Search This Blog

Tuesday, January 20, 2015

My Fiend Folio: A Taste of My Tenkar's Hexa-Ma-Bob Entry

I'm writing for Tenkar's Hexa-ma-bob and I have two contiguous hexes on the coast.
These creature descriptions are taken from the TSR Fiend Folio and more or less S&W'd them for more omni-ness.

These will appear in slightly different form in the final product.

Enjoy, but please give me the credit and link back to this post if you use this stuff in public.


ENCOUNTERS-
(@) 2015 Kyrinn S. Eis


Algoid #A 1d6, AC 15 [05] HD 5 HP 20 Atk +3 Dmg 2d6 Spcl Immune to Edged and Piercing damage of less than +2 magic
    In pools of still water the skin of algae will sometimes suddenly form into a humanoid shape and attack those that drink.  The appearance of one of these creatures almost always results in attack, but, on the rare occasions when no hostilities occur, the Algoid simply observes the interlopers, unless attacked.  Sages are not certain if the Algoid is a function of the algae, the water, or some combination, and require samples to solve some of the creatures puzzles.


Assassin Bug #A 1d2, AC 15 [05] HD 01 HP 05 Atk +0 Dmg 1d6-1 Spcl 2d6 continuing damage each hour until a high-level curative spell is cast upon the victim.
    Bizarre creatures combining insectoid and humanoid features, the Assassin Bug exists to spread its eggs in the victim’s body like many other insects, but the rate of maturity of these eggs is often lethal in the first hour.  Fortunately, Assassin Bugs are most often encountered in the deepest reaches of the Black River swamplands, where the Rivermen hunt them down with great joy and celebration.


Babbler #A 1d4, AC 14 [06] HD 05 HP 20 Atk +3 Dmg 1d6+1 Spcl Sneak Attack 75% for +4 to hit and double damage.
    The wild variety are cunning and will lead hunters into traps of sinkholes, bogs, and quicksand, and can easily circumvent the defences of the common marshland homestead.  Those domesticated by lizardmen are used as steeds for the smaller strains of folk, and as shock troops accompanying Lizard Kings.  The name of the creature comes from its inarticulate usage of the Common Tongue, while its mastery or Lizardman is said to be very good, and may lure unwary Humans into a trap.  Rumours of Babblers guarding Kelpie pools is unconfirmed at this time.


Barge Horror #A 1d4 AC 12 [08] HD 02 HP 08 Atk +1 Dmg see Spcl Immune to non-magical damage; 25% armed for 1d6 damage, otherwise chokehold on hit with continuing 1d6 damage, no to hit afterwards; Undead.
    The dead sent out to sea for burial, but now corrupted and undead, these creatures wait until targets are within grasp before becoming active, and have been known to lie in wait while taken aboard larger craft until a mortician or a scholar examines ‘the remains’.  Some barges have been rumoured to exit from the Maw of Seagrave at Veyn, but most are encountered coming ashore from deep water; this fact has raised the question as to who is sending them, and what may be the greater plan.


Bonesnapper #A 1d3 AC 16 [04] HD 04 HP 16 Atk +2 Dmg 1d6 Spcl Tail sweep 1d6-1
    Degenerate Babblers with a compulsion to collect bones, decorating their lairs with all manner of them, although these collections are neatly arranged in complex patterns.


Caterwaul #A 1 AC 20 [0] HD 04 HP 18 Atk +3 Dmg 1d6 Spcl Keening screech 1d6-1 in 60’ radius.
    More of a legend than a known creature, it seems to haunt the Elven ruins in Northwold, or so the villagers of the area say.  Tales suggest that, like the Displacer Cat, the Caterwaul is indistinct and seems to double and triple in one’s vision, making it nearly impossible to strike.  Reportedly, those who (live or dead) have heard the wail of the beast develop a white shock in their hair by morning.


Corsair #A 3d4, AC 12 [08] HD 04 HP 18 Atk +3 Dmg 1d6-1 Melee or 2d6 Ranged
    Corsairs are coastal raiders rather than oceangoing pirates.  This requires that they have a good knowledge of their target waters as well as swift ships to make up for their limited range.  their craft tend to be smaller, with shallower draught, allowing both greater manoeuvrability in the waters near the shore and cliffs.  Morale is one category lower than indicated by HD, and their fighting is also generally reserved for the assault, and not in sustained combat with defenders.  The ranged attack listed is a black powder pistol, and can only be fired once per combat, although figures may have more than one loaded pistol.  Muskets may also be present, which fire a 3d6 blast which entitles its three targets in a 10’ cone a Save [Breath] for half damage.


Crabborn #A 2d6 AC 16 [04] HD 03 HP 12 Atk +2 Dmg 1d6-1 Spcl one Water Spray 1 target saves [Breath] or blinded for 1d2 Rounds :: additional spray on 5+ on d6
    It is rare to catch sight of a Crabborn; humanoids encased in natural shell armour, able to breath a powerful jet of water from internal reserves, and possessing powerful pincers.  While most are fighters, the rarer still Sorcerer is a marvel, for in time it becomes fully amphibious, and grows multiple legs as well as gaining eyestalks.


Drow #A 1d10 AC 16-19 [1d4] HD 03-05 HP 12-20 Atk +4 Dmg 1d6+1 melee or 1d6-1 ranged Spcl ranged attack is Save or Sleep as per spell; Darkvision 120’; -2 to hit and Morale in sunlight, -1 to same in bright magical light; very well organised, with leaders +1d4 levels/ HD, and in any group greater than 3, one Drow is a Wizard (male) or Cleric (female +1HD); Clerics can naturally communicate and command any spider, and Ettercap are their willing servants, while Wizards require magic to communicate and the Ettercaps have learnt to distrust the males.


Drow Halfbreed #A 1d4, AC 10-13 [06] HD 01 HP 06 Atk +0 Dmg 1d6-1
    While most are from Human stock, the predilections of Drow cannot be underestimated, leading to rather unusual offspring.  In cases of Humanoid or monster sires and mothers, their young should have a mix of the benefits and drawbacks of both parents.  These children are usually rejected and outcast.  Fully 50% of Drow Halfbreeds encountered are neutral, 25% are friendly and seeking shelter or aid, and 25% are spies for the Drow establishment.


Ettercap #A 1d6 AC 14 [06] HD 03 HP 12 Atk +3 Dmg 1d6 Spcl bite is poison, save is for +1d6-1 damage, fail is for +2d6; Spin spider silk (lines, lassos, nets, tripwire, etc.); dim but cunning
    Bipedal upright walking with long arms and slouching gait, these spider-derived humanoids are loyal to Drow females, and will obey Drow male orders within reason.  They are consummate trappers and weavers, utilising their silk secretions to the utmost for their aim of hunting and capturing for the Drow.  There are rumours that some of the most powerful Drow Clerics keep Ettercap lovers, and through dark alchemy, have birthed spider-Drow hybrids not unlike centaurs to Humans and horses.


Garbug #A 1d4 AC 15 [05] HD 03 HP 11 Atk +2 Dmg 1d6 Spcl Paralysis on failed Save; awkward flight


Giant, Swamp #A 1d3 AC 14 [06] HD 10 HP 45 Atk +6 Dmg 6d6 Spcl Hurled rocks 4d6 60’
    It is believed that only five such giants remain, but on Landfall Day each year, the tale of the Stone Rain and the casualties of this attack is told with almost religious observance.  In those days, Swamp Giants numbered a dozen or more near the coast, and more were thought to exist further up the Black River.  At no less than 10’ tall, tactics had to be developed to fell these creatures before they wiped out a platoon of riflemen.  Records indicate that


Jaculi #A 2d6 AC 14 [06] HD 01 HP 04 Atk +0 Dmg 1d6 Spcl the listed damage is only inflicted when the animal launches from a tree or other high point, and then it must crawl up again to strike anew; 75% camouflage in natural surroundings, 50% in other terrain.
    These increasingly rare snakes are very timid, but when their ground nests are disturbed, they literally fly into a fit of protective fit, with all parent animals defending the common hatchery.  Removed from their natural environments when young, the Jaculi become very personable and affectionate pets, learning instead to imitate the patterns of the hand-made world of their keepers.


Kamadan #A 1d2 AC 16 [04] HD 04 HP 18 Atk +3 Dmg 1d6 Spcl this cat-thing has 1d4+3 furred snakes growing from behind its head which strike for 1d6-1 each; one Breath weapon attack in 30’x10’ cone, Sleep as per spell, no save :: additional breath attack on a 5+ on d6.
    Most specimen sighted or killed appear most like a jaguar or leopard, although some more tiger-like sorts have been found.  Almost certainly a wizard’s creation rather than some sort of naturally occurring creature, the alarming aspect is that it now appears to a recessive trait among normal big cat populations sharing the same territory, whether due to mating, or an environmental feature as yet unknown.  Their pelts are becoming prized, and some rather unconvincing fakes have been offered in local markets.


Kelpie #A 1d4 AC 17 [03] HD 05 HP 20 Atk +3 Dmg see Spcl Drowning Charm saves at -2 or desire to drown to be with her; shapechange with limitations; half-damage from fire/heat attacks on failed save, none if save succeeds; amphibious (15’ Move) for 1d3 hours; very cunning for a plant, picking off stragglers and not showing self; appears most often as a desirable woman or more rarely as a fine steed.
    That Kelpie numbers do seem to coincide in Lizardman is indisputable, but rumours that they are transplanted from wild pools to those within Lizardman holdings is yet to be confirmed.


Kuo-Toa #A 2d6 AC 16 [04] HD 02-10 HP 08-40 Atk +2 to +7 Dmg 1d6 Spcl Mancatcher save or pinned; nocturnal surface raider or underwater only encounters and are -4 in day or equivalent magical light, less so versus other light; slavers; 50% lair nearby with 20x number encountered; 1 in 4 are Wizard-Clerics of +1d4 HD; immune to poison; most magic has minimum effect on failed save, and no effect on save; suffer maximum damage from fire/heat attacks and save at -2; Blindsight 120’; vision extends into the Astral and Ethereal planes.
    These creatures are almost purely marine in nature in the Waterlands area, but some scouts report that Kuo-Toa have been seen swimming upstream in the Black River and spotted in the Great Salt Marsh of the delta.  Rumours of sightings in the Riverwoods are increasing.  Their new moon sacrifices and wild undulations on the seafloor or within pools is both engrossing and disturbing; woe betide the victim caught in their spying!  Kuo-Toa are slavers, and their complex social structure seems to centre around the trading of slaves to curry favour with their leaders and priests.  These slaves are used to work underwater after ingesting a slime secreted in a ritual too abhorrent to discuss, and their lifespans are short if they are lucky.  Those unfortunate few who are not sacrificed to their goddess, are used as breeding stock (see).


Kuo-Toan Halfbreed #A 1 per 5 Kuo-Toa AC 12 [08] HD 01 HP 06 Atk +1 Dmg 1d6 Spcl Amphibious; half effect/benefit of listed features with Kuo-Toa; only fighters


Lizard King #A 1 AC 17 [03] HD 08 HP 32 Atk +5 Dmg 2d6 or Trident 5d6 Spcl if a strike with the trident is 5 or more than needed, the victim is skewered doing a minimum of 15 points of damage; the trident is a magic item and only functions in this fashion for a Lizard King; 3x the normal number of Lizardmen accompany a Lizard King in its territory.
    Rumours of Lizard Kings possessing Kelpie concubines cannot be substantiated, but sages are most desirous of evidence regarding this subject.


Lizardman #A 3d6 AC 15 [05] HD 04 HP 16 Atk +3 Dmg 1d6+1
    The primary variety found in the Waterlands grow a tortoise-like carapace from their skulls, providing that location one-better AC, and catfish-like ‘whiskers’ which grant them one-better Initiative in and out of the water.


Lunge Pod #A 1d6 AC 14 [06] HD 03 HP 12 Atk +3 Dmg 1d6-1 Spcl Engulf on failed [Paralysis] Save if attack succeeds
    These roughly barrel sized and shaped plant creatures begin the size of mature coconuts, and grow over years into man-eating monstrosities.  Colouration is varied, but always two-toned, with the outer casing one colour, and the lip-seams another.  The creature’s maw is a spiral of inward facing thorns, and through fluidic contraction the plant is capable of rotating or screwing these bands downward into its pitcher-pot structure where digestion takes place.  Engulfed creatures are better freed once in the pot than in the thorn bands; victims pulled by compatriots while on the bands take an additional 1d6+1 damage per Round.  The pot’s digestive juices are relatively mild, doing only 1 point of damage per Round, and this can be neutralised with baking soda.


Needlemen #A 3d4, AC 14 [06] HD 04 HP 18 Atk +3 Dmg 2d6 Spcl 75% Invisibility in pine forest Look like undead, but are really plant creatures who really hate Elves, and have a certain degree of similarity to the Scarecrows being reported in the country. Possibly Drow in origin.


Pirate #A 3d4, AC 12 [08] HD 03 HP 13 Atk +2 Dmg by weapon type Spcl Dodge in place of making an attack, must roll equal to or higher than the attacker’s roll to escape melee damage; ranged attacks and spells may only be dodged on a natural 20; only HD number of Dodges per Day.
  • Different Piratical groups are briefly detailed


Qullan #A 1d6, AC 09+1d4 [09-08] HD 02 HP 10 Atk +4 Dmg 1d6+4 Spcl Confusion in 5’ radius save or roll 1d6 (1-2) Do nothing (3-4) Attack Qullan (5-6) Attack ally; two-handed broadswords are +3/+3 for no more than 5 strikes in the hands of non-Qullan afterwhich they behave as normal broadswords; Insane and ‘immune’ to all Charm/Enchantment which kill the Qullan.
    These fierce Humans are conjectured to be the victims of the ancient magical warfare of the area, resulting in the Confusion aura which has afflicted their number, preventing the formation of any sort of culture beyond that of the immediate family unit or occasional clan versus clan warfare sometimes noted from afar by hidden observers.


Qullan Leader #A 1:6, AC 16 [04] HD 03 HP 15 Atk +2 Dmg 2d6 Spcl as above
    The leaders of the Qullan seem to be individuals who can focus past their people’s aura and organise a rudimentary clan structure.  These last only as long as the leaders live, and itis not known if theis ability is hereditary and could be passed on to their offspring.  Should this be the case, it is equally possible that the Qullan could develop into allies of the Waterlanders or become implacable foes.  At present, their chaotic nature and incessant warfare keep their population low, and with that, the number of leaders.


Sandman #A 2d6, AC 14 [06] HD 01 HP 06 Atk +0 Dmg 1d6-1 Spcl Sleep 20’ radius, save or 30 minutes of unconsciousness regardless of level, waking only if injured; Immune to normal missiles.  


> Scarecrow ? Vehicles of a remote pre-invasion scouting operation.


Skulk #A 2d6, AC 14 [06] HD 01 HP 06 Atk +0 Dmg 1d6-1 Spcl 80% invisible when immobile, minus 5% for each 5’ travelled, resetting each Round; -80% to be Tracked; +6 to hit and +2d6 damage on Sneak Attack; will flee if injured, etc.
    Skulks encountered in the Northwold and Riverwood areas appear to be derived of Drow ancestry, and although they disdain the light, they do not suffer the same penalties as their ancestors, while possessing a random distribution of their innate spell-like abilities.  No Adamantine implements are found among them, but Mithril is sometimes found.


Sussurus #A 2d6, AC 14 [06] HD 08 HP 32 Atk +5 Dmg 1d6 Spcl Death Hug 4d6; Dronesong calms Undead as per Cleric of same HD.
    It is rumoured that some Sussurus are in a symbiotic relationship with other plant-creatures, furthering the range and variety of terrain these other plants can reach.


Yellow Musk Creeper AC 13 [07] HD 03 HP 12 Atk +1 Dmg see Spcl 1d6 vines attack and if the victim fails a Save versus each, they are drawn into the plant where they suffer 1d6-1 Int loss each Round.  If the Int loss leaves a victim with 1 or 2 Int at the end of a Round, they become a Yellow Musk Zombie (below).  If the Int loss exceeds the score, the victim dies, feeding the plant.  Those who are rescued before either becoming zombified or dying, regenerate the Int at 1 point per day of rest.
    Some scouts have reported that standard Undead zombies and skeletons sometimes are utilised as transport by these plants, but no such sample creatures have been captured for study.  The scent of the Yellow Musk Creeper, once encountered, is never forgotten or mistaken.


Yellow Musk Zombie AC see [--] HD +02 HP +12 Atk +1 Dmg by weapon Spcl the victim of a Yellow Musk Creeper, armoured and armed as they were in life, with only the faintest hint of their former memories and none of the personality save the most outstanding habits or behaviours.  They now only exist to transport plant so as to infect others.  Druids are treated as Clerics of one level category higher, and the YMZ as a Zombie for purposes of Turning and Destroying these creatures.  If the controlling plant in the victim’s skull is destroyed, the victim can be restored with a minimum of four weeks of complete bedrest.
    It is rumoured that YMZ victims with exceptional Int scores (17+) can be utilised by the plant in their former Class abilities, and that the most distant wilderness holds a grove commune of such creatures living in harmony with their plant masters.

Tuesday, January 6, 2015

New Year Post

Saturday Game-

Richard the alternate reality low-tech Fighter has a safari ship which he uses to capture / hunt exotic creatures in the Thousand Spiders asteroid belt.  The crew and his hired mercenaries ( a Dragonborn and a Dwarf ;; shrug ::) enter a region known as the Badsands, filled with sand, ooze, and water as well as asteroidal islands in search of a creature most like Horeshoe Crab, but fully enclosed and more insectoid.

The pilot was abusing Stim to stay alert while moving through this treacherous terrain and was relieved by the BioScience officer who suggested that they park and let the creatures come to them.  It was during this time that the Dwarf spotted a glittering light outside.  A quick telescopic enhancement revealed it to be a ship flying in a semi-random course.  Boarding it required fancy piloting and a zipline (the Gnome used his Wings of Flying), and it quickly became apparent that a bloody struggle had transpired; a female crew member's broken body floated in the shifting space of the ship's hall.

TL;DR: Biological Research and Seeder ship from a foreign polity had gone to the trouble to alter creatures and plants to maximise their adaptability to the Badsands and was doing it as clandestinely as possible when attacked by Chimp-Dog-like pirates.  A hot conflict forced the pirates to reconsider a return boarding and the intact crew of the foreign ship paid the PCs 1,000 Gold units to help repair and tow them in the direction of home.  The trajectory will take the ship near creatures 3 and 6 on the safari list.  The foreign BioScience crew helped the PCs with their Double Horseshoe Crab nab, with a mating pair.


Sunday Game-

Eleis the Aelbaan Frost Wizard was converted to her pre-Porphyry analogue, Elspeth Coldwell, a British archaeologist and anthropologist (covers for her magic use), in the Tunnels & Trolls 5.x / MSPE / Porphyry game system.  Together with a female version of Phillip Marlowe from the back of the MSPE book, the two had been invited to Savage island where Kenneth Allard (Stormhaven product from FBInc.) had invited numerous guests for a symposium on how best to solve each other's problems and make the world a better place in the process.  Among those attending were photojournalists covering war-torn regions, civilian commercial space explorers, archaeologists, nature documentarians, industrialists, extreme sports athletes, explorers, scientists in all fields of study, etc.  Stormhaven's guests began to dwindle as emergency calls and alerts called each away in turn.  Consulting social media and news outlets provided a pallet of reasons: economic crisis in the markets, arsonists burning the capitol of Kazakhstan, Sunni-Shiite reconciliation under a Jihadist banner violently sweeping up the Muslim world, and the discovery of a new, luminous object in the Solar system, among others.  This linked up with the detective's current case of a series of seemingly unrelated murders where the victims had been killed in various classical-element-related fashions, as well as other occult components.

Those guests who remained were invited by Allard to join him globtrotting in search for answers to these crises.  While aboard his high-tech dirigible, Elspeth discovered that an area of the ship not marked on the map was concealed from scrying, and brought the detective along to explore.  Gaining entry to the room with the hidden door, the  two entered a modern wizard's study and work room.  Allard met them there and gave Elspeth a copy of Anam Cara so she could investigate the occult symbols in the Celtic work, as their first stop would be the British Isles.  The archaeologist and detective are then asked by Allard to attend an esoteric play seemingly combining early forms of Theseus and the Minotaur, and Oedipus Rex and the Sphinx, starting at midnight.  Interested int eh original manuscript, Coldwell contacts the translator and arranges to read her digital copy.  As the pair leave in their hired cab, they are followed, but the tail gets into a traffic accident.  A random hail storm ponds the cab, and Elspeth befuddles the driver to drive through.  Around the time he wakes from the effect, they are out in the woods on roads covered with acorns and shrouded by the canopy of old oaks.  A short but memorable drive further over a rickety bridge brings them to a colonial African manor under a dome of ancient trees completely blocking out the sky; a figure is seen at the open door, and we hold it there.

Sunday, December 28, 2014

Saturday 27 December 14

With players out of town, I had the pleasure and honour to run for the FLGS owner's younger son, playing a Half-Elven Wizard 0 / Ranger 4 (Archer, Hunter, v. Horde).  He had been handed the character sheet by one of the other gamers at eh store some time ago, and I updated his HP and corrected a few other bits.  We went with the concept that rather than going into Wizard after 4 levels of Ranger, Dave, yes, Dave, had been the apprentice of a Human Wizard in a remote two-storey round tower.  The woods around this tower included old Elven ruins, but the Wizard had warned Dave off exploring them, as they were not the same sort of Elves as his people.

Years after the Wizard's death at the hands of Humanoids (Goblinoids?), Dave was back in the are and decided to investigate.  Stealthing in, he found evidence of recent activity, but made his way up to the crenelated top before returning to the 2nd storey.  Investigating a magical doorway to the ruins (at ground level), Dave was ambushed by a lone goblin with a short sabre.  The slash only did 1 HP, and Dave, thinking quickly, used Minor illusionof a female Goblin to distract the Gob, then had him on the ground with a called shot to the foot; the Gob was fully crippled and called out for help.  Dave preemptively Ray of Frosted through the doorway, and the Gobs in the ruins failed their Morale, leaving the crippled one to his fate.  Dave decided to spare the Gob and strapped him to his backpack and quickly left the tower.

Moving towards his Ranger Tower camp, the pair encountered an Owlbear at about 75 feet distance, and tried to sneak around it, but failed.  Dave ran and began climbing up a thin tree but was followed up by the Owlbear who only narrowly missed him due to a poor climb roll.  The next round Dave attacked with firebolt and scared it off.

Making his way to the Ranger Tower, the Gob was handed over for interrogation.  I mentioned as Dave bedded down for the night that a blinking light had recently begun to cross the sky several times each night, and that the older Rangers started talking about the return of the Offworlders.  The next day, Dave was ordered to investigate a site where something fell from the sky; he requested two other Rangers accompany him, but received only one, ...Bill.  Bill and Dave made their way for hours and then encountered a series of strange lights, sounds, and saw something like white smog roiling out of the forest clearing ahead.  Nearing cautiously, they saw that the ground was vibrating so powerfully that debris and sand were floating and writhing around, creating the smog-like effect; the strange sounds and lights were tied to this.

Wednesday, December 24, 2014

How to think of your Imperial Caste Clan backgrounds-

We've lost a player (the Shadow Paladin in both Saturday and Sunday games) to a move out of state.

Here is a nice article explaining how supercompetent personnel can cooperate to achieve amazing things =---> LINK <--- p="">

Sunday, December 14, 2014

Saturday 13th December


There is a scene where the Tiefling Warlock's gilla monster familiar was sent through a cracked portal showing an actual space scene with planets and starships.
Knitting together the broken portals of their entry into the Hereafter, the warlock was given the stakes of making several lower DC attempts, but chose to shoot higher and failed.  As things started to fall apart, the Dust star they had stolen from the sphere shattered, acting as a fuse/circuit breaker.  The ship, the view outside, and even the PCs changed appearance.
The colouration changes were most profound for the Black Dragonborn who became Ivory-fleshed, Red-scalled, and gained a Green and a Blue eye; additionally, rebooted with gills and fangs.  The other big changes were the Tiefling now with Lilly skin, Golden hair and Amber eyes, and the low-tech Human fighter, with white skin and hair, and black eyes.

Answering a hail from four or five different ship sources, the party learn that they are invited (with the others) of meeting at a city of gazebos by the Ancients of this world, fifteen times larger than earth.  The world is beautiful and complex, majestic versions of the various earth zones/terrain, and others besides.  Meeting the other space travellers:

1). Humans in war-torn battle gear, smelling of pollution, describing their world as having been invaded and now ruined, with nuclear, biological, chemical, and dimensional fallout making life hard as well as the continued presence of the aliens.

2). Trek-types trying to be pragmatically reasonable and succeeding in being moralistic.

3). Necros-types from Unreal Tournament becoming friendly with the Polluted (1).



4). Primal elemental being s with very low opinions of biological life forms wanting to return Natural Order to the world if inhabited by 'monkeys'.

5). Mantis folk who profess to act as biological librarians, preserving species and bloodlines; suspected by the Fighter of being ranchers of delicious rarities.  These offer the lone gnome a heritage and after his agreement, punch biopsy and dope him with mind control virus which he fails to Con-save out of, but succeeds in Int-saving his retaining self control and awareness of the effect.  His accusation of foul play results int eh mantis' retreating and leaving on hover or grav vehicles back to their craft.

Meanwhile, the totally avaricious Warlock of course answers an outsider's call to contract with it to build a gateway onto the world; and she, of course, does so.

We held it there.

Wednesday, December 10, 2014

Catching Up on Saturdays

Catching Up...

Saturdays-

Nov. 08th). Waking up in the chromed DHL van alien spaceship with psychic interface, the PCs quickly dispatch an Undead Abberation Cyborg and regain control of their ship.  They see that robots are dismantling other ships in a larger hangar and they fight a power suppression effect to get off the ground and are successful.  Mayhem and dstruction results in the undoing of the ceiling of the hangar anf the collapse of the upper tower's ground floor.  Among those falling to crtain doom is the new PC, Richard, a single-classed Fighter from a typical Fantasy world, providing body guarding to a winged serpent who paid him in meat.  Richard's sword allows him to Teleport short distances based upon his current (HP) total, and he is also Telepathic modelled after the Awakened Mind of the GOO Warlock pact feature.  Caught in the cargo-bay ramp of a teal Shark-shaped ship piloted by another new PC (a Dragonborn), Richard was saved.  Warren, the Gnome with the horseshoe ship was in communication with a small fleet of ships who had reprsentatives of their crew captured in the twin tower graveyard facility.  With Warren's presence, they aliens decided to attack the facility and contributed to the place's destruction in a hail of energy beams and missile attacks.  The DHL and Shark-shaped ship escape and dock with the horseshoe.  A Shadow Gate was used to enter Elementral Shadow and the group Long-Rested there while a few PCs upped their powers and connection to Lord Shadow.

Nov. 15th). Dragonspace is full of life forms which resemble sea life, including coral, medusa, and algae or bacterial clouds.  Flying through this portion of the Realm brings the ship in contact with increasingly more complex reptiloid forms, as if a lifecycle were represented, culminating in more and more draconic forms.  Eventually the Party's sensors detect pulses of light and increases in heat and turbulence ahead.  As the waves wash over the ship, it is postulated that there may be an audio component to the waves: struth: 'Welcome, interlopers.  It has been so long since last I took humanoid form.  Please meet me for tea at ___ location.'  The PCs agree this is likely a dragon, and decide instead to turn around rather than press on to the Space Gate located further.  Not given the opportunity, dragonoids (including egg-shaped craft) attack.  They destroy them, and then the red dragon attacks, nearly destroying them, but lets them live with a broken gnome ship.  This is makeshift-repaired and then repaired at a trading post.

Nov. 22nd). Red light district action in the previous adventure and this one leads to a map and a mission to deal with mineral rights in an 'asteroid' cluster owned by various dragon interests and occupied in part by stone giants.  This leads to a deal with the giants in exchange for formal relations with the black dragon syndicate in question.  The ore the patron wanted is delivered and the map is handed over.  The shadow paladin has now added 1 level of warlock (Lord Shadow), and the group plans to enter the dragonbone highway.

Nov. 29th). With new allies who own a Jammer Helm, the group pools its funds and buys a ship to place it in.  This one is large enough to house all the smaller ships and dock with the gnome ship.  These ships augment spells cast through them by multiplying range by 3.  Anyone can Pilot, but it is best if Cha, Wis, and Int are high.  They set aout and enter the cavernous highway.  First encounter is an Aboleth.  They next stop in a giant slug market, and pick up a few paying passengers, and an alien regeneration specialist healer with a starfish head who eats the diseased tissue and plants regeneration spores in the patient.  One of the new PCs is a K'en Unai (Jedi/Sith class someone wrote up for 5e) and he travels with a Tiefling Warlock (Tome) of Mr. Dust.  They find, another Force Sensitive, an Eladrin female in a red bodysuit with a pair of triangular laserblades.

Dec. 06th). The gang presses on and encounters a fight between a Colossal Xorn and Behir, shaking up the cavern something fierce, and the resultant roof collapse tears the fabric of the distance-compressing whatsit effect of the dragonbone highway, sucking the crew into the Hereafter.  Fighting humanoid animals trying to build a sphere of all 16 elements who were too paranoid about their snooping was a thrilling session, and the big ship flying in despite its damages scared the furries off.