Chronicles of the Grim Fist, part II

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Cameron
Joined: 2012-05-18 16:35

I'm not planning on going anywhere, and this game (and sharing it) is a bright spot in my week. I may eventually move it to its own blog, but I would have to figure out how a blog works first, so that won't be anytime soon.

We had a game this weekend. I should have time to write it up tomorrow.

Cameron
Joined: 2012-05-18 16:35

Session 24
Fall: Months 10, 11, and 12

Aella increases the taxes by 1 gold per peasant family ... then pays off the last loan from Chlodomer (the money just mysteriously showed up!), then revokes the tax. Chlodomer is not displeased, however: he'd given up on the loan in the first place.

The Grim Fist clears out a few more nearby lairs, focusing their efforts on areas near the highway. Nothing exceptional ... until they receive news of a purple worm sighting in the deep wilderness to the south, heading north toward Galaufabonne. A quick flight and reconnaissance confirms the presence of several surfacing points. They choose to not take a closer look and instead retreat to plan.

At the worm's expected travel rate of 12 miles per day, they expect it to arrive in three days, so they send messages to their captains to get their soldiers to the border in three days time. Then they plan to scout out the terrain and think of a way to stop a creature that can burrow under any defenses ...

And they might have had a chance to think of something, if purple worms only spent part of the day traveling ...

As the party is examining the layout of a river, erupts from the earth and swallows Chlodomer whole, then curves back and begins diving back into the earth to bring its stinger to bear on the party. And then two more worms erupt from the earth, narrowly missing Shadagrunde and Galswintha before uncoiling from the earth and preparing to fight above the surface.

Deep within the belly of the worm, Chlodomer abandons his shield, draws a pair of daggers, and begins grimly scaling the inside of the worm's gullet using the knives as climbing picks. Unfortunately, the worm deals more damage per round and has more hit points to spare, so things look grim.

On the surface, Galswintha jockeys for position, dodging worms to get to a point where her dragon's breath can have maximum effect; Vulfelind savages the worm holding Chlodomer; and Shadagrunde summons a spiritual weapon to attack the worms.

The worms sting Galswintha twice ... and she shakes off the poison both times. Vulfelind and Shadagrunde are both bitten, but avoid Death's invitation.

Chlodomer continues his horrible, grinding climb; Vulfelind switches to her crossbow; and Galswintha breathes dragonfire, catching all three worms in its blast.

And then Chlodomer stabs the worm in a major nerve cluster and it thrashes briefly, then stops. Without the stomach muscles grinding, he sighs and starts carving his way out.

Meanwhile, on the surface, Shadagrunde continues to layer spiritual weapons, and Vulfelind switches targets.

And then Galswintha breathes dragon's fire again, and the second worm turns to crisp ... and the third worm is not in particularly good shape. It stings her (she beats the odds again!) and then swallows the diminutive magi whole. Amazingly, she retains consciousness (OOC: well, having fighter-like hp is helpful, I suppose).

And then a shrieking werefox pounces on its head and everything - for the worm - goes dark.

After everyone is dug out and assistance is acquired in hauling the corpses out of their tunnels ... the Grim Fist finds, lodged widthwise in one of the worms, a statue of what appears to be elven royalty.

Sadly, the statue's head was wedged into a different part of the beast than the rest of it, so the attempt at surviving the worm's guts by means of self-petrification failed. But a stone to flesh treatment later yields a fresh corpse (which is given a proper cremation with an attempt at "elven ritual") ... and some serious treasure.

  • Two small sacks with three thousand platinum, and a third sack filled with gold.
  • Four amethyst seal cylinders showing a period of elven history thought long-since lost.
  • A flawless diamond tooth.
  • A royal crown of electrum, studded with star rubies and pearls.
  • A royal sceptre of platinum, studded with emeralds the color of deepest ocean.
  • Delicate elven plate armor of the finest craftsmanship.
  • An actual broadleaf enchanted to hardness and carried as a shield.
  • A leaf-themed ebon bow.
  • An elven sword layered with platinum, silver, and emeralds.
  • A protective scarab.
  • And magical lenses of some sort.

Almost all of it aside from the coins and jewels is magical in some fashion or another. With careful expenditures, the magic items turn out to be:

  • Plate armor +1, weighs 3 stone, grants +30 movement speed, and acts as boots of striding and springing.
  • Shield +1, grants hide in shadows and move silently as thief in wilderness.
  • Wyrmtooth (sentient shortsword, Neutral)
  • Composite Bow +3
  • Scarab of Protection
  • Eyes of Petrification, beneficial

(OOC: With no NPC assistance at all, Chlodomer hit level 10 and Shadagrunde hit level 11; Galswintha is still a long ways from level 10; and Vulfelind can't even see level 11 from here, thanks to the werefox thing.)

Shadagrunde can't strip out of his chainmail fast enough for the plate armor. Vulfelind takes Wyrmtooth and pairs it with her unwilling sword of luck, who is a bit put out ...

Wordthief: Well, my life is over.
Wyrmtooth: Wordthief, is that you?
Vulfelind: You know this sword?
Wordthief: As if I would associate with such a plebian weapon.
Wyrmtooth: You still have all of your wishes?
Vulfelind: Oh. My. Goddess. Wyrmtooth, I want ALL of the embarrassing stories.
Wordthief: Well, my life is over.

On the plus side, they now have a name for the sword of no wishes for you.

Chlodomer - voted most likely to get caught with a deathtouch by a hot necromantic witch - gets the scarab. Galswintha gets the lenses. The remainder gets passed down to henches.

Hex Management

By the end of Fall, everything is borderlands except for those areas that are civilized: Red Meadow, Pegasus Mountain, Utena's Shadow, Bugbear Forest Lake, Ugly Hill, Torn Tree Hill, and Azure Hot Springs. (Oak Circle remains "unpopulated" wilderness, of course.) This does wonders for the income, despite Chlodomer still hanging on to a grossly oversized army.

(OOC: For XP, since Galaufabonne is a group effort, I divided the total GP earned among the group, then awarded XP where that exceeds their GP threshold. This has meant ... not a lot of XP. Heh.)

Highway: The completed highway is 10 feet wide and paved for 150 miles (75,000 gold) with a stone townhouse every 12 miles (12 of them, 14,400 gold).

Maintenance: 375 gold/month.
Garrison: 100 light infantry; 300 gold per month.
Income: 600 gold/month.

The garrison costs will go down as the area is civilized, however, and in the meanwhile, the income between Orléans and Atanung essentially allows the extra infantry for only 75 gold per month.

Once the highway is completed, Vulfelind talks Chlodomer into putting Adela and Genofeva in charge of the highway hexes. As they are lair-free, the entire 26-hex length is only a pair of strongholds away from being part of a Galaufabonne realm ... and Adela and Genofeva both operate cavalry with the capacity to cover half the highway's length in a single day, making power projection (at least along the highway) a non-issue.

By the time strongholds begin construction, it looks like they will be done by the end of Year 6.

Once that starts, though ... Vulfelind argues that it is time to build "her" city: Bone Temple (in Bone Temple Hill, squarely in the midpoint of the highway, and at the midpoint of three domains-to-be). And since it is the worst hex (Land Value 5 with the efreet wish), a city is one of the few ways it can be profitable.

The city is constructed; peasants are moved in from all over Galaufabonne, and Vulfelind immediately begins building further infrastructure (no one bothers asking whether she's riddling the city with secret passages).

By the end of the year, Bone Temple has amazingly managed (if barely) Class IV status.

Year 6, Winter, Month 1, Day 1

Atanung's representative arrives on the first day of Winter, concerned by the two fortress constructions going up along the highway, and implies that "concerned parties" beyond just Atanung itself might get involved.

Chlodomer smiles, claps the representative on the shoulder, and says, ever so softly, "The good news is, I don't believe in killing the messenger. Take your men and go home. Sit by a warm hearth, eat a fine meal, enjoy the company of those you love. Then tell Atanung or whoever it is you are trying to imply you actually represent: No."

The representative is sent back with Adela's cavalry as guard, and deposited at the entrance to Atanung, safe, snug, and shaken.

Hench Spotlight: Sir Merideth le Chocolat

As part of this session, we explored the current affairs of one of Shadagrunde's henchmen: Merideth le Chocolat, whom Shadagrunde sponsored for knighthood in the Lady's Church. A small, dark-skinned woman with ankle-length platinum hair and a constant, ready grin. WIS and CHA +3! Bears the lady's cane (mace +2 which can cure disease once per day).

Currently leading a small cavalry force chosen for their elite skill, loyalty, and gender; and despite the best efforts of Adela and Genofeva, they have made a name for themselves as the premier cavalry in Galaufabonne ... and the Church has approached Shadagrunde on a few occasions to try to borrow them (Shadagrunde has argued, thus far successfully, that they are doing the Lady's work in Galaufabonne, and that keeping Galaufabonne is an important, long-term strategic goal).

Merideth's cavalry is composed primarily of six church knights of varying ability, plus her squire and their squires:

  • Squire Tescelina de Galaufabonne
  • Sir Airsenda de Galaufabonne and Squire Sibilla de Galaufabonne
  • Sir Ermingardis d'Orléans and Squire Nicholaa de Paris
  • Sir Alia d'Orléans and Squire Racilda d'Orléans
  • Sir Aliberta d'Atanung and Squire Cecilibrunde d'Atanung
  • Sir Sigebald de Paris and Squire Bertaswind de Galaufabonne
  • Sir Vuit d'Atanung and Squire Hathvidis de Galaufabonne

All serve the Lady and can bring the Lady's grace to the battlefield; all are armed and armored with the best and most expensive gear available; all ride only the finest heavy war horses, and string along seconds for great need. What they lack in numbers, they make up for with seeming invincibility.

In addition to the core group, each of Merideth's companions have supporting employees of various sorts. Beyond their squires, most have employed the services of 2-3 devout but non-casting warriors (also functioning as cavalry), horse handler, lantern bearer, and scroll bearer. Sir Alia has also acquired the services of two devout wizards who serve the Lady with their arcane might; Sir Airsenda and Sir Vuit both employ the services of a trap-finder; and Sir Sigebald employs a wilderness guide.

Recent rumors have placed a new troup of bandits in hex #1605, Mistwood Springs, where they prey on travelers and hide from the highway's protectors. At the request of Shadagrunde, they have come to cleanse the springs.

Mistwood Springs is mostly valley, with a multitude of small, warm springs and resulting streams heading north. With little information, they hunt for trailsign and camp sign, until Sigebald's tracker finally spots signs that the bandits were recently nearby.

Very recently! The ambush of arrows is brutal, and the rogues remain unseen in woods filled with the mist of warm springs hitting snow.

The bandits, however, are not as prepared as they think for the prey they have caught. Detect evil and locate object (for quivers of arrows!) quickly reveals the location of the primary groups of bandits, and they cannot melt away fast enough to escape the devoted cavalry.

Moments later, the bandits are tied up and given first aid ... and the first regains consciousness, only to see Merideth's teeth in a broad smile.

"You will live to see the inside of a court if you tell me where you camp. If you do not, we will see if the gentleman next to you will live to see the inside of a court."

They can't talk fast enough.

At the bandit camp, four flame strikes and a cavalry charge end all hope for the bandits before they realize they had hope to lose. First aid and rope is parceled out, strays are hunted down, and almost two hundred brigands, less those who died, are lectured on the folly of opposing the Lady in matters of faith and war.

They are then marched to the outskirts of Galaufabonne, where Merideth speaks to Shadagrunde, who speaks to Chlodomer ... and Chlodomer and Merideth together interview the brigands to determine what drove them outlaw.

For many, it is entirely too obvious that a weak character and greed brought about their sorry state; these are charged and convicted of assault and theft, whipped and fined, and then sent to one of the larger temples near Orléans to work off their penance - as they lack the funds to pay the fines.

For some, it is equally obvious that they are simply evil, and bear no one good will. These are charged and convicted of robbery, fined (mostly for show), and beheaded.

But most have a sufficiently persuasive sob story, and swear under oath most prettily that they, themselves, have never murdered, that Merideth asks Chlodomer to stay his hand. They are charged only with theft, placed in the stocks rather than whipped, and fined the minimum amount ... and then offered a place to work off their penance in Galaufabonne, where they can become citizens if they behave loyally for three years (the time required for "basic service" to pay off 150 gold in fines), without further stigma.

Of great interest to everyone, quite beyond the normal treasures of the bandits, is an artifact of the Lady: a necklace of platinum, with two diamonds upon it. Each diamond is said to be a mortal lifespan, which can be sacrificed to resurrect a cleric of the Church (both may be sacrificed for anyone else).

Merideth gifts the necklace to Shadagrunde as the divine patriarch of Galaufabonne; who gifts it to Chlodomer as the ruler of Galaufabonne; who gifts it to Galswintha as "most likely person in Galaufabonne to find the right use for it."

Alex
The Autarch
Joined: 2011-06-30 18:10

Marvelous! I love reading about your campaign.

Two notes of specific praise:

1) Having a mage self-petrify to survive inside a purple worm was an ingenious way of providing a nice treasure haul in the gullet.

2) This was awesome:

Wordthief: Well, my life is over.
Wyrmtooth: Wordthief, is that you?
Vulfelind: You know this sword?
Wordthief: As if I would associate with such a plebian weapon.
Wyrmtooth: You still have all of your wishes?
Vulfelind: Oh. My. Goddess. Wyrmtooth, I want ALL of the embarrassing stories.
Wordthief: Well, my life is over.

Cameron
Joined: 2012-05-18 16:35

Thanks! Gonna make me blush!

Wordthief is - against all bets I would have taken - my most popular NPC. I apparently do an excellent "bitter, whiny sword" impression ... and I try not to think too hard about what that says about me.

Cameron
Joined: 2012-05-18 16:35

Bonus OOC: Bone Temple Hill
I have index cards and lists and spreadsheets and text files and hex maps to keep track of the six-mile domains within Galaufabonne, and I'm still figuring out a good way to do that. As a result, a lot of stuff gets swept under the rug when I'm writing up a description of a session - all of the disorganized crap I don't want visitors to see!

However, since Year 6 marked a full one-year anniversary (in-game) for the founding of Galaufabonne, I took some time to break out ONE of the six-mile hexes and its development over Year 5: Bone Temple Hill.

I chose Bone Temple Hill for a few reasons: it has a low Value, but is placed well for the highway; it ended the year with a city on it; and the party has been discussing it more than most of the others (Azure Hot Springs a notable exception), so I have more notes on it.

Bone Temple Hill is dominated by a semi-barren hilltop with ancient temple ruins on it. The highest point of the temple is high enough to be visible from about 9 miles away, or twice that if the other point is on a similarly high hill (or a mountain).

Land Value 6
0102: Rocky, flat area; stream from #0203.
0103: Ridge running SW.
0201: Small hill.
0202: Crest, sloping away from #0302.
0203: Ridge and mini-hill. Weak stream runs to #0102.
0204: Hill.
0301: Northernmost ridge running from the peak in #0302.
0302: Peak of highest hill; elven temple ruins.
An elven temple to the Lady - or the elven conception of the Lady - with shattered statuary, slender columnar obelisks (most broken in half, but some simply knocked over), and seven attractively placed, large flat rocks with smooth surfaces. A few steps are carved into a narrow cavern cleft, which is not very deep - inside are wondrous wall paintings of frolicking elves and animals (including, yes, pegasi). There were skeletons scattered across the temple, but these were cleaned up and given to a funeral pyre before the hex was declared "clean."

The peak is fairly flat and a quarter-mile across before sloping off into the rest of the Bone Temple Hill hex.

0303: Southernmost ridge running from the peak in #0302.
0304: End of ridge in #0303. Small cliff at southernmost end.
0401: Gentle slope N; meadowed with light trees.
0402: Gentle slope NE; meadowed.
0403: Sharp valley crease between the hill in #0502 and the ridge in #0303.
0404: High hill with an empty bear cave.
0502: Hill.
0503: High hill.

Upon completion of Galaufabonne's central castle, 20 peasant families had moved in, almost all of them in #0401 (taking advantage of the easier farming and proximity to the safe-ish highway zone there).

Accounting for the first month:

Land: +140 gold (20 x 6, +20 due to Morale +4).
Service: +100 gold (20 x 4, +20 due to Morale +4).
Tax: +40 gold (20 x 2).
Tithes: -28 gold.
Winter Festival: -100 gold (20 x 5).

4.65% of OVERALL domain accounting:
Starting Treasury: +26,050 gold.
Fortress Construction: -24,650 gold.
Stronghold Maintenance: -115 gold.
Garrison: -500 gold.

NET: +937 gold ... but only because of the party chipping in.

Don't worry, I'm not going to do the huge breakdown for every month!

Over the next 11 months, the population grew substantially. The Grim Fist adventured regularly and the Morale couldn't budge from +4, so the growth looked like this:

01 > 02 > 03 > 04 > 05 > 06 > 07 > 008 > 009* > 010** > 011 > 012
20 > 27 > 35 > 44 > 55 > 69 > 86 > 109 > 131* > 148** > 181 > 219

* In month 9, Bone Temple Hill shifted to Borderlands.
** In month 10, 16 peasants were moved to the city (plus peasants from other hexes).

That growth is the result of pop x1.25 for adventuring (x1.2 months 9-12; x1.15 after month 12); then +4d10 families (+21 on average). The +1d10-1d10 balanced out on average.

By the end of the year, roughly 60 families each are in sub-hexes 1401 and 1402; and 3-10 families each in all of the other sub-hexes.

In month 10, Vulfelind constructed "her" city, Bone Temple. Predictably enough, she chose the central hilltop. Also, the player agreed to let me reproduce this section:

Bone Temple

V: Okay, a straight path north to the highway runs along a ridge - can we flatten the top of the ridge for a highway? A 3-mile, 12-feet wide dwarven highway at 3,600gp is too sweet to pass up.

C: Clearing rock first is more expensive. Call it 4,500 gold.

V: Done.

V: I would also like to renovate the elven temple. Or make Shad do it - that's what the tithes are, right?

C: Without statuary: 3,000. With: 13,000. Shad can spend tithes how he wants, but you could sweeten the pot by making a land grant. It looks like the first month's tithe for the region with be about 3,000, so that may be the way to start.

V: Done. Will email Shad.

V: The city will grow, but I want a wall to start with. I think I'll have 1,000 fams pretty fast, so I'll start with that. MDME says that's 0.13 square miles. I want a hexagon, but you do the math.

C: The hex is 2,000 feet across; each side is 1,200 feet long. Six sides is 7,200 feet long. Pick a wall and go. Will NOT count toward infrastructure, but WILL count toward defensive structures if Galaufabonne Castle falls.

V. Ugh. Okay, no wall. We'll make walls when I'm swimming in platinum.

V: How much do I have to define the "infrastructure"?

C: As much as you want. Anything you don't define, if it comes up, we'll just use something basic and standard and easy.

V: No no no. My city has to be the best.

C: I think that answers your question of how much you want to define, then.

V: You are so mean LOL. Okay. What is the starting point?

C: 1,000 families is 3.5 million square feet and needs 40,000 gold in wells, administrative buildings (including a town square), streets, fees paid to draw up the city charter, flattened areas suitable for erecting wooden buildings on, and any small extras your city is known for.

V: Sewers?

C: Not standard. Hm. Good sewers will let a city pack the same people into a smaller area. You still needs the same number of wells, administrative buildings, and fees, but the streets and flattened areas are halved. So 40K + ??? - ??? for savings?

C: I'm going to rule this as a construction-like problem. Rather than price the sewers per se, I'll just say that you can halve the area of the settlement with "improvements" worth +50% gold, or quarter the area for +100% gold. So 60,000 gold and 80,000 gold, respectively. In both cases, the extra gold halves the area, but does not count toward allowing a higher population.

V: Will it count for the extra family growth rate?

C: Hmm.. yes. That seems sensible.

V: What about secret passages?

C: Heh.

C: Okay, revised rule: +50% per "city improvement." Improvements include:

* Density: halve area required. Gain bonus families when built. Aquaducts, sewers, raised streets, building complexes, grid design, etc.
* Secret Passages: Grants +1 to relevant thief guild tasks. No other benefit.
* Feng Shui: Grants +1 on arcane Magic Research rolls. No other benefit.
* Religious Shui: Grants +1 on divine MR rolls. No other benefit.

C: Each can be taken twice. You will also have to keep them up when the city expands, if you want to keep the benefits.

V: Hmmmmmmmmmmmmkay. I want sewers. Annnnnnd secret passages. So starting out, the city will cost 20,000gp for a 10,000gp settlement; and for my purposes, the initial expansion will be 60,000gp for +30,000gp in settlement value. Can I add density improvements later?

C: Yes and yes.

V: And if I quarter the size of the city, the walls cost..?

C: If area is quartered, lines are halved. You know this ;)

V: Ugh. Not enough.

V: So no walls and highway brings the total to.. ugh. 84,500gp. Well, that's my allowance for a while.

C: Don't forget that your first month might not be profitable.

V: Well, I'll burn that bridge when it comes. Maybe I can wheedle some cash out of Chlod.

Bone Temple grew rapidly: starting with 250 peasants in month 10, it grew to 433 in month 11 (helped along by Vulfelind's investments), and 628 by the end of the year. It is now a Class IV large town!

Demand modifiers:

Modifiers: age 0-20; water source none; climate deciduous forest; elevation hills; land value 6; within 144 miles of Atanung and Orléans (which are, themselves, not QUITE within 144 miles of each other).

Both are Class II, so I just averaged them for Bone Temple's modifiers, with Orléans winning on 0.5 values for being slightly larger. After rolling 2d3-4 for each and modifying the values appropriately:

-3: wine & spirits, fine textiles.
-2: beer & ale, arms, cloth, silk
-1: gems, semiprecious stones, preserved meats, common metals, precious metals, salt, wood, and rare woods.
+1: monster parts.
+3: spices.

And since Vulfelind is planning to build it into a Class I megalopolis, I'm keeping the original scores for when the tables are turned on Atanung and Orléans:

-3: wine & spirits, semiprecious stones, common metals, precious metals, salt, cloth, fine textiles.
-2: ivory, silk, wood, and rare woods.
-1: animals, arms, common furs, tools.
+1: mounts, pottery, glassware, tea and coffee.
+2: spices.

Obviously, trade demand between the two larger cities has warped the local demands!

Accounting for month 12:

Land: +1,533 gold (219 x 6, +219 due to Morale +4).
Service: +1,095 gold (219 x 4, +219 due to Morale +4).
Tax: +438 gold (219 x 2).
Tithes: -310 gold.

5.59% of OVERALL domain accounting:
Vassalage: -460 gold.
Stronghold Maintenance: -140 gold.
Garrison: -600 gold.

Bone Temple City:
Revenue: 5,970 gold.
Garrison: -1,260 gold.
Upkeep: -940 gold (repairs, city officials, and similar).
Defensive Structure Upkeep: -45 gold.
Tithes: -600 gold.
Vassalage: -1,200 gold.

NET: +3,241 gold.

A Morale +4 city makes a substantial difference in income!

Vulfelind's chosen garrison is fairly simple: 50 heavy infantry and 30 longbowmen, equipped with decent gear and a badge showing a rearing sphinx.

Cameron
Joined: 2012-05-18 16:35

Session 25
Year 6, Months 1, 2, and 3 (Winter)
By the end of Winter, the entire domain (sans the Oak Circle, which remains a preserve) is Civilized, and Chlodomer has reduced the tax rate to 10 silver per family ... despite the now-maxed vassal tax he is paying Aella.

This also marks the first season in which the garrison has needed to expand. Chlodomer spends some time recruiting, and some of those bandits Sir Merideth found last year find themselves with warm beds, hot meals, better gear, and proper paying work.

Bone Temple City hits 1,000 families ... and keeps growing as Vulfelind pumps money into infrastructure!

Shadagrunde also finishes one of his major projects with Galaufabonne's religious tithes: a temple (30x30 wooden bldg.) in every hex! He begins hiring clerics, aiming for a priest and two acolytes for each of the 23 temples, with sufficient salary to provide healing for free.

At the end of the season, we total everything up: the kingdom's coffers are fat with almost 100,000 gold ... but it's not nearly enough to provide anyone with XP, and it's still less than they started the domain with.

OOC: And sadly, that's all we managed this session, because the rest of the session was taken up with planning and discussion. This was helpful - knowing the party's long-term plans lets me set up some stuff in advance - but it's difficult to put into a narrative. And we didn't even manage run through the monster lairs I'd set up, so those will be rolling into this weekend's game.

Cameron
Joined: 2012-05-18 16:35

This weekend's game was short, and I should have plenty of time to write it up tomorrow. But it was much fun: Galswintha almost TPK'd the party dropping a fireball at ground zero.

As she stated just after dropping 9d6 on the table, "AUGH, no, no, that's too many sixes!"

Alex
The Autarch
Joined: 2011-06-30 18:10

Thanks for all these campaign updates. I love reading them! It's great to see your adventurers' domains develop.

sulldawga
Patreon SupporterPlayer's Companion BackerDwimmermount BackerDomains At War BackerSinister Stone of Sakkara Backer
Joined: 2012-05-17 22:22

Can I second this? I love this thread.

Cameron
Joined: 2012-05-18 16:35

Session 26
Year 6, Months, 1, 2, and 3 (Winter) continued
Hex #1306: Fungal Forest. The rust-colored mushrooms in the Red Meadow extended there from here, where their larger (or perhaps just older?) cousins have larger overtaken the cave-strewn hills. Viewed from high in the sky, the area resembles a semi-circular grove of giant mushrooms . . . with a fattened tendril snaking into Red Meadow. Based on this horrifying visual alone, the Grim Fist decides to explore.

Thanks to Shadagrunde's foresight, each party member is equipped with a potion of cure poison, and enough clerics are brought along for additional possible issues, such as any need for cure disease.

Another aerial scouting turns up a few minor details visible from the sky:

  1. A tower-shaped mushroom of sufficient size to act as a fortress. A roc is visibly nesting in an upper crevice.
  2. A patch roughly two square miles in size appears to be a giant bee colony.
  3. The wreckage of a crashed cloud castle is just visible between the trees.
  4. A small temple is visible in the northwest-most corner.

(Vulfelind: "Five gold says we'll be fighting a fungus before nightfall." Everyone else: "No bet.")

They decide to nibble at the edges first rather than tackle any of the visible-from-air horrors. Rumors say that some sort of large, wolf-like pack of creatures has been haunting the borders of Red Meadow, so they start with those rumors, establish a two-square mile zone where the wolves or dire wolves might be, and then grid and march into the bloom of tree-sized mushrooms.

What they don't do is consult any sages about forests of giant rust-colored mushrooms ...

So when a pack of fungus-encrusted dire wolves - their eyes glowing a faint, bioluminescent green - erupt from foam-like cysts in the ground, they have very little in the way of intel or planned responses.

The lead wolves use their surprise to breathe some sort of choking cloud which causes the majority of low- or no-level hirelings to drop to the ground choking, and causes several party members and henches to suffer (but fight through) a hacking fit as well. The remainder simply dive in and start attacking those who are already down.

Galswintha, seeing this (perhaps rightly) as do or die, and noting that almost every low-level NPC is already dead, drops a fireball at ground zero. Perhaps it is an issue of adrenaline or desperation, but the fireball that results is intense, and brings all but Chlodomer near death.

The three remaining monsters then tackle Galswintha to the ground, one of them tearing off her left arm before Chlodomer, Shadagrunde, and Vulfelind manage to kill them and drag them off the sorceress.

While Chlodomer and Shadagrunde guard the pile of ally corpses, Vulfelind sprints home to requisition soldiers to help carry them home, and by nightfall, everyone is holed up in one of Shadagrunde's newly constructed temples.

Shadagrunde restores Galswintha and key henches, then cures disease on each "just in case." Galswintha returns ... somewhat changed.

The torn off arm has become the arm of a treant, looking exactly like her previous arm, but the color and hardness of stained oak.

The next day ... those who were not cured of disease, even the corpses, come to life as fungal monstrosities. Who breathe clouds of choking infection and then attack to kill. The temple is evacuated as Chlodomer holds the door against the rising tide of horror until Galswintha can cast sufficient webs into place.

And then one fireball after another until the wooden temple burns down, taking the fungal creatures with it. Priests from all over the realm are gathered and brought in to cure disease on everything in the temple, the remaining corpses are given cremation rites ...

Then they consult sages about forests of giant rust-colored mushrooms.

Fungal Breath (1/day): 10' x 10' cloud adjacent to fungal creature. Victims with less than 4 HD are incapacitated by choking for 1d6 rounds; higher-HD victims save vs. Poison or suffer a -2 on attack throws for the same time period. One day after breathing in the airborne spores, all victims must save vs. Disease or become a fungal creature. Corpses do not get a save - they are automatically transformed.

Fungal creatures have the base HD for the creature plus +2 HD (humans and demihuman fungal creatures have 3 HD as fungal creatures). They are immune to gas, poison, sleep, charm, and hold spells, and are unintelligent (they lose all class and supernatural abilities, but not natural attacks or movement). The lack of internal organs grants +2 AC, and unnatural strength improves weapon damage by +1 or increases natural weapon die size by a small amount. Fungal creatures can use fungal breath once per day.

They back off from the fungal forest ... for about another two days, long enough to prepare a fungal forest bonfire. That fails to work, however: live mushroom just isn't all that flammable.

Wordthief: "Pfffft. Dwarves used to destroy fungal forests all the time. That's not epic."
Vulfelind: "How?"
Wordthief: "They had a machine or something."
Vulfelind: "Wyrmtooth?"
Wyrmtooth: "Afraid not."
Wordthief: "Yeah, like you'd know anything."
Wyrmtooth: "I do know the dwarves hated the stuff. It ate iron veins or something."
Vulfelind: "..."

Which is how Vulfelind ended up talking the others into helping her capture a family of rust monsters. That took the better part of month 2, but once she had them firmly in hand (or rather, once Chlodomer stripped down to cloth armor and grappled them into submission), the party flew in to the center of the fungal forest at the beginning of month 3 ... and dropped the rust monsters on a soft-looking bloom.

And when the mushroom began falling apart into blackened organics and oxidized rust powder, the Grim Fist cackled and fled. Behind them, in the rapidly increasing distance, rust monsters feasted as they had never feasted before.

Shadagrunde was briefly morose: "You know those things are going to breed."

jedavis
Patreon SupporterPlayer's Companion BackerDomains At War BackerSinister Stone of Sakkara Backer
Joined: 2012-03-08 01:21

Maaan... one problem with introducing my players to this thread is that now I can't steal things from it :( Keep up the good work!

Cameron
Joined: 2012-05-18 16:35

Session 27
Spring, Month 4
Hex Management

The population of Galaufabonne tops 8,400 (including the 1,400 in Bone Temple City). The income after the spring festival tops 20,000 (including the -2,700 in Bone Temple City after urban investments).

Shadagrunde's divine power available for magical research tops 32,000 gp-equivalents. He begins researching Harvest (which will use up 2,000 gp per month) ... and assigns the remainder to the temples scattered around Galaufabonne for healing potion manufacture.

Galswintha envies at the ritual magic, then spends much of the month working out a deal with the fairies to produce semi-magical clothing:

Pixie Clothing: x100 cost. Changes color and appearance with the seasons, always fits and flatters, and grants a +1 reaction bonus in haute couture circumstances.

Gnome Clothing: x100 cost. Sturdy and resistant to all kinds of mud, weather, grit, dust, stains, and all manner of other abuse. May grant a +1 on relevant saves and proficiency throws (gnome boots, for example, might grant a bonus on saves against stepped-on foot hazards); usually grants a +1 reaction bonus in survival and some military circumstances.

... does it even need to be said that her wardrobe expands?

Aella Sappheiros sends Chlodomer a gift for his hard work:

Oscar: This bronze, 13.5-inch-tall, humanoid statuette is a HD 1* construct. It can spit fire for 1d3 damage against a target within 5'; this requires an attack throw. It has the usual construct immunities, and Move 30. It's main use, however, is as a watchdog - it never sleeps, it is small and reasonably quiet, and it can clap its hands to produce a bell-like tone if it sees someone who isn't on its approved list.

With 1,400 families in Bone Temple City (class IV), Vulfelind begins construction on a hideout, which will be completed on the following month. The hideout is constructed underground with a tavern on the surface, and tied into the hidden passages secreted throughout the city.

Near the beginning of the month, the party examines the damage the rust monsters are doing ... and it isn't much. It's not that they aren't doing heinous amounts of property damage for their mass, but there are only four rust monsters.

Good news, there is now a clear patch to land in near the middle of the fungal forest.

Bad news, the fungal forest has begun growing faster in the area where the wolves were killed and is expanding into Red Meadow. So the party races to the rust monster's new lair, re-captures them, transports them to Red Meadow, and drops them into the largest encroachment.

Four fat, disgruntled rust monsters wave their antennae lazily, then waddle to a good spot and flop down for a nap.

Galswintha spends a fair amount of time trying to "persuade" them to eat the yummy, yummy iron mushrooms. One of them takes a tiny, indolent nibble, burps, goes back to sleep.

No one wants to spend the time and energy hunting down more rust monsters, so they decide to finally tackle individual lairs ... starting with the giant bee colony.

Fungal bees are a poor match against Galswintha's fireballs, but even with hit-and-run tactics and lots of poison antidote, it takes the party four days of concentrated effort to finish off the last roving groups of angrily buzzing mushrooms.

... and four days after that, a brief check of the area reveals that fungal bee honey is essentially "stored iron" for the fungal growth as a whole - the whole area has re-bloomed and the giant honey-comb has begun to fill in with aggressive fungal forest.

The Grim Fist retreats once again.

Spring, Month 5
Hex Management

The population of Galaufabonne tops 9,400 (including the 1,800 in Bone Temple City). With no new construction in Bone Temple City, no festivals, and no sudden castle-constructing urges ...

Oh, wait, Aella is requesting a 10,000 gold loan.

And Red Meadow is requesting military aid to chop down and clear back mushroom growth.

And Iamanu sent out a call to vassals to provide military support for a campaign he is waging ... and Aella has passed that call down the line to Chlodomer.

And a Royal Messenger for the King of Greuthungi (the kingdom of which Atanung is a part) bears a message informing Chlodomer know that King Chilperic II lost a lot of money when trade shifted from highways controlled by His Majesty to a podunk little barony in the middle of nowhere ... and lost more money when several caravans owned by His Majesty discovered that the goods they were bringing to market were already there, thanks to a recently opened shortcut.

His Majesty graciously offers to overlook Chlodomer's rage-inducing failure to inform His Majesty, in return for becoming a vassal of Greuthungi.

The party huddles. They discuss relative military power (Greuthungi, Tervingi, and Iamanu all have around a hundred times Galaufabonne's military might); who they can ally with; whether shattering part of the highway's protection to unleash mushroom doom on Atanung would be worth it; and so on.

And then they craft a message, and Chlodomer gives it to the Royal Messenger:

"Your Majesty, we extend our most sincere sympathies for your under-performing caravan. It is almost inconcievable to us that Atanung's mayor, who has been plying our highway for the past year, would not have informed you of the shifting trade situation. Had we known he was so derelict in his duties, we would of course have sent a messenger to those countries affected. Perhaps we should check to make sure that Orléans is more responsible, and possibly send a missive to King Dagobert III, as well?"

"In the hopes that your Royal Messenger is immune to whatever politics lead Atanung to misinform you, we have included a packet of what we know of the situation there. Given that we are foreigners, however, perhaps it would be better if you simply asked them directly for better information."

"Regarding your offer of vassalage, we must regretfully decline. King Iamanu would frown upon it, and we would honestly rather not start a war between two such lovely countries."

The rust mushroom forest beckons. This time, they decide to tackle the former storm giant castle.

It goes poorly. Fungal storm giants lack the spell-like abilities of their breathing brethren, but are substantially harder to kill ... and fungal griffons, it turns out, are a force to be reckoned with. Properly chastised, the party flees for their lives, with few hit points and little pride remaining.

Shadagrunde: "We can't leave it alone and we can't burn it and we can't kill it at any reasonable speed. I really hope there's a central heart we can kill."
Party: ...!

A few days of rest later, Vulfelind drags out her flying canoe and then changes into fox form so three more folks can fit; Galswintha and Chlodomer mount their pegasi (and take one passenger each); and a small crew of henches are selected for optimal killing. Ropes are looped between everyone, Invisibility 10' Radius is cast, and the crew soars out, looking for anything heart- or center-like.

A vaguely tower-shaped mushroom, tall and conical, surrounded by broad umbrella mushrooms a hundred feet across each, looks promising. After some preliminary discussion, Galswintha casts Invisibility on Vulfelind, and Shadagrunde casts Silence 15' radius on the fox and himself.

They land, silent and invisible, amid the mushrooms. Vaguely humanoid fungi march in orderly columns in a vigilant watch, and the party is careful to not get too close. They find a good spot to hole up for a while, communicating with rope tugs, shoulder taps, and arrows drawn in the dirt. Once they find the spot and settle in, Vulfelind heads out and searches the area ... until she finds the mining entrance. This she explores briefly, then returns. With no way to communicate what she found, however, she simply finds Galswintha's ankle, tail-swishes for pick-up, is deposited in the canoe, and begins slowly directing it forward, leading the party.

She didn't find the heart (although she is certain the heart is somewhere in the mine) ... she found an old hoard, now largely unguarded.

The Grim Fist crams everything they can into saddlebags and canoe, calls it a day, and flees once again.

Once safely home, Chlodomer grins, "Well, I didn't get what I wanted, but I wanted what I got."

They decide to tackle the mine again the following month. For now, they focus on selling the extra magic items they just acquired ... and Galswintha levels, and fills out her spell repertoire, scoring wall of fire and transmute rock to mud.

Cameron
Joined: 2012-05-18 16:35

Thanksgiving family stuff means the next three weekends we won't have any face-to-face. I hate to leave the players hanging with the whole mushroom thing, but everyone's schedules are too different to put together a single block of time.

Christmas is likely to have a similar effect, but we should be able to get a couple games together in December.

Stupid seasonal joy.

On the plus side, I'll have time to prep the war that's coming ...

golan2072
Patreon SupporterPlayer's Companion BackerDwimmermount BackerSinister Stone of Sakkara BackerLairs And Encounters Backer
Joined: 2012-01-14 14:14

Just popping in to say that I *LOVE* these chronicles! Very well-written, and your game is probably VERY FUN.

By the way, I'd love to see the maps of your setting as well as some background information on it.

Blackwarder
Patreon SupporterDomains At War BackerLairs And Encounters Backer
Joined: 2012-11-21 15:13

Just popping in to say that I *LOVE* these chronicles! Very well-written, and your game is probably VERY FUN.

By the way, I'd love to see the maps of your setting as well as some background information on it.


-omer

I agree, if you ever think about trying to run a google hangout game sign me up, this games sounds amazing!

Warder

Cameron
Joined: 2012-05-18 16:35

I don't think I'm quite ready for an online game, but thank you for the kind words. If I do ever do something like that, I will keep you in mind.

Cameron
Joined: 2012-05-18 16:35

Thank you! I'm afraid my maps are not on the artistic side, and consist more of scribbled notes on a hex map, text files with hex numbers and short descriptions, and the occasional (horribly crude) sketch.

For background information ... hm. I may see if I can put together something readable.

Cameron
Joined: 2012-05-18 16:35

Session 28
OOC: This was from two weeks ago. Last weekend will be up next.

Spring, Months 6, 7, and 8
Hex Management

The population of Galaufabonne tops 12,500 (including 3,600 in Bone Temple City). This was a fast-growing season!

Aella pays back her loan. She also sends Chlodomer two sets of extremely realistic and attractive statues. When he asks about them ... some vassal of Aella's did something that merited punishment, so she took away the vassal's harem. She also writes that he is free to keep them as statuary or a harem - she doesn't care.

The Grim Fist realize at this point that they are committed to breaking free of Iamanu's realm.

Shadagrunde continues his Harvest research until he doesn't. Merideth begins researching the Lady's Cane magical weapon Shadagrunde gave her.

Research: Mace +2, cure disease once per day. Base costs are 15,000/15,000 gp, research time 75/75 days, throw 11+/11+ (Merideth has a +3 workshop and sufficient divine power to provide another +3). Final roll 5+/5+. Because she has a sample, the actual cost and time is 7,500/7,500 gp and 38/38 days.

Galswintha begins researching a horrible thing: a choker necklace that grants the wearer the ability to breathe dragon's fire three times per day.

Research: Base cost 30,000 gold, research time 250 days, throw 12+ (Galswintha has +2 INT and +3 workshop). Galswintha had a platinum torc (twin dragon heads with flawless facet-cut black sapphire eyes) worth 30,000gp, which grants another +3 on the roll, for a final roll of 4+. Half of the research will be required before she can distill the magical essences.

Vulfelind petitions for more funds to keep up with the city's growth, and continues to lavish design love on "her" city, and initiates some hijinks to spy on other kingdoms.

The rust monsters continue to hold back the mushroom forest in Red Meadow, but the larger problem remains. Lacking a better option, the party loads up the canoe and returns for further invisible scouting.

... and manage to ignore at least two signs of an impending horrible monster before blundering face-first into a central domed room with a sponge-like, fungus-festooned brain-thing floating over a large, open pit with a scattering of corpses impaled on spikes below.

Fungal Brain

Fungal Brain: AC 6, Move fly 30', HD 20 (90 hp), attack smash 3d6, cast as mage-10, telepathy as helm of telepathy, SV F10, ML +2, AL C. Immune to gas, poison, sleep, charm, and hold. Has 1d12 stalks growing from it (below).

Fungal Stalk: AC 2, Move 0', HD 2 (9 hp), attack one spell, SV F1, ML +4, AL C. Immune to gas, poison, sleep, charm, and hold. Can cast a single spell (determine randomly as for a scroll) at the minimum caster level for the spell. The stalk can cast the spell with a frequency determined by spell level: 1 (once per round), 2 (once every 1d6 rounds), 3 (once per hour), 4+ (once per day). A stalk glows when it casts, and can be interrupted just like a mage.

A non-fungal mage who casts a spell within 30' of the fungal brain must make a save vs. Death or suffer 3d6 damage. If a caster drops below 0 hp from this damage, a new stalk grows on the fungal brain based on the spell that killed the caster. The fungal brain heals an amount equal to the damage dealt (a healthy fungal brain gains no further benefit).

The party's invisibility is dispelled as they enter the room, and a telepathic voice resonates in their minds: SHALL WE PARLEY?

Galswintha recovers her voice first, "Yes, please?"

YOU WISH TO PROTECT YOUR LANDS. BUT YOU LACK STRENGTH.

Chlodomer: "We do wish to protect them. We would rather you went elsewhere."

YOUR LANDS ARE RICHER. MAGIC FEEDS THEM. I WANT THEM.

Vulfelind: (sotto) "Friggin' efreet wish ..."

Chlodomer: "Our lands will be a lot costlier for you to acquire than others."

I THINK NOT. YOU ARE WEAK. I COULD DESTROY YOU NOW.

Shadagrunde: "Then why aren't you? Why parley?"

TO BUY TIME.

And with that, the telepathically-contacted storm giant down the hall reaches the dome and attacks.

Vulfelind, suspicious of the technicolor stalks sprouting off the fungal brain, decides to put a flaming crossbow bolt through one of them. It makes a hissing, screaming noise as it burns and falls off, and the remaining six stalks pulse like a neon rave party.

Vulfelind shakes off three simultaneous charm attempts; the brain splits into three identical images; and a web spell engulfs the party (missing Chlodomer).

Shadagrunde casts true seeing on Chlodomer, who spots the non-illusory brain and charges, leaping across the pit, cleaving through four glowing stalks ... and then falls short of the other lip of the pit and tumbles into the pit, barely avoiding impalement on the spikes.

The storm giant puts the hurt on Vulfelind, and Galswintha conjures a wall of stone, shaped to provide a spiral staircase from the bottom of the pit to the top of the dome. ... and blood begins running freely from her nose, as the spell opens her life force to draining by the brain.

Vulfelind casually and methodically ignites the web, loads her crossbow, and fires into each visible fungal brain, destroying the illusory duplicates.

Webbing catches Chlodomer in the pit, and the brain hits the main party with Confusion and Vulfelind with another Charm. She resists the charm, but not the confusion, and she stares blankly for a round.

Meanwhile, Shadagrunde tries to get the storm giant's attention off Vulfelind by wailing away at its knees with his hammer. It works: and the returning axe blow very nearly kills Shadagrunde.

Galswintha, ignoring the pain, casts Dragonbreath and suffers another bout of drain. Still, she smiles, if bloodily - once cast, dragon's breath lets her deal damage without further casting.

Vulfelind, confused, still manages a coherent realization: the brain's stalks are casting spells, but so is the brain itself! When a moment of clarity arrives, she shoots the brain's central mass, ruining whatever spell it was planning ... and steps sideways just enough to prevent another area spell from catching most of the party.

She manages coherent thought long enough to interrupt it once more, and then avoids it when it attempts to smash her in person ... and Chlodomer finally manages to make his way up the stairs, where he chops the remaining fungal stalks off.

Shadagrunde heals himself in time to barely survive the next axe chop ... And Galswintha unleashes flaming draconic death at the storm giant. Then Shadagrunde gives one final chop before the giant takes him down, and Galswintha ends the fungal collosus' life with a second blast of breath.

And then, while Vulfelind and Chlodomer tag-team the brain, Galswintha removes a diamond from her necklace of resurrection and shatters it next to Shadagrunde's mangled, chopped corpse. Once he stands up, blinking in confusion, she breathes her last dragon fire at the brain, and the Grim Fist dog-pile and stomp into pieces the enemy brain.

... and the fungal bloom does not shudder, wither, or die. They can hear more monsters responding to its telepathic distress call in the halls outside. They are no longer invisible, and no one has much in the way of hit points.

They flee for their lives, although Chlodomer wists tearfully in the direction of the pit of dead adventurers and their gear and treasure.

Unfortunately, Shadagrunde did not make it out unscathed ... his heart beats and blood flows, but something is not quite right (OOC: WIS -4, CON -4, and dropping total hp to 16.).

The impact on his Lady-granted intuition is too much for him, and he decides to retire. After some heartfelt discussion, he asks Chlodomer to take on Merideth le Chocolat as Matriarch of Galaufabonne, and with that agreed to: Galswintha provides Merideth with a full membership Grim Fist ring; Shadagrunde leaves her the gear he no longer needs; and Chlodomer presides over a small, informal initiation.

Shadagrunde leaves for the Thervingi Great Library, where his frail health and reduced wisdom will not impact his duties as severely: the Lady's Church accepts his presence there as the immense boon that it is. (OOC: Indeed, he eventually becomes the primary ruler of the library sanctum, as its needs are more political than physical or spiritual.)

After the fungal brain was killed, the fungal forest ceased its outward growth, but did not die ... and some additional research has yielded a possible answer: it is expending its growth to produce a new fungal brain, to direct its actions.

So they stage a series of raids and searches in the fungal cavern complex. And rather than make one major assault per month (OOC: stringing it out for the population boost of adventuring each month, heh), they murder their way across the entire hex, wiping out all of the fungus-infected animals the fungal bloom is using to defend itself. They also hit upon the idea of wearing masks to protect them from the fungal breath weapon, and it works!

With that in hand, they target and kill the remaining storm giants, wipe out the fungal roc's hideout, kill off a series of deer herds, wolf packs, horrible zombie-fungus rabbits, a flight of hawks, and a fungus-infected bandit camp. (They also grab the pit adventurer loot, dig through twenty feet of mushroom flesh to find the roc's treasure, and search high and low until they dig out the storm giant's treasure room. Let it not be said that they forgot priorities.)

One interesting bit of treasure is a platinum skullcap with a black sapphire "third eye," which turns out to be a helm of language comprehension. Galswintha begins wearing her hair in a braid.

Without protectors, and facing fat rust monsters along its southern border, the fungal bloom begins to constrict inward somewhat.

And then Vulfelind takes her canoe up into the sky with a surveyor and mapper ... to identify the center toward which it is shrinking.

With a decent idea of where the center of the mushroom forest was, the party piled onto pegasuses and canoe ... and hovering high above it, Galswintha summons an earth elemental to begin rending the earth looking for entrances to a deeper cavern, and once that is found, has it spend some time shattering tree-sized mushrooms in an orgy of destruction.

And then they retreat and amass their army ... for next session.

Cameron
Joined: 2012-05-18 16:35

Session 29
Summer, Month 8, Continued, and Month 9
The problem: the party wants to bring a small army of henches to the center of the fungal forest, which exceeds what an invisible canoe and two pegasi can carry.

The solution: Gear up a significant portion of the Galaufabonne army and march through the fungal forest, chopping it down as they go, to inject the smaller army of party members and henches into the center of the hex. In addition, they buy as much sulfur (a medieval/alchemical purifying agent and, amusingly enough, a real-world fungicide) as they can get their hands on.

Fortunately, they've cleared out most of the large predators and monsters, leaving only infected songbirds, rodents, and the like. Which are a pain, but not a serious threat.

I decide to treat it as a construction project, as if clearing a dirt road. They need it to be three miles long, and after some discussion, we settle on 100 feet wide, for a total cost of 1,875 gp.

The entire army is given careful instruction in the use of moist cloths over the mouth, and staying away from cute cloud-breathing bunnies.

Chlodomer has an army of 850 (labor 85 gp per day) for a total of 22 days of labor (shading into month 9). On day 11, the new fungal brain has grown, and it arrives to stomp down the enemy ... armed with three fungal purple worms that the forest had in reserve.

A fungal purple worm is a horrible, horrible thing, unless you have a dragon-fire-breathing sorceress on the back of a pegasus. Galswintha finds her three-point position in the first round and begins layering hellfire on giant worm heads. She fails to kill any of them, but she costs them so much mass and life that Chlodomer, Vulfelind, and their henches manage to finish them off quickly.

Which leaves Merideth and her loyal knights fighting the brain by themselves.

Fortunately, this brain has more limited spellcasting abilities. It paralyzes several of Merideth's knights' horses and fireballs Merideth ... who laughs it off and flame strikes the brain in return. This tit-for-tat goes around twice, and then the mounted knights arrive with their charge.

The brain explodes on the ends of their lances.

Now alert for tremors in the earth, the army continues its slash-and-burn across the three miles of giant mushrooms until they reach the heart unearthed by Galswintha's earth elemental weeks prior.

Leaving the army at the entrance, the Grim Fist ... manages a fairly anticlimactic conclusion. A few token fungal soldiers are all that are left guarding the center, a vast mycelium-encysted cavern. And here they dump sulfur everywhere that looks even vaguely lumpish, wait a few days to let the sulfur do its work, then throw fireballs and flame strikes down the tunnel, and then transport and unleash the rust monsters in the heart of the fungus.

Already, the giant fungal blooms are beginning to wilt and die back.

By the end of month 9, the entire hex resembles a hilly desert of rust-colored grit, and all of the loot they can find has been found.

Month 9's OOC Administrative Stuff

The population of Galaufabonne tops 14,000 (4,700 in Bone Temple City). Aella adds a 1 gp/family tax (i.e., 14,000 gp) "just for a little while." Despite this, the domain produces just enough money for the party to get a little XP out of it.

No magical research is accomplished: the PCs were in the Fungal Forest for an entire month!

We do a laundry list of characters, henches, and hench-henches, and make sure everything is up to date. Of interest:

Chlodomer and Merideth both level (11th and 10th, respectively). Chlodomer is now the highest-level member of the party.

(Also amusing to me: every member of the core party has died at least once.)

Galswintha's falcon familiar ("Petite") exceeds the HD and hit points of a giant hawk ... so we go ahead and say she's been growing. Galswintha commissions some chainmail barding, saddle, specialized saddle bags, and silvered talon tips. Petite: AC 7, Move fly 450', HD 10 (23 hp), attack 2x talons 1d4+1 (silvered, throw 5+), SV mage-10, AL L. Can carry 40 stone at full speed or 80 stone at half speed.

Galswintha's and Vulfelind's growing zoo of arctic foxes, war dogs, tigers, wolves, giant hawks, pegasi, and cave bears ... finally get a permanent home other than the nearby forest.

A vague discussion Galswintha and Vulfelind had about a giant hawk military unit is concretized, and part of Bone Temple City's garrison becomes the Flying Cataphract Cavalry:

Flying Cataphract Cavalry: Morale +2. 125 gold per month. Chain-barded giant hawk; plate armor, composite bow, shield and lance, shield and sword. Training time 20 months, requires a marshal with Manual of Arms x2, Riding (Giant Hawk), and Weapon Focus (Bows and Crossbows).

The marshal costs 500 gp/month. Since the hawks, marshal, available troops, and gold has been available for a long stretch of time, and since the reason it didn't happen earlier was because I (th Judge) didn't find time to discuss it, we retcon slightly and say that they've been training "all along."

Given their resources, Galswintha and Vulfelind end up with 24 flying cataphract cavalry, which eats up 3,000 gp of garrison; the remainder of the garrison is 100 longbowmen and 300 heavy infantry. Chlodomer envies (Of course, he has no room to talk: he has a thousand-strong military ... and he's getting the bulk of the pegasi eggs to build another airborne cavalry unit.)

Some magic items are commissioned, and some magic item horse trading occurs between the players, and then some re-organization of which items are being loaned to which henches, and then some outright trades and gifts with the henches. It's a good thing I took notes, because I no longer have any working memory of who has what.

Merideth's cavalry unit is flat-out terrifying, and thankfully costs 35,000 gold per month to maintain: 7 cleric-8, 6 cleric-6, 12 fighter-4, plus Merideth herself (cleric-10), and the non-fighting support staff. The main issue - discovered in the second fight against the fungal brain - is that the mounts are fragile, and they're trying to hink of ways around that.

Thomas Weigel
Thomas Weigel's picture
Joined: 2012-06-20 11:57

I really like the highway construction project approach to clearing the fungal forest.

Cameron
Joined: 2012-05-18 16:35

Session 30
OOC: Scheduling difficulties means that this is more of a summary of a few weeks of back-n-forth emails, one-on-one sessions, and spreadsheet tracking, with limited "full session with the whole party" time. It worked out okay, but definitely glad to be back on a regular schedule. I'm also kind of cheating with an overview of the results here, since I failed to take good notes. Sorry - please accept that it was either write this in summary fashion, or be unable to push myself to write it at all.

Year 6, Fall, Months 10, 11, and 12

Year 6 ends. Bone Temple City is Class II (and controls the new Orléans-Atanung Corridor). The total population of Galaufabonne is around 24,000 people.

Aella became Duke Aella, and the Red Duke was deposed ... although he is rumored to have escaped Iamanu's retirement plan (Vulfelind is keeping her ear to the ground).

Galswintha hits level 11. Neither Chlodomer nor Galswintha are able to get XP from domain income any more.

Galaufabonne hits 54 six-mile hexes, thanks to a sustained push to conquer all of the "almost conquered" hexes the Grim Fist keeps losing interest in. They build a LOT of fast, one-hex fortresses and dispense them to various henches.

King Chilperic II (Greuthungi) sends Duke Ageric d'Evreux to talk to Chlodomer about defecting. The upshot is this: okay, I tried to give you a diplomatic way to join us, but seriously, we're going to war and Iamanu is not going to protect you; or you can defect now, and we will protect you from Iamanu.

Merideth completes one lady's mace, and gifts it to her squire, and begins another.

Galswintha puts together the formula for her horrible, horrible dragonbreath torc, distills the essences required, and begins actual enchantment.

Year 7, Winter, Month 1

The population continues to grow (about 23,000 + Bone Temple 6,000). The PCs deal some damage to nearby hexes, but fail to clear any entirely.

Chlodomer goes on a military recruiting spree in Bone Temple City, hiring every mercenary in town - about 200 troops in all - and promising to hire more the following month. He also starts nosing around the idea of a peasant military force.

(OOC: We worked out a vague rule of thumb: up to 2% of the non-urban population can be recruited without impacting income - this is a "typical low-military state". If he recruits more than that, I will start dropping service and land income arbitrarily, and reducing Domain Morale. That works out to about 2,300 untrained peasant soldiers, which he decides to have trained as light and heavy infantry to start with ... and hires and scams his way through Bone Temple City and Orléans to get enough hirelings with Manual of Arms to do it.)

1,300 light infantry (52,000 gp to equip)
1,000 heavy infantry (73,000 gp to equip)

Expensive? Oh my yes, but it let him triple his army almost overnight.

... so now Greuthungi's potential military might is only about 25x his size.

Vulfelind turns up a rumor of the location of the Red Duke, but nothing can be done about it for the moment. She keeps an ear out, however.

Year 7, Winter, Month 2, Day 1

One the first day of the second month of Winter, Iamanu flies in and arrives at the mountain fortress, the usual howdah of archers perched between his massive wings.

King Chilperic II of Greuthungi apparently spread some rumors that Chlodomer had already agreed to defect, and the dragon wished to determine the truth for himself. (And Chlodomer's CHA 18 once again paid off, because it bought him the few seconds necessary to declare the rumors lies of the worst sort.)

Chlodomer explains the situation to the dragon and asks for military aid, to which the dragon replies, "Speak to Aella. I will aid her if she aids you, but I do not wish to step on her administration of this region."

Satisfied that the rumors were baseless, the dragon leaves.

Alex
The Autarch
Joined: 2011-06-30 18:10

Epic! Positively epic! I love reading about this campaign.

 

Cameron
Joined: 2012-05-18 16:35

Prelude to Session 31
OOC: Since my players are now all reading the session reports, this is a small teaser for them, regarding this weekend's game

TSH TSH TSH.

Duke Ageric d'Evreux was a well-built man with impeccable fingernails and a voice like honeyed gold who - by dint of skill and treachery, ruled a realm of roughly 52,000 families spread across multiple regions, the largest of which he retained for himself.

TSH TSH, TSH TSH.

A man of ambition and taste, and obsessed with his personal myth, he once commissioned a thousand brushes of finest copper wire, to give his army's drums a distinctive sound - a sound that said, unambiguously, "Duke d'Evreux marches."

TSH TSH TSH.

That sound, that statement, was now just audible from the westmost corners of the Galaufabonne Highway. Genofeva heard it and understood what it meant. Her liege had long known she was the third daughter of a duke who left for Paris to forge her own fortune. She'd never mentioned which duke, but it was probably time to clear that up.

TSH TSH, TSH TSH. TSH TSH TSH.

She sent two light cavalry east to alert Galaufabonne Court, and two more to alert Orléans. And then she just listened for a while, to the vain, pompous drumming.

A faint, feral smile passed her lips ... or perhaps her servants just imagined it.

Cameron
Joined: 2012-05-18 16:35

Session 31
OOC: Three battles. I fudged one as "obvious winner," and we did a lot of backs-of-the-envelope and "sample rolls" for the other two. DAW needs to be published now, please?

Year 7, Winter, Month 2, Week 1

Aella Sappheiros arrives within days of the request for aid, in her signature silk burqa, ebon bow, unusual khopesh and shield, and jet-colored warhorse, her personal companions and three hundred cataphract archers in retinue (and a pack of 20 surrounding Aella ride steeds black as coal and bear themselves with the arrogance of the proven elite).

(OOC: Galswintha pointed out that the monthly wages of Aella's "military aid" was worth approximately half of what the party was paying her in taxes each month.)

Orléans arrives as well, with a thousand light infantry.

Galswintha ... arrives with six treants, each with a platform pavilion carefully anchored at the shoulder. Each bears one of Galswintha's spellcasting companions and their apprentices and bodyguards, save the one that bears Galswintha herself. The Bone Temple Flying Cataphract Cavalry find prepared nesting spots in the branches.

And of course, two thousand Galaufabonne peasants trained as infantry, another thousand troops of mixed sort, and another two hundred elite units led by Chlodomer's closest.

Merideth's small group of cavalry almost looks pathetic in comparison, until you remember that each and every member of her cavalry is a seasoned Knight of the Church, and easily worth a hundred infantry each.

Aerial passes fail to reveal the Duke's true location, but the size of the army at Atanung Gate ... feels wrong. Vulfelind glares at her maps for several minutes, nose twitching, before sending foxes and fliers racing northeast and southwest. Her hunch proves correct: the Duke has split his considerable forces and marched through wilderness to attack Bone Temple and Rust Hills while the Atanung Gate units tie up Chlodomer's forces.

She's more annoyed that her Atanung spies didn't know.

It appears that the smallest force is marching toward Rust Hills: Chlodomer sends Merideth's knights and the Orléans infantry there. Galswintha sends two caster-laden treants along with.

The largest force is actually marching on Bone Temple. Chlodomer sends ... where is Vulfelind, again? Oh, already on her way. Right then.

Chlodomer sends Aella, two of Galswintha's treant units, the entire Galaufabonne peasant militia, and Genofeva's elite cavalry to Bone Temple, "to support Vulfelind as she makes her wishes known."

He takes the remaining elite units, led by Haramer and Adela, his personal guard, and the last two treants ... and marches around the enemy and straight toward Atanung itself.

Battle at Atanung

The Duke's army, absent the Duke, finds themselves at a disadvantage. The much smaller force led by Chlodomer is faster than they are ... and marched a circle to cut off supply lines and attack the city several miles behind them.

The vulnerable city whose soldiers they only just requisitioned. Soldiers whose homes are now behind enemy lines.

They race back, on the defensive, directly into a fog bank. Some units face randomly attacking trees. Others, a hail of blindly-fired arrows. Still others, suddenly treacherous and muddy earth. And yet another, the dull *whump whump whump* of fireballs. Sound and light, muffled by the fog, tells of the battles the others face.

The Duke's archmage, left to run this offensive, angrily breaks the seal on an enchanted cylinder and causes the fog to break as suddenly as it had arrived.

... and finds himself directly in the path of a cavalry charge, aimed by the lowly detect magic and led by the tip of Adela's magical lance. One of the shining lights of the Greuthungi kingdom, an archmage and chancellor and count of many lands ... meets death on the tip of a lance and is then buried beneath churning hooves.

Haramer's heavy infantry does not charge: they march. They grind inexorably into the flank of the amassed army and crush the green soldiers between themselves and the cavalry.

And Chlodomer ... charges into the fray like an invincible, golden god. Spears and arrows fail to touch him. Swords and polearms fail to dent his spirit or his charge. Blooded veterans die by the dozen at his feet, as he spins through their ranks.

His grim, determined face speaks of no joy in this, only duty, but in that duty, he is the scythe before the wheat.

The wheat's morale breaks. Leaderless and losing badly, two thousand soldiers still standing retreat and surrender as they can to the might of a few hundred.

Chlodomer then grants mercy: He restrains his troops from harrying the retreaters, and gives permission of the field to those who surrendered, to recover their wounded and dead. He does not allow them into Atanung, however, and he does take loot and prisoners.

He then he sends Adela to Bone Temple to assist there.

Merideth's Charge and the Subsequent Battle of Rust Hills

A quarter of the way to Rust Hills, and already feeling the slowness of the Orléans infantry, Merideth changes the plan. She plots out a map, tells the Orléans general where to go (Genofeva's stronhold along the highway, currently mostly empty) and sends a letter along with to authorize him to install his soldiers there, and then takes her knights and the treants into the wilderness to catch the Duke's forces and drive them to the stronghold.

Duke Ageric d'Evreux sent a small-but-elite force to Rust Hills. The intent was to take the path of least resistance to the core of Galaufabonne, punching a hole straight to the mountain while the main force took the city.

It was a pretty good plan.

The problem is that Merideth's cavalry of twenty-five can utterly destroy a unit of a hundred soldiers in a single charge ... even elite units (fighter-2 and fighter-3). And they precede this charge with heavenly fire storms and prayers.

The Duke's men, consisting of five hundred archers and a thousand light infantry, many of them levels 1-2, find themselves retreating toward the dwarven highway, no remaining archers to speak of and exhausted by the constant running and harrying.

They believe that they are being chased by a small, desperate contingent of Chlodomer's forces who discovered the Duke's flanking strategy. The idea that they were being herded only occurs to them when they see the fully staffed fortress ahead, infantry positioned to cut off escape.

With Merideth riding up behind, they surrender almost immediately.

Disarmed and garrisoned, to be ransomed later, Merideth arranges with Genofeva's steward to make sure they get appropriate rest, food, and healing ... and then splits her two forces in half, taking half her knights and Orléans infantry toward Bone Temple, and leaving half to watch the prisoners.

The extra troops each sent to Bone Temple turn out to be a good thing.

Battle at Bone Temple

Taking the highway rather than the wilderness, there is never any doubt that Vulfelind's forces will arrive first, and while there is no time for fancy defenses, there is time to evacuate the most vulnerable portions of the city and set up some minimal positioning for siege.

And then Merideth arrives with half her knights and half the Orléans infantry.

And then Adela arrives with her cataphracts/cavalry.

... and then Iamanu arrives.

When Duke Ageric shows up, he takes one look at the level of preparation that has preceded his arrival, and runs up a flag for parley. Galswintha and Merideth both offer to go, and then Vulfelind points out, "That's a Duke. Aella is our Duchess."

And so Aella rides her charcoal beast and the Duke his white charger, to meet in the middle of the field. They talk, quietly. Vulfelind fidgets. Galswintha serenely admires her nails. Merideth paces her horse, back and forth.

And then a pack of blink dogs appears around Aella, pulling her from her horse, and the Duke brings his sword to her neck.

And that's the last of the Duke's planning that occurs as intended.

Aella's snakes tear her veil open and all but one blink dog turns to stone instantly. The horse ... breathes fire, washing the remaining blink dog, Aella, and the Duke with purifying fire.

The Duke manages to avoid the worst of it, but on closing his eyes to save himself from the medusa's gaze, fails to keep a solid grip on her - she remains held by statues of dogs, but manages to save herself from decapitation.

Iamanu launches into the sky.

Galswintha ... teleports next to the Duke and Aella, and then, before the Duke can respond, teleports Aella back to her side of the battlefield. The Duke slashes her across the face with his sword, moments before shrieking giant falcons dive bomb him in sequence, driving him back and giving Galswintha time to stumble away.

And then a vast, charcoal dragon drops on top of the Duke, crushing his horse and swallowing him whole.

The battle begins in earnest.

No one-sided battle, this: fireballs fly from both sides, and arrows darken the skies. Infantry mash together and collapse back, exhausted. Blink dogs trained as war dogs, heavily armored and with massive jaws, are balanced by giant falcons, archers, and animated trees. Galaufabonne lycanthropes find themselves fighting wolfsbane and golems and magical weapons.

Clerics try to save their leaders first, and anyone they can help, second.

In the end, Galaufabonne wins the day ... but no one could have been spared, and there are still far too many dead. Merideth's Knights of the Church are the only ones who seem untouched.

Iamanu, his wings tattered and his scales battered, provides a sudden and sodden explanation for why he never used his breath weapon during the battle: he spits out the Duke, pinned in his mouth for the melee, onto the field and rests one mighty paw on the human's chest.

Iamanu: "You betrayed the flag of parley, human, and attacked my favored Duchess for minor advantage in the field of battle. How would you plead for your traitor's life?"

Ageric: "Favored duchess? She is a monster!"

Iamanu: "Which you only discovered after you betrayed parley. And I would note, for those blind to such things," and here the dragon leans in close to the Duke's head, before roaring loud enough to shake trees, "I. AM. A. FAR. WORSE. MONSTER." The dragon shakes its head as if to rid foul water, "Now. How would you plead for your traitor's life?"

Ageric: "I apologize, Lord Dragon. So great a being as yourself seemed beyond mere definitions of human or monster, and I spoke hastily. I plead only ..."

... and so the Duke's silver tongue earns its keep in his head.

Vulfelind positions herself next to Aella while the talking occurs, and suggests, quietly, that Aella let Galswintha divide the spoils ... largely on account of the fact that people actually like Galswintha, so Aella can receive a substantial bit of spoils without anyone nailing her snakes to a doorway.

Aella agrees, and with that, the battle is essentially over. Galswintha adjudicates the distribution of loot, widow and family fees for the dead, and ledgers and arranges for the prisoners to be ransomed. Aella is reasonably happy with her share; Chlodomer is ecstatic about his; and the dragon ... doesn't seem to care about his.

Not that he doesn't take it.

The remainder of time is spent in clean-up.

OOC: In the midst of Vulfelind and Aella's conversation, I was told that I had to provide Wordthief's contribution in the write-up for this week, so we reconstructed it and I am including it here as a sort of postscript:

Appendix: Wordthief Likes To Talk

Vulfelind: "Look. People like her. They don't like you."
Aella: "And if you were in my boots?"
Wordthief: "If she were in YOUR boots, she wouldn't have needed rescuing."
Vulfelind: "Shush, you!"
Wordthief: "I'm just saying, blink dogs? Really? You petrified the blink dogs after they pinned you?"
Vulfelind: "A certain sword shushes his mouth now if he wants silk scabbard privileges!"
Wordthief: "Yeah, yeah, shoot the messenger."
Aella: "How would you have handled the blink dogs?"
Vulfelind: "Er.. aheh. I, uhm, ..."
Wordthief: "She figured.."
Vulfelind: "HE SHUSHES IT NOW!"
Wordthief: "..."
Aella: "You figured?"
Vulfelind: "I figured ... if it was a trap, you were tougher than Galswintha."
Aella: "Ah. 'If'?"
Vulfelind: "Er, sure."
Wordthief: "I am so shushed."

OOC: Next week

Cameron
Joined: 2012-05-18 16:35

Session 32
Year 7, Month 2, remainder

General Notes: No research or projects move this month. The population grows slowly, but with no new influxes of territory or urban investment, less dramatically.

The war losses are rough. Chlodomer lost enough troops to dip below the garrison requirements of Galaufabonne, even after recruiting peasant militia; and a number of units have to be re-structured to be usable.

Ransoms (particularly Duke Ageric's) and pillaging bring in a lot of cash for new troops ... but there's no one to hire, and the market replenish rate for mercenaries is not really fast enough. Still, a lot of cash means excellent bonuses for everyone, best-of-breed gifts to widows and orphans, and investments in gear.

Chlodomer decides to counter the Morale penalty by dropping taxes again ... to zero. The peasants nod sagely amongst themselves: this, they say quietly, is what it is like to live under a man of such obviously proper aristocratic lineage.

The reduced troops also mean he can't hold Atanung. He makes a show of "returning it to King Chilperic II as a measure of respect," and then gets his armies across the border before anyone gets wise ... and sends the surviving Orléans troops home (and off his land) as quickly as he can.

Aella ... spends a week sucking up money for her living expenses before finally marching her people home.

Iamanu ... hangs around for that same week, gnoshing on sheep and healing himself. And it is just possible that his continued presence encouraged Aella to move on, so no one complains.

And after she leaves, the dragon calls on each member of the Grim Fist for an individual audience. He seems to be paying a lot more attention to them this time around, than when they were merely a convenient way to "reclaim" the region through Aella.

For Chlodomer, Iamanu wished to know whether "fat peasant" was a new demihuman race (he'd never seen one before); about the details of the realm (including the receipts for Chlodomer's tribute to Aella, which he hmmmed at a bit); how Chlodomer felt about Aella; whether the alliance with Orléans would last; and so on.

For Galswintha, the questions were about the treant alliance, Chlodomer, the Galaufchulis Tree, and the purity of her elf lineage ... and then whether or not Aella had repaid her for saving the medusa's life ("Er, not that any repayment was needed, but no"). Galswintha grilled the dragon in return on his archer-howdah and style preferences.

For Merideth, religious questions: how the Lady felt about dragons and dragon lieges, how the Church of the Lady felt; and how Merideth felt about all of these things. And then some details about the temples in Galaufabonne, who they answered to, and similar. Merideth took this opportunity to extoll the virties of the Lady to the dragon ... and missed the mark a bit, but put a bug in the dragon's ear regarding state religions.

And for Vulfelind, questions on the management and operation of Bone Temple, how she felt about Chlodomer's rulership, whether she truly knew that Duke Ageric's parley was a trap ... and how much of a role she plays in Galaufabonne's military strategies. The dragon was briefly distracted on this last one by Wordthief, and spent some time examining both sentient swords.

Seemingly satisfied with all of these answers, the dragon finally takes his leave.

Year 7, Month 3, end of Winter

The population continues its slow maturation ... and the garrison continues to be too small, so the No Taxation rule remains in effect. Chlodomer continues looking under rocks for more mercenary troops.

Vulfelind starts chunking her Bone Temple city income in with Chlodomer's Galaufabonne income: "If we're all sharing Galaufabonne's income, we should all share the city's, too - I wouldn't even have the city now without you guys." This is still insufficient to provide Chlodomer and Galswintha with XP.

Projects move forward! Research! Construction! Investments of various sorts!

And near the end of the month, a note comes from Iamanu, telling them to expect company on the first day of Spring: the dukes Aella, Agathon, Demosthenes, Galene, and Hesiod, plus retinue, to be escorted to and entertained in Bone Temple City for at least one week.

Galswintha puts on her accounting hat and has a sad. Vulfelind puts on her city governor hat and has a sad, too. Chlodomer has a sad, period.

Merideth gleefully prepares her temple for visitors and marketing.

Year 7, Month 4, Week 1

The five dukes arrive:

Lady Aella, Red Duke of Three Isles. A medusa with her usual retinue.

Lady Galene, Ebon Duke of Rain's End. A nymph with charcoal skin and ruby eyes, and a large harem of stunningly beautiful people.

Lord Hesiod, Yellow Duke of Mt. Hesiod. An ogre dressed in silks, with a goblin servant.

Lord Demosthenes, White Duke of Thin River. An elf-blood like Galswintha, and a scholar.

Lord Agathon, Green Duke of the Idle Coast. An angry oceanic storm giant.

Vulfelind spies on all of them, of course, and gets some juicy information.

They stay for a week, exploring the domain. Agathon and Aella each put in only the most cursory of efforts, and Galene even less, before Iamanu hosts the gathering at his favorite rock. From a distance, they can be seen to argue vehemently. The White Duke alone appears perfectly serene - the others obviously feel passionately.

And at the end of it, Iamanu offers Chlodomer a new title: the Blue Duke of Galaufabonne, and direct fealty to the dragon.

Chlodomer requests some time alone with his friends, which the dragon allows, and the Grim Fist discuss almost as furiously as the dukes.

On the one hand: the dragon looks like a better liege than Aella. On the other hand, some of the dukes will obviously be enemies, and an oath to a dragon is not to be taken lightly. Back on that first hand, though, they flat-out lack the resources to fight and stay free, and better the dragon than Aella or Atanung, and the jury's out on whether Orléans would provide any useful support.

Chlodomer, finally, returns and swears fealty. Iamanu grants him his new coronet and a other minor regalia, but rather than annoint with a sword, the dragon envelopes him in dragonbreath ... which leave him unsinged. And as he looks around, he notices a halo of color around each of the other dukes - the halo matching their named colors.

Demosthenes meets with Chlodomer later to explain the Aura of Fealty:

Iamanu is a venerable dragon; one of his (uncounted) special abilities is a slight bump in spellcasting abilities - he can cast (and research) as an 11th level mage. And he has a lot of time and gold for research.

The Aura of Fealty is a ninth level ritual spell. It grants a halo visible to various magical detections, and to others with a halo of matching fealty. It is always paired with an oath: should the oath be broken, the halo will disappear and the liege will know. (Chlodomer has another sad.)

Its secondary effect, however, is that it allows the halo-bearer to take oaths himself (up to the maximum number of henchmen), and each oath-taker gains a weaker halo of their own, with the same fealty effects.

The top liege of the Aura of Fealty can see all resulting halos, both primary and secondary; the primary halo-bearers can see the halos they themselves create, and the other primary halo-bearers. The secondary halo bearers can only see each other (and only those with the same fealty).

Demosthenes mentions that most of the Dukes make sure to keep at least one free oath - it allows the halo-bearer to take a temporary oath from a messenger, to ensure (a) the message arrives, and (b) Iamanu knows for absolute certain who sent the message.

And ... that was all we had time for last weekend. Hopefully more this weekend.

James C. Bennett
Player's Companion BackerDomains At War BackerSinister Stone of Sakkara BackerLairs And Encounters Backer
Joined: 2012-01-17 20:17

Awesome. This campaign just keeps getting cooler.

Cameron
Joined: 2012-05-18 16:35

Prelude to Session 33
OOC: I meant to post this Friday for the players, but ended up giving the story at the beginning of the session. Still, you guys still need to hear it, so I'm posting it a bit late. I'm still writing up the session, will hopefully have that up tomorrow.

Lord Chlodomer de Galaufabonne, Blue Duke of Iamanu, needed some time to think, and his chief spymaster, Governess Vulfelind, had been whispering troubling thoughts in his ear. He grabbed a bottle of wine and a chalice, locked the entrance to the gardens for privacy, and went for a walk to think.

Orléans had helped in the last battle. A little. Just enough to sway the tide, but not enough that Galaufabonne wasn't horribly weakened. They had been peaceful so far, and the arrival of Iamanu at the battle surely helped the image of Galaufabonne as powerful, but ...

But, but, but. Doubts troubled his brow, shadowed his eyes.

The Greuthungi Kingdom was hardly done. Galaufabonne had fought off ... one Duke. One. Out of six. Real war on that front was a possibility.

The royal chalice was empty. He refilled it.

Iamanu was better than Aella, but Aella was a medusa with a penchant for turning people's harems to stone when they annoyed her, and the administrative talents of a drunken weasel. Iamanu was better, but was he good?

Another refill.

There was also the issue of troops. He needed more troops, NOW, but the war, brief as it was, had bled the land dry. It might be worth a trip further afield to hire foreign mercenaries, but that was still a too-long delay.

One more refill, perhaps ...

A sharp pain pierced his side, which he mistook briefly for a developing ulcer, before the warmth spreading from the wound alerted him. Assassin!

The seasoned warrior spun, pulling his dwarven kukri in a smooth arc, and ... saw Vulfelind, two daggers in hand, one stained with his blood, the other with poison. He faltered, gaping at her, and she stabbed him with the second blade.

Roaring, Chlodomer brought the ancient dwarven kukri down across her shoulder, but the thief rolled with it and danced back. In a practiced motion, she dropped the spent daggers and drew another brace, dancing out of the Duke's reach.

A thousand worries went through his head. He was pretty sure it wasn't Vulfelind. She used shortswords, not daggers. On the other hand, Vulfelind ... wouldn't use her signature weapons if she didn't want anyone to know.

A third poisoned dagger sunk into his thigh. He ignored it, stepped forward, and kicked the thief in the diaphragm, knocking her flat and prone, then switched to two-handed grip with his sword.

She scratched him with the fourth dagger as he was raising the ancient sword over his head. He brought it down as everything went dark.

OOC: As a side note, I thought I'd share how it happened:

I give Vulfelind short lists of rumors she's picked up. In month 3, one was that Duke Ageric used assassins when he couldn't attack directly. Vulfelind noted it, but was distracted by preparing her city for the arrival of Iamanu's dukes.

The assassin arrived at the beginning of month 4 and hid out for several days until the dragon left. There were opposed rolls here, of his hiding abilities and Vulfelind's secrets-strewn city and spies. The results were close, so I mentioned that a few of Vulfelind's spies were pretty sure there was "an extra" spy somewhere in the city. She put it aside to deal with later, when the dragon's Dukes were gone.

The assassin showed up in disguise at a meal when Vulfelind was busy running her city.

Between last session and this session, I told Vulfelind what was going on, and asked her to put on her poker face and play the assassin-as-Vulfelind, and gave her the cover story as the assassin understood it. Then I arranged a small pre-game game with Chlodomer and Vulfelind.

There were massive holes in the cover story, because the assassin wasn't sure why Vulfelind was off on an errand (the party knew), and I gave her permission to flub other minor details (she did). And then I gave Chlodomer a throw to see through the disguise.

After she'd persuaded Chlodomer to take a walk and clear his head, and then followed him in, I made move silently and hide in shadows checks, hear noise checks, and finally a surprise check. Chlodomer managed the hear noise (so he was somewhat alert) but failed the subsequent surprise check, and then, after the backstab, he failed to win initiative.

In all, I felt that I was "fair" in the assassination attempt, and since a PC was involved, I didn't boil it down to a single assassination hijink throw.

Cameron
Joined: 2012-05-18 16:35

Session 33
Year 7, Month 4

A worried Haramer unlocked the garden the next morning, and found two corpses: a bluish and pale Duke, still and silent; and what looked like a beheaded Vulfelind.

Except ... on closer inspection, the eyes were the wrong color. The torn throat had an adam's apple. And the putty nose was beginning to fall off.

Within hours, Chlodomer was revived in Merideth's nearest temple ... as a woman, bedridden for the remainder of the month while her body recovered.

Vulfelind, horrified at her lapse of security, began investigating immediately, and by the end of the month, had found a few good leads: the most likely suspect was Duke Ageric, of course, and despite the refusal of her contacts in the Atanung thieves' guild to provide information, she managed to get her grubby paws on the contract - no names were mentioned, but she got a hand-writing sample, and sent spies to acquire samples of Ageric's and his scribes' hand-writing.

Population 34,500 (6,300 of which lives in Bone Temple). Total profit (including vassal taxes and city income) is 122,500 gp. Split four ways ... Merideth hits level 11. Vulfelind weeps over her werefox XP chart.

Other than Galswintha's research, little gets done. Galswintha's research however! She finishes the dragonbreath torc and immediately begins wearing the horrible, horrible thing. She begins another research project, this one "more secret than the most secret secret. I mean it, Vulfelind."

Lady Chlodomer weeps and gnashes her teeth from her hospital bed: her most pressing concern? She had been thinking about finding a wife and establishing an heir. And now? NONONONONO.. (imagine this, repeated loudly and for far too long).

Month 5

Population 36,500. Profit 126,500.

Vulfelind finds a hand-writing sample match: one of Duke Ageric's scribes. A bit of further research indicates that the scribe may actually be the Duke's personal spymaster. Was that a small, feral smirk we just saw?

A review of the tampering with life and death the Grim Fist has indulged in:

Chlodomer: gender-bent, unicorn hooves.
Galswintha: efreeti whispers, treant-like arm.
Vulfelind: werefox, undead beacon with turning ability.
Merideth: pristine and beautiful as ever.

With Chlodomer back on her hooves, the party reviews potential tasks, and decides that opening new lands needs to be the priority - Galaufabonne needs to grow.

Hex 1511, Oak River, is shifted to Galswintha. She begins organizing the peasants there, and founds a small settlement (Fey Dale) to aid in the manufacture of fairy goods. She continues her secret research.

The party works on clearing hexes:

#1107: North Ridge: two ogre villages, one bandit camp
#1108: South Ridge: an orc village, two cloud giant families and their giant hawks, a hill giant warband, a wolf pack
#1207: Darkwood Hills: a dungeon party and a bunch of animals

We pretty much assumed that the ogres, orcs, bandits, and animals were cleared with minimal fuss, and I charged the party a nominal 2,000 gp fee for the military oil and other resources they probably used up.

Eight hill giants was tougher, so we played that out. As it turns out, 30-42 hit points does not typically survive contact with 11d6 dragon breath. And Galswintha's fighter-like hit points worked out in her favor again: after the first two giants went down to dragon breath, they threw rocks at her, and she survived.

The cloud giants ... for once, the Grim Fist managed to talk to them instead of immediately getting into a fight. Chlodomer explained that she was going to be ruling the area, and asked for oaths. And then they fought, because the cloud giants weren't in the mood to be ruled by anything smaller than their breadbox.

The dungeon party ... was fun. I'd put a shallow, cataclysm-buried temple dungeon in this hex, and a mostly-fourth-level NPC party was trying to clear it out. They deeply resented the arrival of a Duke and her retinue.

So Merideth offered them a deal: she would set up a Knight of the Church and retinue in their camp for the month. The Knight would heal them in return for a 10% tithe of the treasure, and would help defend the camp. At the end of the month, the Grim Fist would return and clear the dungeon out, and they could accompany for a share of the remaining spoils.

At the end of the month, the Grim Fist returned with their full retinue for a one-day dungeon crawl and found the dungeon mostly empty and the NPC party long gone. They finished clearing it out anyway, and then Galswintha buried the whole complex in mud to store the raw materials for a better fortress and prevent new residents from moving in.

Small strongholds are rapidly erected, and vassals put in place.

Merideth asks some pointed questions about the larger structure of the Church of the Lady, and then together we come up with some decent answers. The short version:

Merideth has been paying a 20% vassal tax to "higher ups," but we hadn't really cemented the details. The Church of the Lady is a very centralized political Power based out of Thervingi. Thervingi has 500,000 families (roughly), the biggest city is Orléans (10,000 families), and two level-12 characters (the King and the Grand Patriarch of the Church of the Lady), five level-11 characters (Governor of Orléans, and four Princeps), and a bunch of level-10 characters (mostly Dukes).

The Church of the Lady as a kingdom-wide organization + Galaufabonne's arm, has a 12th level Grand Patriarch, one 11th level Matriarch (Merideth), two 10th level Patriarchs (for two respective principalities), three 9th level Patriarchs (for the other two principalities, and Orléans), and a handful of 9th level Grand Knights of the Lady (among whom Merideth's highest-level henchmen are counted).

Everything has been happiness so far, regarding Merideth (and Shadagrunde before her), because the vassal tax has been on time, the unbelievers are almost non-existent, and the Galaufabonne Church has generally been obedient.

... but with that said, the Church has no specific, universal opinion regarding Galaufabonne's independence. The Grand Patriarch is strong enough that the King can't really force him to do anything, popular enough that the King can't depose him easily, and Thervingi's domain morale mediocre enough that they maintain a careful detente.

At this point, I decided that the Grand Patriarch's name was Richilieu, because.

Month 6

Population 39,000. Profit 127,000 gp. Tithes push Merideth closer to 12th level..

They clear hex #1807 (Red River). Galaufabonne is getting unwieldy.

An Orléans representative arrives ... the King of Thervingi is worried that Galaufabonne might be too weak to hold off the King of Greuthungi, and would like to move troops in "to help." Chlodomer says no.

Actually, Chlodomer says quite a bit more than no: she explains that they are part of the Dragon Iamanu's realm, that anyone trying to conquer them is going to find themselves dragged across the rocks like an ill-treated plow, and that she has nothing but respect for the King of Thervingi, but stay off her damned land.

The representative leaves, message in hand.

An Atanung representative arrives ... and invites Chlodomer to a feast with King Chilperic II, "by way of apology." Not a single member of the Grim Fist buys the story. Chlodomer sends back, "We accept your apology and our hearts are filled as a result, but regretfully we lack the trust to step unarmed into your court, and we would not wish to insult you by bringing weapons. Please accept our decline, and know that we harbor no ill feelings toward your kingdom."

And then Lord Demosthenes sends word of his impending arrival, and desire to be housed in the same rooms he was given the previous time.

When he does arrive, he has brought his two stunning-looking daughters, and seems somewhat shocked by Chlodomer's new gender ... for a few seconds, then shakes his head, "Well, perhaps Clio would be the better choice, then. I will bring her next time."

He visits for a polite length of time, mentions to Chlodomer that he's looking to add an in-law but gives no further details, and then leaves.

Chlodomer begins to repeat his NONONONO, and Galswintha falls out of her chair laughing.

sulldawga
Patreon SupporterPlayer's Companion BackerDwimmermount BackerDomains At War BackerSinister Stone of Sakkara Backer
Joined: 2012-05-17 22:22

Honestly, I'm beginning to wonder if this isn't one of the all-time greatest campaigns in role-playing history... Poor Chlodomer.

Cameron
Joined: 2012-05-18 16:35

Yay! I am the greatest! (heh.)

Seriously: we're having fun. I think the players are managing to immerse. And this diary lets me edit out all of the awkward pauses, mistakes, sophomoric humor, and confused looks; and edit in little details that make it feel more real, like a more thorough description of a dragon's appearance.

Both of those seem like small things, but ... honestly, I think my campaign has improved as a result. The diary helps the players remember the good parts and fills in gaps, and when they come over to game, they bring that with them.

Now if I could just get THEM to write it ...

Cameron
Joined: 2012-05-18 16:35

As a side note, I got a copy of PC!

1. I've changed my mind about demihumans. I don't care for race-as-class, but five classes for each demihuman is sufficient that it doesn't feel like that to me anymore.

So elven characters are going to be available from Lord Demosthenes' and Iamanu's longterm breeding plans.

And dwarves are genderless, grown from a stone seed carved by a master dwarven artisan. The art is long lost.. maybe.

2. Magical experimentation is very nice!

3. I'm allowing a character re-design, as long as it doesn't violate existing canon.

(Canon: things like "Chlodomer has Leadership; Galswintha casts fireball all the time; Vulfelind knows how to track people.")

So far, Chlodomer's player has asked to play an aristocrat (we're working on a Class Proficiency list for it); Galswintha wants to be an elf (which ... I'm thinking about and working on an option for her); Vulfelind would like to build a werefox class, on the theory that the XP chart will be less brutal; Merideth just wants to tweak the cleric to be more "knight-like."

We'll see.

At any rate, I've let them know that anything they build and I allow, NPCs may also end up using.

James C. Bennett
Player's Companion BackerDomains At War BackerSinister Stone of Sakkara BackerLairs And Encounters Backer
Joined: 2012-01-17 20:17

I agree with Merideth. I like being able to separate the church hierarchy from the warrior monks, so I took the priestess and cleric classes and tweaked them into a priest and templar for the pseudo-European realms in my campaign.

The templar is just a cleric who loses two-handed fighting style, drops from unrestricted armor to broad armor, gains the Riding and Weapon and Shield Fighting Style proficiencies for free, replaces Fighting Style with Armor Training on their proficiency list, and gets a more knightly weapon selection: lance, sword, mace, dagger, short sword (for captured scimitars), and torch (for burning heretics). None of this changes the cleric's XP progression.

Cameron
Joined: 2012-05-18 16:35

Merideth's player has yet to get back to me on what changes, specifically, he envisions, but I suspect something like your solution will be pretty close.

Alex
The Autarch
Joined: 2011-06-30 18:10

Cameron, this campaign gets better and better. We are very close to the DAW kickstarter, so if you become a backer you'll have access to those rules. (The rules are 99% done; the kickstarter will be for art assets and production costs).

I'm thrilled that everyone is digging into the Player's Companion. James, your Templar class is very cool. If you do a write-up, we can post it to the site.

 

Cameron
Joined: 2012-05-18 16:35

Thank you.

I'm thinking about it. It's ... shoot. I don't know how to say this in a good way: I kind of wish I didn't know about it until I stumbled across it on a game store shelf. Those days are long gone, I realize.

So ... I'm thinking about it.

Cameron
Joined: 2012-05-18 16:35

New thread: part three.

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