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Incline Damsels, Adventurers, and Dragons Myths of Malignost Long Term Campaign

JarlFrank

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Steve gets a Kidney but I don't even get a tag.
Today's session was fun. @JarlFrank will be writing up a synopsis soon.

Looking forward to it.

It was a good one with some tragedy at the end...
We continued the fight against the giant corrupted nymphs. Ulgar got whacked in the face and took a lot of damage, but then he had an idea.
The other nymphs in the forest told us to "help their sisters" because they got corrupted. So... we shouldn't kill them, right?

Instead, Ulgar took out his rope, tied it into a lasso, and tossed it at one of the nymphs. It went around her legs and he pulled her down.

The rest of the party understood the plan, and from then on everyone was tossing ropes at the nymphs until they were all hogtied.
In the process, Ulgar got trapped under a fallen nymph and couldn't get out.
That's a giantess fetish scenario if I ever saw one.

Once all the nymphs were properly tied up, the clerics cast a cleansing spell to purify them. It worked, and the purified nymphs thanked us.
Their corruption was removed, but they were still huge. Now we have a whole group of grateful giantesses... :shredder:


After that encounter, we went onward to find the source of the corruption.
We found it in a cave populated by medusae. The medusae didn't notice us, until one of our thieves attempted to sneak close and failed. Combat ensued.
A web was cast to tie them in place. Some of our own fighters got caught in it.

Marina had a risky (and probably very stupid) idea: toss a flaming sphere on the web to deal MASSIVE DAMAGE to the medusae.
The entire cave floor was covered in corruption, and remember how that stuff is flammable?
Yeah.
She used a napalm bomb in an enclosed space, basically.
Everyone took fire damage. It dealt massive damage to the medusae BUT also the entire party lmao
It was a calculated risk, but boy, is she bad at math!

Still, the party survived, even if some characters went down.
The medusae in the web took additional damage.
Everything burned away in one turn, the corruption in the cave was gone, all that remained was a deep pool that kept burning like the Davarza gas crater.

But the real unlucky ones were the people in close combat. Those fucking medusae attacked them and tried to petrify them with their gaze.
Out of all characters in close combat, it was King Ulgar who failed his saving throw and got petrified.

He has become a statue, and generations from now, people will tell stories about how that nice lifelike stone statue in the town square is the real Ulgar, petrified by a beast! But of course those are just stories told by the elders, it's merely a well-crafted statue.
 

Late Bloomer

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Yeah Ulgar is the first petrified human in history but it's not yet clear whether he will remain the only one.

The "generations from now" part had me rolling. Looking forward to the possibility of more town decorations in the future.
 

JamesDixon

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Strap Yourselves In Codex Year of the Donut
Yeah Ulgar is the first petrified human in history but it's not yet clear whether he will remain the only one.

The "generations from now" part had me rolling. Looking forward to the possibility of more town decorations in the future.

Well Myths is a generational game and this is the first generation of characters. Ulgar's daughter, the princess, is now the queen with her mother as regent. Tahhunti, Ulgar's wife, is now JarlFrank's new main and his party size is reduced to 5 until the next generation reaches 15 years old.
 

JamesDixon

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Day 25 Week 8 Month 2 Year 1​



Day

Greater Medusa

# Appearing: 8

AC: 3

Movement: 12

HP: 25

THAC0: 13

# of Attacks: 1+weapon

Damage/Attack: 1d4

Special Attacks: Petrification, poison

Special Defense: Poison blood

Magic Resistance: 20%

Size: M 6’-7’

Morale: Elite 13-14

XP: 4,000 (32,000)

Split 24 ways: 1,334

Treasure: 160 silver chunks, 4,130 gold chunks, potion of vitality, and potion of invisibility

As the expedition forges onward, hacking through the dense and corrupted jungle, they can sense a shift in the environment. The air grows heavy with a foul stench, carrying the unmistakable scent of decay and sickness. The oppressive atmosphere weighs upon their shoulders, adding a layer of unease to their already arduous journey.

Gradually, they approach a towering hillside, its surface mired in twisted vegetation and darkened by the taint of corruption. The hillside looms above them, a foreboding presence that conceals the entrance to the cave within its rocky facade. Vines and thorny bushes cling to the hillside, their once-vibrant colors now muted and dulled.

As the expedition begins the ascent, they notice a small stream trickling down the hillside. Its once-clear waters have been tainted by the reddish-black corruption, turning it into a noxious flow that winds its way through the jungle. The stream cuts a path through the vegetation, leaving behind a trail of withered plants and sickly trees.

Following the course of the corrupted stream, the group navigates the treacherous terrain, carefully stepping over moss-covered rocks and slippery surfaces. The sound of rushing water grows louder as they draw closer to the cave, the stream's ominous presence leading them forward.

Approaching the mouth of the cave, the expedition witnesses a breathtaking sight. A majestic waterfall cascades down from a plateau above, its crystalline waters sparkling under the dim light. The waterfall plunges into a deep pool in the center of the cave, creating a mesmerizing display of water and mist. However, something is amiss—the pool, once pristine, now radiates a sinister aura, its surface shimmering with the reddish-black corruption.

With a mixture of determination and trepidation, the expedition steps into the mouth of the cave, the sound of the waterfall echoing through the chamber. The darkened interior welcomes them, its shadows dancing and shifting, as if alive with the malevolence of the corruption that emanates from within.

As they progress, the sound of running water becomes more pronounced, gradually overpowering the other ambient noises. Its melody, once soothing, now carries an unsettling undertone. The expedition follows the sound, their senses captivated by the chaotic flow that guides their path.

Finally, they arrive at the heart of the cave, where the waterfall crashes into the corrupted pool. The sight is both awe-inspiring and chilling—a clash of beauty and darkness. The mist hangs heavy in the air, veiling their surroundings in an ethereal haze. The expedition members cautiously approach the pool, its reddish-black surface pulsating with an otherworldly energy.

Unbeknownst to the expedition, a group of Greater Medusa stands in plain view, engaged in conversation among themselves. Their voices weave through the cave, their tones a blend of hissing whispers and melodic accents. The expedition strains to catch their words, the Medusa's language both foreign and intriguing. The air carries a faint metallic tang, a remnant of the Medusa's venomous nature, mingling with the dampness of the cave.

The Medusa's appearance is striking and eerie. Their serpentine hair writhes with each movement, their eyes glistening with an otherworldly glow. Their features are both alluring and fearsome, a testament to the duality of their nature. The play of shadows on their scales creates a mesmerizing spectacle, enhancing their aura of mystery and danger.

Shala the fighter also got turned to stone. The party finished up with the medusae and went back to Urak. They invented mud adhesive and mud bricks, so they decided to spend the rest of the year converting the town from tents to mud brick buildings.

All the characters leveled up to 4th level.

I rolled a kingdom event for each kingdom turn that resulted in a magical event and two feuds. So there's three adventures that happen in that time frame.

The spellcasters all learned each other's spells to increase their knowledge.
 
Last edited:

JamesDixon

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I redid kobold stats a bit.

They now receive -1 Strength, +2 Dexterity, +2 Constitution, +1 Wisdom, -2 Charisma, -2 Appearance.
 

JamesDixon

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I apologize for the lack of updates, but it's been rather busy for me. I'd like to say that Kalarion's Index of Denizens and Sorcery is finished with the first draft. I currently have a few people reviewing the PHB, AMG, and Myths book for editing. With the completion of KIDS I had new covers done for the PHB, AMG, and KIDS. Let me know which ones you like and if you can see the pattern. ;)

PHB possible covers 1-4.

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TP5gDIB.png


eDyPF8J.png


Adventure Master's Guide Covers 1-4.

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HC88wlG.png


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Finally we have the covers for KIDS.

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K2Xua2c.png


RESbCJZ.png


I got people's opinions on changing the name of gnomes to quarterlings and most said they liked the original name better.
 

JamesDixon

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A friend of mine in sales told me to switch the PHB cover because it fits thematically with the rest of the covers. So I linked that image in my winners post.
 

JamesDixon

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Today's session was the result of getting Magical Event from the Random Event table.

The Haunting of a Battlefield

Scene 1

In the heart of the newly constructed infant queen's keep, the group found themselves in the grand dining room. The room was a testament to the craftsmanship of the Stone Age, with long, rough hewn wooden tables that could seat a royal court, though they now lay empty and pristine. Freshly cured furs, bearing intricate tribal patterns, adorned the walls, their colors vibrant and untouched by time.

Amid the flickering candlelight that cast long, wavering shadows across the tribal furs, the adventurers were suddenly jolted to a halt by the haunting eruption of whooshing screams from the southwest. These tormented voices seemed to reverberate off the recently laid brick walls, creating an eerie resonance that contrasted starkly with the newness of the keep.

A shiver, reminiscent of an unexplained draft, swept through the room, stirring the furs and sending a palpable chill down the spines of the group. The tribal patterns on the cured furs, once symbols of artistry and culture, now seemed to quiver with a sense of unease.

Within this unsettling atmosphere, as if summoned by the very echoes of suffering, a spectral figure materialized at the head of the largest table. The ghostly apparition wore an ethereal suit that seemed both solid and translucent, as though it belonged to a realm beyond their comprehension. The intricate tribal designs on the furs appeared as mere echoes compared to the otherworldly beauty of this apparition.

In one hand, the ghost held a gleaming object, resembling a long, slender piece of metal with a strange, handle-like protrusion. It emitted a faint, eerie light that danced amidst the tribal motifs, casting an otherworldly glow. In the other hand, the ghost clutched a battered, jagged piece of metal, like a torn and twisted shield from some long-forgotten battle, its scars telling a story of ancient strife.

The adventurers stood in stunned silence as the ghost began to speak, its voice echoing through the grand dining room, filling it with a haunting presence. Its words, like mournful melodies, wove through the very fabric of the furs and stone walls. It told them of its tormented existence, of soldiers damned to an eternal battle, its voice heavy with a weariness that transcended death itself.

The once-pristine dining room, now a scene of spectral revelation, bore witness to the ghost's tragic tale. The adventurers, surrounded by tribal furs and eerie candlelight, were gripped by an overwhelming sense of dread and the uncanny feeling that they had intruded upon something far beyond their understanding.

As they stared at the ghost's ethereal beauty and the enigmatic gleam of its tools amidst the tribal patterns, they knew that their journey into the unknown, within the newly constructed confines of the infant queen's dining room, was marked by both the haunting cries of the past and the burdened heart of the ghost's mournful plea.

Scene 2

The heavily forested trail meandered through the oppressive heart of the jungle, where the dense canopy overhead formed an impenetrable shroud, banishing any trace of daylight. It was as if the very trees conspired to obscure the sun's feeble attempts to pierce the undergrowth. The air hung heavy with an eerie stillness, broken only by the distant whispers of the wilderness, and the path itself seemed to narrow with each step, engulfing travelers in a cocoon of foreboding darkness.

The travelers pressed on, their footsteps muffled by the thick layers of fallen leaves and decaying vegetation that carpeted the forest floor. As they ventured deeper into the heart of this verdant labyrinth, an unsettling sensation crept over them, an intangible weight that settled in the pit of their stomachs.

Then, at the witching hour of 4 AM, just as the moon cast its pale, spectral glow through the gaps in the canopy, they encountered it—a specter of malevolence, a gallu scout clad in tattered, rusted chainmail. Its visage was a grotesque tapestry of agony and despair, its eyes burning with a malevolent fire that seemed to pierce the very souls of those who gazed upon it. A ghastly, otherworldly wail emanated from its twisted, spectral form, freezing the blood in their veins and causing them to halt in their tracks.

In that moment of eerie stillness, the specter's intent became clear. It sought to flee, to carry word of their intrusion to its unholy comrades, summoning forth an army of darkness to descend upon these hapless travelers. Panic set in, and they knew they had to act swiftly if they were to survive this encounter.

Desperation led them to a glimmer of hope—a rumor they had heard of the gallu's true name, a key to subduing its malevolence. With trembling hands and racing hearts, they decided to take a chance. An Intelligence check, their only lifeline, held the answer to unlocking the true name of the gallu.

With bated breath, the party strained their minds, focusing their collective willpower to unearth the gallu's hidden moniker. The forest itself seemed to hold its breath, and in that moment of tension, revelation struck like a bolt of lightning. The name, as ancient as the shadows themselves, came to them—a whisper of dark knowledge, the key to halting the specter's escape and forcing it to answer their questions.

As the specter stood, frozen and powerless, a small metal tag glinted on the ground near its skeletal remains. It was as if fate itself had placed this crucial artifact before them, and their intelligence had unlocked its hidden meaning. With the true name firmly in their grasp, they called out to the specter, the words forming a binding command that echoed through the sinister woods. The gallu halted, its twisted form contorting with fury and frustration as it was compelled to remain, unable to escape.

The specter, bound by the power of its true name, began to speak. It recounted a grim tale of a colossal battlefield, where the forces of darkness clashed with divine annunakis in an apocalyptic struggle. Its words dripped with a grotesque nostalgia as it described the desperate bid for victory, a victory that would pave the way for the creation of humanity and the spread of evil.

As the specter's tale unfolded in horrifying detail, the party listened, their hearts heavy with dread, for they now understood the cataclysmic implications of the battle and the perilous path they tread through this haunted jungle. The true name they held had unlocked not just the gallu's speech but also a chilling revelation that would forever haunt their nightmares.

Scene 3

As the clock struck midnight, the group pressed forward through the oppressive jungle, their senses enveloped in a shroud of foreboding darkness. The dense canopy overhead conspired to blot out the moon and stars, casting the world into an abyss of unsettling stillness.

But amidst the stifling silence, an unsettling symphony began to rise, like a chorus of the damned. Faint at first, the distant echoes of clashing weapons and anguished battle cries whispered through the dense undergrowth. The sounds of the battlefield beckoned them, a nightmarish siren's call that seemed to pull them closer to the heart of the horror.

With every step, the cacophony grew louder, the dissonant notes of warfare weaving a chilling tapestry of dread. Twisted vines and gnarled roots clawed at their path, as if the jungle itself conspired to keep them away from the source of the relentless conflict.

But the party pressed on, determined to uncover the source of this nightmarish ordeal. With each stride, the world seemed to shift and warp, until finally, they broke through the nightmarish veil of foliage.

Before them sprawled a colossal battlefield, a ghastly expanse of moonlit horror that seemed to stretch to the very edges of their sanity. Annunakis and gallus clashed in a ceaseless, eternal struggle, their forms twisted by the malevolent forces that bound them to this cursed place. They bore the standards of unknown designs.

The battlefield was vast, beyond human comprehension, a nightmarish realm where the very ground itself was marred by the blood of countless combatants. Skeletal wings, like macabre trophies of lost grace, adorned the backs of both annunaki and gallu soldiers, their bones eternally locked in a gruesome dance of war.

Skeletal soldiers, their eye sockets gleaming with malevolent, unnatural light, fought with a relentless determination. Their armor bore the marks of countless battles, a testament to the unending horror they had endured. Amidst the skeletal legions, the death knight commanders stood as harbingers of despair, spectral figures wreathed in tattered, ethereal cloaks. Their faces, once human, were now twisted into horrifying masks of agony and rage, and their skeletal wings cast ominous shadows over the cursed battleground. Unholy blades, dripping with the anguish of the fallen, were wielded by these nightmarish leaders.

On the opposing side, the celestial annunakis, once radiant and divine, now bore scars and weariness from eons of battle. Their weapons, forged of pure light, clashed with the darkness in a relentless, cosmic struggle. Skeletal wings sprouted from their shoulders, remnants of a time when they knew grace, now reduced to cruel reminders of their fallen state.

Gallu Commander:

The death knight commander, a spectral figure draped in a tattered cloak, raised a skeletal hand, signaling the party to state their intentions. With a heavy heart and a desire to uncover the truth behind this nightmarish conflict, the adventurers engaged the commander in conversation.

The commander's voice echoed with a haunting resonance as it began to weave the tale of their origins. "We were created," it intoned, "at the same moment as our annunaki brethren, born from the same divine essence. But within our hearts, seeds of jealousy and hatred took root, festering like a malignant disease."

The commander's hollow gaze remained fixed on the party as it continued, recounting the tragic descent into darkness. "Over time, envy consumed us, and our hearts grew bitter. We yearned for the celestial realms, for the grace and glory that our annunaki counterparts enjoyed. But the gods favored them, showering them with divine blessings and adoration."

Hatred dripped from the commander's words as it spoke of the fateful decision. "It was then that we declared war, a war to throw out the annunakis we had once called brothers. We sought to claim the celestial realm for ourselves, to seize the very heavens and cast the annunakis into the abyss."

The skeletal soldiers, bearing witness to the commander's words, listened with hollow eye sockets, their bony forms still and silent. The party understood that the roots of this eternal conflict ran deep, stemming from a profound jealousy that had spiraled into violence and chaos.

But now, armed with the truth, the adventurers knew that they had a vital role to play in ending this nightmarish cycle. They needed to convince both sides to acknowledge their sins, to seek reconciliation, and to beg for forgiveness from their goddesses, Kulatta and Dalke.

With this grim knowledge in mind, the party turned their gaze toward the celestial forces of Dalke, hoping to find a way to bring an end to the eternal battle without further bloodshed and suffering.

Annunaki Commander:

As the party shifted their attention from the malevolent forces of Kulatta to the celestial troops of Dalke, a different atmosphere enveloped them. The skeletal annunakis, their skeletal wings bearing the weight of both their lost grace and eternal sorrow, stood silently on the battlefield.

Approaching the death knight commander among the celestial troops, the party sought to understand the perspective of Dalke's forces and the origins of their endless conflict.

The annunaki commander, a spectral figure wreathed in a tattered, ethereal cloak, met their gaze with eyes that held the depths of betrayal and anguish. It was a gaze that spoke of profound sorrow and an unforgiving sense of betrayal.

"We were once united," the annunaki commander began, their voice echoing with a haunting sadness. "Both annunakis and gallus, born from the same divine essence, were meant to coexist as siblings in the grand design of creation. But jealousy and hatred festered among our brethren, and it led to an unimaginable act of betrayal."

The commander's words carried the weight of centuries of grief. "The gallus, our very kin, turned against us in an act of rebellion. It was a war unlike any other, a war that shattered the heavens and cast both annunakis and gallus down into this cursed realm. Our brotherhood was sundered, and the bonds of kinship torn asunder."

The commander's gaze never wavered as they continued, their voice quivering with a deep sense of loss. "To make matters worse, the greater god Malignost, in a cruel twist of fate, stripped both annunakis and gallus of their firstborn status. We were forsaken by the very gods who had once breathed life into us."

The skeletal annunakis under the commander's charge remained motionless, their spectral forms bearing the scars of both physical and emotional torment. The party now understood the heart-wrenching tragedy that had unfolded, with both annunakis and gallus cast into this nightmarish battlefield, their once-unbreakable bond shattered by jealousy, hatred, and betrayal.

With the perspectives of both sides laid bare before them, the adventurers knew that their mission to end this eternal conflict had grown even more complex. They now faced the formidable challenge of persuading these celestial forces to admit their sins, seek reconciliation, and beg for forgiveness from their goddesses, Kulatta and Dalke. The fate of this nightmarish battle, and perhaps the redemption of the souls ensnared within it, rested heavily on their shoulders as they ventured further into the heart of this accursed realm.

Ending

With the profound stories of betrayal, jealousy, and loss echoing in their minds, the party understood the gravity of their mission. To end this eternal conflict and bring about reconciliation, they needed to convince both the angelic and demonic commanders to acknowledge their sins, seek understanding, and apologize to their opponents. Only then could they hope to mend the shattered bonds between these celestial siblings and bring an end to the relentless battle.

The solution that the party presented was to have the two sides work with Daddy Malignost and resolve their differences. At the end, the entire battlefield and undead disappeared leaving behind a pristine forest.
 

JamesDixon

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The group worked on their characters and redid their kingdom sheet a bit due to rule changes I made. I increased the population from 150 to 1,000 at the start. The current total population of adults and infants is 3,000. Kalarion was able to take 2 hundred adults and 400 children to his temple city to have it inhabited. I retconned history a bit to make it fit.
 

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Encounter Thirty​



Day 1 Week 13 Month 4 Year 1​



Sylphs

# Appearing: 4

AC: 9

Movement: 12, FL 36(A)

HP: 21

THAC0: 17

# of Attacks: 0

Damage/Attack: Nil

Special Attacks: See KIDS

Special Defense: See KIDS

Magic Resistance: 50%

Size: 4-5’ tall

Morale: 14

XP: 8,000 each

Split 24 ways: 334

Treasure: 20 Bloodstone gems (50 gp each)

As you traverse the dense jungle, the air thickens with humidity, wrapping around you like a warm, invisible cloak. The sounds of the rushing river to your right, its currents moving with swift determination, echo through the trees. The symphony of exotic birds and unseen creatures in the jungle creates a melodic background to your journey.

Emerging from the foliage, the world opens up to reveal a breathtaking scene. Before you stands a wide river, its waters rushing with an energetic fervor. The riverbank is a canvas of vibrant greenery, adorned with tropical flowers and towering ferns. The air is filled with the scent of damp earth, mingling with the sweet fragrance of blossoms carried by a gentle breeze.

The river, at its widest, spans about 100 feet across, its fast-flowing waters stretching ahead and disappearing around a bend to your right. The jungle to your left extends for approximately 150 feet before giving way to the dense thicket. Tall trees, their trunks reaching up to 60 feet in height, create a natural canopy, filtering the sunlight and casting dappled shadows on the ground.

Your eyes are drawn to a group of four figures by the water's edge. There, standing with an ethereal grace, are the Sylphs. Their translucent wings, spanning between 4 to 5 feet, catch the sunlight and reflect it in a mesmerizing dance of iridescence. The patterns on their wings seem to shift and change, creating a kaleidoscope of colors that shimmer with otherworldly beauty.

The Sylphs' flowing, radiant hair matches the hues of their wings, cascading down their shoulders like a cascade of liquid gemstones. The diaphanous, billowing robes they wear harmonize seamlessly with the colors of their wings, giving them an otherworldly elegance. As they stand by the river, their presence creates an aura of enchantment, evoking a sense of wonder that tingles down your spine.

As the Sylphs become aware of your presence, a melodic hum fills the air. It resonates with a vibrational energy that you can feel in your bones, a harmonious tune that seems to be a language of its own. The river's rapid pace and the rustling leaves of the jungle provide a natural percussion to their ethereal melody.

The air around you seems charged with magic as the Sylphs take to the air in a balletic display. Their movements are a dance of grace and beauty, creating illusions and mirages that play tricks on your senses. You can almost taste the enchantment in the air, a subtle sweetness that lingers on your tongue.

The size of the area encompasses a wide stretch of the riverbank, offering enough space for the Sylphs to perform their aerial ballet. The jungle to your left adds to the mystique, its shadows concealing unseen wonders. The overall ambiance is one of magic and mystery, a scene that beckons you to explore the secrets hidden within the natural beauty that surrounds you.

The Sylphs talked with the party about how they watched the humans grow from nomads to an established city. Due to their friendly nature, the party wants to keep in contact with the Sylphs. At the end of the encounter, the party received the bloodstone gems as a gift.

Encounter Thirty-one​



Day 5 Week 13 Month 4 Year 1​



Megalo-Centipede

# Appearing: 12

AC: 5

Movement: 18

HP: 11

THAC0: 17

# of Attacks: 1

Damage/Attack: 1-3

Special Attacks: Poison (Save +4, immobilization lasts 2d6 hours)

Special Defense: Nil

Magic Resistance: Nil

Size: M (5’)

Morale: 8-10

XP: 2,100

Split 24 ways: 86

Treasure: None

The party was surprised.

Beneath the night's obsidian curtain along the riverbank, a tranquil stillness envelops your camp. The gentle serenade of the river's rushing waters weaves a melodic tapestry, and the moon, a celestial lantern, casts its silvery glow upon the landscape, revealing patches of clarity within the enigmatic shadows.

Without warning, the serenity shatters. A sudden, disconcerting skittering noise rends the night, a sinister symphony that jolts your senses into alertness. The ground quivers beneath your feet, vibrations rising from the earth and into your bones. A noxious stench, a sickening blend of decay and venom, slithers stealthily through the night air, assaulting your nostrils with a grim reminder of imminent danger.

The river, previously a calming companion, now murmurs with an ominous undertone as its rapid currents become an unwitting accomplice to the unfolding events. Occasional splashes and mysterious croaks punctuate the soundscape, creating an eerie melody that forewarns of the unseen.

In the dim moonlight, shadows stir with malevolent intent. Twelve megalo-centipedes, stealthy and predatory, emerge from the darkness, each about 10 feet in length. Their segmented bodies undulate with a silent grace, and the moonlight catches the gleam of multiple eyes, turning them into spectral predators. The creatures move with an unsettling unity, producing a rhythmic skittering that reverberates ominously through the ground.

The riverbank sprawls before you, an unsuspecting theater for this nocturnal ambush. The area, about 60 feet in width, transforms into a realm of uncertainty and peril. Moonlit patches and shadowy corners offer neither respite nor clarity, but instead, they conceal the unseen threat that has caught you unawares.

As you ready yourselves for the impending confrontation, the jungle's nocturnal symphony takes on a sinister tone. The occasional hoot of an owl and the distant howl of a predator blend into a discordant cacophony, heightening the unease that now permeates the air.

Closer they draw, stealthy and silent—the megalo-centipedes. The venomous stench becomes more palpable as the moonlit riverbank becomes the stage for an ambush. Skittering shadows, vibrations underfoot, and the acrid scent of predators converge into a foreboding atmosphere, as the surprise encounter unfolds in the moonlit darkness.

Within the first round of attacking the centipedes poisoned Gemeti (fighter) and Amelgar (ranger) both controlled by Kalarion. Kalarion cast slow poison on both of them to keep them from dying in 2 and 5 rounds respectively. Apsu cast web to web up the majority of the insects then Marina used flaming sphere to set the web on fire. The combined damage killed two of the insects outright. The entire battle took about 3 rounds to complete with only 3 centipedes remaining.

Apsu made poultices to heal Gemeti and Amelgar which was successful.

We left off at the end of this encounter.
 

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Encounter Thirty-two​



Day 14 Week 14 Month 4 Year 1



Cockatrice

# Appearing: 16

AC: 6

Movement: 6, FL 18 (C)

HP: 28

THAC0: 15

# of Attacks: 1

Damage/Attack: 1-3

Special Attacks: Petrification

Special Defense: Nil

Magic Resistance: Nil

Size: 3’ tall

Morale: 11-12

XP: 10,400

Split 24 ways: 433

Treasure: 3,000 gp, 6 emeralds worth 30,000 gp

As you trek through the heart of the untouched jungle, the air thickens with the potent fragrance of earth, blooming flowers, and the green richness of the dense foliage overhead. The ground beneath your boots is a soft mosaic of fallen leaves, moss-covered rocks, and winding vines that seem to embrace the very essence of this wild, untamed expanse.

The jungle around you is a spectacle of towering trees, their trunks so wide that it would take three men to encircle them. Their branches form an intricate, natural tapestry that filters the sunlight into a dappled dance upon the jungle floor. The towering canopy creates shifting shadows and pockets of radiant sunlight, transforming the ground beneath into a labyrinth of light and darkness.

The sounds of the jungle form a melodic symphony. Birds of myriad colors sing in a vibrant chorus, their calls echoing through the greenery. Insects hum in a rhythmic cadence, and the occasional rustle in the underbrush hints at the unseen creatures that inhabit this untouched wilderness.

As you venture southward, about a mile from the river, the jungle's density increases. The undergrowth becomes a twisted maze of intertwined vines, ferns, and towering ferns, creating an impenetrable carpet that sways with every breath of the wind. The air is alive with the vibrant energy of nature, and the forest seems to pulse with a life force that's both exhilarating and primal.

Suddenly, a subtle shift in the ambiance alerts your senses. The normally harmonious sounds of the jungle hush into a tense stillness. The air, once vibrant with life, takes on an electric charge. Ahead, emerging from the tangled greenery, are sixteen cockatrices, their stone-gray feathers standing out amidst the vibrant colors of the jungle.

The petrifying gazes of the cockatrices lock onto your party. The once-dappled sunlight now creates shifting patterns of light and shadow, making it challenging to discern the creatures' movements. The jungle's intricate dance of light and darkness adds an element of uncertainty to the encounter.

The air, thick with the scent of flora and alive with the distant calls of unseen creatures, is now charged with the tension of imminent danger. The stone-feathered guardians of this untouched realm have emerged, transforming the serene haven into a potential battleground. The wild symphony of the jungle awaits a new discordant note as the encounter with the cockatrices unfolds in the heart of the unexplored wilderness.

My cowardly players decided to run away. I had them roll a Navigation check to see if they got lost in going around the monsters. They didn't get any of the treasure.

Encounter Thirty-three​



Day 16 Week 15 Month 4 Year 1



Wild Draft horses

# Appearing: 96

AC: 7

Movement: 24

HP: 11

THAC0: 19

# of Attacks: 1

Damage/Attack: 1-3

Special Attacks: Nil

Special Defense: Nil

Magic Resistance: Nil

Size: L (68” tall)

Morale: 5-7

XP: 3,360

Split 24 ways: 140

Treasure: None


As your party winds its way through the dense southeast jungle, one mile south of the river, the air is thick with the heady fragrance of blooming flowers and the green richness of the foliage overhead. The ground beneath your boots is a soft bed of fallen leaves and moss-covered rocks, muffling your footsteps as you tread carefully through the labyrinth of towering trees.

The jungle, alive with a symphony of unseen creatures, wraps you in a verdant embrace. The colossal trees form a natural cathedral, their branches intertwining to create a dense canopy that filters the sunlight into dappled patterns on the jungle floor.

Suddenly, a subtle shift in the ambiance sets your senses on edge. The usual harmony of the jungle's sounds gives way to an eerie stillness. The vibrant calls of birds and the rhythmic hum of insects cease, leaving only a tense silence in their wake. The air, once infused with the fragrances of nature, now carries an electric charge of anticipation.

As you cautiously proceed, you stumble upon a clearing—a glade nestled within the heart of the jungle. To your surprise, the space is occupied by a multitude of wild draft horses. Ninety-six pairs of eyes, ranging from gentle browns to inquisitive blues, turn towards your party with a collective alertness.

The horses, their coats ranging from chestnut to midnight black and dappled grays, stand frozen in a moment of mutual surprise. Ears pricked, hooves momentarily suspended in mid-step, the equine gathering conveys a collective wariness. The glade, about 200 feet in diameter, becomes a theater of unexpected tension.

The sound of the horses' sudden stillness echoes in the air, and the fragrance of grass and the musky scent of the horses mix with the natural aromas of the jungle, creating an unsettling olfactory symphony. The horses, caught off guard by your presence, assess your party with a mixture of curiosity and caution.

The glade, once a serene oasis, now holds an unexpected encounter. The jungle's silence underscores the palpable surprise—yours and the horses'. The towering trees, witnesses to this unforeseen meeting, cast elongated shadows that dance on the grassy floor of the glade. In this uncharted corner of the southeast jungle, the horses and your party share a moment of mutual astonishment, creating an unexpected pause in your journey through the mysterious wilderness.

The party was surprised, but due to the wild animals being domesticated to humans the horses followed the humans back to their capitol city of Urak. One group of characters led by The_Mask rode the horses.

Encounter Thirty-four​



Day 19 Week 15 Month 4 Year 1



Gorgon

# Appearing: 10

AC: 2

Movement: 12

HP: 42

THAC0: 13

# of Attacks: 1

Damage/Attack: 2-12

Special Attacks: Breath weapon

Special Defense: Nil

Magic Resistance: Nil

Size: 6’ in diameter

Morale: 18

XP: 14,000

Split 24 ways: 583

Treasure: None

As your party threads through the dense jungle, the air becomes a symphony of earthy scents, the rustle of unseen creatures, and the distant murmur of the river to the west. The tangled vegetation creates an intricate tapestry of shadows and light, where dappled sunlight dances on the jungle floor.

Abruptly, the jungle's natural chorus hushes, and an eerie stillness descends upon the clearing—a space about 60 feet in diameter, nestled amidst towering trees. The atmosphere thickens with an otherworldly energy, and the dense foliage seems to whisper secrets to the shadows.

In this clearing, you confront an unsettling sight—ten Gorgons, colossal black bulls adorned with a formidable armor of metallic scales. From their broad, bull-like nostrils, they expel a toxic vapor that blankets the area in formidable clouds. While they can rise on two hooves, they predominantly adopt a four-hoofed stance, surprisingly agile despite their colossal size.

The eerie glow of the Gorgons' eyes casts an unnatural radiance, clashing with the natural beauty of the jungle. Shadows stretch and distort on the twisted vegetation, creating an unsettling play of light and darkness. The air carries a palpable tension, a silent confrontation between your party and these nightmarish entities.

As your senses heighten, the scent of moist earth mingles with the eerie musk emanating from the Gorgons. The rhythmic murmur of the concealed river, like a distant heartbeat, underscores the solitude of this untamed wilderness.

The jungle, once a vibrant haven, transforms into an otherworldly stage where the Gorgons, guardians of the unknown, stand as spectral sentinels challenging your party's resolve. The flickering light reveals fleeting glimpses of their nightmarish forms, a dance of shadows that shapes the course of your journey through the ancient and mysterious wilderness.

The players decided to run away and go around the monsters. The horses failed their morale check so knocked half of The Mask's party off their backs. The entire party used Navigation to go around and succeeded.

Encounter Thirty-five​



Day 22 Week 15 Month 4 Year 1



Orcs

# Appearing: 150 (120 regular + 10 leaders + 30 assistants + 1 Subchief + 6 guards)

AC: 6

Movement: 9

HP: 1

Subleader: 8

Subchief: 8

Guards: 6

THAC0: 19

# of Attacks: 1

Damage/Attack: 1d8-1

Special Attacks: Nil

Special Defense: Nil

Magic Resistance: Nil

Size: 6’ tall

Morale: 11-12

XP: 2,100 +350 + 35 + 210 = 2,695

Split 24 ways: 112

Expedition Total XP: 3,520

Treasure: To be announced

As your party emerges from the dense jungle onto the vast plains, the stark transition reveals a tableau of primitive ferocity. The towering trees and twisted undergrowth give way to an expansive grassy terrain, unfiltered by the dense canopy. The air, once rich with the fragrances of moist earth and jungle foliage, is now imbued with the raw scent of grass and the primal energy of the open plains.

Beneath the unfiltered sunlight, the orcs, seemingly transported from an unknown place, materialize before your party through a mystical portal. Their primitive stone-age weapons glint ominously in the golden glow, creating an otherworldly fusion of ancient brutality and magical manifestation.

These brutish beings, numbering 150 strong, are armed with crude stone weapons. Their weaponry, fashioned from rough-hewn stones and bound with animal sinew, exudes a primal and menacing aura. The magical transport has not dulled the primitive ferocity inherent in their stone tools.

Among the orc horde, 120 regular warriors brandish stone-tipped spears, jagged-edged stone clubs, and primitive slings. The leaders, adorned with crude markings, carry stone axes and wear rough hides as primitive armor. Thirty assistants, a mix of shamanistic figures and warriors, wield stone-tipped staffs and stone knives, their faces painted with primitive symbols.

Amidst the tumult, a subchief, a burly orc with primitive stone weaponry, steps forth, accompanied by six formidable guards armed with stone-tipped javelins and stone clubs. The subchief's presence radiates authority, his gaze fixed on your party with a mix of cunning and aggression.

The once serene plains transform into a chaotic battleground, the primitive stone-age orcs standing between your party and the distant city of Urak. The soundscape shifts from the familiar jungle symphony to the raw, primal clamor of orcish roars, stone weapons clashing, and the thunderous thuds of boots on open terrain.

The air becomes charged with the scent of sweat, dirt, and the raw earthiness of the stone age weaponry. The dimensions of the encounter sprawl across the vast plains, providing ample space for the impending clash. Urak, once a distant landmark, now stands a mile away—a potential haven against the unfolding chaos in this primeval encounter between your party and the stone-age orcish horde, mysteriously transported through a magical portal from an unknown place.

The orcs formed three columns of 50 orcs each. Each column was divided into 5 squads of 10 plus 3 assistants and one leader. The army marched forward while the players held firm. Apsu cast web on the far right column. Marina cast stinking cloud on the center column. The left column was unchanged.
The party's divine casters started doing a ritual to summon Mommy Erishti-Aya for help. It would take 10 rounds for the spell to be finished.
Apsu killed almost a full squad of orcs and they broke. A new player and JarlFrank characters decimated the first squad of the center column. That squad also broke and fled along with the squad immediately behind it.

We left off at beginning of Turn 5.
 
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