Haven: To the Schek Garim Shrine

After returning from their infiltration of Schek Kagirt’s main shrine and having their stolen notes translated, they ask among the schekless refugees for where Schek Garim would have received the messages possible during the equinox and full moon near conjunction. Though the refugees have nothing to offer, Verdis’ ambassador with Schek Charuke is able to learn some legends that allow them to estimate the location of Garim’s main shrine.

  • Gorg (HuS): Level 9 Orc Thief
  • Victor (TrS): Level 6 Elf Thief

With an approximate location for the shrine, they have also heard that Kagirt build tunnels with subterranean carriage between the nephil shrines and they calculate that one of the tunnel entrances is likely in Rovert’s lands. This tunnel, though they are warned they go unused due to their danger, appeals to them as a way to avoid a pass through the Clinging Wood which the Garim shrine is supposed to be in.

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Rise of Lolith S15-Bugbears and Battlements

After tracking Lolith and the clone into the wilderness, the party encounters a tribe of bugbears:

  • Evren (BiW): Level 7 Drow Psion Thief
  • Labkost (ByW): Level 7 Gnome Magic-user
  • Argent Smith (RiH): Level 7 Human Monk

Argent and Evren rush forward to engage the enemy while Labkost starts a spell to create his summoning circle. Argent is soon completely surrounded, Evren nearly as much so, and neither is in a position to stop the few that rush toward Labkost.

Uh oh
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Haven: Schek Kagirt on the Equinox

With Verdis’ and Rovert’s sages warning that the orcish Schek (cults) are able to communicate receive messages from their gods (the “true” giants living on the moon) during the days between the full moon (September 20th) and the Equinox (September 22nd), Verdis hires Gorg to find out what these communications are (for he has been told on many fronts that the return of these giants is imminent). On the 19th, Gorg grabs Victor and they head toward the nearest main shrine, that of Schek Kagirt.

  • Gorg (HuS): Level 9 Orc Thief
  • Victor (TrS): Level 6 Elf Thief

They follow the road from the orcish hunting cabin on the hill overlooking the god of knowledge dam toward the shrine, but keep to the edge of it to avoid being known by any orcs along the way. They see some wolves along the road and consider simply chasing them off before remembering that orcs are known to patrol their holdings in wolf form. They instead take to the upwind side of the road and bypass them through the woods. They make good time that day and, not wanting to lose sleep or travel time with a watch, Gorg finds them hiding places in the trees for the night.

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Biweekly Item-Cloak of Stars (AD&D)

This cloak is created using a pool in the open air on the surface of which is spread a special, alchemically treated silk, nearly transparent and invisible upon the water. The alchemical treatment that is on it interacts with water and when exposed to light stiffens. Thus, to obtain a malleable cloak, the process must be completed at or near the half moon. So prepared and exposed, the silk is pulled from the surface of the pool and the moon-light curing fixes in it the stars reflected from directly above it.

But what does it do?
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Biweekly Monster-Ass of the Western Gate (AD&D)

In the garden of Orgagna, where the fey enchantress Falerina dwells, the western gate is guarded by “an ass, armed with scales of gold, and ears of such length and strength, as to be able to seize, and drag to himself by the aid of them, whatever was within his reach; his tail cut like a trenchant sword, and his bray made the forest tremble.” –Orlando Innamorato, translation by William Stewart Rose

Ass of the Western GateDonkey
ARMOR CLASS: 1 (as +5 scale armor)
MOVE: 18″
HIT DICE: 2+2 (18)
% IN LAIR: 100%
TREASURE TYPE: see below
DAMAGE/ATTACK: 1-4/1-4/1-6/1-6/5-15
SPECIAL ATTACKS: Bray, Ears (see below)
SPECIAL DEFENSES: +3 or better weapon to hit
Attack/Defense Modes: Nil Continue reading

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Biweekly Item-Teleport Pole (AD&D)

This is by all appearances a mundane 10-foot pole, but it can teleport the user to a surface it is touching. It has 20-25 charges and can be used by characters of any class.

Experience Point Value: 1000

G.P. Sale Value: 5000

A bit of a gimmick, to be sure, but thinking about it I couldn’t justify valuing it low with the utility it provides.

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Rise of Lolith S14-In Search of the Clone

After briefly considering fighting the guards calling for them to surrender, they instead convince them to allow/help the party look for Evren’s “sister,” who she can telepathically verify that their commander has not seen the clone, but is willing to humor them since he has them in his hand:

  • Evren (BiW): Level 7 Drow Psion Thief
  • Labkost (ByW): Level 7 Gnome Magic-user
  • Argent Smith (RiH): Level 7 Human Monk

As they wander the castle under the captain of the guard’s watchful eye, he happily conducts them to the dungeons and back out to the courtyard, where Evren sense the clone is heading north. The captain doesn’t want to allow them to leave, but they prevail upon him to talk to Lolith about it and he goes looking for her.

And then what do the madmen do?
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Biweekly Monster-Ospryte (AD&D)

MOVE: 3“/36”
% IN LAIR: 10%
               or by weapon type

ALIGNMENT: Chaotic Neutral
SIZE: S (8′ wingspan)
Attack/Defense Modes: Nil

Though some have theorized that these birdfolk are relatives of the aarakocra, they are significantly smaller than their supposed cousins and somewhat less robust. A more significant difference than their size is their possessing arms fully independent of their wings that allow them to wield a greater variety of weapons, shields, and even magic while in flight. Almost as large a difference is their lack of rear hands in addition to their talons.

While the aarakocra are mountain dwellers, osprytes tend to choose cliffside dwellings near water to support their fish-heavy diet. If found in their lair, there will be 10-100 adults, as many children, and half as many eggs. There will be a Level 2 Fighter and for every 20 adults. There will be an additional special ospryte with level 1 magic-use for every 30. Additionally, there will be a Level 3 Fighter and a Level 2 Magic-user for every 50. If there are 80 or more osprytes, they will have a chief that is a Level 4 Fighter.

Groups abroad from their lair will include at least a Level 2 Fighter if over 6 are encountered, though higher level fighters and possibly magic-users may be included.

Ospryte weapons are usually primitive: bows, spears, javelins, slings, and clubs, but they sometimes have salvaged weapons from others that might include any weapons usable by a creature of their size. 

They speak their own language and 20%, including all spell casters, speak the common tongue. Spell casters will in addition speak a demi-human tongue local to their lair.

Osprytes are a stretch of a PC race in Mind Weave, but I think they fit well as monsters and possibly even henchmen in a 1e setting. Of course, if I include them in Moedre, the coast will be even more crowded than it already is!

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Haven: Rescuing Dryads From Shadow Spires

After returning to his Grove with the dragon soul mirror Umvillada and learning from her that the dryads are at or near Rovert’s tower, Randall spends September 3rd and 4th testing his fey compass and finalizing Snass’s fire breath. He then flies to Prickly Keep to use the scrying mirror Verdis lays away for him there. He goes to bed early early morning on the 5th and again on the 6th spends several hours scrying his way through Rovert’s School of Spellcraft and Wizardry and Shadow Spires.

He manages to find a secret door in the base of the secondary tower of Shadow Spires leading to a basement level which he can’t access with his scrying. He spends the 6th finding the cleverest mouse in Prickly Keep and returns to his Grove to awaken it. Theodore is more than willing to go on a mission to rescue the dryads and after briefing him they fly out early in the AM of the 7th.
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Rise of Lolith S13-Ransacking Lolith’s Dungeons

After clearing out the adherers that attacked in the catacombs of Lolith’s castle, the party searches the catacombs and finds a secret door:

  • Evren (BiW): Level 7 Drow Psion Thief
  • Labkost (ByW): Level 7 Gnome Magic-user
  • Argent Smith (RiH): Level 7 Human Monk

Behind it is the back side of a second secret door, which they open and a sickening smell washes over them. They briefly scuffle with the toxfel alchemist there before deciding to retreat and look for another way.

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