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You are here: Home --> Forum Home --> Recent posts by Vorrioch
Topic: For Whom the Bell Tolls Q&A
Subject: ...


Ayrn: Congratulations! With four kids already it’s no wonder you’re rushed off your feet.

Thanks for the heads-up regarding which weekends you’re not going to be free. TBH there may well be a couple of weeks next term when I won’t be free either depending on how my exam schedule works out.

Kaelyn: Have you actually been down to Stratford on Avon before or was that just a wind up? I actually have no idea what the murder mystery thing is going to be like, beyond that it’s something my grandparents wanted to do and that we all need to wear 1930s clothes for it.

Cdnflirt: Sorry you’re not going to be able to make it next week but, if it’s okay, I’d prefer to stick with Fridays. I get the feeling that if I move the timing around too much every week I get the feeling it’s just going to confuse people and I’ll start losing players as a result.

Ginafae: Are you actually going to make the sacrifice? If the plan is just to hijack the first hunter or woodcutter you come across then we can probably just downtime it. Taking down better guarded targets might be cause for an adventure in itself.

As far as I recall, both Emmerus and Iskandel have mace proficiency. If anyone would particularly like to rejig any of their proficiency slots (say, to take proficiency in flail) then I’m willing to allow it: but this is the last chance you’re going to get. Most of you should get a couple more next level anyway.

Arys, Emmerus, Isilifeline and Iskandel (hope I haven’t missed anyone out there!) can all use shields.

Also, if anyone feels that the suggestions in my last post are unfairly restrictive- then please just let me know. I’m probably a little too inclined to tamper with the rules whenever something seems unbalanced or broken, if you’d prefer not to see these changes in the game then please just say so.

Posted on 2008-03-27 at 22:55:53.

Topic: What Dreams Become - Q/A
Subject: That's odd...


I didn't think that manifesting cost any Essence at all. Unless you're house-ruling it... *shrugs*.

In either case he will indeed have manifested, and will try to make another attack on the spirit next round.

Posted on 2008-03-27 at 15:00:06.

Topic: For Whom the Bell Tolls Q&A
Subject: Next weekend


Basically, it’s my grandmother’s 80th birthday this year. As my granddad’s not well enough to travel (which would have been the original plan) we’re all heading down to Stratford on Avon this Friday for a murder mystery weekend. I’m not really going to be able to walk out one evening to run a game in chat.

If Friday works desperately badly for people then I’d be willing to run a mid-week session next week instead.

Also, did anyone else get a chance to read over the new set of house-rules that I’ve suggested (I get the feeling that may be where my smite came from… ) Seriously, if anyone has any objections I'd be greatful if you could just let me know... they were just intended as suggestions and I can scrap them just as easily if they seem unfairly restrictive in any way :-/

EDIT: And yes, I can see that Aliira wouldn't have any real upkeep costs. If Emmerus and Iskandel would prefer to stay at the Minster then that's certainly an option... and I'm sure that any donations to offset the costs of their food and lodgings would be greatly received. If you'd prefer to stay there without donating, then we can deal with it IC

Posted on 2008-03-26 at 17:34:42.
Edited on 2008-03-26 at 17:58:00 by Vorrioch

Topic: For Whom the Bell Tolls Q&A
Subject: Epilogue: The Primrose Path


After a long, hard fight the swamp-demon Black Marsh is finally struck down, felled by Pelor’s divine vengeance. Exhausted by the battle the party chooses a third batch of sentries and finally settle down to get some sleep. The rest of the night passes without incident and, come morning, you are all roused from your slumber (or meditation) by the sight of sunlight seeping through the canvas of your tent.

The campsite appears much as you remember it: the ground seared and blackened in several places by lightning flashes while a circle of drying mud and dead insects is spattered across the entire hilltop on which you set your tents. Aliira and Isilifeline both appear pale and feverish, no doubt infected by the touch of the demon’s filth-encrusted claws. Iskandel, in contrast, whether by mere chance or the unseen blessing of his god, appears as healthy as ever and healing magics are soon prepared to cure the duo’s illness.

No more light or heat can be coaxed from the gorse-fire than you had managed the night before, but after a meagre breakfast of hard tack and salt pork (washed down with the dregs of your water skins) you all feel somewhat better prepared to tackle the old ruins where the demon had made its lair.

Four broken, crumbling walls mark what is remains of the ruined building, rising above a great deal of rubble and broken masonry. Once the group manage to pick their way across the accumulated debris, and through the boggy earth in which it is engulfed, entry proves easy enough and you are confronted with a broad tunnel in the ground within, offering an almost vertical drop through the black, marshy earth and down into the darkness below. After dropping a few stones into the hole to check its depth you decide that there’s nothing for it but to make the plunge. Securing a rope around a collapsed pillar, and cautiously checking the weight before departing, the first of your group is lowered down into the waiting darkness.

The tunnel descends through a good forty feet of wet, sucking earth- perhaps more- and the first to descend have good cause to fear that the rope will be exhausted before they reach the bottom. The passage is never more than a few feet wide, and appears alive with large, pale worms and burrowing insects that thrive in its demon-filth encrusted walls. A good deal of this greasy, noxious filth rubs off on your faces and clothes as you continue downwards, but appears to have little ill-effect save the unpleasant smell.

After some time, the first of your group emerges in a broad chamber at the tunnel’s end. Whether by virtue of natural dark-vision or of hastily lit torches you soon perceive a large, tapered cavern- littered with what you can only assume to represent the remnants of Black Marsh’s previous victims. Amidst a mess of well-gnawed bones, torn rust-pitted armour and broken weapons you are able to piece together a ready prize of treasure, which is summarily hauled up to your waiting companions.

Nearly ninety crowns are unearthed amidst the wreckage and stagnant mud of the demon’s lair, along with a tidy haul of items in better repair. A timely casting of Detect Magic on Aliira and Emmerus’ part is able to confirm that some of these items do indeed bear some manner of enchantment.

A large, smooth blue crystal is discovered near the bottom of the pile and, once examined closely under the light of day a distorted, smoky figure can to be perceived within. A flanged, iron mace is also excavated, fast becoming an object of some interest among your group once it is discovered that the weapon emits a bright glow at the merest touch. A dented and greatly battered triangular shield, bearing the emblem of five faded red chevrons upon a peeling and now mud-spattered white backdrop, a chipped red garnet and a slender electrum circlet complete the haul. A few old books and what might once have been scrolls are also unearthed, though these are illegible after years of water immersion.

When the group finally decides to depart these valuables are loaded, along with the tents from your camp, into the badly scorched sailboat. The winds are favourable, skirting northward over the placid, boggy waters but such is the state of your sails and rigging that you’re given little option save to row back.

***

By the time the group return to Bridhvale the Minster is already preparing for that evening’s service. The four templars stationed as door guards have obviously been given instructions to expect you, and in any case immediately recognise Iskandel as one of their Brother-Sergeants, for the group is shown through with a minimum of fuss. Candles are already being lit in the Minster’s central chamber as your party is shown through, and the acolytes are busy filling braziers with incense and hastily straightening cushions on seats.

In short order the six are shown up into the Bishop’s office, where Abner is busy reviewing his sermon for the service. The old warrior rises stiffly from his desk to great you as you enter, garbed already in a cassock and yellow chasuble for evensong. It is obvious that he had expected you back some hours before, but makes little move to interrupt or hurry along your account. He seems genuinely relieved to hear that Tomas’ soul stone has been successfully recovered and nods approvingly when you inform him of the destruction of the demon, Black Marsh. The merchant, Tomas Wainwright, is on hand to verify that this is indeed the crystal in which the demon entrapped his soul, and the promised reward (500 crowns) has been assembled in expectation of your return in a large, muslin bag. With the church bells already calling the faithful to prayer there isn’t much time for further conversation, but Abner takes the time to invite any party members so inclined to stay for the service and ask any further questions afterwards.

***

On the night after your return some disturbance can be heard from the heart of the forest: the sounds of shouts, an unearthly keening and the noise of running battle, echoing down from across the hills that overlook the town.

Come morning you are first on the scene. A frenzied chase appears to have been cut through the wight’s devastation: dead, rotting foliage and black, withered branches trampled and snapped in the wake of a great stampede of bodies.

After perhaps half a mile the tracks near their end, culminating in what appears to have been a fierce struggle near the undead’s lair in the old abandoned chapel. The results are plain to behold- a shrivelled, long-dead corpse swings loosely from the branches of a nearby tree. The body has been quite literally torn apart, bearing the marks of a great many teeth and claws (most of which you easily identify as canine or ursine in origin) and the ribcage has been liberally pried open in some feat of inhuman strength. Further investigation into the withered, rotting crevice reveals that the heart and a good many other vital organs are missing, the wound has also been stuffed with holly and mistletoe.

For the sake of completeness, you make a quick search of the overgrown chapel, but any treasures the wight may have stored there are gone. Impossibly, fresh green shoots already appear to be growing through the carpet of dead and decomposing plant matter in the woods outside…. perhaps the spirit of the forest truly is being restored.

***

Abraham agrees to cast a spell of identification over the treasures you’ve recovered in the course of your last excursion as before. It seems that he’s been getting good use out of the telescopes you sold him, for the diviner speaks at some length about recent astrological movements (little of which you particularly understand). One point that does particularly catch your attention, however, is when he speaks of a star having fallen some distance to the south. This unlikely occurrence was, as far as he can tell, only visible to him through the second telescope. In any event, it is clear that you have garnered some measure of respect in his eyes through your good work on behalf of the town.

When the group return the following morning, Abraham has assembled the items as promised. Anna is absent, apparently off visiting a sick sister on the other side of town, so the master conjurer shows you in himself.

“This shield,” he holds aloft the first of the items, struggling slightly with its heavy weight, “is warded to draw missile fire. Arrows- or any other sort of projectile I suppose- fired at its wearer will be drawn magically towards it. Not a bad tool to hold onto in a fight, I’d imagine. Though it is perhaps noteworthy that said projectiles will be compelled to take the most direct route,” he pauses a moment to allow the significance of that last statement to sink in. “I’d also be surprised if it could withstand a direct hit from a ballista or catapult.” Tapping the already battered shield gingerly with his left hand, Abraham passes it back to you and moves on to the next of the treasures.

(The shield will give a +3 AC bonus against missile attacks directed from its user’s front. They’ll also take a -3 AC penalty against missile attacks directed from behind. Boulders and other larger projectiles may well be drawn towards a character carrying it.)

“The mace,” he hefts the second of your recovered items, which responds to his torch by illuminating the chamber with a warm, azure light, “is a fairly simple weapon. It is lighter to the touch than a mundane object of its sort,” Abraham passes the mace nearly from one hand to the other, “facilitating easier use in combat. And yet it is warded to deal more grievous injury. The mace does have one other noteworthy feature, as I’m sure you’ve noticed: a Light spell has been cast upon it and, once drawn, it will offer some measure of illumination. Not a bad trick, I’d guess, for those exploring dark places.”

(The Mace is a +1 weapon. It gives its user a +1 to attack and damage rolls. Once touched, the mace functions as though a Light spell (Wizard 1) had been cast upon it, useable any number of times each day).

(Legend Lore: Derry will be aware that the mace appears to be of dwarven make. Rumour has it that a similarly enchanted weapon, named “Our Light Through Present Darkness” was stolen from a priestess of a local moon-goddess some years back. How it would have found its way into Black Marsh’s lair is anyone’s guess.)

“The pendant is a slightly more interesting item,” he holds aloft the silver ornament, carved in the shape of a running horse, by the chain to which it is attached. “It’s been enchanted to offer some measure of disruption against any spell cast upon the wearer. Of Serian make if I’m any judge,” he continues, naming an Empire to the South.

(The pendant gives +5% magic resistance to its user. This functions against both offensive and potentially beneficial spells).

“This circlet,” he proffers the slender electrum hoop, the last of your treasures, “has been enchanted to offer some measure of protection against simple mind reading spells. With a little concentration, its wearer could possibly even focus its power to try to decipher the thoughts of another.” He frowns, “the ethics of such use I’ll leave in your, no doubt, responsible hands.”

(The wearer of the circlet is immune to ESP spells (Wizard 2) and possibly similarly low-powered attempts at thought reading. Once a day its user can focus to try to read a target’s thoughts for a single turn (10 rounds), this requires full concentration and its user can take no further action whilst mind-reading besides walking at up to half normal speed. Taking damage disrupts this effect.)

***

Three days after the group returns from Black Marsh’s fens, a public ceremony is held in your honour in the town square. Appropriately polished medallions are offered to the six heroes who played some part in warding off the dragon’s ire and you are proclaimed “protectors of Bridhvale”. The Mayor makes a speech praising your achievements and any of your number who feel particularly inclined to polish their oratory are invited to do the same. There is a healthy turnout, which includes a good many of the town councillors and other local dignitaries. The Minster also appears to be out in full force, a few clusters of acolytes and religious figures up to the Bishop himself intermingling with the crowd. The town anthem is played at the beginning and end of the ceremony, and a hog roast and drinks have been prepared for those intending to stick around a little longer.

There is a decidedly parochial feel to the proceedings, though for the most part the townsfolk appear appreciative enough of the group and their efforts. A good number of the councillors and other local worthies take the time to pass their thanks on and offer handshakes to the group, and there is ample room for networking (not to mention a free meal and drinks) for those with the good grace to stay until the event’s end.

***

In her dreams, Aliira hunts the overgrown forest, the wolf-pack hard on her heels as she darts through the tangled, densely packed wilds, racing southward towards the town. In the darkness, ahead of her, she knows there runs some great, magnificent prize- perhaps the finest, most dangerous quarry she has hunted yet, but the druid knows not what.

Faster and faster she runs, till the trees and bushes to either side- underfoot- overhead- are little more than a haze of green and brown. The scent of her prey- an acrid smell of anger and fear- is almost impossibly strong in her nostrils. It cannot match her pace. It is losing ground and she will soon be on it, her fangs, her claws tearing savagely for its jugular. In a heartbeat she will be on it and it is too late to turn back. Maw slavering, the wolf she has become clears the last patch of foliage with one almighty bound- and finds herself at the edge of the forest. Far below, little more than fireflies from the heights of the hillside, glitter the lights of Bridhvale- warm and terrible in the valley below.

There is a figure beside her, one the druid had not noticed before, “Power has its price and I sense you must soon depart from this place,” Immuriel informs her sadly. The dryad appears flushed, some hint of colour in her formerly deathly pale cheeks and the vines woven about the dryad’s skin and tunic have flowered with some manner of sweet-smelling white blooms.

“Bring me another offering from the town, a gift of retribution,” the dryad implores. “Then the woods will be strong enough to extend their blessing over you- to offer you their fellowship- as you venture further from their hold.”

(A plot hook for the next choice of adventure will follow at some point in the near future.

As I don't want anyone to feel steamrollered into any particular choice if you feel that there’s a point where your character would want to interrupt/ do something then just let me know. We can take it from there.)

Posted on 2008-03-26 at 17:23:40.
Edited on 2008-03-26 at 22:44:53 by Vorrioch

Topic: What Dreams Become
Subject: Feeding the beast


Hiram had to fight back a laugh. It may not have been quite the reaction he’d been hoping for but, nonetheless, the hospital would be free of another nuisance and his existence- for the moment at least- appeared secure. Suddenly vindictive, the threat of immediate exorcism lifted from his mind, the spectre’s attention turned back to Einhart. He deserved to be punished- exterminated even- for the breach of faith, Hiram rationalised, could even be said to have brought it upon himself by pursuing such an obviously imprudent course of action. And much as it might grieve him, a morbid smile spread across the spectre’s face as Father Winters turned away, he would have little choice save to oblige. The hospital most certainly would not afford a Head Doctor with such grievous character failings. And Hiram was thoroughly going to enjoy breaking every bone in the little bastard’s body.

***

The door swung open, and as the priest swept through the ghost scarcely had time for a shout of alarm and indignation before Winters collapsed and crumpled, bleeding profusely, in the doorway. In the half-light beyond him floated a familiar intruder, a crazed, fire-blackened apparition still parroting the white-coated garb of a doctor.

“Laugh or cry, doctor Einhart,” the phantom hissed, the bloody scalpel still clutched in one hand as it glided forward, “your time is up.”

“Einhart,” Hiram snarled, loudly enough for Father Winters to hear, if he were indeed still capable of hearing. “Either you’re going to tend to that man’s wound or I’ll break every bone in your body.” His form, a pale and smoky mass, was already flooding from the doctor’s mouth, nose and ears and, abandoning any last pretence at restraint the ghost flung himself bodily at the intruder with an eerie, wordless keening cry. Perhaps there really could be a time for second chances, the ghost speculated, or perhaps he was merely jealous of a trespasser disturbing the order he had laboured a lifetime and more to build. Then there was no further time for thought as Hiram fought and tore at his opponent, not as a man but rather as a formless, vengeful spirit, clawing, tearing and biting at his opponent seeking to consume the intruder outright or drive it from his sanctum.

OOC: Hiram will make a simple attack against the Good Doctor using the rules presented in the Ghost section of the core rules. (Power + Finesse = his opponent’s Defence). He’ll be dealing Bashing damage.


Posted on 2008-03-25 at 21:36:25.
Edited on 2008-03-25 at 21:37:20 by Vorrioch

Topic: For Whom the Bell Tolls Q&A
Subject: Can do


Are you paying Abraham to identify the treasure you recovered on your last adventure or trying to do it yourselves?

Either way, I'll post it in my next epilogue (it’s in the works, I promise).

Anyhow, I’ve been kicking around a few more house rules. Let me know what you think.

1. I’d like to modify the rules for spells such as Command and Colour Spray slightly. As things stand, if you’re less than 6th level and are lower level than the caster (for Colour Spray) or less than 6th level and have an Intelligence of less than 13 (for Command) you’re out with no saving throw.

Obviously, this one works pretty well for you when it’s the party doing the spell casting but it also means that any enemy wizard of at least 6th level or any cleric whatsoever can automatically knock out either 1-6 or 1 party member with no save. The change I’d like to make is to allow those not normally eligible to save a saving throw, but at either a -2 or possibly as much as a -4 penalty depending on the circumstances. This is the save I gave Isilifeline last weekend when the Bullywug shaman cast Command on her.

2. Before it comes up in play, I’d like to change the rules for Raise Dead/ Resurrection spells slightly. Rather than running a “revolving door” system of resurrection I’d like to impose a couple of restrictions.

First off, a few hundred crowns of spell components will be needed for each (which probably involves buying and burning a lot of incense and paying monks to pray on your behalf for an organised religion like the Church of Pelor or whatever seems more appropriate for the faith in question).

Secondly, depending on the circumstances, the deity called upon to bring someone back from the dead may well demand that those who have called upon its power perform some sort of service on its behalf. This quest may last for oneor more adventures.

3. Unless you can give me a reason why your character’s expenses would be lower, I’d like to just assume that each character has living expenses of 3 gp per week. If you’d prefer then you can camp out in the wilds, or seek accommodation in the common rooms at inns for a lot less but there will be risks attached to each (being attacked by wild animals or being stolen from are the two that spring immediately to mind.)

If you feel that these are unfairly restrictive in any way, then just let me know and I’ll scrap them. Either way, let me know what you think.

Posted on 2008-03-25 at 21:11:25.

Topic: For Whom the Bell Tolls Q&A
Subject: The crystal


If you return to Bridhvale with the gem then Tomas will confirm that this is indeed the crystal in which the demon entrapped his soul. Bishop Abner unreservedly accepts this version of events.

But, yes… the gem does definitely seem to have more of a blue than a greenish colour.

I’ve made an edit to your funds assuming that you do actually hand the crystal over, but I can just as easily switch it back if you decide you’d prefer not to. If you’d prefer, we can handle this in chat before the start of the next adventure (which will be on the 4th of April).

Posted on 2008-03-24 at 13:56:15.

Topic: For Whom the Bell Tolls Q&A
Subject: Well…


The epilogue from the one-shot that sparked the campaign can be found here.

The rest, as you say, are just buried in this thread. There’s one at the bottom of page 2. The other’s on page 3.

I might collect them all together into a separate thread as things progress, but there aren’t really enough to justify it yet.

Posted on 2008-03-23 at 22:06:50.

Topic: For Whom the Bell Tolls Q&A
Subject: XP


If you check the House Rules in the first page of this thread you’ll see that I’m not actually giving out XP. You’ll just level up once every 3-5 adventures.

From the success of last night’s mission I’d say you were a good third of the way to Level 6.

Posted on 2008-03-23 at 21:58:59.

Topic: For Whom the Bell Tolls Q&A
Subject: Works for me


You can expect an epilogue up by next Friday. If you’d like to write up an IC post for Emmerus explaining the trip then that definitely sounds cool and I’ll look forward to reading it.

I won’t make any edits to characters’ funds just yet until everyone else has had the time to make any objections known.

If PCs would prefer to cast their own identifications then that definitely works. [Edit] I've just checked the PHB and, as there's a chance you'll get a false reading I'll need to make the rolls for you. [/Edit] Each casting will cost you 100 gp in spell components, as per the spell description in the PHB.

Posted on 2008-03-23 at 21:49:18.
Edited on 2008-03-23 at 21:51:38 by Vorrioch

Topic: For Whom the Bell Tolls Q&A
Subject: Book keeping


Thanks again to everyone who played in last night’s game. I thoroughly enjoyed running it and it’s great to hear that you all had so much fun as well.

In the future, I’ll just split an adventure in two and run it over two separate nights if it’s still going strong by about 2:30 in the morning. I should probably have done the same last night (guess who didn’t make it up for church in the morning ) but I didn’t want to lose the atmosphere.

An epilogue will follow in the next few days, letting you know the results of the adventure and hopefully foreshadowing a little of your next few adventures.

A campaign map will also be in the works, along with a little setting info. It doesn’t much help that I left the CD with my mapping software on it back at uni

Just a few questions for my book keeping…

1. When you find the soul crystal (a light blue gem that strongly radiates magic) will you be bringing it back to Tomas? It could be helpful to know for when I write up the epilogue.
2. How are you dividing the money from the last two adventures? Should I leave it in the party inventory or divide it between the characters who took part in each session?
3. Where’s the money coming from to pay the dragon’s ransom? As I recall you pledged 300 crowns (correct me if I’m wrong). As not all of the characters have enough money to pay an equal share you’ll need to divide the payment amongst yourselves.

If it’s easier, I could just knock 300 crowns off of the reward in the party inventory from your last adventure.

Also, Ayrn:

I’ve just looked over your character sheet again and you’ve taken 4 too many NWPs. Do you want to make the edit and delete a few of them?

(You got 4 bonus slots from your class, 3 at 1st level, 3 from your Intelligence and 1 more at 4th level… for a total of 11. Including Languages, you’ve taken 15).

cdnflirt:

If you don’t mind, I’ll let my players answer that. It’s always tricky to remember what the party knows IC and what only made it as far as your notes.

What Vanima will definitely be able to find out in town, however, is that the group met with Bishop Abner at the Minster and then set out on an excursion into the swamps along a river to the East.

Posted on 2008-03-23 at 21:18:44.

Topic: For Whom the Bell Tolls Q&A
Subject: Um… wow


I’d just like to thank everyone who played tonight. That was truly awesome…. There can’t have been many points in the evening when I wasn’t laughing at something your characters were trying to pull off. A proper epilogue will follow, I’m just too deadt to write one up at the moment.

And as far as I’m concerned the quote of the evening was… “I Am Isilifeline! You are mud!” (Though the tent scene probably takes the Best Comedy award).

Posted on 2008-03-23 at 03:39:51.

Topic: For Whom the Bell Tolls Q&A
Subject: I'm going in!


Don't take too long or I'll get lonely

Posted on 2008-03-22 at 21:45:31.

Topic: For Whom the Bell Tolls Q&A
Subject: Epilogue: Sleeping Dogs


The party ride alongside a squadron of the bishop’s templars to deliver the assembled tribute money to the dragon. Five hundred crowns- some raised by the party, others by the townsfolk- are heaped in a small sack inside the gold coated elvish cauldron.

The journey is made without incident, save a great deal of resentful grumbling among the templars (most of whom are of local stock) at the dragon’s outrageous demands. The general consensus appears to be that the mayor’s proposal- imposing an emergency tax to pay what remains of the second toll- will impose a great deal of hardship on the town: especially at this stage, nearly a month before the harvest is due. All can see, however, that things would be far worse is not for the adventurers’ efforts- they might not have a town to return to at all. There is some talk of the mayor's plans to hold a ceremony in thanks of the party- awarding them titles of some sort as defenders of the town- but no one particularly knows what’s going on and the topic is soon dropped.

It is a warm day after a hot, dry summer and the group’s horses and clothing is soon caked with dust. You are unable to shake the feeling that little more than a spark would be needed to engulf the entire forest in flame. Emberburn seems to be expecting you, the dragon is perched atop the rock face a before, idly chewing at the body of a plump doe. The dragon makes a few more threats, evidently pleased at the fear it still inspires from the town but soon permits the group to depart, eager to count its reward in solitude.

***

The night after the party returns with the dragon’s tribute Arthur Bridley, a local woodcutter, goes missing while working on the outskirts of the woods. A rescue party is hastily assembled from the town, joined by a number of the adventurers (if you want to say your character was involved then feel free) and much of the following morning is spent scouring the wood for any sign of his presence.

Eventually, after some hours of exhaustive searching, the body is spotted- hidden in a small dell some half-mile into the woods. The body is almost unrecognisable, having been savaged by some unknown woodland creature during the night but the broad rip -running from the corpse’s neck to its navel and the splintered ribcage are unmistakeable. Something has quite literally torn this man’s heart from his body, though the remains appear curiously desiccated and there is little blood.

One of Arthur’s fellows, a fair-haired hunter whose name you don’t quite catch, swears to have seen a pale, green-skinned figure running further into the woods during the morning’s search and this strange revelation excites a great deal of interest among the assembled townsfolk. A few local hotheads appear ready to mount a second search to scour the woods for any sign of the “tree witch” but most have work to return to and, having lost a morning’s labour already, can spare no further time here. Some cast furtive glances in Aliira’s direction- certain that she must somehow have had something to do with the disappearances- and some openly express a willingness to string the druid up “just to be sure”. Calmer counsel prevails, however, and the group heads back to town- corpse in tow- to spread the word and comfort Arthur’s grieving family.

***

One of the Bishop’s acolytes, a ruddy-faced youth in his early twenties, shows Emmerus into Abner’s office. It is not hard to see that the Bishop must have been a great warrior in his youth, he stands tall, broad shouldered and defiant for all the ravages of time, a great many scars and old war wounds displayed proudly on his shrivelled, crinkled face. An old mace and battered shield- which you do not doubt have seen a great deal of use over the years- are displayed above his desk, though the rest of the office is simply furnished, favouring a frugal- almost Spartan- look.

The Bishop listens intently to Emmerus’ account, interrupting occasionally with a shrewd question or to clarify a particular point. When the priest has finished he sighs deeply, reaching for something buried in one of the draws of his desk. “When I first came here…” he begins, his intention absorbed on the rising heap of papers and he unearths the draws contents. “When I first came here the land was not yet fully tamed. Evil spirits- demons who clung to trees and brooks up in the abandoned places, in the darkness of the forest and lonely crags in the surrounding hills and mountains- yet stalked this valley thirsting for the blood of the innocent. With mace and shield and the blessings of Pelor we fought them back, until the land was cleansed in His name It sounds as though your friends,” he frowns, “and I don’t doubt their motives, have reawakened one of these spirits.”

“Elisha… he was Bishop here before me, prepared a batch of amulets back when … I suppose it would be a good sixty years ago now.” He smiles, obviously some distance away. “They offered some measure of protection from the enchantments of the evil creatures of the woods. I have one here for yourself and one for the halfling who accompanied you… I can’t help but feel you’re going to need all the friends you can get.”

[The amulets are fairly simply copper trinkets, each bearing the symbol of Pelor and attached to a slender chain of the same material. Any evil creature attacking a character wearing one will suffer a -1 penalty to their attack rolls and the wearer will gain a +1 bonus to saves made against spells cast by evil creatures. They may or may not have additional powers against woodland spirits.]

***

Anna once again shows you into Abraham’s study. As before, he takes your items, instructing the party to return the following afternoon for collection. The master conjuror is obviously impressed with your devotion to helping the town and there is no mention of payment. (This, of course, assumes that the party is willing to donate the cauldron and at least 300 crowns. Otherwise he’ll charge you as before).

[The longsword counts as a +1 weapon for the purposes of harming supernatural creatures. It gives no attack or damage bonus.]

[The copper medallion grants it wearer a +1 Wisdom bonus.]

[Emmerus’ jade ring, recovered form the first adventure, halves damage taken from poison. If placed within a poisoned drink or portion of food it will grow warm to the touch, offering its wearer some measure of warning. It takes 24 hours to attune to a wearer before its powers will manifest.]

- I know this is quite rushed. With any luck I'll have time to make an edit later today or, failing that, at some point in the next week.

Posted on 2008-03-22 at 18:23:09.
Edited on 2008-03-22 at 21:30:10 by Vorrioch

Topic: For Whom the Bell Tolls Q&A
Subject: Answers


Kaelyn, did you say you’ve found a copy of the PBH? The text file I gave you last time was from a CD that I left back at uni… I can give you a list of level 3 spells but it might be easier to just check and see what you can find online.

Given the rate that you’re levelling up I can’t see that a 10% XP bonus would necessarily leave you gaining levels faster than anyone else. (The XP requirement is doubling for each successive level and you’re gaining a level every 3-5 adventures). Personally, I’d prefer to just level everyone up at the same rate… but if you’d prefer me to keep a running XP track then just say the word.

I’m aware that higher level clerics (at level 13+) are sometimes at a disadvantage compared to other characters of equivalent level. I’d prefer to just throw you a few bonus items towards the end of the campaign to compensate for this though.

cdnflirt, sorry you can't make it tonight. As I said, we won’t be playing next Friday, but I’m looking forward to seeing you in the game after that. With any luck I should have finished statting up your character by then.

Another epilogue is in the works and should be finished in the next half hour or so. It's not going to be vastly well written (since I'm working under time pressure trying to gen another character and finishing off the adventure for tonight) but I may edit it a bit later on.

Posted on 2008-03-22 at 17:40:43.
Edited on 2008-03-22 at 17:42:07 by Vorrioch

Topic: For Whom the Bell Tolls Q&A
Subject: The Primrose Path


I've levelled your characters up for tonight's game.

Kaelyn: you'll still need to choose your spells for tonight's game... you've now finally got access to level 3 magic.

Ayrn: I can't seem to find Derry's stats anywhere. Anyhow, you've now levelled up and will have a new set of spells and thief points to distribute accordingly.

For the record, the medallion you found grants a +1 bonus to Wisdom. This would give Emmerus access to another level 3 spell or Aliira access to another level 4 once she reaches 7th level.

I'll post an epilogue later this afternoon.

Tonight's game will kick off with you all meeting Bishop Abner in the Minster. If he's able to make it (which he might not as he'll be travelling today) I'll introduce Jozan1- our newest player- then.

Posted on 2008-03-22 at 13:32:14.

Topic: For Whom the Bell Tolls Q&A
Subject: Grab your snacks...


I've just opened up a new room in chat for tonight's game.

Hope to see some of you in there shortly.

Posted on 2008-03-21 at 21:40:36.

Topic: A few questions for 2nd edition DMs
Subject: Perhaps I should have phrased that one better…


Thanks for the feedback Tann’Talas but I think you may have misunderstood my first question (which is probably my fault for not phrasing it more clearly in the first place).

I know how to roll for magic resistance (I’ve been playing and DMing games of AD&D for a good few years…. I’m just slightly rusty at the moment ). What I was asking is: is there any handy ground-rule that you’ve found useful in balancing spells.

For example:

Take the 1st level Wizard spells Colour Spray and Sleep. As far as I can tell, they both do basically the same thing- incapacitate opponents.

Colour Spray doesn’t give a save to opponents of an equal or lower level to the spell caster unless they‘re also 6th level or higher. They’re out for 2-8 rounds no matter what. In my opinion, this is probably too powerful an effect for a 1st level spell- in the hands of either my player party or their enemies. It’s certainly a good deal more powerful than most of the other 1st level spells listed in the PHB (Sleep for example, not only gives a save but can't be used at all against targets with more than 4+3 HD. I'd say the range limitation on Colour Spray bradly balances out with the ability to actually choose your targets).

EDIT: As written, Silence 15' radius is even worse. Again, becuase it doesn't give any saves and effectively renders a caster of any level powerless if caught within a closed environment. This seems too powerful by far for a 2nd level spell.

If it were the only unbalanced spell in the core rules then this wouldn’t be a problem. I’d just house-rule it to allow a save (possibly at a -2 or so penalty) and move on. The difficulty is that there must be another good few dozen spells in the PHB alone that seem similarly unbalanced. This wouldn’t be all that big a deal if only the party members could cast spells, I’d just upstat an encounter or two to compensate. The other side of the coin is that enemy spell casters have all of the same options and I want to be able to play them to the hilt without killing off the party. Given the choice between memorising, say, “Heat Metal” and “Hold Person” it might be entirely rational IC for an enemy priest to choose the former (especially if he knows the characters he’s going to be up against)… but if he does then characters are probably going to die.

When you run games to you tend to house-rule spells extensively to reduce this sort of imbalance, or do you just play by the books and try to give your characters and NPCs the same sort of options? Are there any rules you’ve found useful in fixing magic overall (e.g. “all spells of this type give saves”) or do you really need to work it out on a case by case basis?




What I was trying to get at with the third question is basically as follows:

I can’t think of any good reason why wearing armour should protect a character from being grappled or just pushed over with an overbearing attack. (In my experience of wearing heavy armour at medieval re-enactments it will, if anything, leave you more unbalanced and probably a good deal more vulnerable to those sort of attacks).

But… from a purely mechanical point of view grappling becomes a great deal more powerful if armour isn’t allowed to protect against it. In a lot of situations I’d imagine it would even be a good deal more effective than just making standard sword attacks against a heavily armoured target.

Posted on 2008-03-21 at 17:51:26.
Edited on 2008-03-21 at 18:00:51 by Vorrioch

Topic: For Whom the Bell Tolls Q&A
Subject: That’s not a bad thought...


I’ll try to be in chat a bit earlier this time as well.

Ginafae, you can find a suit of leather armour quite easily. It will cost you 5 gp (the standard PHB price). Alternatively, cutting down and trying to repair one of the suits of hide armour that the hobgoblins were wearing could certainly be an option, though it may take a bit of work.

As far as I’m aware the only things we’ll need to take care of before time in are:

1. Which of the items you’re intending to keep and which you’d prefer to sell off.
2. Whether you’re leaving the remaining items at the Minster or taking any of them with you (and who’s carrying them).
3. Whether you’d like to borrow horses from the town again for this week’s adventure or would prefer to set off on foot.
4. Who’s choosing to accept Bishop Abner’s invitation.
5. If anyone else wants to buy anything before leaving Bridhvale.

Unless anyone particularly wants to, I’m not planning on spending much time roleplaying these out.

Generally, I’d far prefer to deal with buying goods on the forums in the future to avoid cutting into game time.

Posted on 2008-03-21 at 16:22:55.

Topic: A few questions for 2nd edition DMs
Subject: A few questions for 2nd edition DMs


I’ve been running a 2nd edition game in chat over the last couple of weeks. As I’ve started refamiliarising myself with some of the rules I’ve come across a few sticking points which will probably come up in play at some point. I’d really appreciate any feedback or advice on how to handle these sort of issues.

1. A lot of the spells presented in the PHB aren’t exactly balanced. This one really came to my attention about a week ago when I was statting up a spell-using enemy of the party. A lot of the spells restricted from use in underground encounters seem particularly overpowered (e.g. Call Lightning) … presumably because the writers assumed they’d only ever be used in the one or two random encounters on the way to the adventurers’ latest dungeon crawl. As written, a lot of low level spells also don’t give saves that IMHO really should (Silence 15’ radius and Colour Spray- I’m looking at you).

How do you handle this? One group I knew back in the day had their own house rules for pretty much every spell in the books… but that seems far too much book-keeping for my liking. I also don’t want to put off my players by bombarding them with pages of house rules. Nor does it seem particularly fair to arbitrarily impose these sort of limits on players when they try to use these sort of spells in play.

The best hard and fast rule I can come up with is to allow saves for all non damage-dealing offensive magic, possibly at some sort of penalty to balance them with staples such as “Sleep” and “Charm Person”.

2. If a Cleric turns undead to force them to retreat and then uses ranged weapons to fure on the undead while they’re moving away then is the enchantment broken? All the PHB says is that turned undead are compelled to retreat from the caster. My first inclination was just to say “yes” (for the same reason that I wouldn’t let undead with bows fire on the party once they’d been turned) but I’d be curious to see how other DMs have handled this one?

3. I’ve been looking over the “overbearing” rules in the PHB. Do you allow armour to count against grappling attacks? As wearing a set of full plate would, if anything, unbalance a character I can’t think of a good reason why it should give any sort of protection against being grappled. But if it doesn’t then overbearing suddenly becomes an all-too deadly tactic both for swarm monsters (10 orcs making an overbearing attack against a 5th level fighter) or for PCs to use against more powerful adversaries (5 party members grappling that one 12th level enemy). Neither of which really fit the fantasy genre particularly well.


Posted on 2008-03-21 at 15:21:25.

Topic: For Whom the Bell Tolls Q&A
Subject: Sleeping Dogs


Just another timely reminder to say that FHTBT will indeed be running again tonight.

What’s in the old barrow mound?
Who’s behind the string of mysterious abductions?
Can the money needed to save Bridhvale be found within?
Will the party finally claw their way up to 5th level?
Could your DM possibly be spending a little too much time leafing through the spell lists in the PHB?

Tune in for this week’s exciting installment of… For Whom The Bell Tolls.

Posted on 2008-03-21 at 14:31:55.

Topic: For Whom the Bell Tolls Q&A
Subject: ...


Check the first page of this thread. I edited it last night to add the stuff the hobgoblins were carrying.

So that everyone has a chance to make their views known I’ll deal with buying and selling stuff in the first 10 minutes of this Friday’s game (and it really will be 10 minutes this time).

Regarding this week’s adventure…

There may well be zombies inside the elven burial mound but the stories point more some sort of ghostly or spectral presence. Disembodied voices and strange apparitions can be seen around the mound at night and there are a few stories of people who strayed too close going missing… the tales vary as to whether they were ever seen again and if so in what form.

The ogres are encamped in a now deserted farmstead a couple of days to the north. The burial mound is definitely closer.

Posted on 2008-03-17 at 12:11:57.

Topic: For Whom the Bell Tolls Q&A
Subject: Epilogue [Session 2]


The group calls by again at Abraham Willowby’s house the morning after returning the stolen tribute money. Once again his apprentice- whose name you have learnt is Anna- shows you inside and leads the party up into the wizard’s study. Abraham is garbed somewhat more formally this time, in the sky-blue robe of the local diviner’s guild and the items recovered from the battle at the ruined elven temple have been arranged neatly on a white tablecloth, draped over the work surface of one of the room’s many desks. The room is filled with the cloying smell of burning incense from a brazier in the far corner, competing with the less savoury aromas of bitter herbs and rancid fat from the wizard’s alchemical experiments.

Abraham nods politely as the group enters, while Anna closes the door behind you and fetches a half-dozen chalices of mulled wine from a cauldron bubbling above a small wood fire in the room’s centre. Impatient to begin, and enlighten you on the results of his investigation, the old magician pauses only briefly to exchange pleasantries before striding briskly over to the table to fetch the first of your recovered items.

“This” he holds aloft the discarded demon-hide, “this is the skin of a fiend, spawn of the black pit. If I might hazard a guess: I would imagine that she shed it whole- like a snake’s - when you cut her down. Should one of you- ahem- don the item in question then it would bestow upon you certain powers: to shape and change others’ perceptions of your mortal form as you saw fit. As one might expect, however, such things will normally exact a price of their own… one you may well prove reluctant to pay.”

[Mechanically speaking: the skin will function as a somewhat weakened version of the Alter Self spell (Wizard 2). It is incapable of bestowing upon its wearer the ability to fly or breath underwater but will last up to an hour, useable up to three times a day. The skin must be removed and allowed to refresh its energies for at least an hour between uses.]

“The flail bears minor runes of accuracy and wounding, etched together as one,” “It will strike a more damaging blow than a mundane item of its type.”

[The flail is a +1 weapon. It gives a +1 bonus to its user’s attack and damage rolls.]

“The axe bears more a more potent enchantment powerful spell of warding has been cast upon it and it will deal great harm to all but the most resistant of adversaries. In the right hands, I’d imagine it would prove an impressive weapon indeed.”

[The axe gives a +3 bonus to its user’s damage rolls, but no bonus to hit. It is capable of damaging creatures not normally harmed by weapons of less than +2 enchantment. Because of its huge size, a Medium creature will be unable to wiled it effectively with a Strength score of less than 18/01, for a Large creature this requirement is lowered to 16.]

“Two of the telescopes are also enchanted. The first will simply afford its user an uninterrupted view of the heavens… unimpeded by clouds and the like. The second bears a more subtle encirclement, when peering through it one might prove able to discern movements of the stars normally invisible to mortal eyes… precisely what I am at a loss to tell you.”

[You owe him 200 gold Crowns. He’ll charge you a further 200 for any of the four Potions of Fire Resistance you’d prefer to keep. If the party is willing to sell then he’ll take the two telescopes in lieu of payment for the identification.]

[It also seems only fair to point out that any and all of these items might have additional properties… Identify isn’t guaranteed to pick up everything. If you want to pay Abraham to cast it again then just let me know.]

***

I might have the time to write up a broader epilogue tomorrow afternoon… but in case not I’ll just give you a basic run-down of events.

- The six murdered guardsmen are buried in closed caskets in a service presided over by Bishop Abner himself. There’s a lot of anger in the town over the deaths as all six appear to have been local men and reasonably popular. There’s also a fair degree of suspicion that Aliira may have somehow had something to do with the ambush… especially once word spreads that the guard’s had been Entangled before they were killed and that their bodies had been partially eaten by the wolves.

- Mayor Craythorne will be grateful to the group for returning the tribute and placating the dragon. She’ll be irritated but not particularly surprised at Emberburn’s demand for a further 1000 Crowns by the end of the week and will share her view with the group that the dragon is essentially throwing its weight around to underscore its dominance over the town. The town can probably raise the money by taking out loans from Craythorne’s trading coster and certain prominent citizens, but these will of course need to be paid back later. If the party offer to help raise some of the money themselves then she will certainly welcome the suggestion and will emphasise that they’ll be repaid in full for their efforts.

- At some point over the next couple of days Emmerus and anyone else who’d like to go along will receive an invitation from Bishop Abner to come and talk with him at the Minster. The Bishop appreciates that you will all need to make tracks to help raise some of the money and will have scheduled the meeting for the end of the week… after your next adventure.

- If Aliira remains with the party while they remain in Bridhvale then they will fall foul of the suspicions of many of the local residents. Inns and shops will politely refuse to serve them, people will cross the street to avoid her or openly make the sign of Pelor (the equivalent of crossing themselves) to ward off evil when in her presence. Most of the townsfolk will be genuinely appreciative to the party for their efforts but there will be a lingering suspicion in certain quarters of any characters who are seen to associate with a known witch and werewolf and a distinct feeling that no good will come of this association.

***

If there's anything else that anyone would like to do in or about Bridhvale then just let me know.

Posted on 2008-03-17 at 00:23:20.
Edited on 2008-03-17 at 00:25:59 by Vorrioch

Topic: What Dreams Become
Subject: Plan A


As Hiram glided through the thin, plywood door into the Head Doctor’s office and took in the scene there something within the long-dead psychologist’s mind snapped. He had struck a bargain with Einhart, been willing to squander his own time and energies to preserve the wretch’s repugnant little life, and this was how he had been repaid? With some effort the spectre fought back his immediate, irrational impulse to simply jump on the man and feed- gnawing away at the German doctor until every last trace of life and enemy had been drawn from his withered frame and he collapsed lifeless to the floor. Rest assured, Einhart would be made to suffer for his crimes and, if the spectre had any say in the matter his death would not be an easy one, but now was not the moment… Hiram had a better use for him first.

Fastening tightly on the German doctor’s mind, the ghost’s ethereal mass crawled in, unseen, through the man’s ears, mouth and nostrils. If this unknown clergyman did indeed possess some power over the dead then perhaps the ghost could turn it to his own advantage. If he was a fraud then there was nothing to be lost but the immediate satisfaction to be wrung from Einhart’s death. In either case, Hiram was determined to make the attempt.

“Father, let’s talk,” the ghost began, his voice frank and slightly deferential, choosing his words carefully. He leaned back in the chair slightly, spreading Einhart’s hands wide in supplication, careful not to make any potentially threatening body-movement toward the priest. “Please, hear me out, this will only take a moment.”

“I believe you must already know something of who I am, let me set the matter straight. I used to practice here, nearly a century ago now I believe. Perhaps I made a few mistakes over the years,”
the phantom forced a tight smile, he’d done a great deal worse that that. “Believe me, this certainly isn’t the afterlife I would have hoped for,” that much was certainly true. “But please try to understand- I’ve done everything in my power to make the best of the situation presented to me.”

“When Doctor Einhart first arrived- on his first night in this position,”
a note of very real indignation crept into the spirit’s voice, “he tried to drug and rape a girl in the hospital’s care. I intervened to stop him. I could have killed him, I could have done him some serious bodily harm- but I didn’t. All I did was to offer him a warning and ensure that the patient was not dishonoured. Why? Because I believe that everyone deserves a chance at redemption. Now, if you don’t believe me, and I’m not sure I can think of any particular reason why you should, then I can give you the patient’s name and ward number so you can verify my story for yourself.”

“Secondly, I must stress that I am by no means the only ghost in this building, and that none of the other occupants share my inhibitions regarding the taking of human life. Again, I do what I can to keep the peace. If I am not here, and the others are permitted to run rampant… then people here will die. I’d prefer not to have their deaths on my conscience.”

“Please don’t misunderstand me. If you can truly offer me peace then I would be most sincerely grateful to you for that assistance. If you really do mean to free the souls trapped within this place, however, there is a great deal I could do to assist you in that endeavour first. When I do finally pass on, I’d like the comfort of knowing that my patients and staff will no longer be in any immediate danger.”


Posted on 2008-03-16 at 23:26:58.

Topic: For Whom the Bell Tolls Q&A
Subject: Here’s what I was thinking…


It seems about right for the group to level up once every 3-5 adventures. If anyone would prefer a faster or slower rate of advancement then just let me know but this should take you to a fairly epic power level by the end of the story arc. (Who knows… you might even be able to bump off a certain overgrown lizard )

Obviously, you’ll gain levels faster for adventures that are actually completed reasonably successfully, and I’ve really liked the effort you’ve all put into some great roleplay and character development. I’d like to level the party up after the next adventure and once every few sessions from then on.

(Anyhow, if you could let me know your thoughts for next week, it would be greatly appreciated. Any ideas about where you might want to go next?)

Posted on 2008-03-15 at 13:53:12.

 


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