Saturday, November 9, 2024

World of Prime: Campaign Journal #57

Against the Giants, part II

The party contemplates their options.

1. Advance deeper into the mountains, forcing a confrontation with the giant king's army. The party will have three rounds to prepare spells, gain initiative for the battle, and choose the engagement distance.

2. Conduct a fighting withdrawal through the forest. The giant's army will attack in four successive waves, each stronger than the last, at an initial encounter range of 100'. In addition, the party gets to camp and renew spells once during the campaign.

3. Retreat to Kek and hire help. The party can get one of Kek's work gangs as mercenaries and fight the giant army in the desert, at an encounter range of 500'. But not for free; Kek will claim half the booty from the battle.

4. Flee home. The giant army will eventually find them, but now they can choose the encounter distance from 100' to 300' and use their household troops in the battle, or even choose to fight from their castle. Their vassals will contribute two troops of knights, two lancers, and four longbowmen as well.

After considerable discussion, the party opts for #2. (This was the GM's way of abstracting out tactical advances and retreats in some manageable way.)

The first wave is a charging herd of aurochs. The Druid uses stone spikes to slow the herd and then hides from animals, while the Cleric uses a powerful command spell to tell the herd to flee. While this cannot redirect the herd (as the spell only lasts one round) it does mean that the initial charge is mostly entirely negated as the beasts attempt to avoid the party. Mostly but not entirely; the Bard is almost trampled to death by two aurochs that didn't get the memo.

The Cleric retreats to air walking to escape the beasts. However, after three charges slowed by entangles and constant arrow fire, half the herd is dead and the rest flee.

The second wave consists of six dire bears. The Druid makes everyone invisible to animals, thus granting the party a full round of initiative against the poor bears. Despite their strength, the bears soon fall to the Barbarian's sword and the Druid-Bear.

The third wave is fifteen giant peasants. Again the Druid slows them with spikes. However, these foes can throw rocks, and they chuck them hard. The Ranger is almost pasted and has to be healed. One entire squad of giants is trapped by a wall of blades and a wall of fire. For several rounds they ignore the fire, simply throwing rocks; but as the Bard and Barbarian begin to employ various tricks to make themselves hard targets, the giants finally force their way through the barrier, suffering considerable damage. Still, there are a lot of giants, and both the Barbarian and the Ranger are knocked into negatives before the fight is over.

After this the party takes their rest option, renewing all their spells and health. The previous encounters were not actually quite sufficient to weaken them into the next day. Still, they are wary, as the giants almost killed several of them.

The fourth and final wave is Chieftain Hodux and eight giant warriors. This time the Cleric blocks the giants between a wall of blades and the Druid's spike field. Several rounds go by in uncharacteristic passivity as the Chieftain tries in vain to dispel the blades. Finally he gives up and orders his soldiers to march through it, causing the Cleric to roll absolute fistfuls of dice.

The giants are advancing in a line, their Chieftain behind, when the Druid causes a sleet storm. Again the action pauses, taking on a bit of a comical aspect when the Druid realizes he can't un-cast the sleet storm at will. But the Chieftain can undo this magic, and soon his troops are advancing and hurtling rocks again.

These warriors are tough. The Cleric and Druid are throwing around pillars of fire, the Ranger is firing like a machine gun, and the Bard bravely flanks the giant line with a summoned lion and his trusty halberd. This is, ironically, the Bard's fight; between his mirror images and displacement effect, the smashing power of the giants is almost negated. It doesn't matter that they never miss if all they are hitting is illusions or air.

The Barbarian and Ranger, on the other hand, are taking consistent and heavy damage. The party is genuinely concerned as the giants are slow to fall. Both Barbarian and Ranger have to be healed to remain in the fight, while the Druid flanks the giant line and attempts to dispel the powerful enchantments on the Chieftain. For once he fails to utterly strip the foe of all their best defenses, and is forced to turn into a bear and join the Bard in melee combat.

The Cleric goes down from one too many thrown rocks, and waits for an opportune time to heal himself. The Barbarian and Bard are now standing back to back, surrounded by giants, when the Bard's luck runs out and he goes down. The Cleric, back on his feet, cures the Ranger, who starts shooting again; the Druid-Bear battles to save the unconscious Bard. The Chieftain clobbers the Ranger, knocking him out again.

Slowly the battle tilts to the party, though many of them are periously close to death, having been healed and brought back into battle several times. Finally the Druid-Bear gets lucky and cuts through the Chieftain's spells and rends the monster to death. The last four giants try to get revenge, but are slowly cut down.

When only two giants remain, one deploys a secret weapon. He prays loudly to the gods for aid, begging them to bypass the Bard's many magical defenses. Much to everyone's surprise, it works! (The Bard gets unlucky and fails both his displacement and image check!) And now the Bard is down, literally a single hit point from final death.

As if to cement this late development, the other giant knocks the Barbarian into next week with a critical blow. Now the Cleric must race against the clock to save him before he bleeds out. The Ranger kills one giant, and the bear claws, bites, and grapples the other to death. Victory at last!

This has been the hardest fight of the party's career. But it was against a truly puissant foe, a contender for the title of Domain Lord. The skin of the Chieftain will provide a truly epic Belt of +8 Strength, and the tael from the army will level another member of the party.

Now they are deciding how many corpses to return to Kek, desirous of the reward but also concerned about providing the mummy lord with such powerful frames for animated dead. They are also deciding whether to attack the remaining giants in their castle and end the giant threat for good, or simply parade the dead Chieftain's head in front of the gates and extort a ransom for not attacking.



World of Prime: Campaign Journal #56

Against the Giants

All is quiet in the kingdoms, thanks to the party's efforts at exterminating external threats. The party looks over the job Earl Theodorick is doing and quickly becomes bored with accounting procedures. Handing off a couple magic swords for good behavior, they march south to answer Kek's call.

By the time they get to City of Twilight, they're second-guessing their efforts. How will they bring home enough bodies to make it worth their while? Because a hundred pounds of gold is just not what it used to be.

Kek tries to convince them by letting them know that this tribe have not paid tribute in some time, and may need to be reminded of his authority. The party is authorized to take whatever measures they deem necessary, and of course the spoils of battle are theirs to keep. When this does not prove convincing, he reminds them that 5,000 tael per corpse is certainly a worthy prize.

The Ranger quickly catches on that the currency has changed, and is now fully onboard with the plan. When they try to recruit some golems for transport, however, Kek demures; better they should arrange transport out of the local supplies.

As will soon become apparent, Kek has rather downplayed the size of the problem.

After days in the wilderness, the party enters mountainous terrain. Very quickly they stumble upon a herd of aurochs, cattle the size of elephants. While they debate whether or not to murder these poor livestock for the scraps of tael they would yield, a voice comes out of nowhere.

"What are you lot doing here?"

The party announces they are looking for the village of Aom, to extract a tribute for the mighty Kek.

Their interlocutor is unimpressed. "Seems unlikely, but what do I, a simple shepherd, know? If you would but wait a moment, I will fetch my betters."

The Druid thinks he sees some disturbance in the distance, but can't be sure. Nonetheless, invisible voices no longer frighten our heroes; they pass the time in small talk, waiting for the outcome of their negotiation.

This comes in the form of booming voices. "See, I told you!" says the original. "Astonishing that they are so foolish as to still remain," says another. "Indeed," adds another, "the furry one looks tasty, does it not?"

Accompanying the voices are a pair of dire bears. The aurochs do not panic; clearly they are as used to the bears as sheep to their dogs.

"We're not for eating," explains the Ranger. "Rather, you're to deliver us to the Chieftain so we may collect a tribute."

"Are you mad? Then we wouldn't even get a bite," exclaims a voice. "Instead, if the rest of you run away now, leaving behind only the greasy one in the bear hide, we'll have a bit of a feast and not tell anyone else what they're missing out on."

A piercing whistle, and the bears charge, clearly intent on bringing down one or more of the party. Instead, arrows and spiritual hammers make short work of them.

The voices respond by becoming visible, at least long enough to throw rocks. The shepherds, it seems, are on the same scale as the animals, which is to say: huge. Twelve feet of grubby peasants they are, but they bowl like cricket pitchers. The Ranger, the chief source of ranged damage, soon finds himself pelted by boulders and perilously close to death. Most disconcerting, the giants become invisible whenever they are not attacking; their affinity with stone disguises them from any distance greater than 100'.

While this is not enough to defeat the party, it does allow one giant to escape and flee when his companions are brought down. The party loots the corpses, such as they are, and decides that rather than pressing deeper into danger, they will wait and see what the next response is. The Ranger sets out a magical trip wire alarm and the party retreats a few hundred feet to hide and observe.

A veritable herd of aurochs, being driven by four bears, soon comes into view. Behind it follow nine invisible creatures, detected by the Ranger's trap.

The party realizes it has been spotted when the aurochs break into a stampede. The Druid lays down a field of spike stones; normally these are quite dangerous but for creatures with as much vitality as elephants, it merely slows them. However, this gives the party time to kill the bears; and once the guide dogs are disposed of, moving out of the way of the blind charge is simple.

The giants are not so easily disposed of. They seem to detect the trapped field, and rather than pass through the spikes, begin throwing stones. The Cleric responds with a wall of blades, to keep the giants at bay; while this offers some protection against stones passing through, the ranged battle still tilts for the giants as once again the Ranger is battered down to single digits. Frustrated, the Barbarian skirts the field of spikes and flanks the wall of blades to engage in melee combat, whereupon he discovers that three of the giants are not peasants, but soldiers. Dressed in bronze armor and wielding bronze hammers, they deliver crushing blows that never seem to miss.

The Bard and Ranger move to support him, and just in time, as soon the Barbarian find himself a mere triplet of hit-points from extinction. And then the giant's sorcerer starts dispelling the party's magical buffs.

Recognizing the situation is dire, the Dire-Bear-Druid charges from the other flank and murderizes the giant leader in a single glorious round of claws and fangs. Enraged, the remaining soldiers pounce on the bear, their powerful attacks dishing out earth-shattering damage, and now the bear is at three hit-points. Even one more blow will be a guaranteed death; but the Bard, Barbarian, and Ranger have made it into melee range. They distract the giants for another round while the Cleric's hammers finish them off.

Other than tael and bearskins, the giants carried no loot - save for the sicking fact that giant sorcerer skins are a valuable material component for belts of giant strength. Lumps of bloody flesh are not quite the same as piles of golden coins, but the party takes it anyway.

The party retreats and heals, returning the next day intent on finishing the giants. They press deeper into giant territory but only find an abandoned village. It appears half the village died in the previous battle, and the other half absconded with all moveable goods deeper into the mountains. The Ranger cannot track Stone Giants through mountainous terrain anymore than he can track a Druid, but the tracks of the aurochs give some clue. At least they found the leader's hidden treasure, a substantial pile of tael - but still not enough to mark the leader as the kind of antagonist Kek would worry about.

This fight has seen more of the party reduced to near-fatality than any before it. And it's just a village patrol - the leader they have been sent to subdue has not yet taken the field. They pause to consider their next move.


Tuesday, September 24, 2024

World of Prime: Campaign Journal #55

Coming Home

Exhausted from dealing with ghosts and grief, the party decides to go home again. Along the way they pass through the nearby lesser realms that once might have been considered dangerous adventures, but are now merely scenic.

First they encounter the ruins of a city. The duchy of Urtygh has lost its battle with its neighbors; only a handful of desperate, depraved gangs hide in the broken down buildings. The party marches on to the duchy of Biocear, prepared to dispense justice; but the obvious order and cleanliness of the city gives them pause. Earl Valath describes his life-long feud with his hostile neighbors, showing them the tree outside of the city with an Urtyghian arrow embedded in it. Only recently did a heavy infantry mercenary contingent from the Gold Coast tip the balance (the Iron Company, from Journal #27), breaking the Urtygian archery advantage and ending the war. Valath took in those refugees willing to learn to live within the law, farming the many parent-less children out to families willing to take them.

The party negotiates their relationship with Valath; not just as neighboring lords, but as an overlord - a Domain Lord, to be exact. While his duchy will remain independent and pay no taxes, he will recognize their authority and contribute to the defense of the region when necessary. In exchange the party will protect his realm from threats too great for a mere Earl. Threats like love-crazed liches, for instance.

Next they travel to the forbidden desert, from which the Earl warns them that no travelers ever return. Perhaps they are hoping for a terrible monster, but what they find is a kingdom of pint-sized lizardmen: kobolds, to be exact.

The kobolds launch a surprise raid on the party, wounding the Barbarian with a well-hidden ballista and peppering the rest of the party with arrows. The Wizard obliterates the archers while the Barbarian charges the siege weapon, but the Ranger kills or chases off the crew with arrows before he gets there. The Bard discovers a small tunnel and investigates. In the narrow and dark passage, the kobolds are brave enough to parley; the Bard negotiates a meeting with their ruler, to explain their new status as Domain Lords.

The kobolds provide a guide, which proceeds to lead the party into a trap set by the entire kobold realm. Once this would have been a fatal ending; but the party is simply too strong now. They don't even flinch, and the Queen recognizes their courage must be a product of their pussiance.

She does try to bait the Barbarian into a single round of combat, which if he were to survive would convince her that the party is indeed qualified to rule. He actually considers it, adding up the expected damage from hundreds of arrows. But the Ranger refuses her challenge, pointing out that the fact that they do not need to prove themselves is itself sufficient proof. Just as well - the Ranger clearly guessed that the kobolds had a trick up their sleeve, and in fact the Barbarian's survival was well in doubt.

Instead, both parties find a better way to resolve the standoff. The party agrees to head south and crush an orc brigand camp that occasionally causes trouble for the kobolds; the Queen will provide a guide who will also report on their performance.

This adventure would have been quite a challenge, before their trip to the Gold Coast. Now they simply march onto the orc camp, only slightly annoyed that it appears to be a city of several thousand rather than just a biker gang. They storm the keep, opening the gate with a fireball, followed by a mad charge from the Barbarian. The orcs fight valiantly but are severely outclassed and die by the squad. Even the Chieftess's magic is quickly dispatched by the Cleric's storm of mystical hammers.

The kobold guide is suitably impressed, though he points out that true Domain Lords would have crushed a threat like this in a single round, not the three or four it took the party. He agrees on his Queen's behalf to the same deal they made with Valath.

Now the party finally rides into old Varsoulou, to find a community doing well. While they are not thriving, as the cinnamon trade has been utterly disrupted, neither have they been attacked by vampires or demons or what have you. The Ranger tells them they can restart the spice business with Biocear, and openly trade with the kobolds rather than hiding it. The Barbarian is handing out magic swords to the knighthood, increasing both their effectiveness and their loyalty.

In the midst of this domestic tranquility, a dead man walks into the court. He speaks with Kek's voice - "Hey, guys, when are you coming back? I have another problem for you to solve." Kek wants them to collect another tribute, and this time he'll pay 5,000 gp per corpse. When they agree to pay him a visit, the corpse collapses, its magic expended.

Wednesday, August 14, 2024

World of Prime: Campaign Journal #53-54

City of Remembrance

The party travels to Kek's stone pyramid to return the Disk of the Sun. As he is a high level caster, with a thousand years of encountering adventurers, they decide he's likely got some decent magic items to sell. This proves to be true, and Kek relieves them of hundreds of pounds of gold in exchange for some items he had lying around.

Then he sweeps all the gold into his portal to the sun. "Don't want to leave that stuff lying around. That's how you get adventurers."

He again warns them his divinations have revealed a "shadow in the east." Convinced that Kek is a danger only on a geological timescale, the party sets out to quell this more immediate threat.

After days of travel they come across a city of contradictions. The place is utterly deserted, the buildings shabby and barely standing; but the streets are clean of weeds and some minor replaces have obviously been done. They cautiously investigate the dockyard area, but only find answers once the sun goes down.

A fog rolls in from the sea, thick as soup; and in the cloudy mist the city comes to life. Housewives sweep their front steps while children play in the street, workmen stroll to and fro, street vendors hawking treats and bars bustling with patrons. The Bard notices that one establishment has recently changed its name, the old one painted out in favor of the new, though both coats of paint are peeling from several hundred years of neglect.

The Bard attempts to buy a street snack; the vendor holds out his hand, but when paid, the coins drop through his semi-translucent palm onto the street. He appears not to notice, handing the Bard a dead sea-creature roasted on a stick. This also semi-translucent treat vanishes as soon as it leaves the vendor's hand; again, with no reaction.

The party enters the bar and repeats the process for foamy mugs of ale that never reach their lips. The Bard makes new friends, or tries to; but the conversation gradually turns to local politics as the night wears on, becoming more and more heated with each hour. Shortly before midnight, the Bard realizes that the situation has passed beyond words; the crowd is angry and ready to fight. He sneaks out into the street, but this is no better. Surly looks from all sides, as street-corner orators shout increasingly violent rhetoric. Spotting another newly renamed inn, the Bard deduces that there are two sides to this conflict: the House of the Sun, representing aristocracy and tradition, and the Company of the Stars, a populist reactionary position.

He returns to the party and warns of them of imminent violence. The party decides to side with the Company, mostly because it's official color is silver instead of gold, and thus the required tokens to indicate their loyalty are easier to fake. The Druid is already wearing a silver helm; the Barbarian and Ranger stick silver arrowheads through their lapels; the Cleric puts his silver holy symbol on the outside of his armor for a change.

At the stroke of midnight the war begins. An angry crowd of ghosts, now glowing yellow, burst through the inn door and attack. The occupants, glowing silver, eagerly leap into battle, fighting with hammers, table legs, knives, and other random tools reforged to violence in the heat of rage.

These ghosts are not really dangerous to our stalwart heroes, though their incorporeal nature is somewhat frustrating - the Druid manages to miss his flame attack seven times in a row. The Barbarian, as usual, decimates whole squads of enemies, and the attackers are soon vanquished. But the respite is brief; within seconds, more flood in from the street.

The Ranger quite sensibly bars the doors, but this does not deter them; they simply pass through the doors and walls. Halfway through this new battle, a group of silvers enters, and soon the golds are crushed. The silvers begin streaming out into the street, only to be replaced by more golds and silvers spilling their battle into the inn. The Druid drinks a potion of Invisibility to Undead, and politely steps around the combatants to check outside.

Where he finds the streets choked with battle, a roiling sea of gold and sliver clashing as far as the eye can see. When he returns to inform the rest of the party, they quickly return to their favorite tactic whenever things get tough: bailing. The Wizard Dimension Doors them to the street (GM note: my world only has short-range teleport spells), the whole party quaffs down potions, and they flee the city for the safety of the dark, quiet countryside.

In the morning they stroll back into the once-again quiescent city, and immediately deduce that the entire performance will be repeated every night. (GM note: the GM forgot they have had prior experience with ghosts, specifically, their first set of adventures.) The Bard recalls ancient tales of a King and Minister, a potion of immortality, and a tragedy; armed with this background, hey seek out the heart of the city, trying to find the key that will release the ghosts from their cycle.

What they find is a barren empty castle, with one hundred magic swords hanging in the extensive barracks. There are virtually no other objects of value to be found, but this clue does not dissuade the Barbarian, who promptly gathers this arsenal into his magic knapsack. Meanwhile, the rest of the party is investigating a simple sewer grate in the middle of the courtyard, as the Bard has deduced that this grate once held a statue of some significance. Why was a piece of art replaced with a bit of plumbing?

As the sun goes down, the grate begins to display mystical properties; but this is quickly superseded by the appearance of one hundred angry ghost knights mounted on ghost horses and bearing the one and only normal weapon the party still fears: lances.

The Bard quickly intervenes and uses his epically powerful smooth-talking to negotiate a total surrender: the party agrees to return the magic swords and once again bail. They flee the town and camp under the stars.

On their third day in the city, they wait till nightfall in the castle, certain that the ghosts will have totally reset. While the Bard (futilely) attempts to talk the knights into joining the battle in the streets, mostly to see if it will have any impact on the nightly ritual, the Cleric and Wizard examine the grate. With a few good Spellcraft rolls and a little inspired guessing, they decipher the ritual that will disarm its McGuffin level of enchantment. However, they also determine that doing so will instantly trigger the knights into a full-on attack, and the ghostly nature of their foe means there will be no way to avoid a plethora of lance attacks (no Entangle this time, and in fact the knights won't even be hindered by each other). This is such a potent advantage that the Wizard suggests plane-shifting the party to the Ethereal plane, where at least the knights would have to abide by normal density.

While this is going on, another group of adventurers appear. The Spectators, as they call themselves, are clearly not up to the party's level, but neither are they low-level chumps. Their wizard claims to have memorized a map to the catacombs beneath the grate, but they have so far been held back by the enchantment. When the Ranger asks them why they want to go into the catacombs, they patiently explain that the castle treasury is bone-dry, and therefore, logic dictates that the gold must be hidden elsewhere. Behind the mystical magical seal is the obvious place.

The parties soon come to an agreement to split the treasury fifty-fifty. Worried about betrayal, the two clerics make a solemn promise: "I won't backstab you, and you won't backstab me." As they are both Lawful, they know they can at least trust the letter of this deal, even while clearly both parties are plotting to gain the advantage somehow.

Much discussion is had over how to deal with the horde of knights while someone does the seven-round ritual to open the grate. They agree to meet at sundown again tomorrow, prepared and ready, and once again feck off to the country to wait for dawn.

The next day, however, the spell-casters determine that the grate is only one-way: it does not actually bar anyone from entering, merely from leaving. In an act of supreme self-confidence they assume that there will be some way to disable the gate from the other side, and decide to enter the catacombs on their own, committing their fate to their skill and pussiance (and the Wizard's pocket portal that will let them rest and regain spells, while their Rings of Sustenance mean they will never starve).

Even so, they hedge their bets: the Bard leaves a note for the Spectators explaining that they've cancelled the deal, and as payment for breaking the contract, describes the ritual necessary to break the enchantment.

At the mouth of the grate, they find a clue: half a broken tile, containing two names. This tells them they are on the right path, even if they don't know what it means.

Now they descend into the depths of the tunnels, passing niches of bones in a winding, random, and ancient series of passages. Periodically shadows spring from the walls, floor, and ceiling to attack them; the damage is trivial, but the statistic drain begins to add up. The Barbarian is reduced to mewling weakness and has to be patched up by the Cleric; the Druid, on the other hand, drinks a potion, and thereafter simply observes the rest of the party fighting for their lives. The Barbarian evades several deadly traps because of course he does, and thanks to the Ranger's sense of direction, they soon come to the heart of the lair.

Here the Druid convinces everyone else to also consume potions of Invisibility to Undead, and then the party creeps into the main room.

In the center of the room a kingly ghost stands, his shoulders weighted under immense grief. A magic circle surrounds him, and the party must now choose: is the king the source of the curse, or its chief victim?

The Barbarian tosses a pebble at the circle, intent on breaking its integrity: he has concluded that the king should be freed. He earns a shout of hissing rate: the Minister, once the king's lover and now a powerful lich, hiding in the room invisibly, due to her spells and skills and magic items.

Unfortunately, the party is also invisible to her and her army of shadows. What follows is less a battle and more a game of hide-and-seek. The lich casts Cloudkill; the party scatters. In their flight some of them make enough noise to trigger attacks in their area, most of which miss. Spot and Hide and Move Silently rolls get thrown around the table, amounting to a whole lot of nothing.

Then the Cleric has had enough. He rebukes the shadows, disintegrating a swath of the lessers. Now the combat begins in earnest: the lich is marked out by magic and subject to a wealth of attacks, while the Barbarian bounces her own assaults with his rage-induced Spell Resistance. The Wizard and Cleric both then cast Dispel Magic, and as usual, manage to destroy her two greatest layers of defense. The Druid turns into a bear, charges her, and tears her to bits in practically a single round. Truly these heroes have the luck of the gods.

Meanwhile, the king's ghost has marched out of the room to the surface, destroying the grate enchantment on his way. The Ranger takes the party back the way they came, and the Bard guesses which ancient estate they should start searching in. Soon enough they find the king's ghost standing in an overgrown vineyard, next to the ruins of a shed. At his feet is the other half of the tile. A simple Mending spell from the Cleric joins them together again. The sky flickers; the king begins to fade, and by morning it is clear the lich's phylactery has been destroyed and the curse lifted.

The party returns to the castle, the Barbarian intent on gathering his army of magic swords; and the party wonders now what threats remain to their peaceful rule, after having destroyed three entire neighboring realms of monsters.


Saturday, June 15, 2024

World of Prime: Campaign Journal #52

The Kingdom of Night, fin

The party gets the ministers on the porch yelling back and forth with the crowd in the street, with half the party behind one group and half behind the other, until finally fireworks erupt. One random roll for initiative ruins it all; the crowd wins, and rushes forward, causing the Minister's fireball to not hit the Wizard in the rear of the crowd, leaving him free to fireball the Ministers. After that much damage in the first round, the battle is already half finished. The entire affair ends in the few rounds it takes for Morpheus to show up.

And when he does, a well-placed and lucky Dispel Magic robs him of his best defense: the repulsion field that kept the Barbarian at bay. Absent that, the Barbarian simply ignores the Displacement effect meant to deflect half of all attacks, and chops Morpheus into bits in practically a single round.

The Bard spends the entire battle activating the Disk of the Sun, and complains about it bitterly for weeks afterwards. Even though the light cuts through the darkness, catching the gaseous vampires as they slowly flee to their graves, obliterating them utterly - it just wasn't glorious to spend ten rounds reciting ancient prayers while everyone else was slinging spells and swinging swords.

The party spends the rest of the day dispelling all of the darkness, and then uses magic to dredge the vampire's bodies out of the swamp. The reward is fantastic, and now the entire party has achieved the exalted 10th rank - the second royal rank, rendering them Powers in the world. However, the amount of magic gear is limited - a single Major item (a +5 Ring of Protection) is no longer sufficient to sate the greed of these roving brutes. They head back to Kek to return his borrowed artifact, wondering how much magic he has, or, failing that, where they can find a decent shop selling priceless artifacts off the rack.

Saturday, May 4, 2024

World of Prime: Campaign Journal #51

The Kingdom of Night, redux 

Immediately upon entering the shroud of darkness around the city, the party encounters a shrieking mushroom plant. The Barbarian beats it like an accordion until it finally stops wheezing. Only moments later, six vampires materialize out of the mist.

The Herald and the Poet are back, very eager for more blood, and they have brought four friends with them. It appears discretion is not a vampiric skill, and the secret of the existence of humans is slowly widening. The confrontation does not go well, and within a few words has devolved into violence.

Now that there are six vaporous forms crawling across the mushroom moor, the party splits up, the better to track the lesser vampires to their lairs and end them before they respawn. The two Court members will appear at the swamp, giving the party a little more time.

The Ranger easily slips through the town, avoiding trouble; the Bard encounters curious vampires but soothes them with a clever lie; the Druid and Cleric manage to talk their way past a group out for a stroll; and the Barbarian rises to the diplomatic challenge and passes through town with no more than a friendly nod. Just kidding, the Barbarian starts a fight.

He manages to make it one-on-one until, of course, he gets hit; then the group he has encountered goes berserk. As they are the lowest ranks of the vampires, he destroys them all and makes his way to the swamp, where the rest of the party is waiting. After he explains that the party now has four more vampires that need to be staked before respawning, the ministers come out of the swamp. The Bard convinces them to help reduce the pool of blood-sharing monsters, and the party once again splits up, but this time with vampiric guides for the Barbarian, to break into mansions and dust noble monsters.

But rumor spreads faster than blood, and a crowd of vampires is now waiting for them. The Bard sparks the crowd to a class-based rebellion, leading them en-mass to the Minister of Architecture, where the party has agreed to meet back up with the Ministers of Poetry and Heraldry.

The party's complex plan: convince the proletariat to battle the bourgeoisie, and leap in at the last second to finish them all off before royalty arrives, giving themselves enough time to unveil the Disc of the Sun.

Saturday, March 23, 2024

World of Prime: Campaign Journal #50

 The City of Eternal Twilight

Traveling east, the party unexpectedly encounters desert. The Ranger and Druid recognize this as somehow unnatural, though there is no magic involved. After a few more miles, the source becomes evident: a deep trench is cut into the ground, draining the local water table. The trench stretches east for as far as the eye can see; at its mouth is a construction crew busily extending it further west.

The crew consists of men wrapped in white against the desert sun, two large self-propelled animated cranes, and a massive stone golem. When the party cautiously approaches, one of the men rushes out to block them, holding a staff ending in a flat hexagonal plate, and shoos them a safe distance away from the ongoing construction. At this range they realize the man is dead and mummified.

Uncharacteristically, the party decides not to start a fight. Instead, they follow the trench east. The water gradually gets deeper and faster as the land slopes down; the artifical drought around them becomes older and older, revealing that the crew has been working for several hundred years. Eventually the canal flows into a gigantic bronze portcullis, set into a high wall surrounding a massive city several miles wide. From the height of the slope they can see at least two interior rings of walls, implying the city has been built up for centuries.

But as they approach the city, it becomes clear it is virtually uninhabited. They evade a patrol of mummys and scale the wall at a deserted spot. On the other side are huge stone buildings, some six stories tall, that should be apartments or shops or theaters but are instead simply empty stone structures. Nothing travels the streets, save for the rare patrol of mummified minotaurs in blue hats, or even rarer, a construction crew building even more unused buildings. Inside some of the apartments are stacks of corpses of indefinite age, both human and minotaur.

At the center of the city lies a pyramid, clearly the source of answers to this mystery. Even more appealing: on top of the pyramid is a glowing light so bright that even when the sun goes down the city is bathed in twilight. This must be the recently fabled Disk of the New Sun.

Upon approaching the pyramid, the party is intercepted by a patrol that seems to be looking for them. They allow the patrol to shepherd them into the pyramid, through its winding corridors, and into the presence of the ruler of the city: the mad, mummified priest of Kek.

This high-ranking priest has been dead so long that he appears to think he is Kek, God of Twilight. The party accepts his self-identity, since they are after all models of polite behavior. Kek is not at all unfriendly, despite being somewhat unhinged, and appears to enjoy talking to people who are not silent robotic construction machines. Kek very quickly gives away all his secrets: the giant pool underneath his pyramid that all four trenches (east, west, north, and south) drain into, the portal that transports the water directly to the surface of the sun, and his epic quest to dump enough water on the fire of the sun that it is modulated to permanent twilight instead of harsh daylight and deep nighttime.

The party does not actually know how the sun works, so they are not prepared to dispute his calculations. Instead, they ask if they could borrow his night-light for a bit so as to deal with some vampires.

Kek has a low opinion of vampires in general and the Kingdom of Night in particular, so he is amenable. However, according the Law of Balance, the party must do something for him in exchange. He suggests that the annual tribute of tael from one of his minor client states to the south has been subject to depredation by a nest of Nagas. If the party could exterminate his problem, then he could lend them the means to exterminate their problem. This seems like a good deal, apart from the part where Kek seems largely unable to distinguish between lengths of time like hours, days, and years.

The party joins the procession south, which is essentially just another construction gang. Along the way they are indeed attacked by Naga bandits who remarkably have the ability to neutralize the stone golem by enclosing it in a force cage. This works equally well against the Barbarian, much to his dismay, but the party defeats the bandits and easily catches back up to the caravan.

Eventually they arrive at a small primitive human kingdom and witness the tribute. The village's dead for the year are reverently loaded onto the wagons, to be transported to the Eternal City where they will be reanimated and live in luxury according to their good deeds in this village. The party, remembering the stacks of dusty corpses, chooses to keep quiet, as little good can come from destroying the villager's hopes, and after all, Kek is not particularly oppressing them, taking only the usual overlord's tax of tael.

The villagers are well aware of the Nagas, and even trade with them, so it is easy to obtain a guide to the nest. Once there, the party has little difficulty extirpating the nest, despite their force cages, unusual cold spells, and charmed minotaur guards.

Returning to Kek, they hold him to his bargain, and obtain the Disk of the New Sun for the next one hundred days. Now they march west again, determined to destroy the immediate threat of Morpheus and his plans to return to the world. Foiling the mad Kek's quest to drain the sea and turn all the land into desert and the sun into twilight will have to wait; fortunately, that threat will require another thousand years to be really dangerous.