Thursday, August 21, 2014

New World Recap #3 - Day 7-11 From the Bottom to the Top

After recuperating from their harrowing experience in a secluded human village, the group decides to travel to a nearby Gnoll village to resupply, buy some materials, and figure out how to get home.

Upon entering the village – or at least the scattering of huts outside of the mine – the group learns that the mine is under a heavy tax and cannot meet its targets – undead, which have been trapped in the stone far beneath the surface, have been attacking unwary miners and dramatically diminishing output.

In order to pay for their stay, the group decides to aid the village chief and its foreman in investigating the cause of the incursion in addition to other odd jobs around the village.

Pkuma spends his time aiding the late blacksmith’s wife constructing tools in trade for some equipment, and the group works to heal a miner who was attacked by the undead and is suffering from a seriously infected wound. With a little magic and some steady hands, the group manages to amputate the near-ruined arm and return the young gnoll to health if not wholeness.

Soon, the group traverse into the deepest part of the mine following a seam of iron deep into the earth. The foreman shows the group the pocket the zombies crawled from. With some trepidation, the group enters and discovers the pocket to be part natural cavern and part man-made room with brilliant paints covering ancient brick. With some effort, the group breaks through the brick into a separate room, laid out with some near crumbling wooden furniture. Along the wall are several bookshelves some of which still contain their charges – ancient tomes in Anasazi script.

With some effort, Broken Clay manages to use his professional scribe skills and preserves a book from the shelf. Jenga, sensing an opportunity also attempts to procure a codex, but fails and the ancient leather and paper crumbles to dust in her hands.

With some more investigation, Gray Bear breaks through another couple of walls and discovers two new rooms – one with a strange living statue constantly repeating the same set of movements and a great hall with an ornate door.

In investigating the room with the statue, the group finds the skeletal remains of a body still in its finery collapsed in a corner a large metal rod in its hands.

Moving on to the great hall, the group discovers the door covered in a relief depicting animals moving toward a large golden sun set high in the door.

Upon trying the door, they find it locked – no problem for Pkuma – who unlocks the door deftly.
As the door opens however, the relief changes – the animals change into humans and the golden sun turns silver.

With the door fully open, the group climbs a large stone staircase bringing them outside. Jenga knows this place well, it is the land of the dead.

Moving forward in search of answers, the group heads down the dirt path surrounded by dense, thick jungle. Coming upon a village, the groups is initially shunned by its inhabitants. With some cajoling, the group manages to meet the man whose corpse was in the chamber. He has no idea what had happened to trap him in the dark, but he explained that he worked in an armory and that the door they came through was used to send people to the other realms  - either the land of spirits, or the land of dead.

As they pick the dead man’s brain, a disturbance from outside draws the attention of the group. Deep within the well, a strange almost purple light shines. The residents of the dead village cannot perceive it, and those of the group that stare into the abyss see a fractal nightmare of nauseating incomprehension.

Raised by the bad omen of living in the land of the dead, soldiers appear to determine the group’s intentions. Upon noticing the well, however, the head of the soldiers begins to cast spells into the well and screams for the soldiers to get aid.

With every spell cast into the well, the light intensifies, and soon it crystallizes, giving form to the formless writing energy. The light grows and the earth shakes. The group, ready to quit the village, makes ready to flee, but finds that half are interested in moving to the city of the dead, Mictlan, half for returning the way they came.


The power emanating from the well now reaching out into the surrounding ground the majority flee for the door they came through passing a man in strange garb. Those that stay see the god for what he is – Xipe Totec – the flayed god. Wearing the skin of a man over himself, the god walks to the warrior by the well and places a palm on his shoulder. A strange energy courses over the man and into the well. The earth begins to violently shake and Jenga, lingering to see what unfolds, is beckoned over by the god.

“Aid me.”

She reaches out her hand and a similar energy courses out of her body and into the god. Weakened, she struggles to break free of the bond, and flees with the rest of the group.

A strange whispering over takes the air around the group as they strain themselves to close and bar the ornate door through which they came. With some effort the door is closed, but the whispering grows stronger. Fleeing the mine, the group finds that the dead, broken pieces of zombies from an earlier battle are quivering and straining. The group emphatically beats and pulverizes the bodies again and makes haste out of the mine.

Warning the village chief of what lies below, the group stay one more night in the village and leave at dawn walking into the rising sun.

As a detour, the group stops by the shrine of Thunderbird high on the summit of a mountain. Upon reaching the cairn they meet a man in buckskins and facepaint. He shares a meal with them and they trade stories. As the firewater is passed about, the clouds around the summit part, and tall, dense forest is laid out before them. Not long after, two gargantuan birds – wingspans more than 100 feet  - deliver a dead bison then settle and roost at the top of the trees – they had uprooted an entire stand of trees to build their nest.
The group eats their fill, and when asked how to get East, the stranger offers to take them, but they must do him a favor – help his friends fend off some Neanderthals.


When asked by Broken Clay to point on the map where they are, and where the group is currently standing, the man looks it over and folds the map many times in an intricate pattern, “We’re here. You’ll go here.” The points are immediately next to each other.

As the sun rises, the group is scooped up in the man sized talons of the great thunderbirds and plummet off the mountain tops. Within a few flaps, the birds right themselves and the expanse of the steppe reaches out before them. Mastadons, bison, elk, saber-toothed lions, all scatter and storm away at the sight of the great bird soaring overhead.

The group is dropped, relatively gently, in some tall grass. A campfire is quickly scouted out and the group heads in that direction. Upon arrival, they meet a man in black face paint – the leader of this tribe – and he explains that the Neanderthal have been raiding from the north – across the river.

As you all discuss the situation, the local warrior pack of Gnolls appears in the village – to some alarm.
An uneasy truce is brokered, and the humans, gnolls, and our ragtag group of god-sent vagabonds make a plan. Find the raiders, follow them back to their camp, and destroy them.

The human offers up his scouts and Tanka.

“What’s a Tanka?” Melvi asks.


A thundering trumpet is the reply…

Monday, August 11, 2014

Rules Change: Climbing

In order to make climbing statistically possible for characters trained in or strong enough to do it, I've revised rules ever so slightly.

If you pass the DC, you continue on at regular pace.
If you fail the DC by less than 5, you continue on at half pace.
If you fail the DC by 6-10, you do not move that round.
If you fail the DC by more than 10, you fall - normal rules apply to damage and saves.

It is my hope that characters with training or high strength will be able to take ten through most climb checks and pass without trouble. For those PC's that can't handle the strenuous task, you'll at least be less likely to plummet to your doom.

Recap #2: Day 5-6: Beasts of 2 legs and more

Another day, another feast of horrors pursing their fanged orifices in anticipation of your arrival.

Session Two Recap:
After the magical arrowhead delivered the group to the sinkhole and the bard Broken Clay springs up from the ground to join the group, a troop of strange creatures ambushes our heroes and lead them to their “creator”, a man dressed in strange white robes - just like the one featured in the nightmares of several of the group.

Edsala’ansh, who claimed to be a wizard in the Anasazi University, has lived, trapped, in the sinkhole for such a long time he cannot remember when he actually arrived.

He is also revered by a large number of the “Pilzvolk” as he calls them – strange looking creatures that are more plant than humanoid. Only “Ed” seems to understand them, though, and they have no way of speaking that the group can discern.

Spending some time with Ed, the group discovers that the source of the frightening roars within the sinkhole is, in fact, what the Pilzvolk call the “Beast God”. This terrific creature hunts and slays the Pilzvolk that do not bring it sacrifices and on some occasions does battle with the man in white over the hearts and souls of the fungal villagers.

As the group chats with Ed, quizzing him on his supposed past, the beast attacks and the aged wizard leaps down from the dais and unleashes a salvo of magic upon it. The two combatants are flung far and wide across the sinkhole and are soon out of sight despite the loud and somewhat disturbing noises from the battle.

In the day that passes, the group investigates the old man’s house. They find an interesting apparatus that seems to be distilling oil from somewhere. With some detective work, the group finds a censor of the same oil and a device that creates a small flame to light it. As the smoke wafts from the censer, a room can be seen through the haze. With enough smoke released, our heroes walk into the strange, stone room and stare at the creature laid out on a slab, its blood draining into a small silver bowl. After tearing the place up, Poma chops the creature in half. Whatever was sustaining its half-life now broken, the creature dies and the last of the blood drains from its corpse.

Outside The fighting seems to die down and some brief scouting finds that the man in white is being eviscerated by the beast only to slowly regenerate and be torn into again.

The beast notices Grey Bear watching it and attacks. The distraction is enough for the man in white to teleport into a room back in his home to recuperate.

The group, having determined that 1) the gods have sent them here to kill the man, and 2) anything that would do such a thing to a living creature should probably be killed go about vivisecting the former professor and trying to find ways to permanently silence him. After hacking him in to tiny pieces and dropping them into vials of acid the whispering voice of the man fades away. Feeding the remainder of the corpse to the beast god, mollifies it as it accepts the sacrifice of the party.

The party then hacks apart the giant mushroom in a search for what else might be connected to the magical apparatus somewhere inside. The group gets assistance from the beast god, its rage now pacified and with some effort is able to communicate to the party.

Having destroyed the gargantuan fungus, the party and the beast god return to the fissure that Broken Clay escaped from.  Searching for some kind of stone, the party begins to dig. Soon after, the beast god aids a paw and turns up great boulders of limestone. Finding a small opening, Gray Bear rappels into the cavern to investigate the river flowing through.

The rest of the party, safe above ground are rocked by explosion of water and air bursting forth from the fissure. The beast god is flung into the air and slams with the sound of shattering bones into the ground.
The great horned serpent Uktena looms above the party. In a flash, the god sinks its fangs into the wounded beast and wraps its coils about it. A nauseating minute passes as the still struggling body of the beast is swallowed whole by the giant serpent.

Its meal complete Uktena sinks silently back into the cavern below.

Bewildered, befuddled, and anxious to be away from this mad place, the group descends into the cavern.
There Uktena greets them in the form of an Axolotl.

He recommends touching a stone in the room just off the cavern to return home.

Jenga – the Aztec priestess familiar with the ways of the dead - senses that the area around the stone is at once real and solidly planted in the world of the dead.

Faced with no alternative, the group touches the stone and is immediately transported to a great chamber. Within the chamber’s domed ceiling is a magical representation of the inside of a mountain. The magic plays tricks on the eyes and is perceived to be on the inside of the mountain looking out, through the snow and stone and into the sky above.

The room is lined with eight pillars that seem to be part of the mountain itself – each with a label on the ground before it representing a compass point. The group deciphers a mysterious glyph on the wall – one that seems to be a map with several dots on it and decides to touch the pillar that says NW. They find themselves in a small dark room, fairly different from the one before.

Poma begins to play with the touchstone as part of the group travels down a dark corridor to find an exit.
Suddenly the rooms turn bitterly cold, and undead wretches appear in the room as if by magic. The scouts are also ambushed by the undead, leading to a narrow escape by the heroes. Battered and bruised, they make their way from the haunted corridor and into the bright sun of day.

They find themselves not far from a human settlement in the mountains Gray Bear has traversed before.
With a few nights to rest and recuperate, they learn that the undead occasionally stumble into the village and are swiftly dealt with. No other relevant details are known by the humans, but they happily share their lodges and meat in trade for stories and entertainment.


The next morning the group decides to move on, but not to where. The Gnoll village to the West? The Viashino city to the South? Go North and find the hunting grounds of the Neanderthal? Perhaps there is time to stop by the shrine of Thunderbird on the summit of a nearby mountain?