Myths of Malignost DAD Campaign

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MadPreacher

Myths of Malignost DAD Campaign

Post by MadPreacher »

Beginning Scene

Day 1 Week 1 Year 0

The beach is a serene and peaceful place, with white sand that stretches out for miles and crystal clear water that sparkles in the early morning light. The sound of the waves crashing against the shore is a soothing background melody, accompanied by the songs of the seabirds flying overhead. The air is filled with the salty scent of the sea and the sweet aroma of the nearby forest. Tall trees tower overhead, providing shade and shelter for the diverse array of plants and animals that call this place home. The underbrush is thick and lush, with a variety of berries and fruits growing amongst the ferns and wildflowers. The birds sing sweetly in the trees and the deer graze peacefully in the meadows.

The cliffs on the eastern and western sides of the beach are a sight to behold. The rugged rock faces rise steeply from the shore, providing a natural barrier against the sea. The cliffs are home to a variety of seabirds and sea mammals, as well as a number of caves and crevices that are ripe for exploration. The view from the top of the cliffs is breathtaking, with the blue sea stretching out to the horizon and the forest spreading out below.

The river that winds its way north through the forest is a vital resource for the people. The water is cool and clear, and the river is home to a variety of fish and aquatic creatures. The banks of the river are lined with willows and other trees, providing a shady spot for the people to rest and fish. The people can follow the river deeper into the interior of the continent, where they will find more resources, more challenges and more opportunities.

Amidst this natural beauty, stood the lawful good greater god Malignost and his daughter-wife Erishti-Aya, also lawful good and a lesser goddess. Malignost was tall and strong, standing at 12 feet tall with long white free-flowing hair and beard, and piercing blue eyes. He was dressed in a white toga with a golden wide belt around his waist, and he held a staff in his hand. Erishti-Aya, on the other hand, was delicate and feminine with long brown hair that reached her ankles, piercing blue eyes, and a loose-fitting simple gown that had slits on the sides to expose her legs. She was 10 and a half feet tall . Together, Malignost and Erishti-Aya were tasked with teaching the 150 15-year-old naked Awilu how to survive in this new land.

Malignost and Erishti-Aya began by teaching the Awilu the basics of survival, such as finding food and water, building shelter, and staying safe from the dangers of the wilderness. They taught the Awilu how to hunt and fish, how to gather fruits and berries, and how to make fire. They also taught them about the different plants and animals of the forest, and how to use them for medicine and clothing. The Awilu were finally clothed in animal skins, keeping them warm and protected from the elements.

After the basics of survival were mastered, Malignost and Erishti-Aya began to teach the Awilu more specialized skills and abilities. They taught the fighters how to use weapons and armor, how to fight in formation and how to defend themselves and others.

"You must learn to defend yourselves and others, for there will be times when you will have to protect yourselves and your people from harm," said Malignost to the fighters.

They taught the rangers how to track and hunt game, how to navigate through the wilderness, and how to use the natural environment to their advantage.

"You must learn to use the land and nature to your advantage, for it will be your greatest ally," said Erishti-Aya to the rangers.

They taught the mages how to harness the power of magic, how to cast spells and how to control the elements.

"You must use your magic wisely and always for the greater good," said Malignost to the mages.

They taught the priests how to heal the sick and injured, how to commune with the divine and how to perform miracles.

"You must use your healing powers to help others and to bring peace and comfort," said Erishti-Aya to the priests.

They taught the thieves how to acquire goods and resources through non-violent means, how to gather information and how to sneak and move stealthily.

"You must learn to acquire goods and resources without causing harm, and to use your stealth and cunning for the greater good," said Malignost to the thieves.

They taught the bards how to play music, how to sing, how to tell stories and how to entertain the people.

"You must use your talents to entertain, inspire and bring joy to the people," said Erishti-Aya to the bards.

As the Awilu learned and grew in their skills, Malignost and Erishti-Aya continued to guide and mentor them, helping them to hone their abilities and develop their talents. They also taught the Awilu about honor, duty and ethics, encouraging them to use their skills for the greater good and to always strive for righteousness. With the guidance and teachings of Malignost and Erishti-Aya, the Awilu thrived in this new land.

Malignost and Erishti-Aya saw that their children had learned everything they needed to know to survive and flourish. They decided that it was time to give the final command to their children, to be fruitful and multiply. They gathered the Awilu on the beach, where they stood tall and proud, looking down at their creation.

"My children," began Malignost, "You have learned the skills and knowledge necessary to survive in this land. But now, it is time for you to multiply and fill this land with your kind."

"Yes," added Erishti-Aya, "You must be fruitful and multiply, for that is the way of all living things. You must create families, communities and civilizations."

"You must work together, build together, and love together," said Malignost. "And in doing so, you will create a legacy that will last for generations."

"You must cherish and nurture the children that you will bring into this world," said Erishti-Aya, "for they are the future of your people. And you must teach them everything that we have taught you, so that they may continue to thrive and flourish."

"And always remember," said Malignost, "that we will always be with you, guiding and protecting you. And when the time comes, we will be there to welcome you into the next world."

"Be fruitful, multiply, and always strive for righteousness," said Erishti-Aya. "That is our final command to you, our children."

Malignost added, "And as you continue to grow and prosper, it is important that you have a leader to guide you. I hereby appoint Ulgar as your Sharru. He has proven himself to be just and fair, and I trust that he will lead you with righteousness."

With those words, Malignost anointed Ulgar as king. The word sharru meant "legitimate king" or "king by right" and it was a sacred title that was only given to the one who had proven himself worthy of it.

With those words, Malignost and Erishti-Aya raised their hands, summoning a bright light that engulfed them. When the light dissipated, they were gone, but their teachings and guidance were forever ingrained in the hearts and minds of the Awilu. The Awilu stood in awe and wonder, for they knew that their creators had left them in a wondrous fashion. They knew that Malignost and Erishti-Aya would always be with them, watching over them from the heavens and guiding them in their journey. And so, the Awilu continued to thrive and flourish, guided by the wisdom and teachings of Malignost and Erishti-Aya, forevermore.

Eannta’s Temptation

Night 1 Week 1 Year 0

Eannta was deep in sleep in her tent, nestled among her tribe, next to her husband when she was abruptly awoken by an unknown force. She felt a pull towards the forest, as if an invisible hand was guiding her. She quickly realized that it was a full moon, the light of which was illuminating the path that lay ahead.

Eannta hesitated, the hairs on the back of her neck stood as she felt a sense of dread wash over her. She didn't want to leave her husband, but the pull was too strong to resist. She made the decision to leave.

Eannta needs to roll Dexterity to leave without waking her husband. Failure means that he wakes up.

As she walked, the trees seemed to loom closer, their branches reaching out like twisted fingers. The darkness was almost suffocating, and the silence was broken only by the sound of her own heartbeat pounding in her ears.

Suddenly, she saw the creature that had summoned her. It was a massive, terrifying being, unlike anything she had ever seen before. Its horse-like head was twisted and gnarled, with deep wrinkles etched into its flesh. The four blue eyes on stalks that adorned its visage seemed to glow with an otherworldly intelligence, and the trunk-like nose that sat above its huge, ridge-toothed mouth gave the impression of a creature that had evolved to hunt and devour the most fearsome of prey.

The body of this creature is a nightmare made flesh. Its quadrupedal form is an unholy fusion of bison-like muscle and pig-like tail, its purplish furred skin slick with a noxious, moldy odor that clings to the air like a miasma. The mane that runs along its back is a writhing mass of wriggling tendrils, and its insect-like wings are tattered and torn, as if they've been used to plow through the very fabric of reality. The tentacled arms and legs that allow it to move with such terrifying speed are withered and bony, and the hands that end in taloned feet are like something out of a corpse.

Eannta's heart raced with fear, but she knew she had to stay strong. She knew she would have to rely on her wits and her magic to protect herself. But the creature, Cerios, spoke to her in a voice like thunder, "I have summoned you here for a purpose. I am in need of a powerful mage, and I believe you have the potential to become one. I can offer you power, knowledge, and magic beyond your wildest dreams, but in exchange, I require your devotion. Be warned, Eannta, on full moons you may be subject to strange and mysterious things, but I will be here to guide you. However, there is one more thing, in order to fully bind our pact, you must be willing to sell your soul to me."

Eannta stood before Cerios, her heart pounding with fear and excitement. She knew that the decision she was about to make would change her life forever. She thought about the offer Cerios had made to her, the promise of power and knowledge beyond her wildest dreams, but at the cost of her soul.

Finally, Eannta made her decision. She reached out her hand and took Cerios's, and he led her into a mysterious portal that opened before them.
As they walked through the portal, Eannta felt a sense of vertigo wash over her. When she emerged on the other side, she found herself in a chamber unlike any she had ever seen before. The walls were made of black stone, and the air was thick with the smell of incense, burning flesh and the sounds of screams, wails and moaning. In the center of the chamber, there was a large, dark altar, surrounded by flickering candles and a thick, acrid smoke that made Eannta's eyes water. On the altar, there were body parts arranged in grotesque patterns and around it, hooded figures in robes were performing rituals that made Eannta's blood run cold. They were chanting in a language that Eannta didn't understand, but the sound of it sent shivers down her spine. The hooded figures turn to her with eyes that glowed with otherworldly intelligence, and she could see their twisted, mutated features beneath their hoods.

Cerios turned to Eannta, and his eyes seemed to gleam with satisfaction. "Welcome to my chamber of dark and demonic rituals," he said. "Here, I will teach you the ways of magic that will place you above other mages. With the power I will give you, you will be able to summon creatures, bend the elements to your will, and even raise the dead. But be warned, the path ahead will not be easy. You will be subjected to visions of horror and revulsion, and you will have to face your deepest fears. But if you are willing to endure, the rewards will be great."

Eannta felt a sense of dread wash over her, but she knew that there was no turning back now. She was committed to this path, and she would do whatever it takes to gain the power and knowledge that Cerios promised.

As she began her training with Cerios, Eannta knew that she was about to embark on a journey that would change her life forever. And she was ready for whatever lay ahead.

Eannta stumbled through the portal, her mind reeling with the horrors she had just witnessed. She felt as if she had been away for hours, but when she emerged back into the forest, she saw that the sky was still dark and the stars were shining bright. She had no idea how much time had passed.
She made her way back to her tent; her steps unsteady and her vision blurred. She could hear the sounds of her tribe sleeping around her, the soft snores and the rustling of blankets, but she felt as if she were in a dream.

As she entered her tent, she saw her husband lying there, still asleep. Eannta felt a pang of guilt in her chest. She had left him behind without a word, and now she had returned, changed in ways she couldn't even begin to understand.

She lay down next to him, her mind still spinning with the visions of horror and the dark power that Cerios had promised her. She knew that her life would never be the same again. She would have to face the terrifying visions, the rituals and the sacrifices that Cerios required of her, but in return, she would gain power beyond her wildest dreams.

Eannta closed her eyes, her mind still in a daze, and let out a deep sigh, unsure of what the future holds for her.

Encounter One

Day 2 Week 1 Year 0

It's mid-day and the sun is high in the sky, casting a warm and inviting glow over the beach. The sky is clear, with not a cloud in sight, and the air is filled with the salty scent of the sea and the sweet aroma of the nearby forest. The temperature is in the 80s F, it's a perfect weather to explore the surroundings. The white sandy shores stretch out for miles and the crystal clear water sparkles in the sunlight. The sound of the waves crashing against the shore creates a soothing background melody.

The people are exploring the beach when they come across a pack of wild dogs. The pack consists of 10 wild dogs, who are moving in a coordinated pack, their movements fluid and graceful. They circle around the people, their tails held low and their ears perked up, as if they are trying to assess the situation.

The pack leader, a large black and white dog, takes a step forward, its hackles raised and its teeth bared. The other dogs follow suit, forming a semi-circle around the people. The people are unsure of what to do and have four options: attack, flee, communicate, or use their animal skills.

If they choose to attack, they will have to defend themselves using the tools and weapons they have available. They must be aware that the pack of wild dogs is dangerous and they might not succeed, but they might be able to drive the dogs away.

If they choose to flee, they will have to run for their lives and escape the pack of wild dogs. They must be aware that the pack of wild dogs is fast and they might not be able to outrun them, but they might be able to escape to a safe location.

If they choose to communicate, they will have to try to convey that they are not a threat and that they mean no harm. They will have to use gestures and vocalizations to interact with the pack of wild dogs and try to establish a peaceful coexistence. They must be aware that the pack of wild dogs is wild and untamed, and it might not understand or accept their communication.

If they have a ranger or druid among them, they will have an additional option, that of using their animal skills. The ranger or druid can use their knowledge of animals and their connection to nature to try to calm the pack of wild dogs and make them less aggressive. They can use their knowledge of animal behavior and communication to try to establish a peaceful coexistence. However, they must be aware that wild animals are unpredictable, and their attempts might not always be successful.

The choice is yours, players, be aware of the consequences of your actions and choose wisely. The beach is not only a place of beauty but also a place of opportunity and challenges, a place where the human NPCs will have to learn how to adapt, and survive amidst the wild animals.


Encounter Two

Day 4 Week 1 Year 0

The human tribe comes across a herd of wild cattle. The herd consists of 10 bulls and 158 heifers. The cattle are grazing on the lush grass of the valley, and they are a sight to behold. The bulls are massive, with powerful muscles and long horns, while the heifers are sleek and agile. They are wild and untamed, but they do not seem aggressive.

The tribe members, who are surprised by the sight of these wild cattle, are unsure of what to do and have four options: hunt, domesticate, observe or ignore.

One of the beastmaster rangers goes out to try to tame some of the cattle.

The third encounter had the survivalist ranger and a fighter with hunting bring down three deer via traps which happens on Day 4 as well.
Last edited by MadPreacher on February 13th, 2023, 04:44, edited 2 times in total.
MadPreacher

Post by MadPreacher »

Today's session was great.

The party was sent by King Ulgar to investigate the forest to the west of the river encampment.

Encounter 3

Day 6 Week 1

As the party makes their way through the dense forest, the tall trees reach towards the sky, forming a canopy that blocks out much of the sunlight. The ground is covered in a thick layer of fallen leaves, twigs, and moss, making it difficult to walk through without making noise. The air is filled with the sound of birds singing and leaves rustling in the wind, and the party may also notice different types of wildflowers and small bushes growing among the trees. The forest is home to a variety of insects and small animals, like beetles, ants, and squirrels. The party may also notice signs of larger animals, such as deer or wild boar, in the form of tracks or droppings. The forest is a thriving ecosystem that is teeming with life.

As they continue on their journey, the party may make an Intelligence check (1d20) that is equal to or less than their Intelligence score to see if they spot any clues of the 5 carnivorous apes that are in the vicinity. The apes are hidden by the underbrush that covers the area, and a successful check means that the party has spotted signs of their presence. The area where the apes are located is 400 feet by 400 feet (122m by 122m) and is dense with underbrush and foliage, making it difficult to navigate.

If the party chooses to avoid the apes, they can make a Dexterity check (1d20) that is equal to or less than their Dexterity score or a Move Silently roll (1d100) that the character has to roll equal to or below their skill to get past the apes without being spotted. A failure in either roll means that the apes spot them and will attack.

Alternatively, if the party wishes to attack the apes from stealth, they will also need to make a Dexterity check (1d20) that is equal to or less than their Dexterity score or a Move Silently roll (1d100) that the character has to roll equal to or below their skill. A failure in either roll means that the apes spot them and will attack.

The party failed their move silent/Dex checks and the bull ape sees them. He charges and attacks one of the rangers. He hits all three times with two punches and a bite doing enough damage for the ranger to lose half her health.

The bull ape got attacked on the way in and took half damage. The next round, the apes got initiative, so a female ape notices the fight and proceeds to charge the party. The bull ape attacks at Alex's ranger again, but rolls a 1 to attack. He critically fumbles so he ends up falling on his ass. Almost all of the party gangs up on the bull ape with Alex's fighter smacking the ape so hard that the battle axe cuts the ape's head off. The head goes sailing into the clearing.

Two of the druids cast Entangle on the female ape with her saving against one, but fails against the second one. She is held in place. Alex's cleric casts Bless.

The three hidden female apes see this. Two of them fail their morale check and flee the clearing. The third one charges the party and is 200 yards away.

The first female ape is about 20 yards from the group.

Mastroego's thief is working her way around the entangled area using move silent and gets behind the entangled female ape. She uses her sling that causes the bullet to penetrate the back of the skull and come out of one of the ape's eye sockets. The female ape is shot by Alex's ranger to drop it dead.

The rest of the party forms ranks for the next round. The fighters are all in front with the mages, clerics, and druids in the middle and the rangers all in the rear.

The second female ape charges and gets within 80 yards of the party. The party decides to do a volley of arrows and sling stones. Mastroego's fighter has the best chance of success. Due to using a combined action he got a +1 to hit and Bless gave him an additional +1. He rolled really well so all the arrows and sling stones hits the female ape. They do enough damage that it kills her.

The druids hold a small ceremony thanking Malignost and Erishti-Aya for their bountiful blessing and protection. The rangers butcher the ape bodies while the rest of the party builds their camp for the night.

Encounter Four
Day 6 Week 1

The party is resting in the middle of a moonless night, the sky is covered by thick clouds, blocking any light from the stars or the moons. The temperature is low, and a cold wind is blowing through the forest, making the trees rustle and creak. The party is resting, trying to get some sleep in their makeshift camp, when they hear a strange noise. At first, it sounds like a low growl, but as it gets louder, it becomes clear that it's the sound of animals baaing.

The party members quickly wake up and grab their weapons, unsure of what to expect. They hear the sound again, closer this time. It's coming from somewhere in the darkness ahead of them. The party tries to light up the area with torches, but the darkness seems to be swallowing the light, making it hard to see.

As they move forward, they see the silhouette of five animals, standing in a clearing, not far from the camp. The clearing is surrounded by dense forest and has a small hill in the middle of it. The animals are baaing, and they are agitated. The party members realize that the animals are goats, but something is different about them. They are bigger than normal, and their eyes are reflecting the light of the torches, making them look eerie.

The sound of the goats baaing is getting louder and more frantic, and it's clear that they are disturbed by the presence of the party. The party can hear the sound of their hooves stamping on the ground, the rustle of bushes, and the snapping of twigs as the goats move around.

The party decides to try to tame the goats. Mastroego's ranger fails to use animal empathy. His druid tries to use Animal Friendship and the goat saves. Kalarion's ranger manages to use animal empathy on one of the female goats. His druid manages to get the buck under control. They successfully capture the 5 goats and lead them back to their camp. The next day they pack up and return back to the river encampment. They report their progress of 1 mile west, the attack of the apes, and the capture of the goats.

That's where we stopped for the session.
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cpmartins
Posts: 46
Joined: Feb 6, '23

Post by cpmartins »

Gonna be honest, in all my years playing GURPS I never once tamed a goat.
MadPreacher

Post by MadPreacher »

cpmartins wrote: February 15th, 2023, 15:07
Gonna be honest, in all my years playing GURPS I never once tamed a goat.
This made me laugh so hard that I started wheezing. :lol: :lol: :lol: :lol: :lol: :lol:

Did you tame any wild cattle?
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cpmartins
Posts: 46
Joined: Feb 6, '23

Post by cpmartins »

Well, I once "tamed" a hulking monstrosity when playing Supers, but I never had the chance to train it since I immediately ordered it to kill itself. The thing had 100 Strength, if it had been let loose it'd have been pure chaos.
We didn't much care for fantasy in my group. it was mostly Supers, with a dash of Cyberpunk and Time Travel which ironically we didn't play for the actual time travel. We liked the Multiverse part of the book better. Higher stakes.
MadPreacher

Post by MadPreacher »

Today's game was really good.

Encounter 5

Day 10 Week 1 Year 0

Encounter Five

As the party moves forward, they see the silhouette of seven giant spiders, standing in the clearing, not far from the camp. The clearing is filled with thick webs that stretch from tree to tree, creating an eerie and unsettling atmosphere. The ground is slick with a viscous reddish-black liquid that has a horrible smell. The stench is overpowering and it makes it hard for the party to breathe. The liquid is thick and it sticks to everything it touches, it seems to be some sort of oil or tar.

The spiders are massive in size, standing at around 8 feet tall, with powerful muscles and sharp teeth. They are covered in thick fur, which ranges in color from dark brown to black. The spiders are in a hostile state, and it is clear that they will not be calmed or negotiated with. They are foraging for food, and the party's sudden appearance seems to have startled them.

The spiders are moving around, the males are trying to protect the females, and the females are trying to protect their young. Some of the spiders are banging their chests and making loud humming noises, others are swinging their arms, showing their sharp claws. They are clearly agitated and ready to defend themselves.

The spiders are blocking their path.

The party decided to retreat with all but Haban, a first level fighter controlled by mastroego, succeeded in their Dexterity rolls. Haban rolled a one and fell into the reddish-black liquid. He failed his save v. polymorph and gets transformed into a young adult gold dragon. He is the first dragon on Malignost. Haban destroys the spiders and the party sets up camp a bit from the clearing.

During the night, Haban comes back, as a dragon, and greets two of the party members then goes to talk to his wife Kullah. He knocks on her tent and waits for her. She exits to have a short conversation with Haban. Haban picks her up gently to give her a hug. She tells him that she never wants to see him again. In response Haban gently kisses her forehead before flying off into the night.

One of @JarlFrank's characters made Kullaa a dragon carving earlier in the day.

The next day the party follows a trail of wild elephants only to end up having to spend the night.

Encounter Six

Day 12 Week 2 Year 0

The party is making their way back to the valley, following the path through the forest. As they move forward, they stumble upon a clearing with a large pool of viscous reddish-black liquid in the center. The clearing is surrounded by twisted and gnarled trees, their branches elongated and twisted, ending in sharp, claw-like fingers. The roots of the trees writhe and writhe in the ground, as if they are alive. The clearing is dark, but it has an eerie and unsettling glow on the twisted trees, making it hard to see clearly. The smell is overwhelming, a mixture of rot and decay that makes the party's eyes water and their stomachs churn. Surrounding the pool, the party notices the skeletal remains of large forest animals, including giant spiders, wild cattle, and other creatures that are unlike anything they've ever seen before. The bones are scattered around the clearing, and some of them are still partially covered in flesh and fur. The sight is gruesome, and the party can sense that something terrible has happened here.

As the party approaches the clearing, they can hear the sound of dripping water coming from the pool, creating an eerie and unsettling atmosphere. The sound of raindrops hitting the leaves and branches of the twisted trees creates a rhythmical, almost hypnotic background noise that makes it hard to focus. The wind howls through the clearing, whistling through the twisted branches of the corrupted trees, creating an eerie and ominous sound. The sound of the roots of the corrupted trees moving and shifting under the ground, adding to the unsettling atmosphere of the clearing.

In the center of the clearing, the party sees four twisted, corrupted trees that appear to be living, standing guard around the pool. Their bark is blackened and cracked, revealing twisted, gnarled wood beneath. Their eyes glow with an eerie, unearthly light. Their branches are elongated and twisted, ending in sharp, claw-like fingers. They have the appearance of snarling faces, revealing razor-sharp teeth. They are fiercely protective of the forest and will do whatever it takes to defend it.

The druids Ilgi and Bilit decide to have a conversation with the evil treants. The conversation was pleasant and the two druids were allowed to leave. The rest of the party stayed back to avoid any fights.

Encounter Seven
Day 12 Week 2 Year 0

The party has made it through the twisted, corrupted trees and are now camped in a clearing at night. It's around midnight, and the weather is cool and clear. Moon 1 and 2 are waxing gibbous and moons 3 and 4 are still first quarter. Wild sheep move forward across the clearing. The clearing is surrounded by tall, healthy trees that sway gently in the breeze. The clearing is slightly hilly and the terrain flows through the clearing with gentle slopes. A small brook runs through the clearing providing fresh water to the sheep.

There are 90 wild sheep in total, 5 rams and 85 does. The sheep are grazing on the lush, green grass that covers the clearing. The party can hear the sound of the sheep bleating softly, creating a soothing and peaceful atmosphere. The sound of the grass rustling as the sheep move around the clearing creates a gentle background noise. The sound of the brook babbling adds to the peaceful ambiance. The sound of the leaves rustling in the breeze creates a calming and natural ambiance. The sound of the night animals, like owls and crickets, adds to the peaceful atmosphere of the clearing. The party can see the stars shining brightly in the sky, creating a beautiful and serene scene.

The sheep are healthy and well-fed, their wool is thick and lush, and their eyes are bright and alert. They seem peaceful and unaware of the party's presence. The party can see the sheep's breath steaming in the cool night air, and the damp grass is covered in tiny droplets of dew. The clearing is bathed in a soft, silver light created by the waxing gibbous of Moon 1 and 2. The party can see the healthy trees swaying in the breeze, creating a peaceful and natural setting.

Tahunti, the ranger beastmaster, managed to become friends with the head ram and brought the entire herd back to the camp. The entire party had to deal with all the sheep blocking traffic making things difficult.

Since all the characters had achieved enough experience to level up they went back the river encampment. Over the next two months, 2 action rounds, they leveled up. @Kalarion's fighter failed his first level up roll as did @JarlFrank's thief. They succeeded during the second month.

The party managed to gather 4,500 gp worth of goods. This allowed King Ulgar to create a barony (1 GB) and build the first fort (1 GB) on Malignost where he named the future town Urak. It would take them 3 kingdom turns (9 months) to finish the hill fort.

The current month of the game is Araḫ Aburru which is the equivalent of our June.

That's where we left off at.
Last edited by MadPreacher on February 26th, 2023, 17:17, edited 3 times in total.
MadPreacher

Post by MadPreacher »

I forgot to add that the greater goddess Iltani visited the human camp and introduced some of them to the pleasures of the flesh. I rolled deity involvement on the random round events table.
MadPreacher

Post by MadPreacher »

I've been adjusting the taxation and loyalty modifiers. The way it used to be that a county at level 0 would only generate taxes for severe taxation which in turn drives down loyalty. I changed it that Light taxes grant 1 GB, Moderate Taxes give 2 GB, and Severe will be 3 GB. At County Level 1, Light gives 2 GB, Moderate gives 3, and Severe is 1d4.

I changed the Loyalty Modifier for Moderate taxes from -1 to 0.

Due to having 1 Loyalty as a base for Ulgar and his people are at 1 Loyalty this means everything he does costs +1 GB. That means to create the county of Urak will cost 2 GB instead of the normal 1. To build the hill fort it's now 2 GB instead of 1.

@JarlFrank has to do some thinking about the taxes he wants to levy and retcon the game a bit.

Playtesting is fun and gives valuable feedback.
MadPreacher

Post by MadPreacher »

We met yesterday and @JarlFrank set up his council of advisors. I'll let him state who is who.

At the start of the first action round of Kingdom Turn 2 I rolled the Magical Event on the random events table. As such, I had a Deck of Many Things appear and each of the main characters drew a card. @JarlFrank's Ulgar had one of his hirelings turn against him by drawing Rogue. @The_Mask drew up Balance which changed his alignment from neutral good to lawful neutral. @mastroego drew the Sun card which he ended up rolling to get a carpet of flying and 50,000 XP. His main character got to third level and has to train now.@Kalarion drew Key which meant that he got a stone club +1 after rolling for a random weapon that he could use. They decided against drawing any further cards and the deck disappeared.

They decided to head south after the celebration for the appointing of the council and back to the beach where they started at.

Encounter Eight


Day 12 Week 10 Month 4 Year 0

As the party makes their way through the tropical deciduous forest, they are surrounded by the vibrant greenery of the glade. The trees are tall and evenly spaced, allowing sunlight to filter through the branches and cast dappled shadows on the ground. The air is humid, and the sounds of buzzing insects fill the air. Birds chirp and sing in the distance, their melodies mingling with the rustling of leaves and the occasional rustle of small animals scurrying through the undergrowth.

You suddenly find yourselves stumbling into a large cluster of Thornslinger plants. These carnivorous plants, with their spidery-white tendrils and pale-yellow blossoms, lie very close to the ground, almost invisible in the glade's underbrush. The dew on the petals glistens in the sunlight, making the plants seem almost ethereal.

However, the beauty of the Thornslingers quickly fades as the party realizes that they are surrounded by a group of 24 of these dangerous plants. The Thornslingers have sharp, needle-like thorns that can pierce even the thickest of armor and leave a victim paralyzed. The party must move carefully to avoid getting too close to the plants, knowing that a misstep could be deadly.

As you navigate your way through the Thornslingers, the party can't help but notice the smells of the forest. The air is thick with the scent of damp earth, fresh leaves, and fragrant flowers. The party can also smell the musky scent of animals, hinting at the presence of larger creatures lurking in the forest.

A few of the characters got hit by stingers as they retreated from that area of the forest. They spent the night recuperating and set out again the next day.

Encounter Nine

Day 13 Week 10 Month 4 Year 0

As the party sets up camp in the middle of a small clearing, they are surrounded by the peaceful sounds of nature. The clearing is filled with the gentle sound of a small stream flowing through the center, its cool waters providing a refreshing respite from the humidity of the forest. The area is still a forested glade, with small rolling hills dotting the landscape.

As night falls, the moon casts a soft glow over the clearing. The sky is a tapestry of stars, with constellations twinkling brightly overhead. The waxing gibbous moon 1 illuminates the clearing, providing enough light for the party to see their surroundings.

However, their peaceful night is soon interrupted as the party discovers that they are in the middle of a viper vine nest. These thick, rope-like vines, which are indistinguishable from normal vines 90% of the time, hang from the trees around the edge of the clearing, trailing their ends on the ground to snare unwary animals. The party spots 20 of these dangerous vines, each three inches in diameter and brownish green in color, snaking their way towards the stream.

As the party cautiously approaches the vines, they can't help but notice the smells of the clearing. The air is heavy with the scent of damp earth and fresh foliage, mingling with the sweet aroma of wildflowers. The party can also detect the faint, musky scent of the viper vines, hinting at the danger lurking in the shadows.

The party notices the vines and several of the characters got caught. Over the next three turns the entire group used their strength to free the trapped characters. The party decides to take down their tents and move out of the clearing to avoid being entangled by the vines.

Encounter Ten

Day 20 Week 12 Month 4 Year 0

As the party wanders through the dense, verdant forest, they eventually find themselves in a clearing unlike any other they have seen before. The sun shines brightly overhead, casting beams of light that filter through the trees and paint the ground with patches of golden warmth. The trees surrounding the clearing are tall and majestic, reaching up towards the sky in a display of natural splendor.

The air is thick with the heady scent of wildflowers, their vibrant colors bursting forth from every corner of the clearing. Butterflies and other winged insects flutter about, sipping nectar from the colorful blooms and spreading their pollen from one flower to another. The buzz of bees can be heard in the distance, their industrious hum providing a soothing backdrop to the tranquil scene.

As the party continues through the clearing, they suddenly find themselves face-to-face with a mated pair of sphinxes - an androsphinx and a gynosphinx. The androsphinx is large and imposing, with the head of a man and the body of a lion, while the gynosphinx is smaller but no less formidable, with the body of a lion and the head of a woman.

The sphinxes regard the party with interest, but do not attack. Instead, the gynosphinx speaks in a voice that is both melodic and commanding, and presents the party with a riddle to solve:

I am taken from a quarry and shaped by hand,
With a sharp edge, I can cut through many a strand.
I am made of stone, and my uses are many,
From preparing food to making clothes look less frowny.
What am I?

There was some debate amongst the main characters over the answer to the riddle. It was quite humorous to see some of them overthink it and use knowledge that their characters wouldn't know like swords that hadn't been invented yet. At the end of them talking to themselves they reached a consensus that it was a stone knife as that is what they have technological knowledge of.

Ulgar told the sphinxes their answer and they were rewarded with the knowledge of the Mining NWP as well as currency. They unlocked their first Tech Level 2 invention.

We left off there.
MadPreacher

Post by MadPreacher »

I'll be posting the past sessions to catch everyone up. It's the least I can do.

We met yesterday and JarlFrank set up his council of advisors. I'll let him state who is who.

At the start of the first action round of Kingdom Turn 2 I rolled the Magical Event on the random events table. As such, I had a Deck of Many Things appear and each of the main characters drew a card. JarlFrank's Ulgar had one of his hirelings turn against him by drawing Rogue. The_Mask drew up Balance which changed his alignment from neutral good to lawful neutral. mastroego drew the Sun card which he ended up rolling to get a carpet of flying and 50,000 XP. His main character got to third level and has to train now. Kalarion drew Key which meant that he got a stone club +1 after rolling for a random weapon that he could use. They decided against drawing any further cards and the deck disappeared.

They decided to head south after the celebration for the appointing of the council and back to the beach where they started at.

Encounter Eight

Day 12 Week 10 Month 4 Year 0

As the party makes their way through the tropical deciduous forest, they are surrounded by the vibrant greenery of the glade. The trees are tall and evenly spaced, allowing sunlight to filter through the branches and cast dappled shadows on the ground. The air is humid, and the sounds of buzzing insects fill the air. Birds chirp and sing in the distance, their melodies mingling with the rustling of leaves and the occasional rustle of small animals scurrying through the undergrowth.

You suddenly find yourselves stumbling into a large cluster of Thornslinger plants. These carnivorous plants, with their spidery-white tendrils and pale-yellow blossoms, lie very close to the ground, almost invisible in the glade's underbrush. The dew on the petals glistens in the sunlight, making the plants seem almost ethereal.

However, the beauty of the Thornslingers quickly fades as the party realizes that they are surrounded by a group of 24 of these dangerous plants. The Thornslingers have sharp, needle-like thorns that can pierce even the thickest of armor and leave a victim paralyzed. The party must move carefully to avoid getting too close to the plants, knowing that a misstep could be deadly.

As you navigate your way through the Thornslingers, the party can't help but notice the smells of the forest. The air is thick with the scent of damp earth, fresh leaves, and fragrant flowers. The party can also smell the musky scent of animals, hinting at the presence of larger creatures lurking in the forest.

A few of the characters got hit by stingers as they retreated from that area of the forest. They spent the night recuperating and set out again the next day.

Encounter Nine

Day 13 Week 10 Month 4 Year 0

As the party sets up camp in the middle of a small clearing, they are surrounded by the peaceful sounds of nature. The clearing is filled with the gentle sound of a small stream flowing through the center, its cool waters providing a refreshing respite from the humidity of the forest. The area is still a forested glade, with small rolling hills dotting the landscape.

As night falls, the moon casts a soft glow over the clearing. The sky is a tapestry of stars, with constellations twinkling brightly overhead. The waxing gibbous moon 1 illuminates the clearing, providing enough light for the party to see their surroundings.

However, their peaceful night is soon interrupted as the party discovers that they are in the middle of a viper vine nest. These thick, rope-like vines, which are indistinguishable from normal vines 90% of the time, hang from the trees around the edge of the clearing, trailing their ends on the ground to snare unwary animals. The party spots 20 of these dangerous vines, each three inches in diameter and brownish green in color, snaking their way towards the stream.

As the party cautiously approaches the vines, they can't help but notice the smells of the clearing. The air is heavy with the scent of damp earth and fresh foliage, mingling with the sweet aroma of wildflowers. The party can also detect the faint, musky scent of the viper vines, hinting at the danger lurking in the shadows.

The party notices the vines and several of the characters got caught. Over the next three turns the entire group used their strength to free the trapped characters. The party decides to take down their tents and move out of the clearing to avoid being entangled by the vines.

Encounter Ten

Day 20 Week 12 Month 4 Year 0

As the party wanders through the dense, verdant forest, they eventually find themselves in a clearing unlike any other they have seen before. The sun shines brightly overhead, casting beams of light that filter through the trees and paint the ground with patches of golden warmth. The trees surrounding the clearing are tall and majestic, reaching up towards the sky in a display of natural splendor.

The air is thick with the heady scent of wildflowers, their vibrant colors bursting forth from every corner of the clearing. Butterflies and other winged insects flutter about, sipping nectar from the colorful blooms and spreading their pollen from one flower to another. The buzz of bees can be heard in the distance, their industrious hum providing a soothing backdrop to the tranquil scene.

As the party continues through the clearing, they suddenly find themselves face-to-face with a mated pair of sphinxes - an androsphinx and a gynosphinx. The androsphinx is large and imposing, with the head of a man and the body of a lion, while the gynosphinx is smaller but no less formidable, with the body of a lion and the head of a woman.

The sphinxes regard the party with interest, but do not attack. Instead, the gynosphinx speaks in a voice that is both melodic and commanding, and presents the party with a riddle to solve:

I am taken from a quarry and shaped by hand,
With a sharp edge, I can cut through many a strand.
I am made of stone, and my uses are many,
From preparing food to making clothes look less frowny.
What am I?

There was some debate amongst the main characters over the answer to the riddle. It was quite humorous to see some of them overthink it and use knowledge that their characters wouldn't know like swords that hadn't been invented yet. At the end of them talking to themselves they reached a consensus that it was a stone knife as that is what they have technological knowledge of.

Ulgar told the sphinxes their answer and they were rewarded with the knowledge of the Mining NWP as well as currency. They unlocked their first Tech Level 2 invention.

We left off there.

Encounter Eleven

Day 21 Week 12 Month 4 Year 0

As the party sleeps soundly, the air is thick with the sounds and smells of the forest. They are camped in a small clearing surrounded by tall trees, their leaves rustling gently in the cool night breeze. The ground is covered in a thick blanket of moss and fallen leaves, making for a soft and comfortable bed.

In the distance, the sound of a small stream can be heard, its gentle babble providing a soothing background noise. The sweet scent of wildflowers fills the air, mixing with the musky aroma of the surrounding trees. Occasionally, the party can catch a whiff of damp earth and the pungent smell of decaying wood.

As the night wears on, the sky is illuminated by the four moons. Moon 1, in its waning gibbous phase, casts a dim glow over the clearing. The trees cast long shadows across the forest floor, and the contours of the land are highlighted by the faint light.

Moon 2, in its first quarter phase, rises higher in the sky, illuminating the clearing with a brighter light. The shapes of the trees become clearer, and the rustling of the leaves can be heard in the quiet of the night.

Moon 3, in its waning crescent phase, begins to fade from view, leaving the clearing bathed in a faint light that barely illuminates the area. Shadows dance across the ground, making it difficult to discern the shapes of the trees and other objects in the area.

Moon 4, in its waning gibbous phase, rises in the sky, casting a similar light to Moon 1 earlier in the night. The faint glow illuminates the clearing, but the shadows are longer and the shapes are less clear than when Moon 2 was at its brightest.

The sounds of the forest can be heard in the distance, the chirping of crickets, the hooting of owls, and the occasional rustling of leaves in the breeze. The air is cool and crisp, and the scent of pine and other forest plants fills the clearing.

Suddenly, the party is jolted awake by the sound of rustling and movement in the nearby bushes. They hear a low growling sound and the skittering of eight legs. Before they can react, four ettercaps emerge from the underbrush, their eyes glowing in the darkness.

The creatures are about the size of humans but have the bodies of spiders, with multiple eyes and long, hairy legs. They move with an unnatural agility, and the tips of their legs are lined with sharp, venomous spines.

Encounter Twelve
Day 25 Week 13 Month 4 Year 0
*Note this encounter takes place on the beach as they had travelled to the coast to explore it. The description isn't updated to reflect the scenery change.*

As the party wanders through the dense forest, they come across a clearing surrounded by tall trees. The ground is covered in thick moss and fallen leaves, making each step quiet and soft. The air is thick with the scent of damp earth and the rich fragrance of vegetation.

In the distance, the party can hear the sound of a nearby stream, the gentle gurgling and bubbling providing a soothing background to the natural symphony of the forest. Birds chirp and sing, their melodies harmonizing with the rustling of leaves as a light breeze passes through the trees.

Suddenly, the party hears a low growl. Turning around, they see a group of four predators emerging from the shadows of the forest. The predators move with a grace and fluidity that belies their strength and ferocity. Their bodies are that of a tiger, with sleek muscles rippling beneath smudgy, smoky-gray fur with irregular patches of varying hues. They are roughly 8 feet long from nose to tail with razor sharp claws.

As the predators approach, the party can feel the heat emanating from their bodies. They exude a sense of danger and fear, and the party knows that they must be cautious if they hope to survive this encounter. The predators circle the party, their acute senses of hearing and smell allowing them to track their prey with frightening efficiency.

The party finds out from the cats that Haban the gold dragon flies to the coast to watch the sunrise and sunset. He's crying over the loss of his wife Kullaa.

The party spent the next 9 months building up the barony of Uruk and researched spells. Uruk had the following districts built: Arcane, Religious, Craftsman, Merchant, and Residential. A tax office was also built. I called them laying out the town Arts & Crafts with the Adventure Master.

mastroego dropped from the game, so his and Alex's characters were turned into Gold, Silver, Brass, Bronze, and Copper Dragons.

JarlFrank and Kalarion drew from the Deck of Many Things again. Kal drew Throne which granted him a small church that formed a second barony in the county. It also gave his cleric a Charisma and Appearance of 18. Frank drew Stars which increased Ulgar's Strength from 18 (97) to 19.

The_Mask will have to draw from the Deck to catch up.

A new player is going to be joining. They're a friend of mine that I helped with his computer game mechanics. He's hoping to be playing in June.
MadPreacher

Post by MadPreacher »

@The_Mask drew the Moon card from the Deck of Many Things. That gave him 1d4 Wishes. I rolled a 2 for the amount of Wishes he got.

His first Wish was to get 20% more Intelligence. He began the game with an 18, so that made his Intelligence to be 21.6 rounded up to 22. He's now the smartest human on Malignost.

His second wish was, "By the power of this Wish, I command that all creatures of the wild be transformed into docile and friendly companions to humans. Let them willingly submit to our authority, obey our commands, and live in harmony with us. May this transformation be humane and without harm to any creature. Let us learn the skill to domesticate animals.."

So every wild natural animal is docile and tamed to humans worldwide.
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The_Mask
Posts: 1724
Joined: Feb 6, '23
Location: The land of ice and snow

Post by The_Mask »

Let it be also known that I drew FIVE negative outcome cards in a row. My dungeon master was amazed at the scorn Lady Luck shows me.
MadPreacher

Post by MadPreacher »

The_Mask wrote: May 11th, 2023, 17:56
Let it be also known that I drew FIVE negative outcome cards in a row. My dungeon master was amazed at the scorn Lady Luck shows me.
I have never seen anyone with that bad of luck in drawing anything. It's a good thing that I said only the positive cards counted. :lol:
MadPreacher

Post by MadPreacher »

Myths of Malignost has been finished writing. We're currently playtesting the rules and making adjustments as we go along.
MadPreacher

Post by MadPreacher »

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.
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The_Mask
Posts: 1724
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Location: The land of ice and snow

Post by The_Mask »

MadPreacher wrote: May 14th, 2023, 02:56
I particularly love The_Mask's comment as we all got a laugh.
A good adventurer is very fond of false walls. XD

Sometimes... too fond...
MadPreacher

Post by MadPreacher »

The_Mask wrote: May 14th, 2023, 08:13
MadPreacher wrote: May 14th, 2023, 02:56
I particularly love The_Mask's comment as we all got a laugh.
A good adventurer is very fond of false walls. XD

Sometimes... too fond...
I believe you said, "10/10 would fondle wall cocks again." :lol:
MadPreacher

Post by MadPreacher »

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.
MadPreacher

Post by MadPreacher »

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.
MadPreacher

Post by MadPreacher »

I'm looking for a two more players. If you're interested let me know.
MadPreacher

Post by MadPreacher »

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 again. 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.
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