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

Crispy

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Strap Yourselves In
Oh no, here comes old grumpy Uncle Crispy to shit all over our game!

Now, wait a minute. I'm not going to be rude nor ruin anything. I'm here just with a couple of honest, friendly questions. These questions are not loaded; I am merely asking them from a curiosity standpoint in the context that I'm genuinely perplexed about some of the choices I'm reading (this is a public thread) and how certain things are being handled.

Really, for now, they're just concerning this Deck of Many Things that you're throwing around. These are actually a series of questions that I'll group together:

Q1: You rolled on this magical chart of yours and the result was that a DoMT appears. It just does, magically. In the party's hands. Do I have this correct? How does it appear? Is it from Gygax's D&D universe? Why is it called The Deck of Many Things if it's not from that universe? Are you just borrowing that term? Is it a gift from your milieu's gods? Is it sentient in your universe?

Q2: "Okay, so first off, I drew 5 shitty cards in a row." Wait, are you saying that The_Mask's character got to draw five cards from the Deck? Did the other party members get to draw that many times? If yes, why wasn't that mentioned? If no, then why was Mask allowed so many? Were his initial draws rejected? Like they didn't happen? Can you explain?

That's all for now. I hope this doesn't ruin the playing session and if I'm irritating any of you by asking these questions I won't post in this thread again.
 

JamesDixon

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Did someone say something? Must have been shit in the wind.

The manuscript for Myths is finished and currently we're playtesting it.
 

JamesDixon

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Today's game was a blast to play in.

Due to Ulgar drawing the Rogue card from the Deck of Many Things, his henchman Eannta decided to kidnap the princess. The group followed the tracks left by Eannta to a slit she cut into the king's tent. The birds outside guided the group towards the mountain ridge to the south. Night came and the entire party had to stop after getting lost. Apsu and his wife Lilith stood guard and noticed some humanoid shapes 200 yards into the forest just watching them. The shapes had bat like wings.

The next morning the group continued up the mountain side to find a group of 10 Gallu (demons) standing guard outside of a cave entrance. Ulgar and the group talked with the demons to find out that the princess was inside with the goddess Iltani. They entered into a 10 foot by 10 foot cave to find that the floor was polished natural stone with an ornate pillar and crossbeam forming the doorway into the next room.

The next room was a ritual room that had a large alter in the center. The walls were covered in scenes of sex and had braziers of fire lighting the room up. The princess was on the alter safe and sound. She was covered in a nice blanket with pillows protecting her from falling off. She was drinking from a magical baby bottle made of glass. Iltani is behind the alter wearing see through robes.

Apsu decides that he wants to try to figure out the magical hanging fire and investigates the walls. He also wants to see if he can find a hidden door, so he runs his hands all over the carvings of the naked bodies. He yanks on stone cocks to see if they move. Iltani is amused and asked what he's looking for. Apsu tells her he's trying to find treasure. She smiles then makes a comment about how he's quick on the bow string.

Ulgar decides to talk to Iltani. He finds out that Eannta kidnapped the princess in order to sacrifice her to Iltani to gain more power. Since Iltani is a goddess of lust and sex but also of necromancy she finds the idea of sacrificing an innocent child to be abhorrent.

Eannta is teleported into the chamber and shackled to the wall. She's screaming to be let go, but Iltani puts her fingers to her lips and goes, "Sshhhh." Eannta stops making a fuss after she is gagged.

Iltani asks Ulgar what he wants to do with Eannta. He tells Iltani that she can do what she wants with her.

Iltani leaves the ritual room and a portal opens up behind Eannta. Tentacles pull her through the portal to be taken to the planet Iltani. Eannta is decidedly dead to the entire party at this point.

The treasure that Iltani gave the group was all +1 weapons and armor for their characters, except for Kalarion. He got a ring of jumping. Upon finding out the result of his roll JarlFrank yells out that Kal got a cock ring. We all laughed at it.

We had a guest observe the game before deciding to finally join. We're up to 4 players again.

JarlFrank, The_Mask, and Kalarion can tell you about their experiences with the game. I particularly love The_Mask's comment as we all got a laugh.
 

JamesDixon

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After a month long break due to the holidays, we had our first session.

Encounter Thirteen

Day 1 Week 5 Month 2 Year 1

Day
Hairy Spiders
# Appearing: 72
AC: 8
Movement: 12, Web 9
HP: 3
THAC0: 20
# of Attacks: 1
Damage/Attack: 1
Special Attacks: Poison
Special Defense: None
Magic Resistance: None
Size: T (6” or less)
Morale: Average 10
XP: 65 (4,680)
Split 24 ways: 195
Treasure: None
As you venture deeper into the dense jungle, you suddenly find yourselves surrounded by a horde of hairy spiders. The air becomes thick with their presence, and a faint musty smell fills your nostrils. These small creatures, each measuring about 6 inches or less, scuttle across the ground with incredible speed. Their hairy legs make a faint rustling sound as they move, creating an eerie chorus of whispers.

The spiders' bodies are covered in coarse hair, giving them a rough, prickly appearance. You catch glimpses of their gleaming black eyes as they skitter about, their movements unpredictable and erratic. Occasionally, a spider stops to spin a delicate web, suspending it between trees or across your path, making progress difficult.

A sense of unease washes over you as you realize that these spiders are not only numerous but also possess a venomous bite. You can almost taste the acrid tang of their venom in the air, a warning of the danger that lurks within their fangs. Though individually frail, their sheer numbers could overwhelm you if you're not careful.

Encounter Fourteen

Day 2 Week 5 Month 2 Year 1

Day
Leopards
# Appearing: 4
AC: 6
Movement: 15
HP: 17
THAC0: 17
# of Attacks: 3
Damage/Attack: 1d3/1d3/1d8
Special Attacks: Rear claws 1d4 each
Special Defense: Surprised only on 1
Magic Resistance: None
Size: M 4’-4.5’
Morale: Average 8-10
XP: 270 (1,080)
Split 24 ways: 45
Treasure: None

Continuing along the meandering stream, you suddenly become aware of a subtle shift in the surrounding ambiance. The distant calls of birds fall silent, replaced by the soft rustling of leaves underfoot. Then, from the underbrush, four leopards emerge, their sleek bodies gliding effortlessly through the foliage.

These magnificent predators move with a fluid grace, their spotted fur blending seamlessly with the dappled sunlight filtering through the canopy above. You catch a whiff of their musky scent, a combination of wildness and primal elegance. Their powerful muscles ripple beneath their coats as they prowl, their amber eyes trained on you.

As they approach, you hear the faint rustle of grass and the gentle snapping of twigs beneath their stealthy paws. The tension in the air is palpable, and you can't help but feel a surge of adrenaline coursing through your veins. The leopards' lithe forms exude both beauty and danger, a potent reminder of their prowess as skilled hunters.

JarlFrank, Kalarion, The_Mask, and Hargan all got one of the leopards for their rangers. Frank only got one for one of his rangers.

Encounter Fifteen

Day 3 Week 5 Month 2 Year 1

Day
Greater Lammasu
# Appearing: 1
AC: 3
Movement: 15, Fly 30 (B)
HP: 62
THAC0: 7
# of Attacks: 2
Damage/Attack: 2d6/2d6
Special Attacks:
Special Defense:
Magic Resistance: 40%
Size: L 5’ at shoulder
Morale: Champion 16
Treasure: None

Lesser Lammasu
# Appearing: 7
AC: 6
Movement: 12, Fly 24 ©
HP: 35
THAC0: 13
# of Attacks: 2
Damage/Attack: 1d6/1d6
Special Attacks:
Special Defense:
Magic Resistance: 30%
Size: L
Morale: Elite 14
Treasure: 84 gold chunks, 5 potions (Dimuniation, Oil of Etherealness, Longevity, Heroism, Extra Healing), and 3 scrolls (1 spell [Magic Missile], Protection from Fire, Protection from Acid)

A momentary break in the dense foliage reveals a breathtaking sight before you. Standing regally in the clearing is a majestic Greater Lammasu, its majestic wings tucked gracefully against its golden-furred body. The air around it shimmers with an aura of otherworldly power, casting a warm, comforting glow upon the surroundings.

As your gaze shifts, you notice a retinue of seven Lesser Lammasu accompanying the Greater Lammasu. These smaller creatures mirror their larger counterpart in appearance, their ethereal wings fluttering gently in the breeze. They emit a soft, melodious hum as they move, creating an enchanting symphony of celestial sounds.

The Greater Lammasu's presence fills the air with an intoxicating mix of scents: the sweet fragrance of blooming flowers, the earthy aroma of fresh rain, and a hint of something more mystical and elusive. Its golden eyes, filled with wisdom and serenity, meet your own, conveying a sense of ancient knowledge and boundless compassion.

The party found out about a corrupted arcane pool further up the stream from the greater lammasu.


Encounter Sixteen

Day 4 Week 5 Month 2 Year 1

Day
Large Spider
# Appearing: 21
AC: 8
Movement: 6, Web 15
HP: 8
THAC0: 19
# of Attacks: 1
Damage/Attack: 1
Special Attacks: Entangle, Poison
Special Defense: None
Magic Resistance: None
Size: S 2’
Morale: Unsteady 7
XP: 175 (3,675)
Split 24 ways: 153
Treasure: None

As you make your way through the dense forest, you notice movement among the foliage. Looking closer, you spot a cluster of large spiders clinging to their intricate webs. The air grows heavy with the musty odor of decaying leaves, accompanied by a faint, acrid tang.


The spiders, each about two feet in size, move with a swift grace, their hairy legs traversing the intricate webbing that glistens with dewdrops. Their bodies are a mottled mix of brown and black, camouflaging them seamlessly against the surrounding trees and undergrowth. The sound of their skittering legs on the silk threads creates a delicate, eerie melody.

You see twenty-one of these arachnids scattered throughout the area, their eight beady eyes glistening in the sunlight. They remain motionless, waiting patiently for unsuspecting prey to stumble into their trap. Fine strands of silk crisscross the clearing, forming a complex network that can easily ensnare the unwary.

Caution is required as you navigate the terrain, mindful of the sticky webs that span the gaps between trees. The air is filled with the faint buzzing of insects, drawn in by the spiders' presence. The tension builds as you realize any misplaced step could lead to entanglement or worse, as the spiders possess venomous fangs capable of injecting a potent toxin.
Proceeding further into the forest, you must decide how to approach this intricate web of danger and devise a strategy to overcome the lurking threat.
 

JamesDixon

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Encounter Seventeen​



Day 5 Week 5 Month 2 Year 1​



Day

Giant Stag Beetles

# Appearing: 21

AC: 3

Movement: 6

HP: 47

THAC0: 0.

# of Attacks: 3

Damage/Attack: 4d4/1d10/1d10

Special Attacks: None

Special Defense: None

Magic Resistance: None

Size: L 10’ long

Morale: Elite 13

XP: 975 (20,475)

Split 24 ways: 853

Treasure: 65 copper chunks, 37 silver chunks, 21 gold chunks, 4 platinum chunks



By the stream's edge, you come across a gathering of twenty-one aggressive giant stag beetles. These colossal insects, with their menacing presence, dominate the area with their sheer size and power. The rushing sound of the nearby stream seems to amplify their aggression, blending with the low vibrations of their legs scraping against the earth.

The giant stag beetles stand tall, their dark exoskeletons reflecting the dappled sunlight filtering through the surrounding foliage. The musty odor of decaying leaves mixes with the pungent scent emanating from their formidable mandibles. It's a smell that warns of imminent danger and triggers an instinctual fight-or-flight response.

Their six legs dig into the moist soil as they move with surprising speed along the water's edge. The rhythmic clicking of their mandibles creates an eerie soundscape, reverberating through the tranquil forest. The beetles jostle for territory, their massive forms colliding and clashing, echoing with the resounding thuds of their armored bodies.

When provoked, these aggressive creatures unleash a flurry of attacks. Their mandibles, sharp and powerful, can tear through flesh and bone alike. With a swift snap, they rend their prey, leaving a trail of devastation in their wake. Each beetle's movements contribute to a synchronized assault, an orchestrated display of relentless force.

Approaching the beetles now means entering a battleground of epic proportions. The air crackles with tension as they survey their surroundings, ready to defend their territory at any cost. Engaging them requires unwavering bravery and strategic maneuvering, as their collective might can quickly overwhelm the unprepared. The prospect of victory is enticing, but the risks are equally high.

As you prepare to face these aggressive giant stag beetles, the sound of rushing water serves as a constant reminder of the stream's ever-present presence, symbolizing both life and the potential for renewal amid the impending clash.

The party decided to send their leopards into bait one of the groups of beetles and caught the attention of one. The leopards headed towards the forest edge with the beetle following. The leopards attacked and caused the beetle to bleed which in turn got the attention of the other 3 in their group. They charged and killed the first beetle. The party then decided to aim for the alpha beetle in the center of a group of 5 with their slings and bows to shoot chunks of meat at it. Only Ulgar hit which in turn caused the remaining 16 beetles to charge the alpha and kill it. The group waited until the beetles had finished eating and moved up the stream.


Encounter Eighteen​



Day 6 Week 5 Month 2 Year 1


Day

Corrupted Giant Toad

# Appearing: 36

AC: 6

Movement: 6, Hop 6

HP: 17

THAC0: 17

# of Attacks: 1

Damage/Attack: 2d4

Special Attacks: Surprise Attack -3 to rolls

Special Defense: None

Magic Resistance: None

Size: M 5’ long

Morale: Unsteady 7

XP: 120 (4,320)

Split 24 ways: 180

Treasure: None

As you continue following the meandering stream, you encounter a disconcerting sight—a horde of thirty-six corrupted giant toads. These amphibians, once gentle creatures of the forest, now exude an aura of malevolence and decay. Their slimy, mottled skin has turned a sickly shade of green, and a foul stench wafts from their bodies, blending with the earthy scent of the surrounding dampness.

The corrupted giant toads hop with an unnatural grace, their webbed feet propelling them through the murky waters at the stream's edge. Their eyes, once bright and lively, now gleam with a sinister light, reflecting a twisted hunger that seems to emanate from within. With each hop, a wet squelching sound echoes through the air, reminiscent of a morbid dance.

Among the shadows cast by the dense foliage, the toads lie in wait, their bodies partially submerged in the stream. Their deceptive stillness disguises their true intentions—a surprise attack. Their mastery of camouflage and patience make them formidable foes. As you approach, their mucus-covered skin glistens, revealing their grotesque forms. The sensation of the slimy residue on your skin is both repulsive and unnerving.

When the corrupted giant toads strike, their attacks are swift and merciless. With a sudden lunge, their elongated tongues shoot out, striking with venomous accuracy. The element of surprise, coupled with their toxic saliva, leaves victims disoriented and vulnerable. Their powerful jaws clamp down, crushing bones and rendering their prey incapacitated. The grim croaking that accompanies their assaults forms a haunting chorus, reminiscent of a macabre symphony.

Though individually they may appear unsteady, their collective numbers create a sense of unity and purpose. They move with a strange coordination, as if driven by a malevolent hive mind. Overcoming this horde of corrupted giant toads requires not only physical prowess but also a keen eye for deception and the ability to anticipate their surprise attacks.

As you stand before the corrupted giant toads, the stream's gentle flow serves as a constant reminder of nature's delicate balance. The once-clear waters now ripple with the taint of corruption, mirroring the toads' twisted transformation. Engaging in battle with these aberrant creatures carries an eerie weight, as if the fate of the surrounding ecosystem hangs in the balance.

Prepare yourself for the imminent confrontation, for the corrupted giant toads lie in ambush, their presence a stark reminder of the dangers that lurk in even the most serene corners of the wilderness.

The party just decided to run past the toads and avoided combat.


Encounter Nineteen​



Day 7 Week 5 Month 2 Year 1​



Day

Corrupted Cattle

# Appearing: 110

AC: 7

Movement: 15

HP: 9

THAC0: 17

# of Attacks: 1

Damage/Attack: 1d4

Special Attacks: Stampede

Special Defense: None

Magic Resistance: None

Size: Large 8’ long

Morale: Unreliable 4

XP: 50 (5,500)

Split 24 ways: 229

Treasure: None

As you continue your journey along the stream, you stumble upon a disturbing sight. A massive herd of corrupted cattle roams the nearby meadow, their once-docile nature twisted into something far more sinister. The air is heavy with the stench of decay and an undercurrent of unease.

The corrupted cattle, once symbols of domestic tranquility, now bear signs of their corruption. Their once-healthy coats are matted and disheveled, with patches of sickly gray and mottled black. Malevolent red eyes glimmer amidst their sunken sockets, radiating an unsettling aura. The sound of their labored breaths echoes through the air, creating an eerie symphony of suffocating whispers.

As they move with an unsteady gait, their hooves trample the ground, causing the earth to tremble beneath their weight. The corrupted cattle exhibit a sense of restlessness, their movements unpredictable and erratic. The mere sight of their hulking forms is enough to unsettle even the bravest of souls.

While individually they may appear frail, their true strength lies in their sheer numbers. The herd consists of a staggering one hundred and ten corrupted cattle, their collective presence casting a foreboding shadow across the landscape. Their shared corruption seems to amplify their agitation, as if the negative energy pulsates through their veins like a contagious disease.

Beware the stampede, for it is their most fearsome weapon. When provoked or threatened, the corrupted cattle will charge forward in a chaotic frenzy, their massive bodies trampling everything in their path. The ground shakes as they thunder toward their target, a chilling cacophony of hooves pounding against the earth. Those caught in the stampede risk being trampled underfoot, bones crushed beneath the weight of the corrupted herd.

The corrupted cattle, though lacking in special abilities or defenses, possess an uncanny sense of unpredictability. Their unreliable morale reflects their corrupted state, as their actions and reactions become increasingly erratic. One moment they may appear docile and disinterested, and the next they could charge without warning, driven by an unseen force.

Engaging in combat with the corrupted cattle requires both caution and swift reflexes. Each swing of their mighty horns carries the potential for injury, while the overwhelming numbers of the herd can quickly overwhelm the unprepared. As you face the corrupted cattle, you can't help but feel a sense of sorrow for these once-gentle creatures, now twisted by an unknown malevolence.

Proceed with care, for the corrupted cattle are a formidable force that embodies the dark consequences of the world's corruption. The stream, once a symbol of life and purity, now flows as a somber witness to the desolation that has befallen these lands.

The clerics and druids spent several hours praying to summon Malignost for guidance. Malignost appeared in a blinding ray of light and asked them what they needed. The party asked for help in purifying the stream and Malignost taught them a spell that would remove the corruption in the area. This reverted it all back to the way it was at creation.

Encounter Twenty​



Day 8 Week 6 Month 2 Year 1​



Day

Corrupted Cattle Bull

# Appearing: 4

AC: 7

Movement: 15

HP: 23

THAC0: 17

# of Attacks: 1

Damage/Attack: 1-4

Special Attacks: Stampede

Special Defense: None

Magic Resistance: None

Size: Large 8’ long

Morale: Average 8

XP: 120 (480)

Split 24 ways: 20

Treasure: None

As you follow the meandering path of the stream, your eyes are drawn to a small group of corrupted cattle bulls grazing in a nearby field. These once-majestic creatures now bear the twisted marks of corruption, their imposing figures exuding an air of primal aggression.

The corrupted cattle bulls stand tall and proud, their muscular forms marred by patches of sickly gray and mottled black. The corruption has intensified their gaze, as malevolent red eyes glare fiercely from within their broad skulls. Their powerful hooves dig into the earth, stirring up a cloud of dust that hangs heavy in the air.

Each corrupted cattle bull possesses an aura of unpredictable hostility. Their thick hides ripple with tension, and the sound of their snorts reverberates through the surrounding silence. The scent of their decayed breath lingers, mingling with the earthy fragrance of the meadow.

These four corrupted cattle bulls are larger and more robust than their docile counterparts. Their once-peaceful disposition has been replaced by an average morale, indicative of their growing aggression. The corrupted cattle bulls maintain an awareness of their surroundings, their ears twitching and heads turning, as if constantly on guard against unseen threats.

Beneath the weight of their imposing horns, they possess a singular focus: to protect their territory and assert their dominance. With each powerful charge, their hooves strike the ground with a force that echoes through the air, serving as a warning to all who would challenge them.

The corrupted cattle bulls' attacks are swift and relentless. A single strike from their sharpened horns can cause deep wounds, their strength amplified by the corruption that courses through their veins. Although they lack any special defenses or magic resistance, their sheer size and raw power make them formidable adversaries.

Beware their ability to summon a stampede. When provoked or cornered, the corrupted cattle bulls emit a deep, resonating bellow that reverberates through the land. In response, the rest of the corrupted cattle in the area may join the fray, charging alongside their corrupted brethren. The ground trembles as the stampede gains momentum, threatening to trample anything in its path.

Engaging in combat with the corrupted cattle bulls requires strategic thinking and a steady hand. Their average morale suggests that they can be swayed by clever tactics or a display of superior strength. But make no mistake, these corrupted creatures are a formidable challenge, their corrupted presence a testament to the pervasive darkness that seeps into the world.

As you observe the corrupted cattle bulls, your heart aches for their twisted fate. They were once noble creatures, now lost to the corruption that plagues this land. The stream continues to flow nearby, its gentle babbling providing a stark contrast to the tension that hangs in the air.

The group cast the purification spell then moved on.



Encounter Twenty-one​



Day 9 Week 6 Month 2 Year 1​



Day

Corrupted Cattle Bull

# Appearing: 4

AC: 7

Movement: 15

HP: 23

THAC0: 17

# of Attacks: 1

Damage/Attack: 1-4

Special Attacks: Stampede

Special Defense: None

Magic Resistance: None

Size: Large 8’ long

Morale: Average 8

XP: 120 (480)

Split 24 ways: 20

Treasure: None

As you continue following the stream, your attention is drawn to a small group of corrupted cattle bulls standing defiantly in the distance. These immense creatures, once symbols of strength and fertility, now embody the corruption that plagues this land.

The corrupted cattle bulls stand tall and imposing, their once-lustrous hides now marred by dark blotches and sickly patches. Their muscular bodies ripple with tension, showcasing the raw power they possess. Their eyes, once gentle and serene, now burn with a fierce intensity, reflecting the malevolence that courses through their veins.

You catch a whiff of the pungent odor that emanates from their decaying flesh, mingling with the natural scents of the surrounding meadow. The rustling of grass beneath their hooves creates a cacophony of sound, amplified by their heavy breaths and occasional snorts.

Despite their corrupted state, the corrupted cattle bulls retain a semblance of their former temperament. Their average morale suggests a mix of confusion and aggression, as if they are struggling to reconcile their innate nature with the corruption that has tainted them.

With a calculated stride, the corrupted cattle bulls move purposefully, their gaze fixated on any potential threats. Their horns, once symbols of their majestic presence, now serve as deadly weapons. They lower their heads and paw at the ground, ready to charge at a moment's notice.

Each corrupted cattle bull possesses a battle-hardened resilience, with their thick hides serving as a meager defense against attacks. Their muscular bodies allow for swift and powerful strikes, their hooves capable of delivering devastating blows. Their attacks are precise, aimed to cripple and overpower their adversaries.

Beware their ability to initiate a stampede, a chaotic and terrifying display of dominance. When provoked or sensing danger, the corrupted cattle bulls emit a guttural bellow that echoes across the landscape. It acts as a signal to the other corrupted cattle nearby, who swiftly converge, forming a raging tide of charging beasts. The ground quakes beneath their collective weight, threatening to trample anything unfortunate enough to be caught in their path.

Facing off against the corrupted cattle bulls requires both courage and caution. Their average morale leaves room for negotiation and alternative strategies. Perhaps a display of dominance or a strategic diversion could sway their temperament, offering a chance to avoid bloodshed.

Yet, as you observe these corrupted creatures, a twinge of sorrow tugs at your heart. They were once symbols of abundance and vitality, now transformed into instruments of chaos and destruction. The sound of the nearby stream serves as a stark reminder of the corruption's encroachment on the once-pristine wilderness.

The group cast the purification spell then moved on.
 

Cohesion

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How does morale work in your game?
Also, is there some flag for creatures e.g. aggressive (attack on sight) / neutral?
What is purification spell?
 
Last edited:

JamesDixon

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How does morale work in your game?
Also, is there some flag for creatures e.g. aggressive (attack on sight) / neutral?
What is purification spell?

Morale is a 1d20 roll that must be equal to or under the creature's morale.

In AD&D 2E, of which my rules are based on, gives players three basic options to handle an encounter. They are attack, parlay, or run away. Experience is gained for overcoming the encounter. Killing is optional to overcome it. This way the players can really let their imaginations run wild and create intricate plans like them using chunks of meat to hit the alpha giant stag beetle to cause a frenzy that resulted in numerous deaths on their side.

When I handle an encounter I use the Encounter Reaction Table that takes into account the party's default stance of being polite to being hostile. It's a 1d20 roll. In this adventure the default is hostile due to my players, Kalarion, saying there wasn't enough bloodshed. So I obliged him. ;) It's hilarious that they still avoided large encounters simply by running past them or just flat out purifying the corrupted creatures. I believe they fought maybe half of the encounters they faced so far.

Two of Malignost's children, Naplanu and Umarusha, corrupted pools of arcane essence. These pools corrupt anything that touches them. The changes are based upon the alignment of the base creature and my whims. ;) That's how dragons were created when one of my player's had their character fall into a corrupted pool then failed their Save vs. Polymorph. They survived the System Shock roll for the transformation into a gold dragon.

The purification spell is a ritual that requires a minimum of 4 clerics/druids to cast. It takes a minimum of 10 rounds or 10 minutes to cast. The requirements are verbal and gestures. The more people involved in the casting the larger the effect. As a result, the spell can purify large groups of animals, plants, etc... to remove the corruption of the arcane pools. It's a level 2 priest spell.
 

JamesDixon

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Encounter Twenty-two

Day 11 Week 6 Month 2 Year 1

Day
Huge Scorpion
# Appearing: 4
AC: 4
Movement: 12
HP: 19
THAC0: 15
# of Attacks: 3
Damage/Attack: 1d8/1d8/1d3
Special Attacks: Poison Sting
Special Defense: None
Magic Resistance: None
Size: M 4’ long
Morale: Average 10
XP: 420 (1,680)
Split 24 ways: 70
Treasure:

As you make your way along the stream, your attention is drawn to a group of enormous scorpions that scuttle across the terrain. These huge scorpions, their black exoskeletons glistening under the sunlight, embody an aura of danger and menace.

The massive creatures move with a graceful yet unnerving agility. Their segmented bodies undulate with each step, their menacing stingers raised high and ready to strike. Their sharp pincers clack together, creating an eerie symphony of clicking sounds that reverberate through the air.

The air carries a distinct scent, a mix of earthiness and the acrid aroma of venom. It lingers as a foreboding reminder of the potent toxin that these scorpions possess. The ground beneath their skittering legs ripples, disturbed by their presence, and the fine grains of sand sift through the air, catching the light in a mesmerizing display.

The huge scorpions exude an air of confidence, their average morale suggesting a sense of self-assuredness. Their size and strength make them formidable adversaries, their armored exoskeletons providing a moderate level of protection against attacks. Their movements are swift and precise, their multi-jointed limbs capable of delivering a flurry of strikes.

As you observe these huge scorpions, a sense of awe mixed with trepidation washes over you. Their presence serves as a reminder of the diverse and dangerous inhabitants that dwell in this corrupted land. The stream continues to flow nearby, its clear waters providing a stark contrast to the sinister nature of these monstrous creatures.

Commentary: The party attacked the scorpions. Apsu cast Grease in the center of the four. Two were caught in the radius of the spell and failed their Save vs. Spell to fall on their stomachs.

One of the four scorpions, after making its Save vs. Spell to come at Ulgar and his henchmen. It missed with its stinger.

Another one just ran around the greased area to attack Apsu's group. One ran through the center and failed its save to fall down. The fourth one failed its save a second time so it was stuck flailing around.

Kalarion's druid cast Faerie Fire to ignite the Grease.

Combat went swift after that with the party managing to defeat the two scorpions in melee combat while the other two cooked to death inside of the fire.

Encounter Twenty-three

Day 13 Week 6 Month 2 Year 1

Day
Corrupted Spitting Snake
# Appearing: 4
AC: 5
Movement: 12
HP: 18
THAC0: 17
# of Attacks: 2
Damage/Attack: 1d3
Special Attacks: Spit poison
Special Defense: None
Magic Resistance: None
Size: M 8’ long
Morale: Average 9
XP: 650 (2,600)
Split 24 ways: 108
Treasure: None

As you continue your journey along the stream, a hissing sound catches your attention. Turning your gaze, you spot a group of corrupted spitting snakes slithering through the surrounding vegetation. The once clear and pristine waters of the stream now bear signs of corruption. The once-refreshing flow is tainted with reddish-black ooze, slowly spreading its malevolent influence.

The corrupted stream water takes on a thick, viscous consistency, almost like a dark, unholy slime. It exudes an otherworldly aura, and a nauseating stench wafts through the air as you approach. The reddish-black hue of the corruption stands in stark contrast to the natural beauty that once characterized the stream.

As your eyes scan the surroundings, you notice that the vegetation near the stream has also been affected by the spreading corruption. Sickly plants with withered leaves and twisted forms emerge from the tainted soil. The once-vibrant colors have been replaced with a sickly, desaturated palette, as if drained of life itself.

The corrupted spitting snakes, emerging from this tainted environment, appear to thrive in the presence of the corruption. Their scales bear a dark hue, mirroring the reddish-black color of the ooze-like substance that pollutes the stream. It is as if they have adapted to this twisted environment, becoming agents of the corruption themselves.

Their aggression and hostility are now intensified, as if fueled by the malevolent power that flows through the corrupted stream. Their eyes, once vibrant and alive, now possess a sinister glow, resonating with the reddish-black taint that permeates their surroundings.

Commentary: Apsu's and Kalarion's characters were all surprised. Frank's characters made their surprise roll. Frank got initiative and his druid cast Entangle centered in the middle of the four snakes. They all failed their Save vs. Spell to become entangled.
Frank's other characters did minor damage with ranged weapons on the snakes.

The four snakes decided to spit with two attacking Frank's party, 1 after Kal's party, and 1 after Mask's party. Frank's wizard Marina go hit twice with poison. She took some damage and failed one of her Save vs. Poison checks. The poison had a -1 to Save vs. Poison, in 6 rounds the poison would take effect which would incapacitate her for the next three days.

One of Kal's and Mask's characters got hit for minor damage and made their saving throws.

The next round the snakes went first. One managed to make it's save so broke free to charge at Frank's characters. It missed with its attacks. The other three failed their saving throws and remained entangled.

Frank's group was next so his wizard cast Grease. The three snakes that were entangled would hit by the grease and failed their saves. Frank's characters killed the snake attacking them.

Kal's group was next and ran up with torches lit to throw at the grease. One of the characters rolled really bad that the torch flew over the head of one of the snakes by the corrupted stream to land in it. The entire stream caught on first with the flames spreading up and down stream.

The snakes starting cooking in the fire and ended up dying from being barbequed. We ran out of time, so I fudged to say that they cooked to death. I rolled 3d6 for damage in the first round and the spitting snakes only had 18 hit points. They were dead and I just narrated the inevitable.

Kalarion, JarlFrank, and The_Mask can give their thoughts in case I missed something.
 
Last edited:

JamesDixon

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Encounter Twenty-four​



Day 13 Week 6 Month 2 Year 1​



Night

Corrupted Goats

# Appearing: 60

AC: 7

Movement: 15

HP: 3

THAC0: 19

# of Attacks: 1

Damage/Attack: 1d3

Special Attacks: Charge

Special Defense: None

Magic Resistance: None

Size: S 3.3’

Morale: Average 8-10

XP: 35 (2,100)

Split 24 ways: 88

Treasure: None

As the sun sets, casting long shadows across the land, you find a suitable clearing by the corrupted stream to set up camp for the night. The once soothing sounds of the flowing water have been tainted by an eerie, dissonant melody that echoes through the night air. The reddish-black corruption in the stream seems to pulsate with a malevolent energy, casting an unsettling glow in the darkness.

As you settle down to rest, a faint rustling sound reaches your ears. Moments later, your senses are assaulted by a horde of corrupted goats descending upon your campsite. Their eyes glow with a sinister light, reflecting the corrupted essence that courses through their veins. The ground beneath their hooves quakes with an unnatural energy, causing the corrupted stream water to churn and ripple ominously.

These corrupted goats, once gentle and docile creatures, now possess an aggressive and unpredictable nature. Their movements are erratic, and their bleats sound distorted and twisted, as if mocking the tranquility that once characterized this place. Their bodies bear the visible signs of corruption, with patches of discolored fur and bony growths protruding from their flesh.

With an unsettling determination, the corrupted goats charge toward your camp, their hooves thundering against the ground. Their attacks may seem feeble individually, but in their sheer numbers, they pose a significant threat. Their charge is fueled by the malevolent energy of the corruption, imbuing their attacks with an unnatural force.


The_Mask cast web onto goats that were in the camp. He got a critical success on the spellcraft roll, so the effect of the spell was doubled. The webs covered the entire camp. All but two of JarlFrank's characters were entangled. Two of his characters managed to jump free of the area. Due to the group being in camp, there were a lot of campfires around. The campfires caught the web on fire which caused 4 points of damage to everything caught in it. All 60 of the goats were barbequed.


Encounter Twenty-five​



Day 14 Week 6 Month 2 Year 1​



Night

Troll

# Appearing: 12

AC: 4

Movement: 12

HP: 23

THAC0: 13

# of Attacks: 3

Damage/Attack: 1d4+4/1d4+4/1d8+4

Special Attacks: Special

Special Defense: Regeneration

Magic Resistance: None

Size: L 9’ tall

Morale: Elite 14

XP: 1,400 (16,800)

Split 24 ways: 700

Treasure: 10 gems

Ornamental: 2 [Hematite and Moss Agate (20 gp)]

Semi-precious: 3 [Chalcedony (50 gp)]

Fancy: 1 [Spinel (100 gp)]

Precious: 1 [Tourmaline (500 gp)]

Gem: 1 [Blue Diamond (5,000 gp)]

Jewelry: 1 [Star Sapphire (5,000 gp)]

The night envelops the landscape in a shroud of darkness, broken only by the pale glow of the moon above. As your weary bodies seek respite in sleep, a sense of unease lingers in the air. The corrupted stream nearby whispers with an ominous tone, its reddish-black waters flowing sluggishly, like a poisonous serpent slithering through the land.

In the deep reaches of the night, a guttural growl cuts through the silence, jolting you awake. Your eyes strain to adjust to the darkness as the sound draws closer. Suddenly, a band of trolls emerges from the shadows, their massive forms casting elongated, menacing silhouettes in the moonlight.

These trolls, tainted by the pervasive corruption, are a grotesque sight to behold. Their once-mighty frames now bear the marks of decay and malformation, their rough skin taking on a sickly pallor. With a primal hunger burning in their eyes, they fix their gaze upon your camp, drawn by the scent of life that permeates the night air.

The trolls' movements are surprisingly swift and agile, despite their hulking size. They close in on your camp, their regenerative abilities lending them an aura of invincibility. No matter how grievous the wounds they suffer, they heal with an unnatural speed, their corrupted flesh knitting itself back together before your eyes.

Their attacks come in a flurry of motion, each strike infused with a raw, savage strength. Their claws rend through the air, seeking to tear flesh and shatter bone, while their powerful jaws snap hungrily, eager to feast upon the living. The night is filled with the cacophony of their roars, a chilling symphony that echoes through the surrounding trees.

I made a mistake and said that there were only four of them. Kalarion's druid cast entangle that caught two of the trolls firm. The other two were free to act. Kal's characters fired their short bows using fire arrows and caught the entangled area on fire. The trolls caught started taking damage.

JarlFrank had Ulgar charge one of the trolls and hit so well to cause enough damage that it resulted in the troll losing his leg at the knee. It fell on top of Ulgar and did one point of damage because Ulgar failed his Dexterity check.

The_Mask's character Apsu figured out that trolls couldn't take regenerate due to fire, so his group managed to take one of the trolls out.

The server had a hiccup and I lost all data on the trolls. Instead of just making stuff up I decided that they would have won the battle anyway and awarded them their experience plus the treasure.




Encounter Twenty-six​



Day 15 Week 7 Month 2 Year 1​



Day

Chimera

# Appearing: 6

AC: 6/5/2

Movement: 9, Fly 18 €

HP: 45

THAC0: 11

# of Attacks: 6

Damage/Attack: 1d3/1d3/1d3/1d4/1d4/2d4/3d4

Special Attacks: Breath weapon

Special Defense: None

Magic Resistance: None

Size: L 5’ at the shoulder

Morale: Elite 13-14

XP: 5,000 (30,000)

Split 24 ways: 1,250

Treasure: 4,0000 platinum chunks

Gems: 13

Ornamental: 5 [Eye Agate(13 gp)]

Semi-precious: 5 [Sardonyx (100 gp)]

Precious: 2 [Alexandrite (1,000 gp)]

Gem: 1 [Star Sapphire (10,000 gp)]

The sun hangs high in the sky, casting a warm and inviting glow upon the landscape. As you journey along the stream, a sense of tranquility settles within your hearts. The air is filled with the gentle rustle of leaves and the melodic chirping of birds, creating a serene atmosphere that momentarily eases the weight of your travels.

However, as you approach the stream, an unsettling sight greets your eyes. The once clear and pristine waters now flow with a reddish-black taint, shimmering ominously in the sunlight. The corruption that has taken hold of the stream has transformed its nature into something malevolent and sinister.

The corrupted stream emits a foul stench that permeates the air, a sickly combination of decay and sulfur. The once-refreshing aroma of the forest is replaced by an acrid and nauseating odor that makes your stomach churn. The taste of the air is tainted, a bitter tang lingering on your tongue with each breath.

As you draw nearer to the corrupted stream, you can hear the faint gurgling and bubbling of the tainted water. The sound is not one of life and vitality, but rather of a sinister presence seeping through the cracks of nature's harmony. It's as if the stream itself is whispering a dark secret, its voice a sibilant echo that sends shivers down your spines.

The corruption manifests itself in an ooze-like consistency, clinging to the rocks and vegetation that line the stream's banks. It exudes a malevolent energy, pulsating with an unnatural rhythm that seems to mock the purity of the surrounding wilderness. The reddish-black substance slithers and writhes, defying the laws of gravity and defiling everything it touches.

Due to prior experience with the ooze, the entire group decided to cast the cleanse corruption ritual centered around their area only. They all threw lit torches onto the ground that would lead to the chimeras. The wind was about 15-20 miles per hour and blowing to the north right towards the monsters. A large firestorm erupted that swept over the chimeras before they could react. They ended up getting cooked alive.

The party butchered them and found 2 chimera eggs in addition to the treasure.
 

JamesDixon

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Chimera omelette when?
I'll be completely honest, I was totally thinking about pet Chimeras. But this might be a stretch.

Why would want to make them pets?
You tell me why you wouldn't want a liongoatsnake hybrid on your side. Damn sure you can claim tax deductions on it too.

They're liongoatdragon hybrids. As for tax credit that's up to JarlFrank's Ulgar the king.
 

Tavernking

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Are you tired of every setting being a bland and generic experience?

Èlaz: A race of miners that are similar to the Elves everyone is familiar with.
Annunaki: A race of angelic beings that were thrown out by their respective good deities for fighting a war against the Gallu.
Gallu: Are a race of demonic beings that fought to control the good gods at the behest of the evil gods. They were also thrown out and placed on Malignost as punishment.
Sisulu: Quadrupedal humanoids that resemble Centaurs.
Dumillu: A race short beings that have the natural inclination to being sailors, water based merchants, and pirates. They are akin to Dwarves in other settings.
Awilu: They are the humans of the world. They are the high god Malignost's prized creation. They are the first born.
Gudu: They are a race of bipedal bull-men and cow-women. Think of them as the early version of Minotaurs.
Kitharians: They are a bipedal feline race where women are the dominant sex in their society.
Alipharians: They are bipedal canines.
Sur-Èlaz: In Malignost, Èlaz can breed with any other race. Sur-Èlaz's are the offspring of these pairings. They are not able to chosen at the start of the game due to none of the races having met yet.
Sur-Dumillu: Like the Sur-Èlaz, Dumillu's can breed with any other race to create half breeds. Like the other half breed they can't be selected at the start of the game.

Elves, Angels, Demons, Centaurs, Sea Dwarves, Humans, Minotaurs, Catfolk, Dogfolk. How very non-bland and non-generic :lol:
 

JamesDixon

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Are you tired of every setting being a bland and generic experience?

Èlaz: A race of miners that are similar to the Elves everyone is familiar with.
Annunaki: A race of angelic beings that were thrown out by their respective good deities for fighting a war against the Gallu.
Gallu: Are a race of demonic beings that fought to control the good gods at the behest of the evil gods. They were also thrown out and placed on Malignost as punishment.
Sisulu: Quadrupedal humanoids that resemble Centaurs.
Dumillu: A race short beings that have the natural inclination to being sailors, water based merchants, and pirates. They are akin to Dwarves in other settings.
Awilu: They are the humans of the world. They are the high god Malignost's prized creation. They are the first born.
Gudu: They are a race of bipedal bull-men and cow-women. Think of them as the early version of Minotaurs.
Kitharians: They are a bipedal feline race where women are the dominant sex in their society.
Alipharians: They are bipedal canines.
Sur-Èlaz: In Malignost, Èlaz can breed with any other race. Sur-Èlaz's are the offspring of these pairings. They are not able to chosen at the start of the game due to none of the races having met yet.
Sur-Dumillu: Like the Sur-Èlaz, Dumillu's can breed with any other race to create half breeds. Like the other half breed they can't be selected at the start of the game.

Elves, Angels, Demons, Centaurs, Sea Dwarves, Humans, Minotaurs, Catfolk, Dogfolk. How very non-bland and non-generic :lol:

Incorrect, but do go on and tell me how they're not bland and generic.

I do have a question though. Have you actually read my campaign setting? No, you haven't.
 

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