Search This Blog

Showing posts with label DnD. Show all posts
Showing posts with label DnD. Show all posts

Thursday, 29 September 2016

The Temple of Elemental Evil - part 1

And so into one of the legendary OD&D modules with the kids. The ToEE (T1-4) was one of those iconic modules I recall as a teenager mainly because T1 (Village of Hommlet) had been out for what seemed an age before the rest arrived. It was released as a 'super-module' in an era where the ethos of OD&D changed from simply providing a setting populated by monsters and traps to one with a story/ narrative.


Now I love both aspects of play, but I find the down side of the latter can be that players get railroaded through, as there's often only one real way to make the story work. This was much the case in the Dragonlance series, and in the re-working of A1-4 and G1-3/D1-3/Q1. For my part, the kids had already started T1 a few years ago before our playing was de-railed by them arguing all the time! So this time around, I went straight for the dungeon with a fresh mission and a mild tweak to some of the locations in the vast dungeon....

So, our heroes are: Elangos (half-drow assassin), Crue (elven mage), Vicdak (half-orc fighter-cleric, and general hard-ass), Emelia (half-elf mage-thief), Loren (half-elf paladin of Pelor), Loki (human ranger) and Gideon (NPC cleric of Pelor). The intro I wrote them was as follows....


Fireseek CY577

The deep snows of winter ground the normally vibrant streets of Verbobonc to a frigid halt. After three weeks in the city, having brought in the New Year, you are itching to find of the urgent task that has brought you so far north.

It had been mid-Autumn, in the end of Patchwall, when the novelty of a house in Saltmarsh had run dry and the desire to return north had crept in. The merchant ship had sailed north from Keoland, skirting the treacherous coats of the Pomarj, and its infamous slaver lands, and followed the Wild Coast to Safeton, the homelands of Vicdak. By this time the first snows of Sunsebb had begun, but an urgent summons for Gideon and Loren from the Temple of Pelor in the City State of Verbobonc had dragged you from the warmth of Safeton and across the Gnarley Woods and Kron Hills.

A few minor skirmishes on the journey kept you occupied. The slaver ships notorious for raiding the Wild Coast had got braver, pushing inland as far as the northern Gnarley Woods. Their misguided attempt to spring a trap on the caravan that you all accompanied resulted in Vicdak and Loki competing in who could kill the most slavers in one battle. Astonishingly, and much to Loren's disapproval, it was a draw.

Enjoying some hospitality from the gnomes in the Kron Hills, you reached Verbobonc in time for the yuletide festival of Needfest. The small city, capital of the Viscounty of Verbobonc, sits on the Velverdyva River and enjoys a healthy trade with the gnomes of the hills, the nearby walled city of Dyvers and the great kingdom of Furyondy to the north. As with many cities in the north it has a temple to the sun god, Pelor, although meagre in size compared to the huge edifices in Ulek, and it was this church that provided shelter through the vibrant festival.

Whereas Loki, Vicdak, and Emelia enjoyed the festivities Crue spent his time more constructively. Huddled away in the moderate library of the Viscount Wilfrick, Crue sought more information on the bizarre appearance of the masked wizard in the underwater layer of the Sahaugin. There seemed little to find on wizards wearing masks, save the association between mummer's masks and the elven god, Erevan Ilesere. Of the trident, Wave, there was slightly more: crafted by the sea elves of the Sea of Gearnat, originally as a weapon of their god, Sashelas, it became a weapon in the fight against demons and devils in the hands of holy warriors, such as paladins. It had been lost for nearly a hundred years, seemingly destroyed in a naval battle between the Holy Warriors of Procan (God of the Sea) and the evil forces of the witch Iggwilv, on Lake Quag, in Perrenland.

Crue knew that to find more he would have to seek a larger library, whether back in Ulek, or to the east in Dyvers or Greyhawk. Accepting this, he re-joined the others for the much anticipated meeting with the High Priest of Pelor, Tarin Hyret, at the grand cathedral of Pelor.

Tarin was a trouble man. Originally from the Shield Lands that ran between the foul Empire of Iuz and the fair kingdom of Furyondy, Tarin had been sent south to Verbobonc when his temple was sacked by a horde of bugbears. His wrinkled face reflects many of the fears of the Furyondy folk: three years ago the Crown Prince of Furyondy, Prince Thromell, went missing following a battle against the forces of Iuz. His betrothed, Jolene of Veluna, is now in mourning and open once more to suitors and the potential force for good that a unification of two great nations would bring has disappeared on the wind.

Yet Tarin's fears are more local. Four months ago, in late summer, he received word from an agent in Nulb, who worked for both him and the Viscount, that there had been secret traffic spotted near the ruined Temple of Elemental Evil near Nulb. Accordingly, Tarin dispatched a party of adventurers, led by his daughter, Allis, priestess of Pelor, to investigate. The months have passed, but no word has come and the Viscount's agents have not seen Allis or her companions.

Elangos, hailing from the far northern region of Tenh, had only limited knowledge of the Temple. With a sad smile, Loren recounted the fell history of the place. In CY569, eight years ago, the forces of good (humans of Furyondy and Veluna; dwarves of the Lortmil Mountains; gnomes of the Kron Hills; and elves from Ulek, and Celene) fought the foul denizens of the Temple near the village of Homlett, south of Verbobonc. Defeating the evil army on the Fields of Emridy Meadows, the armies besieged the Temple and defeated, then trapped the demoness, Zuggotmy. The Temple was sealed, and left ruined. Loren served in the human army, one of the Crusaders setting the orcs and gnolls to the sword.

If there was a chance that Allis was lost in the ruins of the Temple, then Loren knows he must investigate, and so too must Gideon. The pair accepts High Priest Talin's mission, and only on insistence from Emelia and Elangos, the fee that he will provide for such a service.

And so to the Temple…
***


The first session was a brief journey to the Temple south from Verbobonc and into the Kron Hills. The weather is turning cold and foggy, and in the mists they encounter a strange group of pilgrims, all with pale features and white hair. The pilgrims are tricky to talk to, and seem fascinated by Vicdak, who's half-Suel/ half-orc. The eagle-eyed Elangos spots one of the pilgrim's dagger is coated in blade venom, and a scrap breaks out.


The pilgrims are the Scarlet Brotherhood, the nutty Suel-supremacists (sort of Greyhawk Nazis), who in this era (pre-Greyhawk Wars) are a largely unknown quantity. They've been tasked by one of Iuz's (half-demon ruler of an evil empire) chosen warriors to gather information on the theft of a sword, Blackrazor, by the wizard, Keraptis.

The scrap doesn't push the characters as much as I'd thought, and they find on the bodies several useful items: bracers of defence, which Crue takes; a Gem of Seeing, which Emelia grabs; and a letter...

***

Fair Greeting to Lord Gryst, Scion of Iuz

It is with heavy heart that our great network has failed to locate the whereabouts of the fabled blade, Blackrazor. It's dreadful reputation is surely matched only by the passion the blade ignites in your fell heart, my Lord.

Our Brotherhood have had greater success in the identification of the vile miscreant who stole your blade. The method of its theft, the destructive use of sorcery, and the mask he wore have led us to identify him as Keraptis. A Suel sorcerer of old, his history is handed down in legends preserved amongst only the purest of Suel supremacists such as our Brotherhood. Yet, Keraptis was only truly half-Suel, an aberration of elven and Suel blood, and it is reputed the impure blood that flowed in his ancient veins was that of the Elven deity,  Erevan Ilesere.

Keraptis's manipulations and trickery earned him a dark reputation amongst the Suel, though his last act of sorcery was in the far off lands north of the Nyr Dyv, near eight hundred years ago. We would surmise that an imposter adopts his visage, although there is the small chance that Keraptis's insanity has returned.

We are certain the value of this information is apparent to you, and your dread father, and a return of those secrets we require shall be forthcoming.

With respect
The Father of Obedience


So the mystery of Keraptis, who the characters encountered in U3 when he purloined the trident, Wave, deepens. Armed with this info, and a chunk of cash from the Scarlet Brotherhood the party continue their journey and skirt the town of Nulb (a grotty pit of vice) and head towards the 'ruined' Temple. The Ranger Knight, Otis, approaches them under cover of gloom and shares what little he knows of Allis and her group. Allis had journeyed into the Temple with five others about two months ago, but nothing has been heard since. Otis is certain there is activity inside the Temple, but his remit is one of spying not assault. He offers his followers, three Brownies, to guide the characters to the Temple. With their range of concealment (camouflage from the pseudo-dragons, a ring of invisibility that Elangos uses, and a darkness spell) they manage to get to the main door without the brigands in the watchtower spotting them.



The main door is sealed with runes and magical protection and the characters wisely avoid trying to break in this way. Rather they jemmy open the side door, and enter the vast Temple... or at least that tiny proportion of the Temple that exists above ground...





Tuesday, 20 September 2016

U3: The Final Enemy

The heroes finally made it to the third adventure in the trilogy, and one of the tougher modules in first edition DnD. In the last installment the characters assaulted the lair of the lizardmen whom they had discovered were purchasing arms from local smugglers near the town of Saltmarsh in Keoland. After a moderate amount of green gore and treasure grasping they discovered that the lizardmen were trying to form an alliance with other underwater humanoids to tackle a tribe of Sahaugin who had invaded their home on the border of Keoland and The Hold of the Sea Princes.



The module opens with the characters once more before the Saltmarsh council, discussing a reconnaissance mission along with a unit of lizardmen warriors and human marines. For a substantial fee the seven agree to enter the Sahaugin base and scope out the number of enemies, defences, leadership and so forth. Without further ado, the seven sail towards their mission....

To recap, we have Elangos (half-drow assassin), Crue (elven mage), Vicdak (half-orc fighter-cleric, and general hard-ass), Emelia (half-elf mage-thief), Loren (half-elf paladin of Pelor), Loki (human ranger) and Gideon (NPC cleric of Pelor). They also have the Sea Elf, Oceanus, with them.


They notice on arrival, during the daylight, that the sea level has risen up the side of the island that houses the lair. Instructing the ship to keep a fair distance, as the Sahaugin 'sea devils' may come patrolling, the characters, lizardmen, and marines land onto the causeway and enter the lair. Straight off they battle some Sahaugin guards, with some others through a lowered gate taking pot shots. Crue and Emelia dispatch their pseudo-dragon familiars through the bars and into the second chamber to activate the mechanism controlling the gate.

As the gate raises, the characters scrabble under and tackle the second room of guards whilst the lizardmen fight the first room full. The battle is swift and bloody, and moving from here the group explore the upper level. They find little beyond the alterations and building work that the Sahaugin and their slaves have done, taking notes on the layout and rooms. With luck they find a near-dead adventurer who tells them, in his dying breath, of the equipment of his deceased colleagues. With a bit of searching they find the hidden room, and the hoard of magic items that generate a rather long debate about who should get the Wand of Polymorph. Ultimately, Emelia grabs the wand and Elangos the cloak of the manta ray, and Vicdak the Ring of Free Action. With a few water breathing potions also discovered, they begin to wonder about what these items indicate.



It becomes apparent in the next room, after defeating the Sahaugin guards and freeing some slaves, as the stairs down to level two slosh with sea water. Emelia smartly uses the wand to polymorph Loren, Loki, Vicdak and herself into Sea Elves, with the potions shared between Crue and Gideon. And then they descend into the depths, slowed by the non-polymorphed members.

Moving through the murky depths the heroes headed south, discovering some rooms normally occupied by Sahaugin who are downstairs at the arena. They do find one chieftain who they kill quickly, and then a huge chamber full of women which they wisely avoid. Heading back north they stumble upon the vestry and quarters of the priestesses, who they discover in the temple about to engage in Sahaugin eugenics. A huge scrap kicks off with the characters focusing on the clerics, whilst the lizard men tackle the shark (by cunningly trying to get eaten and choke it...). Taking a few lumps, the players slay the priestesses, and bag the loot.


So with some quick healing, they swim further onwards and into a huge pillared chamber and then creeping to the portal into the throne room wherein are the toughest Sahaugin, including Baron, his elite guards, and the high priestess. Oh, and a shark.

A drama is unfolding: two Sahaugin are showing an unearthed stature to the Baron, and in its stony clutches is a glittering trident. As the players watch a robed figure materialises. He wears a mask, like  a Venetian mask with a joker-style leer. With a flourish he pulls loose the trident, is heard to say (through the water) "Ah, Wave, at last." And disappears.


The Baron looks about furiously as to where his newly discovered artefact had gone. And he sees the characters looking equally stunned. An epic scrap follows, with both the four-armed Baron and the pesky priestess proving tough to kill. But, with a few wounds, and a few dead lizardmen, they win! The Barons loot is discovered, and his vile missus is killed on discovery.



After this climax the adventurers head down and discover a barracks, and rather worryingly several score of Sahaugin pissed about their dead boss. The chase is on, and the characters barely escape the lair with the remaining lizard men, and the marines who had secured level 1. The boat comes to fetch them and they outrun the Sahaugin, returning to Saltmarsh with what info they've gathered and the news that the Sahaugin command are dead.


With the reward, treasure, and XP for killing some tough baddies, the characters all increase in level - and with a house in Saltmarsh as a gift, they gain somewhere to rest and recover....

The six characters are doing really well. Charlie's three are tough: Vicdak is a combat monster, now gaining double specialisation (from Unearthed Arcana); Crue is fourth level MU, with a big range of spells that I think Charlie plays a little too cautious, but who'll be rock-hard when he gets to 5th (fireball time); Elangos, although not as tough, now has a Ring of Invisibility, which is a big boost to an assassin.

Evelyn's trio are developing personality-wise. Emelia's thief abilities are a real bonus to the party, and she seems to do well in combat. I can see her being fun for some solo adventures. Loki has also gained a double specialisation level, with his skill being in the longsword. Loren, as a paladin 4 gains some great abilities, and his persona is evolving well. He's got a great AC as befits a righteous Crusader of Pelor. I think the ToEE will test them when they hit the second level and below.

And so onto the next classic... the Temple of Elemental Evil, and more revelations about the mysterious masked sorcerer (and his ultimate link to White Plume Mountain).







Tuesday, 13 September 2016

Greyhawk Adventures book 1: Saga of the Old City


As I'm re-visiting my adolescent love of Dungeons and Dragons, and running the adbetures in the World of Greyhawk, it seemed appropriate to read the books that Gary Gygax, Godfather of DnD, and latterly Rose Etes, wrote. From the outset it's fair to say that this particular book is probably only of interest to those with a background or curiosity about the hobby. Even compared to other DnD books (Paul Kidd's DnD classic module offerings, and Salvatore's dark elf books) it's not the best of the bunch. But to a fan of Gygax, and the magic he created with Dungeons and Dragons, whether the manuals, the modules, or the world of Greyhawk, it's fun reading.


The hero is Gord the Rogue, a solid adventuring thief who we follow from humble beginnings as a cutpurse and beggar-thief in the sprawling City of Greyhawk. The first section of the book takes us along his early encounters, fleshing out the City vividly, and Gord's involvement in a 'turf war.' Gord comes across as a likeable character, with a suitable charm and wit, and his tricks and scams make easy reading.

The middle third of the book then takes us on a tour of Gygax's world, with Gord adventuring, romancing, and scrapping his way from Greyhawk City, across the vast Nyr Dyv, and then around the Bandit Lands, Urnst, the Theocracy of the Pale, Nyrond, and ultimately to the edge of the Great Kingdom. Now to me as a gamer currently reading the source material of the Flanaess, and Greyhawk, this was a great tour—the depth and detail to each area is a real bonus. But for a more casual reader the lack of a central driving plot beyond a series of vaguely related encounters could be frustrating. The plot through this stage feels half way between a bunch of DnD scenarios and a travelogue. We do get some development of him as a character, but rarely a decent in depth insight into him that a book this length should provide.


In fact the lack of a real purpose beyond Gord getting some cool weapons, picking up skills, and ducking/diving, is a real weakness. The book has a patched together episodic feel, which I suppose in some ways emulates the pulp fantasy that inspired Gygax's original DnD game (Robert E Howard, Fritz Leiber, Moorcock). I could just imagine reading  it serialised in Dragon magazine.


In the last third of the novel Gord links up with some more substantial characters: Gellor, a mysterious spy/bard; Chert, a barbarian (reminiscent of Fafhrd, from Lankhmar); and Curly, a plump bald druid-ranger (my favourite). We then get a trip out to a dungeon, and a suitably nasty demon to sort out. This part of the book at least had the right balance of action, purpose, characters and humour. It felt as if Gygax had got into the swing of things, and as I recall from Book 2, he continued this momentum and developed a fairly solid plotline.

So much in the way that superhero origin films never feel all that good, as they establish a history and a setting, this book is very much an intro, both to the world and to the character who ultimately sees us through five or so books (as Gygax departed TSR). It's a 4 star for fans, probably a 3 star for those DnD-naïve.

Sunday, 4 September 2016

U2: Danger at Dunwater

And the adventure continues with the kids' party of six:



Loren: half-elf Paladin of Pelor (a Crusader) from Celene
Loki: human ranger from Duchy of Geoff
Emelia: half-elf thief-magic user from County of Ulek
Vicdak: half-Orc fighter-cleric of We Jas. His mother was Suel, hailing from the Wild Coast
Crue: elf Magic-user, from County of Ulek
Elangos: half-elf drow assassin (Flan origins on human side, from Duchy of Tenh, then onto Greyhawk city)



Having trained now to second level (and in some cases, third) the refreshed characters and their mentor, Gideon, are sent by the Council of Saltmarsh to investigate the Lizardmen threat gathering at the swampy mouth of the Dunwater River. The smugglers in U1 (Secret of Saltmarsh) were found to be running quality arms to these Lizardmen, and naturally the Council are scared about attack. It seems swifter to send the characters than lobby the King for aid, especially given that Saltmarsh is on the fringes of Keoland, and very close to the border of the Hold of the Sea Princes.


Taking a small boat, the players sail along the coast and land in the swamp. They have gained some very useful assistance in the form of Pseudo-dragon familiars, and this allows several of their number (most usefully Emelia the theif-mage) to become camouflaged. The gang enter the Lizardmen lair via the main entrance, immediately scrapping with the guards. They beat them fairly convincingly, then tackled the second wave from the adjacent room.



With a swift bit of healing they continued into the lair--moving first into a Banqueting Hall, where they encountered some of the Lizard females. Crue sent them off to sleep with a spell, and the party tied them up with rope and gags. Exiting the Hall, they then came into the Throne Room where two kids were playing. Deciding that they (a) would loose a ton of XP for bumping off the kids, and (b) didn't want the kids stalking them, they grabbed them, tied them up and bunged them in the Hall with the mums.

Back into the corridors, Emelia scouted ahead and found more lizard women cooking in the kitchens. The bloodthirsty adventurers were tiring of these non-combatants! Back into the corridors, the party move around to the east and come into the barracks, wherein they find nine warriors and a shaman. An almighty scrap ensues, driven by the shaman's fervent hatred of humans/ elves as heretics and infidels. Emelia disables one of the warriors with a sleep, and when the battle ends, they question him. At this point they learn that the Lizardmen are actually living in exile from their prior home, and that there is argument between clergy and the Minister about humans and whether they are enemies or not.



It's at this point the adventurers realise that the Lizardmen aren't the big enemy. Given the trail of green blood and orphans they've just left behind, it is with some trepidation they go to make peace with the Chieftain. A big discussion ensues, and ultimately the party accept that to recompense the Lizardmen (a weregild) they must perform a task: to slay a Giant Crocodile that the Lizardmen can't tackle due to religious reasons.



So, out into the swamps and what begins as a battle against a huge crocodile is soon joined by an Oriental Dragon. It's a close battle (see Hidden Dragon ), but the characters prevail and return to Saltmarch with cash, a few choice items ( a periapt of proof against poison, a magic sword, and some potions). And the conclusion to the adventure awaits, in The Final Enemy.






Tuesday, 23 August 2016

Hidden Dragon (DnD tales)

Thought it would be fun for the kids to see their epic finale from module U2 in story form. So here goes...
 
***
 
The hesitant dawn tainted the mists a rusty colour. Despite the early hour the marshland had a stifling closeness, the air seeming dense and obstructive. Progress from the Lizardmen’s lair had proven sluggish, and the stinking water had soaked through Emelia’s boots at least an hour ago.

She glanced at her companions as they fanned out nervously at the edge of the large pool. Long sharp grasses mixed with twisted reeds around the fringes of the murky water, thickening into a copse of slimy trees at the far side. The creature was surely in the water, yet Emelia had an uneasy sense something terrible was watching them from the dark of the wood.

 
 
“Stay vigilant,” Loki said. The ranger crouched low, checking the mud around the pool for signs of their quarry.

“Can’t be too hard for you to track a crocodile the size of a house,” Crue, the elven mage chuckled. Loki frowned but did not reply.

“I do declare, it might have been safer to just give the Lizardmen their gold back,” Gideon said. The cleric of Pelor was clasping his holy symbol nervously.

“My spell books don’t pay for themselves,” Crue said. “And besides, we took that gold in good faith before we realised the Lizards’ true intent.”

“We have much to compensate for,” Loren, the Paladin, said. “At least this way we slay the…”

The brackish water erupted as a huge crocodile burst forth. Its speed belied its vast bulk, as its huge mouth roared in fury. Slime glistened on its thick green hide, tendrils of weed hanging from its underbelly.

 
 
Emelia’s heart was in her mouth as she sprinted to the side, mind desperately trying to recall a spell that would be of use against such a monster. To her left se could see the huge half-orc, Vicdac, take a more traditional approach and charge in with his sword.

The crocodile sloshed out of the pool, its massive tail swinging through a splintering hail of reeds. Vicdac’s massive sword carved a vicious furrow along its side and dark emerald blood mixed with the slime and marshwater. To the creature’s far side the spear of Oceanus, the Sea Elf, plunged into the crocodile’s flank.

Words of sorcery spilled from Emelia’s lips and she felt the surge of power as a crimson bolt crackled forth. It struck the beast under its jaw in a cascade of sparks. The crocodile focused its attention on Emelia and she felt a surge of terror.

“Try this for size,” Crue yelled from behind a nearby tree. The marshland glowed with the nimbus of sorcery around the elf, and a magical arrow hurtled across the waters and into the monster’s flank. There was a glare of light and then a horrid hiss as acid devoured a chunk of flesh.

I need to find the creature’s vulnerable area, Emelia thought as she darted around the fringe of the pool. Charging in from the front is hardly my style. I’m on this mission to crack locks and dodge traps.

The hide of the crocodile was as tough as iron, and despite its wounds it had slowed little. With a mighty lunge its huge jaws clamped around Gideon as his swing with a mace skittered off its head. The cleric screeched as the dagger long teeth ripped through his armour. Emelia watched in horror as blood spattered across the companions—Gideon’s blood.

“Get him loose,” Loki yelled, jabbing at the crocodile’s throat. “We can still save him.”

Oceanus charged with his spear, and straight into the crippling impact of the crocodile’s tail. The blow sent him hurtling across the water and into a tree with such impact the trunk splintered.

“No!” Emelia screamed, and dashed around the pool. The mud clutched greedily at her boots. To late she saw the trees part and a far more terrible creature emerge.

The water of the pool erupted into flames, and Emelia threw herself back. Her uncanny reflexes had saved her vicious burns from the mystical flames.

A creature of legend emerged, its vast snake like coils propelling it towards the companions. A wicked set of teeth leered as burning orange eyes narrowed in hatred. Crimson membranes glowed with power between gnarled spines jutting from its draconian head and back.

A dragon. A coiled dragon. Emelia knew of such creatures only from the dusty tomes of Ulek’s famed library.



Oceanus had stumbled to his feet, wincing in pain and lowering his spear. Glancing back, Emelia saw that Elangos, the dark skinned warrior, and Vicdak, had also seen the dragon emerge.

The persistent jabbing of weapons had prompted the crocodile to drop Gideon’s limp body. In a deft motion, Loren caught his mentor, whilst stabbing ineffectively at the roaring crocodile.

The heat from the flames was unbearable, and Emelia knew she would be better in the cover of the reeds than stood with wavering sword before a dragon. She scuttled through the reeds almost colliding with Crue, who was skulking like a thief in cover.

“A pan lung. A coiled dragon,” Crue rambled. “We’re stuffed.”

“My magic is spent,” Emelia said. “Are you…?”

“I’ve got some left, but the acid arrow almost burned me out. If I’d have known…”

“Easier to scowl at the past than smile at the future,” Emelia said. “This battle is more suited to bruisers like Loki and Vicdak.”

Circling above the pair, their familiars came into focus. The two pseudo-dragons had wisely being hiding in the reeds. The elves smiled grimly, and then allowed their own flesh and clothing to magically adopt the colour of the surroundings.

Even from three feet away, Emelia could hardly see Crue.

“Good luck, my friend,” Emelia said, and then scrambled through the reeds.

The crocodile was trying to bite Loren, but the paladin’s ornate plate mail deflected the attempts. Loki had moved around towards the dragon, with Elangos and Vicdak, but the flames were hard to breach.

Through the reeds, Emelia crept, trying to anticipate the swing of the huge tail. Her hands were so sweaty with fear that she feared she’d drop her sword. The flicker of flames from the nearby water danced across the flawless elven metal.

With a clatter the huge tail slammed into Loren. The magical plate armour dulled the blow, yet it sent the paladin staggering. The crocodile reared to attack, and Emelia knew she had one chance.

Hurtling from the reeds, she plunged her sword into the soft belly of the crocodile and threw all her strength behind the blow. A gout of viscous blood and entrails spilled from the wound, and she kept on moving, dragging her keen blade along the length of the abdomen.

The monster thrashed and gurgled and then crashed to the mud. The impact sent Emelia spinning across the marsh and into Loren. The pair splashed into the swampy ground and then lay laughing in relief.

“Some help…?” Vicdak’s guttural voice echoed across the marsh.

The dragon hissed in pain as a magical bolt arced from the reeds and into its neck. Loki was injured, but still fighting through the flames at the dragon. With horror, Emelia saw the injured Oceanus, staggering in the flaming pool, trying to thrust his spear at the monster.

There is so much I could learn from him, she thought. Erevan help us, throw your fickle dice our way for once.

The dragon snapped down at Elangos, ripping a chunk of flesh from his shoulder. The dour warrior splashed back through the water, as Vicdak hacked furiously against the dragon’s impervious hide. The battle was taking its toll on the companions, and the dragon showed little sign of fatigue.


 
Elangos had retreated to the water’s edge and was aiming his crossbow. There was something about the dark-skinned half-elf that Emelia couldn’t fathom. Yet she had met few warriors from the northern fringes of Tenh, and those she had were soured by the constant battles in the region with barbarians and orcs from the lands of dreaded Iuz.

Urging her aching muscles to action, Emelia hastened over to the unconscious cleric, Gideon. They had been good friends since meeting years ago in their homeland of Ulek. Although Gideon and Loren worshipped Pelor, God of Light and Healing, and Emelia considered her patron gods, Erevan Ilesere, Elven deity of mischief, and Boccob, human god of magic. Yet Pelor’s disciples were ever tolerant of other faiths, especially when working for the common good (which naturally Emelia did… most of the time).

Blood ran from Gideon’s mouth and nose, and his chest excursion was uneven. Swiftly Emelia tugged loose a vial of potion and carefully poured the contents into the cleric’s mouth. He gagged and spluttered, and was then surrounded by a shimmering light. His eyes flickered open.

“Gideon, are you…?”

“I declare, the dawn has nothing to compare to your fair visage, mah dear.”

“You’re fine,” Emelia said, and dropped Gideon’s head back into the mud with a splash. She stood,  winced, and retrieved her sword. Her friends would need her help, magic or no.

With Loren at her side, she rushed forwards. The dragon was wounded, the water bubbling ferociously around it as the heroes splashed across the muddy banks. Loki was retreating, multiple cuts dirty with swamp water. Oceanus had slumped on the bank, and the flames licked greedily at his burned legs.

A shrill sound sprang from Elangos, an ancient Flan war-cry that sent shivers down Emelia’s spine. Some dormant memory arose within the dragon, and it turned its sinister gaze towards the dark figure on the edge of the pool.

The flames illuminated Vicdak’s mighty blade as he lunged forth. His huge muscles propelled the sword deep into the dragon’s throat, and he roared a prayer to Wee Jas as a fan of emerald blood coated his pale Suel features.

In a flicker the magical flames were gone, and the companions stumbled wearily before slumping into the marsh. Checking the coast was clear, Crue emerged from the reeds and retrieved the dagger he had thrown moments before. His camouflage faded, and he smiled spritely at his exhausted companions.

“Alright, maybe Gideon was right. Paying back the gold would have been an easier option.”

Emelia closed her eyes and smiled.

 ***
 
Details of the adventure to follow soon.

Monday, 22 August 2016

The Sinister Secret of Saltmarsh (U1): the adventure begins.

One of the coolest things about Stranger Things is that it's rekindled my kids' interest in DnD, and ever the opportunist I've planned out a campaign from level 1 to 12, squeezing in all the classic modules in the Greyhawk setting. And what better place to begin than U1- The Sinister Secret of Saltmarsh.



The characters, 6 in total are:
Loren: half-elf Paladin of Pelor (a Crusader) from Celene
Loki: human ranger from Duchy of Geoff
Emelia: half-elf thief-magic user from County of Ulek
Vicdak: half-Orc fighter-cleric of We Jas. His mother was Suel, hailing from the Wild Coast
Crue: elf Magic-user, from County of Ulek
Elangos: half-elf drow assassin (Flan origins on human side, from Duchy of Tenh, then onto Greyhawk city)



A rather bizarre group, with Elangos obviously masquerading as a fighter-thief type, with the dark Flan skin hiding his shameful Drow connection. Plenty of fun stored up for later in the campaign there (especially when they get to D1-3).

So the premise is that they are accompanying a cleric of Pelor called Gideon, who is delivering a secret message from the church in Ulek to some merchants in Hold of the Sea Princes, at Bale Keep. The first five are comrades, with Elangos employed by the Sea Prince merchants to guard the message. Gideon leads them overland through Keoland, via Dreadwood, to the marshy land on the edge of the Azure Sea.

The camp is disturbed by (apparent) bandits whom the party defeat but the horses scatter. Gideon's message is taken by a dark garbed figure, who calls an illusion of a stone dragon to cover his escape. Then he disappears into thin air!


Irritated by this Scooby-Doo style villain, the gang descend into the fishing town of Saltmarsh. Initially staying with the Blacksmith and his family, they sneak around and spy on a council meeting hearing an old sailor rattling on about ghosts and flashing lights at t'old manor. Eager to question him, Elangos and Emelia kick off a tavern brawl so as to snatch the sailor. He reveals the mysterious going on up at t'manor. The local constabulary give chase, and the pair do a runner over the rooftops.

Next day the fuzz turn up where they're staying, and after some Paladin sweet talking, go to the Council. They argue a fair bit, but ultimately offer to fund the characters to nose around the Haunted House. And so into the adventure!




It's soon apparent there's more going on than simple Scooby-Doo, and giant spiders and bugs. They go to the cellar pretty quick, find a secret passage into rooms used by smugglers. The legacy of the alchemist, a bunch of skeletons, and some golden apples. Then they find a passage and stairs to the hidden caves wherein an illusionist (the dude from earlier), with two gnolls, and a bunch of smugglers are laying in wait...



A great scrap ensues, with the characters victorious and they retrieve their message as well as clues about the Sea Ghost, the smugglers ship. The Council pay them to seek out the smugglers, and on the night the boat arrives they arrange signalling from the house whilst they row out. Gideon uses silence o mask their covert approach, and they board the ship via portholes. Sneaking through the rear of the ship, they tackle a bunch of crew in the hold, and then storm the deck. The battle is pretty close up above, but helped by a Sea Elf Oceanus. Just when the battle is almost won, three lizardmen burst out, and they win by a slim margin, but with no deaths on their side.


The adventure ends with a victorious return to Saltmarsh and a bundle of cargo to sell. And, of course, curious information about the  lizardmen and their purchase of weapons from the smugglers. Which leads neatly into the next module in the series, U2- Danger at Dunwater.

All in all a totally great time with old school AD&D, and one we hopefully will continue through until the Giants-Descent-Drow modules!

Monday, 30 September 2013

Sixty Shades of Sorcery


One of the coolest things about fantasy (and there’s a sentence that before HBO’s gore and shag-a-thon, Game of Thrones, would have never been written) is the wide variety of how magic is perceived in the genre. There’s a deluge of articles about designing magic systems and ensuring logic and coherency, but I won’t reiterate those here. Suffice it to say that magic is one of those things that if you write badly, and use as a continual ‘deux e machina’ (or, I suppose, pulling a rabbit out of the hat) then it’ll bugger your book in the manner of a horny troll with a tub of Vaseline +2.

I enjoy magic in fantasy books, I think it gives it a texture and a richness that no other genre can match, and I also enjoy the different styles of incorporating it, in the same way that I love Dark Fantasy as much as epic or heroic. Before you think this is an Aldi advert, let’s start delving around different ways of writing sorcery.....


 For me, as a kid, I began reading fantasy mainly due to my interest in DnD. The magic system in DnD is obviously designed around the wargaming origins of the game, having your magic users learning spells from their list, being allowed to cast so many before they become dagger wielding softies. The concept was that the magic had a verbal part, a material part, and a learned way of wiggling your hips as you did it. Gary Gygax, former master of my universe, drew much of his inspiration from Jack Vance, and the Dying World series. Certainly in the first book—The Dying Earth—which is a collection of short stories, that style of magic is apparent. In those works spells are learned, and then once cast are erased from the ‘working memory’ until relearned. There is a wonderful concept in ‘Turjan of Mir’ wherein the words themselves seem to carry the power:

‘He stared down at the characters and they burned with an urgent power, pressing off the page as if frantic to leave the dark solitude of the book. Turjan closed the book, forcing the spell back into oblivion.’

‘He then sat down and from a journal chose the spells he would take with him. What dangers he might meet he could no know, so he selected three spells of general application: The Excellent Prismatic Spray, Phandal’s Mantle of Stealth, and the Spell of the Slow Hour.’

 Many works (including mine) have drawn their influence from DnD and hence from the ‘Vancian’ system. The obvious ones are those like Dragonlance, which was originated in an awesome DnD campaign, and so has Raistlin (at least in the original trilogy) learning spells and being knackered every time he casts... Featherfall...(Ok, so he got a bit harder when he hit level 12 in the finale). Other authors, such as the excellent Gary Vanucci, emulates the fast paced combat style of DnD magic in the Ashenclaw series—where the magic compliments the sword-craft perfectly. Gary’s work has been compared to RA Salvatore, although I haven’t read what style of magic Salvatore uses.

The throwaway style of sorcery lends itself perfectly to gaming, and one book I read recently that was influenced by on-line/RPG gaming was Connie Jasperson’s two books, The Tower of Bones, and the Forbidden Road. Connie takes the concepts in a different direction. The magic in her world is fuelled by Chi, like a life-force, and the sorcerers/priests who wield it, use it for either healing or for manipulating elements. Their approach is utterly scientific, and they study it as a science rather than an art—rationalising how to improve it, and manipulate it in unique ways. The healing in the book reads like a medical manual (which naturally, I loved!!!). And why not? Why wouldn’t magic in a fantasy world become like a science, in a strange parody of how in history events now rationalised by science were probably regarded as witchcraft.

There’s so many cool systems! Moorcock’s books have a magic wherein its practitioners constantly bargain with demons and gods of chaos/order to manipulate reality. Le Guin’s Earthsea books have a tried and tested formula of objects in the world having ‘true names,’ which carry power when utilised. I suspect she was the first to utilise this in popular fantasy, although Paolini used a duplicate system in Eragon and those other dragon books.

Then there’s the idea of channelling other world’s energies, or using some other ‘place’ to fuel your sorcery. The Amber series by Zelazney is kind of like this: after walking the Pattern, those of appropriate birth can manipulate the reality of all things in the shadows of Amber. Another great example is Erikson’s Malazan Book of the Fallen series. Here we have a pocket universe, or Warrens, which are accessed and opened by the mage to desired effect. This is a great concept, and it works really well in the books. Oddly what it reminded me of was the rationalisation of superpowers in the Marvel Universe’s Guides—so, when Cyclops fires his optic blasts his eyes are tapping into another dimension and acting as a conduit.

Which neatly brings me to my own style—which is unashamedly super-heroic in origin. In Nurolia, there is elemental magic, which comes naturally to the elemental races’ mages, and via use of Gems of Power and lots of lessons in humans; and there is Wild-magic, which is psychic in origin (so telekinesis, telepathy, pyromancy, but used in quite creative ways). The ‘evil’ magic, although clearly the other magics may be used by selfish or unscrupulous individuals, is Dark-magic, which is portrayed in the books as the fifth element.

When I designed Wild-magic I had a concept in my head similar to mutants in the Marvel X-men series. I liked the idea that the ability could occur at random, and what impact that would have on normal folk in a fantasy world. In the same vein as mutants being feared and despised, Wild-mages are ostracised and persecuted by the Elemental Orders, and this alienation is compounded by the fact that Wild-magic produces problems with the mind, either psychological (Jem’s OCD, Emelia’s bipolar disorder, Lemonbite’s schizophrenia) or neurological (I don’t want to spoil who, for readers of the series). I also liked the fast-paced angle of superpowers in the comics, and wanted that recreated in my rather televisual style of writing. The finale to book three, in the temple in Ssinthor, where the heroes scrap with the zealot, has a very fast-paced use of magic which I hope works.

I still couldn’t get away from some magic tropes, though. Elemental magic still needs a source (the Gems), words and gestures. Hence mages are held captive with special masks and manacles, or via an elixir that suppresses their sorcery (Pure Water, from Goldoria). The idea of items acting as conduits, or power sources, is another well established magic system. Brooks’ Shannara series uses items and artefacts to great effect; games such as Final Fantasy and Skyrim use soul gems etc; the One Ring in LOTR; RA Salvatore’s Demon Apostle, and the gemstone magic; Joshua Bigger’s hard-hitting fantasy, Dark’s Daughter, Hope with its gems and extension of eastern chakra mysticism. Even good old Harry Potter has magical items galore—the Philosopher’s Stones, the Deadly Hallows, the thingies that He With No Nose sticks part of his soul in....

There are so many and so little space before the reader dozes off. Magic can be present in a fantasy world, but not be especially in your face like my lightning tossing, Wild-magic shielding characters use. The obvious examples are ‘realistic’ fantasy, such as George RR Martin’s Song of Ice and Fire (or is it Fire and Ice...?). In George’s world, the magic is more subtle—the shadow monster thingy that bumped Renly off after popping out of Melisandre’s foo; the worgs and their animal body skipping (skinchanging?); resurrection, with poor old Beric Dondarrion held together with masking tape; those dudes with the blue lipstick, who pop up in the market despite being toasted by dragons. For his realistic setting, it works very well, and this subtle use of magic fits dark fantasy perfectly (such as the awesome Scott Lynch’s Lies of Locke Lamora), as well as lighter fantasy such as the Farseer trilogy by Robin Hobb (the Wit and the Word—lots of mind influencing, animal possession, and so on).

The final quote on magic in fantasy—let’s stick with Georgie...

“Sorcery is a sword without a hilt. There is no safe way to grasp it.”

So what’s your favourite magic system in fantasy? I haven’t read WOT by Robert Jordan, or Mistborn by Brandon Sanderson, but by all accounts they rock big-style on the magic front. For me, I think the cleverest was Erikson’s—it had a maturity and originality that fitted perfectly with the intricate tone of his books.

But I still like the idea of two mages zapping the crap out of each other like medieval superheroes... I can’t help it!!!!

Sunday, 3 March 2013

There and back again, and again, and...

First of all, an apology. It’s been over two months since my last confession, sorry, blog post. You know how it is—xmas, work (the one that pays the bills), some writing/editing/proof reading. And I’ve been a little unfaithful to this blog, seeing another blog or two on the side....

Anyhow, happy new year. And to kick off this year’s posts where better to start than The Hobbit. I saw it with the kids in the Xmas holidays at our brand new cinema in Halifax, in glorious 2D (as watching films in 3D when you already wear glasses is little better than watching a dodgy bit-torrent version with Arabic subtitles and little silhouettes walking across the bottom of the screen). Now I should declare that there was no way I was not going to like this film. Seriously it could have been just a 180 minute still of Bilbo with Sting and Gollum and a caption saying ‘Eggsies’ and I would have soiled my seat. I’d been awaiting this film since before LOTR, since I was 11 and read the book for the first time (not least because LOTR pre-Jackson had a great film version already in the shape of Ralph Bakshi’s cartoon).

Yet just before I went to see it, the powers of the Necromancer (Sauron for kiddies) had already worked their wicked way on the public. Little mutters of desecration, alteration, new material, ‘untrue to the book’ expanded into ‘milking the fantasy cash cow’ (and what a gargantuan cow it could be in a fantasy world... a 15HD AC2 monstrosity with udders that imitated a Beholder’s twiddly eye stalks). So I was a tiny bit nervous when I watched it—I felt almost protective of the film, like they were insulting my mother in some strange Scorsese type-way (‘Waddya say about my mudder? Huh? Huh?’). After all, Peter Jackson is the Creator in my eyes—he who has brought forth majestic films for all to see (and I include ‘Bad Taste’, ‘Meet the Feebles’ , ‘Heavenly Creatures’ and ‘Brain Dead’ in that statement too).

And I was content. Because he didn’t screw it up. And I know there’ll be dissenters who were probably the same ones who lamented the loss of Tom Bombadil, the barrow wights, and were irritated by that whole Osgiliath diversion in Two Towers, but I loved all the modifications. Well, I could have skipped Sylvester McCoy as Radagast with his Bunnies of Protection +2, but the rest was perfectly pitched. I thought back to the book, which is after all a kids’ book, and wondered how it could have been done differently. Part of the problem is that there are some great scenes in the book that would be a bit naff if directly translated to film—the Trolls, the scene with Golem, even the Spiders. They would be rather twee if left as they were, and I considered Jackson did a good job of making the first two feel far more dramatic and not so silly. The sub-plot with Thorin and Bilbo was perfect—the characters had to make a journey within a journey or the film has no drive: after all, what is a story if nothing evolves, nothing changes?

The extra material with the White Orc gave a great finale, which came just right after the escape from the Goblin caves. The alternate would have been bringing the goblins out onto the mountains, which wouldn’t have seemed as dramatic to me—less personal for Thorin, less opportunity for Bilbo’s bravery.

Similarly the meeting in Rivendell was well done, if a tiny bit slow. The Hobbit is a prequel to LOTR whichever way you look at it. The dialogue was engaging enough, and I also liked the more sympathetic treatment of Saruman before he becomes swayed by Sauron and the Palantir. You do kind of want to slap them and shout, “Duh! How can you not know who’d hiding in Mirkwood?”

So like many I’m eager for the next film, not least to try and predict where they’ll cut it. Will it culminate in Smaug’s death, or will they put that in film 3? Will they focus on the battle of the Five Armies in film 3 or what? Or more linking material?

And it’s that extra material that is really irking folk, as it did to a lesser extent with LOTR. But why? What is so sacred about Tolkien and his work beyond the devotion of fantasy fans? I adore the books, but I’m happy to see the alterations in the same way I was happy with the ‘modernisation’ of the CS Lewis books for film. They’re good films, after all. I see adaptations that are dire, especially of comics—the League of Extraordinary Gentleman is shocking, despite the brilliance of the comic; Wanted is an OK film, but bears a minuscule resemblance to the comic version. There’s a school of thought that considers all art to be adaptable, changeable. When we see the twentieth interpretation of Great Expectations, or Pride and Prejudice, we don’t kick back over the alterations, the omissions, when the key plot points and most memorable dialogue remain. And that’s all that has happened with The Hobbit at the moment—the plot is still the same, the idea of Bilbo Baggins making a journey both physically and meta-physically, with the great quotes and the great songs, a bunch of dwarves (undoubtedly cooler than any Elf softies) and a dude in a grey hat.

For me the thrill of seeing such works on film is second to none, and the same applies to the adaptation of comics such as Thor, Spiderman, Iron Man, X-men and Avengers. I adored the originals, but they could not be replicated panel by panel on the big screen. And the kids these days don’t know how lucky they are to be seeing such awesome stuff at the cinema!




So happy new year, and I promise it won’t be as long until I post again. And I’ll kill the time to Hobbit 2 by playing the fab Lego Lord of the Rings, which has Radagast and Tom Bombadil in it!!!

Thursday, 19 July 2012

Take Cover!

I can remember when I was a teen and getting big into music how excited I'd be about new releases. My mate Woodsy would fire me up and we'd nip out of school at lunchtime, bike down to town, and count out the 10p pieces to buy the new LP/12 inch/single. Downloads and CDs have never replicated that for me. I loved the covers as much as the music--in my earliest music loving years it was the album covers of Iron Maiden and Marillion that did it especially.

So it is with comparable enjoyment that I can unveil the cover for Darkness Rising Book Two- Quest. This is the second part of Volume 1 of the Prism series, and it boasts a fresh edit, a new prologue (with Torm) and an extended epilogue. I might post the extra material on the Nurolia website, for those who bought the original undivided Volume 1 which was available between Sept 11 and March 12.


The cover was done by Ceri Clark, an author previously at FIBP. Ceri is independent now, but is doing some stuff with a new label called Myrddin (appropriate as she's Welsh!). She has a fantastic style and technique and we set out to make the cover link with that of Book One (Chained). Hence we used the same model, but altered the background and colour tone to make it distinct.

The full dustcover/ wrap around displays a coastal scene with a castle/city atop a rocky outcrop. This is representative of Goldoria City, which is where the finale of the book is situated. The book begins with Emelia, wounded by the demonic humour being taken by Jem, Hunor and Orla to the sanctuary of Master Ten. En route they bump into some old acquaintances from Book One. A parallel story arc follows Aldred, Baron Enfarson's son, as he investigates both Hunor and the murder of a maiden in Eviksburg.


To me the real star of the book is Vildor, Lord of the Ghasts, whose scenes in the Dead City provide most of my quotes for Twitter's Sample Sunday. Having just written Prism book 5 (first half of volume 3) its great knowing where the story takes his character.

The book is pencilled for release in early August. I'll update on here, and on the World of Nurolia website here! Until then bask in the glory of Ceri's work, and check out her website at http://cericlark.com/