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Category: Musings (Page 5 of 9)

Towers of Mystery and Ley Lines

Our colonists studied the mysteries of the Towers, trying to find a way to travel from point to point without allowing others to do the same. Eventually, the party went through the portal of the first tower, and came upon a large snake and a Kobold Shaman controlling that snake. The party battled, concetrating on the Shaman. Once the Shaman was defeated, the large snake became torpid and nuetral, and the party was able to navigate around it. Loud noises downstairs suggested the rest of the kobolds were bracing for a fight. Instead, the party simply figured out the placement stones of the Tower, and teleported to the third tower. Upon their arrival, a Clockwork Mymidion detached from the wall and defending the Tower. With an annoying metallic “Enemy” uttered everytime it fought one of the party members, a close fought battle went the party’s way. Defeated and deactivated, the party investigated the clockwork device. Part machine, party creature, the Clockwork device gave up a secret. That was, through its visor, the party could see that the Tower and a road to the south sat upon, and were energized, by electric blue Ley Lines. These Ley Lines were enfused by magical power, which the party decided to draw upon. As the tower was invested with a large kobold host (guarding the nearby Kobold King’s Demesne), the party used Calem’s magic missile wand to blow open the large double stone doors leading into the demesne (also taking out several kobold guards). Quickly recharging the wand on the Clockwork device’s wall charge, the party then rushed the now opened passge into the Demesne. After a battle with the remaining Kobold Guards, the party found themselves locked out from an interior door into the Demesne. But they had learned some sectrets about the Towers, and the Ley Lines. The New World seemed very old indeed, with questions answered only leading to more questions. Who layed the ley lines? What was their purpose. Who maintains them now?

Stan’s RPG Bucket List Updates

I’ve been keeping tabs on my ‘RPG Bucket List’ for a few years. I just added two more items to the bucket list:

Here are some videos describing the above:

I updated my bucket list to check off the following items which I’ve done in the last two years. Wow, I’m really making progress!

  • Develop and publish a GM toolkit (DONE).
  • Develop RPG Convention tournaments or contests (DONE).
  • Help with an RPG Convention (DONE).
  • Run a campaign that starts at level 1 and hits at least level 10 (DONE).
  • Play the same character for more than a year (haven’t done this since the 80’s) (DONE).
  • Run a licensed game campaign that made people go “This feels like playing the Show.” (DONE).
  • Run a Star Wars campaign (DONE).
  • Play or run a Middle Earth Lord of the Rings roleplaying campaign such as 1st or 2nd Edition MERP (Middle Earth Roleplaying, http://en.wikipedia.org/wiki/Middle-earth_Role_Playing), or The One Ring (now in print, Cubicle 7 http://www.cubicle7.co.uk/our-games/the-one-ring/) or D&D 5e with custom backgrounds (DONE).
    Design an interesting, original magic item (DONE, the clock-ticking-down demon sword in a 1st Age Redmark game).
  • Play or run classic D&D modules which I’ve never played starting with the UK series: The Sinister Secret of Saltmarsh (DONE), When A Star Falls, Bone Hill (DONE) and Nights Dark Terror; then on to Dwellers of the Forbidden City, The Hidden Shrine of Tamochan, The Forgotten Temple of Tharzidun, Against the Cult of the Reptile God (DONE), Scourge of the Slave Lords (A1-4), The Lost City, Queen of Spiders (G1-3, D1-3, Q1), and just maybe (with a character I don’t mind losing) Tomb of Horrors (S1).

— Stan

The Tower

Our colonists, fresh from saving the lumberjacks from the Kobold scourge, next followed a map found in the Kobold lair to perhaps find a cure for the Bloody Pox. Added to the map was information giving by the sole survivor of the previous colony, Jacob Bluecastle. He let it be known that the Bloody Pox could be cured, and the cure perhaps found in the far off Kobold King’s demense.

So our colonists set out south, towards a tower as indicated on the map. Through snow, across the flat plains, the party journeyed for days until they found a mysterious tower, 80 feet high and alone in the plain. It’s manufacture odd, with technology lost to the current times. The party entered the tower, and almost immediately fought a scouting party of Kobolds who had taken up residence in the Tower. The battle was close, but the colonists prevailed. After finding out information about the bloody Pox and it’s possible origin, the party went upstairs, to find Kobold Artificers had fled, and a strange portal on the top floor. It appeared to be a teleportation device, maybe linked to many others. The cure seemed closer all of a sudden, and yet, wrapped in danger.

Rescued!

Our intrepid colonists tracked down the kobold force, and the five lumberjacks that had been absconded with and taken to the kobold hold. The trail stayed warm, and as the party turned the corner, they were blasted by three kobold Fire casters. After a close battle, the party continued into the depths of the kobold caves, where they found the foul dragon kin had made it their home. Exploring ever deeper into the caves, they finally came upon three kobold alchemists, and a blue Dragon Wyrmling on a collar with the Kobold Chieftain. A nasty fight ensued, but the partyy was victorious.

The luberjacks were rescued, as was a longtime settler from the Gothic Empire, Jacob Bluecastle. jacob let the party know about a cure for the bloody pox, and that a map found in the caves contained the way to the kobold King’s hold. The party looked around the caves, and decided to return at some future time. But for now, they returned back to Vidorville as heroes, lifting the spirits of the settlers. the lumberjacks had been rescued and safety returned to the Colony.

Kidnapped!

Josiah, Mandella, and Harcourt were among the crew of lumberjacks working hard to fell trees for the lumbermill. Winter was fast approaching and there was no time to waste building shelters. Each had signed up not to cut trees, but to start a new life in the new world. But on an early November morning, with a slight dusting of snow collecting on the leaves of the forest they worked in, suddenly, a party of scaly lizard like creatures burst out of the thicket, chattering and hissing, and attached their party. The soldiers quickly responded, but three went down with spear wounds, and the others wavered against so many. soon, the reptilian creatures rushed the workers, and but burlap sacks over the three workers heads. Each were roughly picked up, and hauled to some distant base. They had been kidnapped.

Our brave colonists responded by forming an expedition, tracking the tracks left on a river trail, until reaching some strange base. On the way, they fought off an ambush of the scaly creatures, with few wounds. When they came upon the Kobold base, it was clear the Kobolds hadn’t built it, but instead whatever predecessor species had come before. Perfectly hewn walls, smooth pillars, this was no Kobold den. The party crept ever inwards, until confronted by fire breathing kobolds. A tough skirmish ensued, but the party was victorious. Looking over the bodies of the three fire breathers, a long, dark hall continued downward. What lay before the colonists? More kobolds, or something worse?

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