Sunday, 26 July 2020

[NWI] A Letter from the Concierge


Esteemed Member,

Please consider the Inn your home. Feel free to enter any room or door you are able to access. You will not be trespassing! Do remember that the Inn cannot be held responsible for injuries or death caused by such expeditions. 

Also: 

1. Rooms rented are safe so long as you stay with the furniture. 

2. Any valuables you discover are yours to keep free of disclosure. Note that certain objects may prove difficult to remove from the Inn. 

3. Your last will and testament is honoured for one year. Should the beneficiary not be found in such time, your estate becomes the property of the Guild Master. 

4. The Inn offers unique combat training to interested companies. Inquire with James. 

5. The Inn will recognize your new tattoo and allow you to use the entrances on the East Porch, the Tavern Portico and the Servant’s Door in the west. Feel free to open windows, but be advised that doing so may expose you. All non-members are restricted to the entrance on the south veranda. 

6. Do not be slighted if the Guild Master fails to greet you. 

7. Please bring any inquiries or requests to the concierge or the carriage master. Welcome to the Night Wolf Inn! 

—James Everbleed



Guild Membership

First House: Black Wolf
Dues: 250 silver after one year
Tattoo: black wolf's head
Tattoo Effects: +1 AC
Perks: 50% off inn rooms
50% off personal equipment
food & drink on the house
Obligation: Up to one quest per year, not to exceed a two-week commitment



Saturday, 18 July 2020

Saturday, 28 March 2020

Session 2

LOVE, DEATH & SAFE-CRACKING IN TARGNOL

2nd-12th Meadowlark, 4433

Characters

Aladar IX, M-U 1 (Alex)
"Sir Karavon" aka Tullius Jr, fighter 1 (Jake)
Lothos the Undesirable, elf 1 (Mike)
Eric Withakay, cleric 1 (Justin)
Meep, dwarf 1 (Spencer)
Veigar Thricescarred, fighter 1 (Kevin)


Leaving Drydale

After their torchlight exhumation, the gang re-interred the corpse of James Blake with a mocking note, taunting whoever might come searching afterwards for his journal and The Great Devourer.

"Meet on the 10th of Blackmoon in Viridistan. Under the Grand Red Statue, look for the man with twelve lit candles."



After recollecting their previous adventures, they decided to follow up a lead at the port of Targnol a few days travel away:

"The rich merchant Philotheos Sten hasn't been around lately. His large estate lies on the edge of town, and nobody has been seen coming or going for several days. Some fear the worst while others remark on the man's riches, accumulated through a lifetime of trading. A few thugs are going to case his place soon. You might be able to beat them to it and see what kind of loot is lying around!"

The port of Targnol was a sprawling mess of crumbling wooden buildings packed with Imperial sailors on leave, dockworkers, merchants, thieves and cutthroats. Notable buildings included a grand temple to Thoth and a mysterious black pyramid containing a sleeping sorceress within a glass coffin. The town offers a standing reward for anyone who can reawaken this mysterious ebony-skinned woman.

Not having an interest in that, the gang met with a local contact of Two-Faced Humphrey's (he had business back in Viridisan, and couldn't accompany them). The man was a sullen and scarred Viridian named Komang. He gave them some basics, and a few trips around town asking questions filled in the blanks:

- Philotheos and his family hadn't been seen in two weeks, but there had been no surge of activity suggesting they were moving house or taking an extended vacation. The current theory was sudden illness or foul play of some kind.
Old Graham's Gang, a strange and mysterious crew of all-child thieves from Viridistan about whom rumours have swirled for years, were casing the place. They planned to raid it for valuables the next night. Komang offered to put the party in touch with them, but this offer declined.
- Philotheos kept no personal guards, for he lived on the edge of town in a rich area patrolled by (notoriously lazy) Imperial troops.

The party pooled their money and bought a wagon and two horses. On the way up to Philotheos' mansion, Eric and "Sir Karavon" drove while the rest hid under some straw in the back, hoping the "knight" and priest would discourage prying eyes or nosy guardsmen.

As night drew down they pulled into the driveway and approached the great mansion. Disdaining to explore the large grounds, "Sir Karavon" knocked on the door and getting no response, opened it. A distant weeping could be heard, but no foes presented themselves.


Charnel Mansion

The party entered the lightless home and progressed through a set of double-doors into a large parlor and dining-room. The place was trashed. Plates and vessels broken, splashes of blood everywhere, and the source of the weeping: a young Viridian girl strung up to the chandelier, her innards hanging out in a bloody mess!


In terrible shape as she was, the girl regained some lucidity after being released from the chandelier. She told them her name was Ariel, and related a strange story:

“One night after dinner, Father told everyone that he had a very special present for Mother. It was a very pretty necklace! But then a big monster and two smaller monsters came out of the necklace! And the big monster told the smaller monsters to get the lovers, and they jumped on Father and Nanny Alba! Then Mother and Grandma started yelling at Father, and everyone ran away! Then Grandma came to get me... and now I’m here.”

The child's injuries were quite severe and the party wasn't sure if they could help her. In the meantime, they explored the dining room and parlour, spotting an oil painting of a newlywed couple with a copper nameplate that read:

Philotheos Sten and Domitilla Sten. Married Sunstrong 17, 4423

Mounted on the wall above the painting were two fine-looking crossed falcatas that looked functional enough. The group took all these items and left Ariel for the moment to continue exploring.

The two other rooms on the main floor turned out to be Philotheos' office and a conservatory. The centrepiece in the conservatory was a grand harp, and three statuettes of dark blue & yellow marble rested on the mantelpiece: a dragon, eagle and nymph. The group took all of these and loaded them into their cart.

In Philotheos' office, Lothos rifled the great oak desk and found stacks of business papers - deeds, shipping manifests, etc. He pocketed a stack to peruse later, along with a fine stiletto in one of the drawers. The group was drawn to the large, shining silvery cube in the back corner which turned out to be an advanced combination safe! Three number-wheels ranged from 1 to 20. After giving it some thought, they fetched the painting of the Stens' wedding-day from their wagon. Guessing that 17 and 8 were important (Sunstrong is the 8th month of the year), they tried a few combinations until hitting upon 17 - 8 - 1. The shining door swung open and revealed Philotheos' hidden fortune!

It was at this time that Lothos thought to consult the mysterious ancient tome in Eric's possession. Pricking his finger, he wrote on the pages in blood, describing the party's situation and what they knew. Oddly, the book had a ready answer! This disaster was likely caused by the gift Philotheos gave his wife. The book identified it as The Necklace of the Sleepless Queen. It was created long ago by someone called the Dead King, to destroy all love in the world.

Perturbed by this news and not wanting to meet Ariel's sadistic grandmother or the "monsters" spawned by the necklace, the party elected to start the mansion ablaze and retreat safely with their wealth. Aladar IX used his Unseen Servant to carry a torch around inside the house while the others barred the door to prevent any aberrations from escaping. They waited until flames were visible from outside, then rode out of Targnol full-tilt, their wagon full of loot.




Return To the Immortal City

On the road home, Lothos consulted the strange blood-drinking tome again, learning its name: Pheldrazash. It claimed to know many other secrets, and was willing to teach him and Aladar IX a spell that would expand their knowledge for free: Call to Familiar Spirit.

Two days' travel from Viridistan, the party approached the Great Wall: a colossal structure a quarter-mile high and 200 feet thick, built by the ancients in the dawning days of the world for reasons unknown to men. Approaching the eastern entrance, called the Moon Gate, they met a farmer on the road who told them a strange tale:

[EDIT - Sorry, I got mixed up here. I had written Sun Gate before, but Targnol is east of Viridistan so the party actually passed through the Moon Gate.]

"Not too far from here, a brand-new building has sprung up overnight! It's a great structure in a bizarre foreign style, red stone and dark wood with a peaked black roof and pointed square towers, set back from the road on the edge of the Elsenwood. Travellers say it simply appeared one day with no signs of construction, no work crews, and certainly no negotiations with the elves who make the woods dangerous for honest Imperial folk!"

After hearing that rumour, the gang pressed on towards the City of Spices, glad to be home after their bizarre and harrowing journeys. To move their ill-gotten loot, Lothos travelled to the Otherside district where many of his elven kinfolk live in ghettos, segregated from the larger city. His cousin Darius said he "knew a guy," and a meeting could be arranged at the Plaza of Dark Delights that night. The sullen, cloaked Viridian who met Darius & the party was eager to buy most of their loot - his eyes lit up with greed at the sight of the gold trade bars. He wasn't especially interested in the painting, but kicked in a bit of silver for it as part of the whole deal.


Thousands of silver richer than they had ever been before, the party cast about for something to spend their money on. Someone had heard of a pleasure palace for the rich in the exclusive Cliffside district, called The Sign of Olive & Lotus. Anything could be had there for the right price: fine liquor, exotic foods, high-stakes games of chance, tantalizing companions and strange drugs.

Once again installing "Sir Karavon" in the front of their humble wagon, the group rode up the gates of Cliffside, waving their stolen deeds in the guards' faces. Suitably cowed by the presence of a knight who owned such property, they opened the gates. Following the main Cliffsedge Road, the party espied a beacon in the night. A lone tout, signalling late-night revellers down to his place of business, which turned out to be the very establishment they sought!

The Sign of Olive & Lotus was built right into the side of the cliffs, accessible only by narrow, ancient stair carved into the living rock. The view of Trident Gulf during the day is said to be unparalleled. Checking in cost a princely sum of 200 silvers per person per night, for the cheapest suites and a berth for the horses and wagon! The group was led through sparkling marble hallways by a mute eunuch wearing only a sash of gold lamé. Over carpets made from the skins of striped tigers and snow-white northern wolves, past doorways trimmed in gold leaf with smiling silk-clad houris the party reached their rooms.

With a bit of privacy for the first time in a while, Lothos and Aladar IX ignited the special incenses and herbs they had previously brought and each cast the spell that would summon a spiritual helper to their side: Call to Familiar Spirit.

This done, the gang prepared to party as only those in the Immortal City can...




Enemies Defeated: 
none

Treasure:
3 blue & yellow marble statues
1900 copper coins
633 silver coins
10 gold trade bars
a mound of gold & silver jewellery - necklaces, rings, bracelets, etc
portrait of Philotheos and Domitilla Sten, in frame

Ornate grand harp (planned to sell later)
fine stiletto (Lothos)
2 decorative falcatas (Lothos and Meep)
stack of Philotheos' documents, deeds, etc (Lothos)

Total: 
2295 silver pieces
2295 experience

Carousing:
Lothos - 1500 xp
Eric - 400 xp
Tullius Jr. - 1300 xp
Aladar IX - 400 xp
Meep - 200 xp

TOTAL EXPERIENCE:

Lothos - 3795 xp
Eric - 2695 xp
Tullius Jr. - 3595 xp
Aladar IX - 2695 xp
Meep - 2495 xp
Viegar - 2295 xp

Friday, 13 March 2020

[Rules] Spellcasters and Familiars

Many people assume that familiars are animals that a spellcaster has empowered to be servants and allies. Nothing could be further from the truth.

The Holy Inquisition teach that familiars are demons, sent to corrupt sorcerers with power. Others say that they are the ancient spirits that originally taught mankind magic, or spells that have slipped away from their masters and now meddle in the affairs of men. Whatever is true, magic-users and elves may obtain familiars by casting the spell known as Call to Familiar Spirit.



Dealing with a familiar is not a simple master-and-servant affair, but a relationship between equals. 

Once a familiar has agreed to work with you, it can be summoned to your side. But familiars are fickle. Whenever you attempt to summon your familiar, make a Charisma check (equal to or less on 1d20). Success means that the familiar arrives immediately. Failure indicates it arrives in 1d20 hours. If you have annoyed your familiar you automatically fail this test, while familiars that are extremely pleased will always arrive promptly.

Your familiar doesn't really exist before it's summoned. It crawls out of your hair, or scrabbles out of the wall, and leaves in similarly dramatic fashion. It can only be hurt by magic.


Services and Favours

Familiars can perform services for you, but no more than once per day
For every service your familiar performs, you owe a favour.

0. Familiars can use the detect magic spell at will, and even share the results with you if you ask nicely (this is so trivial that it doesn't demand a favour in exchange). 

1. Familiars can teach you spells, which you can then add to your spell book immediately and at no cost. The DM will pick &/or roll for the spells your familiar knows. It cannot teach you what you cannot understand. The first spell is free.

2. Familiars can grant you an extra spell slot of your highest level spell for one day.

3. Familiars can give you +2 to your caster level for one day.

4. Familiars can save you from a violent death—but only once, and only if the familiar answers your summons immediately (you make that Charisma check mentioned above). The details of how this actually happens are left to the DM. Once your familiar has performed this favour for you, you become bound to it body and soul. You will never be rid of it. You owe it a favour every time you level up, or every time you gain a negative level.

5. Pretty much anything else you can dream up. Want it to scout out the next room? No problem. That counts as a favour, though.

Each favour is something that the familiar can call in immediately or at a later date. It's up to the DM, and depends on the familiar's goals. If the spellcaster performs the favour that the familiar requests, that's the end of it. If the character refuses, that is a violation the contract with the familiar and the DM will roll on the Breach of Covenant table for the consequences (may include random curses, debuffs, mutations and other punishments). As long as you can convince your familiar that you still have a chance to fulfil your destiny it will not abandon you, although it might get grumpy. It has a contract after all.


Player Character Familiars

Lord Glaumr is a ferret with golden fur and glittering purple eyes. (Getorix)

Saturday, 28 December 2019

Session 1 Clues


The party found a few curious texts during their adventure in Drydale. Here are the relevant details:


Blake's Diary

A few brown dog-eared pages remain from his days in the Legion. During the Deepwater Rebellion, Blake was drafted into a special unit sent to bring VIPs out of enemy-controlled zones all over Trident Gulf. Many were loyal Viridians fleeing persecution from the rebels, or at least that's what Blake was told; he seemed skeptical. Each had an identifying mark in common. A circling snake tattoo on the left forearm. It was never explained, but he assumed they were part of a gang of thieves.

He describes a rebel attack on their safehouse that went terribly wrong - they barely escaped and the man Blake was guarding died of his injuries soon after. He carried a copy of The Great Devourer which Blake kept and read. After these events he left the Legion and vowed to stay away from the oceans. He implies much in the diary but seems afraid to state things openly.

Several pages in the middle have been carefully cut out. After this gap there is only dull reportage about Blake's retirement, his farm, raising his daughter, etc.


The Great Devourer

A well-worn leather book with its title in flaking gilt scrollwork. Most of the text is flowery and morbid poetry describing the great worm Ouroboros sleeping in the ocean, waiting to swallow the whole world at the end of time. Cryptic metaphors and references abound and the poem's final resolution is unclear. Is Ouroboros supposed to be a monster, demon, god or something else entirely?

The second half seems to be a magical or occult treatise written in an ancient language or perhaps code. Any spellcasting character can attempt to decipher its contents, but it will take time and there is no predicting what mind-bending revelations or occult dangers might be concealed in the text.

[Any M-U, elementalist, cleric or elf who wishes to study the book closely: roll a d20 modified by your INT score (use the same progression as for STR or CON: 9-12 = no bonus, 13-15 = +1, 16-17 = +2, 18 = +3) and tell me the result. Alternatively it could be brought to someone's mentor, a sage or some other scholar if you want help.]


Satchel of Messenger's Papers

Found on Sir Karavon's corpse. A few crumpled papers, spotted with unknown brown stains. They mention two individuals of interest:

Lan Gaspar was relocated to the hamlet of Yakin Ley in the Brotbuckle Briars and has lived there ever since. He appears to be the local priest! What do we need him for anyway? Please advise.

I found Alekto. It would seem unbelievable, but he lives right under our noses! He is a leech and alchymist right here in Viridistan and owns a small country home near Midwall. His business is administered by his assistant Zhrana, and he rarely appears in public. He has taken pains to conceal his old identity and goes by the name Hooktong Ash now. I'll bet he would pay any sum so the Black Adders don't learn that an old rebel lives in their city!


Mysterious Blackened Tome

It seems to have awakened somehow, when Eric got blood on it. Words have appeared on the pages in bright crimson script:

Greetings. Whom do I have the pleasure of addressing?

[Should you wish to answer the book, well... let me know what you'd like to do.]
[Lothos answered the book. It goes by the name of Pheldrazash and seems to know many secrets, including some magic spells it is willing to teach.]




Some rumours are circulating about shady goings-on that might be profitable in the port of Targnol, a small city about a week's march from Viridistan. It might be worth detouring to investigate one or both on the way back to the capital, at your option:

- A minor thieving crew called the Tenebrous Hand have stolen an ancient artifact of no small value. Well-placed bribes have kept the authorities out of it, but the original owners - a rich merchant consortium from Midwall - want their piece back and would probably pay generously. Hand members are often seen drinking in a dive bar called The Dog & Bastard.

- The rich merchant Philotheos Sten hasn't been around lately. His large estate lies on the edge of town, and nobody has been seen coming or going for several days. Some fear the worst while others remark on the man's riches, accumulated through a lifetime of trading. A few thugs are going to case his place soon. You might be able to beat them to it and see what kind of loot is lying around!
[The group visited Philotheos' home in Session 2.]


Monday, 25 November 2019

Session 1

NO SALVATION FOR WITCHES

1st Meadowlark, 4433

Characters

Aladar IX, half-elf magic-user 1 (Alex)
Tullius Jr, human fighter 1 (Jake)
Lothos the Undesirable, elf 1 (Mike)
Eric Withakay, human cleric 1 (Foulds)
Avala, human elementalist 1 (Brielle)
Two-Faced Humphrey, human spy 1 (Tim)


Funeral For a Friend

The characters met at the funeral of James Blake, an old army buddy who died under mysterious circumstances. They assembled to pay their respects on the way to Drydale Priory where longstanding rumours suggested heretical activities and/or valuable treasure.

A neighbouring farmer was the only other attendee. He was confused that Bishop Gray hadn't sent at least a junior priest to officiate and worried about Blake's missing 11-year old daughter Deotina. He also mentioned a group of tax collectors had been asking questions, and asked the group to find out anything they could. A search of Blake's home turned up little except his old Legion gear and a scrap of paper torn from his diary about the taxmen. There were signs someone had packed and left in a hurry.

At the caravanserai, the party found human bodies everywhere killed and mutilated in the most horrible ways. The only two people left alive were a terrified, useless traveler named Arrerand and the concussed woman Naniela, who was beyond his power to help. She mumbled and raved about "red lights in the sky... the dancing woman with skin of diamonds" and clutched her bleeding head wound. Eric healed her injury and she became more lucid. The two helpless travelers were interrogated about the tax collectors and recent events but didn't know much. The party sent them on their way.

The priory itself was unreachable, covered by an impassable dome of lambent red light. Leaving it for the moment, the group proceeded to Drydale for clues and found the citizens in the middle of a witch trial! Leading the event was a thin, intense man named Kynnakon. Four women had already been killed and a fifth cried upon the scaffold, pleading for mercy. At the back of the village, a strange glow similar to the red dome could be seen.

Thinking quickly, Eric stepped in and engaged the man in a discussion about witches and their verification. As a man of the cloth his words carried weight on these matters and he convinced the crowd to disperse. Without his mob, Kynnakon was less confident. He released the "witch" Mertysa to the party's care and told them a strange story: six women had passed through towards the priory a few days ago armed and armoured, dressed in strange clothes. Since then all their livestock had died and they blamed witchcraft.

Lothos circled around the village to investigate the red glow. A small red sphere floated at head height, softly glowing. While the townsfolk were distracted he took it in his cloak and rejoined the group, who departed before the crowd's temper could change again. Returning to the priory, the small red sphere crumbled into dust, sympathetically bringing down the giant glowing dome and allowing entry. Unluckily for the elf, the sphere destroyed a few of his possessions as it vanished from the world - including his spellbook!


Inside The Priory

The party entered the grounds, avoiding the church for now. Searching the outbuildings revealed a succession of horrors - women giving birth to mutated children, a man and woman fused together while still alive and a puddle of fast-moving scarlet bile.

Outside the baths, they were greeted by an imposing figure - Sir Karavon, a knight in gleaming white plate mail. He demanded to know their business and claimed to serve the cause of Mistress Orelia. After all his tough talk, battle was inevitable. Lothos sustained a terrible blow from Karavon's greatsword but the group felled him together and stripped the body.

The group had had enough of these horrors. They barricaded the infirmary full of aberrant children and set the roof on fire. While they were debating their next move, Kynnakon arrived on the scene leading a small torch-and-pitchfork mob. The group took up ambush positions, Tullius Jr slipped inside incognito as Sir Karavon while Eric addressed the mob, whipping them into a witch-hunting frenzy.

Inside the church was a whirl of activity: dozens of peasant women dancing in a mad frenzy guarded by five heavily armed foreign women, overseen by two robed & hooded men and an ice-pale Avalonian sorceress in a red sash. Orelia called out to "Sir Karavon," asking the knight for a report. Tullius Jr indicated the angry mob outside and mobilized the warrior-women to battle, remaining indoors at Orelia's side in case of emergency.

Battle was joined in front of the church! The Five Bishops (as they called themselves) guarded the door in a wedge formation, bravely meeting the mob's charge. What they weren't prepared for was the party's vicious ambush: Humphrey ran up behind one for a backstab while Aladar and Lothos peppered them from a safe distance. The Bishops couldn't withstand this assault for long and began a fighting retreat into the church. This turned out to be a mistake, as the mob charged in and held the door open! Things began to happen very quickly. Tullius Jr showed his true colours when he struck Orelia by surprise with his greatsword, nearly killing her in one strike. Retaliation with her magic wand did not have its intended effect. Two-Faced Humphrey ran around to the back and climbed up to a window for a surprise attack. Eric began smashing windows which allowed Lothos, Aladar and Avala to take up firing positions.

In a deft use of magic, Aladar used his Unseen Servant to snatch Orelia's magic wand right from her hand before she could use it again. Tullius' greatsword finished her off after that. With magical support from Avala's earth elementine, a diving attack by Humphrey and a magical grasping fist from Aladar, the two robed figures were destroyed and revealed to be only the flayed skins of men animated by Orelia's witchcraft.

With all opponents defeated, the mob began dragging the dancers off the platform and the party felt the beginnings of a tremor run through the building. Thinking quickly they fled the scene just in time for the church to come crashing down in a blaze of light and magic, killing or wounding all inside! The rubble began to burn, but Eric and Humphrey dragged over a tub of water from the baths, buying everyone time to sift the wreckage, rescue a few townsfolk and recover some valuables and the mysterious book they originally sought.

Exhumation

The smoky priory grounds were visited by a new group - the much-talked-about tax collectors! Their leader was a turbaned Viridian named Irmugar, sent by the Padishah to investigate rumours that Blake had stolen or unreported wealth. They seemed not to know he was dead. The party convinced the taxmen to take the peasant survivors back to Drydale - Irmugar indicated Tullius Jr and agreed the situation was well in hand with a "Knight of the Cockatrice" present. But something else he said got the group thinking...

The adventure ended where it began with the party exhuming James Blake by torchlight. Inside his coffin with his body was a locked oak box. Prying it open revealed a battered knife in an old scabbard, a locket containing a single golden hair, Blake's diary and a strange leatherbound book called The Great Devourer.

Eric meanwhile was perusing the blackened tome he had found in the rubble and touched its faded pages with his bloodstained hands. They blossomed into fresh crimson runes and symbols, while words formed in Imperial: "Greetings. Whom do I have the pleasure of addressing?"


ENEMIES DEFEATED

Charles & Gwendolin
scarlet bile
Sir Karavon
"The Five Bishops"
Orelia
2 animated skin guardians


TREASURE

Sir Karavon's white plate mail & greatsword (Tullius Jr.)
Assorted armour, weapons and ammunition from the Bishops (various)
Orelia's ivory-tipped magic wand (Aladar IX) and red sash (Tullius Jr.)
A mysterious blackened tome (Eric)
Blake's diary (Aladar IX)
The Great Devourer (Lothos)
Locket with a golden hair (Eric)

Silver drinking horn, carved with runes and studded with garnets, slightly scuffed (640 sp)
A silver-gilt radiated brooch ringed with amethysts (1200 sp)
Solid-gold decorative phallus (800 sp)

Treasure value: 2640 sp
Each character gets 440 sp and 490 xp


Monday, 18 November 2019

Welcome To The Viridian Empire




Welcome to the Emerald City!

Once the pinnacle of social progress and development, the Imperium has fallen into oppressive decadence. This is the price of peace: no more kingdoms to conquer or wars to wage. The paranoid Emperor grows increasingly out of touch with reality while his stranglehold on the Imperial tributaries begins to weaken. The Inquisition rules all aspects of social life. Deviation, unrest and ‘strangeness’ are not tolerated. Magic is viewed with suspicion at best. Nonhumans, alternative religions and those born ‘different’ are repressed or forced to the very fringes of civilization.

The capital is VIRIDISTAN - City of Spices, The Immortal City, tarnished Emerald of the Empire. This millennia-old sprawl built by a forgotten people stretches across the cliffs above Trident Gulf, its glittering jeweled towers and crystal domes visible for miles. Who would dare this crumbling, treacherous bureaucracy? Your characters: disillusioned war veterans, cutthroat mercenaries, repressed sorcerers and feared holy men - a generation of lost warriors, the empire’s last hope for a cynical age.

Fight on the side of Law against enemies of the state and the rising tide of Chaos! Accomplish your goals, amass wealth and rise through the ranks, but watch your back - traitors and heretics are everywhere and it’s not easy to know who to trust. See to it that you don’t fall victim to their plots - or burn alongside them!


A Message from the DM

Welcome to the game! Let me emphasize this is a drop-in game. We are all busy adults. Show up when you can, it’s okay if you can’t. The goal is to play with whoever shows up on game day. As long as we have at least four people, we can game.

Thematically, this campaign might be a bit unfamiliar: I’m drawing from swords & sorcery fiction (Fafhrd & the Gray Mouser for example), history, the weird tales of H.P. Lovecraft and Clark Ashton Smith, Conan the Barbarian (the books, not the movies), Dark Souls, Warhammer, horror movies and heavy metal. This isn’t the mythic or heroic fantasy of Lord of the Rings. Sometimes harsh shit goes down - on par with any Game of Thrones episode (with less tits).

There is no grand destiny that dictates victory. Adversity and tragedy will plague your characters every step of the way, and some will die! Adventuring requires teamwork, observation, luck, and bold action to succeed. Nobody knows who will be triumphant until the campaign’s end, but those who win through the coming days may call themselves mighty heroes indeed...



Rules:

Core Rules - Labyrinth Lord rulebook (free no-art version)

Expanded Classes & Spells - Advanced Edition Companion.



Players' Reference Spreadsheet - Equipment, Combat, Rules, Abilities & Magic - helpful reference!