS: 8 MOVE: 3“/18” HIT DICE: 4 % IN LAIR: 30% TREASURE TYPE: S, T (x3) NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1-4/1-4/1-6 SPECIAL ATTACKS: Summon insects, surprise on 1-3 SPECIAL DEFENSES: Never surprised MAGIC RESISTANCE: 25% INTELLIGENCE: Exceptional ALIGNMENT: Neutral Evil SIZE: S (4′ tall) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil
Mothenwings are owl-like fey creatures of exceeding grumpiness and impatience. They frequent the thickest and darkest forest areas as well as wilderness areas where brambles, cliffs, and other obstacles impede free movement. When encountered, they are not often immediately aggressive toward visitors, but rather seek to bully or manipulate them into doing their bidding, their approach depending on the apparent power of the visitor. Continue reading →