Rise Of The Snakemen [Forgotten Realms]

Brakkart

First Post
Jebodiah Bugman's History

The tale of Jebodiah Bugman, by Urgrim Trollbane, Loremaster and holder of the long list of grudges.
Thought of the day: Never trust an elf

Here lies the tale of Jebodiah Bugman…

On the 3rd day of the 2nd 10-day, Ches, 1337, Jebodiah Bugman was born. Son of Josef and Helga, Jeb was raised within the grand walls of Citadel Adbar.

Jeb’s father, Josef, was famous throughout the great Dwarven realms for his brewing, and it was within Citadel Adbar that he made his infamous Troll Brew and the legendary XXXXXX. The quality of his beers was second to none and he began to train Jebodiah in the fine art of brewing.

Jeb came from a long line of warrior Dwarves, his grandfather; Zamnil Bugman was one of the greatest Shield Dwarves, ever vigilant along the walls of the citadel and one of the mightiest of those to wade into battle with the greenskinned menace.

Citadel Adbar lies to the north of Faerûn, a great garrison to the ravenous hordes of the greenskinned Orcs who vie to overrun the Forgotten Realms. The Citadel itself is built into the earth and most of it lies underground. Its defences are so strong that it has held fast from over 100 Orc attacks.
Inside the Citadel, an impressive metal works leaves the air filled with filings and the taste of iron and the cacophony of these works and the subterranean nature of the garrison leaves Elvish and Human visitors often nervous, although Halflings and Gnomes feel quite at home.

Amidst the industrial core of the Citadel lay Bugman’s Bar, a large building carved out of the natural stone. It is here that Josef brewed and sold his beers and it is here that we find our hero. Jebodiah Bugman was taught by his father the ways of brewing throughout his childhood, appreciative at first, Jeb soon became reluctant to follow in his father’s footsteps.

Learning of the tales of his Grandfather from his mother, Jeb soon became enthralled by the stories of bravery and courage told to him. Wielding his masterworked Urgrosh axe and wearing the finest chainmail, Zamnil would enter battle unafraid of death, his two-handed axe bringing down an innumerable number of Orcs before the huge north walls of the citadel.

Zamnil’s tomb lies not far from the site of Bugman’s Bar, and it houses a large crafted stone effigy of the brave warrior. Ever cool from the wet walls of the citadel, the tomb is solace to the Bugman family. The warrior’s weapons and armour hung from the walls, cleaned from rust and kept sharp by Helga, it is a constant reminder of the threat of invasion in which all of the occupants live with every day.

Josef Bugman was born in the Citadel, he was the proud son of Zamnil and Hilda, however he failed to meet his father’s expectations of becoming one of the warrior Dwarves that manned the defences of the keep. Instead, Josef taught himself how to brew beer and ale, in fact, some of his earlier contraptions still lie, brown with rust, in the basement of the bar. A disappointment to his father, he married Helga and she was soon with child.

It was in the bloodiest conflict with the Orcish hordes that Zamnil fell; a thousand Orcs swept onto the defences, a seemingly unstoppable torrent. The battle outside the defences was short and bloody, the horde sweeping through the defenders before the walls, the earth becoming wet with rain and slick with blood, the battle raged upon the walls.
It was soon looking dire for the dwarves, the walls had been breached and the conscripted forces were being pushed back. However, the clever ingenuity of the dwarves of Citadel Adbar saved them from destruction; they laid explosives within one of the north towers, the defenders inside unperturbed by their grizzly fate.
Meanwhile, the conscripted Shield Dwarves were battling within the labyrinthine tunnels of the citadel; bottlenecked, the orcs were easy pickings for the determined dwarves.
Amidst the roar of battle, a great explosion rang out unto the Forgotten Realms, the north tower exploded in a mass of stone and debris, the remainder of the tower toppled over and fell onto the field of battle. Many hundreds of Orcs were crushed or their bodies broken from the huge mass of stone hurled outward from the explosion, they did not, however, cease their advance.
Battered but not beaten the stoic defenders fought long and hard, baying to keep the threat of Orcs from overwhelming them and then sweeping through into the west of Faerun. For many days and nights the defenders fought the greenskinned usurpers within the corridors and tunnels of the citadel. Finally the horde was stopped, a few feet from the great interior core of the citadel.

The calm after the battle was met with a pale dawn, and the survivors counted the dead… among them, Zamnil’s broken body lay slick with wet soil and blood, yet proud amongst the many orcs that fell to his blade.

It is within his tomb that the tale of Zamnil was written, on the same walls that bore his arms and armour; both of which were taken up twelve years later to the day of his death by his reluctant son, Josef. In the defence of the Citadel, all Dwarves took up arms and manned the defences; this was one of those days.

Jebodiah’s father had never likened to war like his father had, since the death of Zamnil; he had become more and more introvert. Always happy when working, he never did speak of his father, even to his closest friends or most loyal customers.

The fighting had already begun by the time the conscripts had been readied. Caught off-guard, the Shield Dwarves of Citadel Adbar had only the might of the walls and their lives before defeat. Another great horde of Orcs had amassed, and it was not long before the conscripts were in the thick of the fighting.

Butchered and bloodied Josef’s body lay, not far from the site of his father’s death. The Citadel was safe, but at what cost? Adbar was never undermanned, but its forces were always overstretched after a conflict.

Angered by the needless and unrelenting death of his people, Jebodiah left his mourning mother; took up his grandfather’s arms, which had been laid with his father in the tomb and left the Citadel. Fuelled by the hatred of the green-skins, Jebodiah trod the path of the Barbarian; wandering the mountains of the Silver Marches, amongst the Dwarven scouts; killing all the Orcs he saw.

His bloodlust quenched, Jeb journeyed south-west to the city of Baldur’s Gate, knowing that his return to the Citadel may not be a welcome one; he went about finding himself a job- perhaps this great city would present some opportunities for our hero?

Writers note:

Permission given to Robert “Bob” Langford to post this document on the internet.
Some of the more vigilant readers may notice that I have taken the character Josef Bugman from the WARHAMMER fantasy world, from GAMES WORKSHOP; I’m sure they won’t mind as I was a bit stuck for ideas for a character and thought I could use the idea of Josef and the bar as a stepping stone, the rest of the work is my own.
You may wish to know that this is my first participation in a well-written and background-worthy Dungeons & Dragons campaign. My thanks go to the DM and the other players.
This is a working document and will be updated regularly with the inclusion of Jeb’s exploits added to the journal. I also feel that the last half of the background is well, a little thin, so do not be surprised if I also change this.
I understand that this document may not be historically accurate to the events in the Forgotten Realms, but give me a break- I’m new to this D&D lark, understand?
 

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Brakkart

First Post
DM's Log of Session Ten

Marpenoth 16th saw the group waking up to a rainy day in Waterdeep. As with yesterday they met up at the Yawning Portal near noon, and as they were drinking their first round and debating who was going to do what that day, they watched as a city guardsman entered, conferred with the barman and then tacked up a notice on a message board, which they (and many other adventurers in the Inn) duly read. The notice read as follows:

"Sir Justin Melenikus, a renowned knight of Helm, needs brave and hearty adventurers to help slay monstrous threats from the dreaded Mere of Dead Men. Fell creatures have been attacking caravans on the High Road, slaughtering travelers, and endagering Waterdeep's trade with its northern neighbours. Unless the monsters are defeated, all trade to the north could be halted. Sir Justin and his watchers have made camp in the ruins of Iniarv's Tower, located four days' walk toward Leilon. Interested parties should meet with Sir Justin in person."
"Rewards for slain monsters shall be authorised by Sir Justin. Gold shall paid by the Free Merchants' Guild upon presentation of a stamped writ from the knight himself."


The group decided that they should set off for Iniarv's Tower tomorrow. In the meantime, they split up. Noob and Jebodiah elected to remain in the Portal and sink a few drinks, as well as be present should any of the rest need to leave a message for the rest of the group when they got back. Aeron mentioned something about a family matter, and headed off across the city to his family's home. Zamtap and Ki took it upon themselves to try and find out more about Esau Enoch, whilst Elena and Gylippus headed to the Waterdeep branch of Buckman, Brintle & Mite.

Reaching the store, the pair were annoyed to find it very busy, with a long queue at the counter, and since both needed some new clothing after the past month (especially Elena who needed something less piratey to wear), they decided to come back in a couple hours and go clothes shopping first! Zamtap & Ki headed to the headquarters of the Watchful Order of Magists & Protectors to ask to check their records, but with neither of them able to cast even an arcane cantrip, they were soundly refused entry. Not giving up easily, they headed to a nearby watch station, and asked to see the criminal records. Caught off guard by the bluntness of their request, not used to such, the desk sargeant asked why they needed to see such, to which Zamtap mentioned that they were engaged in hunting Esau Enoch. The sargeant grimaced and pulled out Enoch's file... a tome thick enough to club a giant senseless with!!

The sargeant showed them artists impressions of the grisly findings at several of the scientists laboratories, and mentioned that he had not been seen in some years. Also that he had a habit of always writing a personal journal in which to record his genius. Asking whether they were serious in hunting him down, the pair nodded and mentioned that they had good reason to believe he was in the area. The sargeant rang a bell, summoning a colleague and assigning him to join the pair in the hunt. Sargeant Thols Peredhel, a half-elf paladin of Torm, and city watchman was tasked with bringing Enoch to justice, and with ensuring that his new companions stayed within the law, and refrained from engaging in vigilante activity within the city.

On returning to Buckman's store, Elena and Gylippus asked whether stock has started to vanish, and as they suspected, there have been thefts. the same list of supplies missing is related to them, and as tallied with Enoch's letter they found at Broca House, the amounts are much smaller, and the thefts less common, occurring every other week or so. The store manager informs them that the cost of the goods is so little that he has all but written the losses off as "the cost of doing business".

Aeron checks in with his father and the two talk about Esau Enoch being back in this part of the world, a matter of grave concern for both of them. They decide to keep this information from Aeron's mother, even as Aeron announces that he has gathered a band together and they will be going to hunt down the villain on the morrow. His father wishes him good hunting.

Meeting back at the Portal, the group catch up on each others doings, and Thols is introduced to the others, much to Aerons annoyance, as Zamtap has filled the paladin in on what the group are up to, and his duty to tell the truth, conflicts with Aeron's desire for secrecy when an elf sat at the next table inquires about the groups destination, with Aeron stating that they are headed south towards Baldur's Gate, while Thols calmly insists that the party are bound for Wolfhill House to the north. Somewhat bemused by the squabble, the elf introduces himself as Craulnober and suggests that he might be interested in hiring them if they ever get back from wherever it is that they are going.

Bored by the others discussions, Elena made her excuses and left, heading back through the streets towards her inn, but after a short while she realised she was being followed. Ducking into a doorway, she waited and then spied her tail, a young man with a shaved head. She stepped out and confronted him, and was attacked. Though her opponent went first, the lady pirate easily outclassed him and swiftly cut him down, though she used her healing magic to save his life. Searching him, she pocketed some gold coins, and also saw a familiar sabre-toothed snakehead tattoo on his back. Starting to drag his comatose form through the street towards the nearest watch house, she was stopped and arrested by a watch patrol, and taken to Watchhouse Nineteen. An officer was sent to fetch Thols when she mentions him by name, while the injured man was taken to a nearby temple to be healed, a guard being placed on him.

The next day, Marpenoth 17th, saw Elena and the rest of the occupants of the watchouses's cells herded into a waggon and taken to the ward magistrates office. The rest of the group made their way from their inn's to the courthouse to hopefully help to get their comrade acquitted as she had been charged with brawling and grevious bodily harm. The hearing however, was abandoned before it really began as the court was informed that the injured man had vanished, leaving a dead priest and guardsman at the temple. Not wishing another pitched battle with the cultists in the midst of the city, the party grabbed their mounts from stables and headed out of Waterdeep, riding north along the High Road. They made camp that night beside the road, but other than other travellers on the road and farmers working the fields and orchards on either side of it, they encountered no-one.

The party rode hard all day through Marpenoth 18th and by evening had made their way to the fortress trading post of Thornhold, a few miles south of the Mere itself. they paid for rooms, food, ale, and stabling and rested in safety behind the thick walls that used to be home to the Knights of Samular (an order devoted to Tyr), but was now run by a woman named Bronwyn and her dwarf allies.

At noon the next day (Marpenoth 19th), after a hard mornings ride along the High Road beside the vast Mere, the group arrived at Iniarv's Tower and were shown into Sir Justin's map room, inside the tower which he and his companions were clearly in the process of rebuilding. After briefing the knight of Helm on their situation and intention to explore Wolfhill House, they were given some information on the area. They were told that the house is not on the list of the Justin's targets in the Mere, as he had thought it home to nothing more than large insects. Their information that the Yuan-ti and Esau Enoch are there, was a shock to him, and he gifted the party with some healing potions and offered them stabling for their mounts at the tower. He updated their map, as well as letting them know that the house lies within the territory of a tribe of lizardfolk who call themselves the Poison Dusk. "Damnably good archers the lot of them!" he states.

Elena suggests the group should take boats to get to the house, but none of the others agree, preferring to take the only land route to the site, a narrow causeway through the swamp, miles in length. Bidding Justin goodbye, the party set out and headed down the High Road to where the causeway starts, electing to make camp there for the night and enter the Mere in the morning. The night is uneventful apart from one slightly worrying occurance on second watch when the croaking sounds from the swamp frogs are disturbed by a single very loud CROAK, the swamp then falling silent. Elena and Ki on watch, looked at one another uneasily at that...

DM's Notes:

Well thats two sessions with only the barest trace of combat, so the next few sessions will make up for its lack, as the group are about to really go through the grinder. I think the group needed a couple "easy" sessions, to get them more into character, and some of the groups personalities are really starting to show through (hopefully I'm doing a competant job as chronicler in showing that in these logs). Also added in the eighth player, and had a few of the group complement me on how I introduced him, as getting a new PC into a party is never easy.

Ohh yeah, and apologies for taking so long to post this!
 
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Brakkart

First Post
The Party With No Name (Updated 22 November)

Here are the updated short stats for the group:

Mark Noob Saibot CG Human Ranger2/Rogue3
Alastair Gylippus CN Human Rogue3/Wizard2
Gareth Zamtap N Human Cleric4 (Gond)
Dan Elena Morningstal CG Human Fighter2/Cleric1/Swashbuckler2 (Valkur)
Phillip Aeron Greycastle NG Air Genasi Wizard4
Tony Ki Tendragion LN Human Rogue3/Monk2
Matt Jebodiah Bugman CG Dwarf Barbarian3/Fighter1
Richard Thols Perendhel LG Half-Elf Paladin4 (Torm)

As you can see the group has swelled to eight players now (and thats the upper limit I've imposed, I've DM'ed for eight before doing a 2nd edition Night Below campaign, so eight I can handle).

As to the variety of levels, Gareth missed the whole Broca House invasion, Dan missed half of it. Matt's dwarf has died twice, and Richard joined after the campaign started so enters at a level below the upper level in the party.

On the plus side, Zamtap and Jebodiah have histories written up now, and I should have (hopefully) histories for both Elena and Aeron soon.
 
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Brakkart

First Post
Fraggleonacid said:
Small correction, Gylippus is Rogue 3 / Wizard 1. 5th level has nothing to recommend it (Wizard 2) so I'm giving it a miss...

Duly noted and I've edited the party stats above to relfect that. You can't skip levels though, you can only go up 1 level at a time, so you can't jump from 4th to 6th.
 

Fraggleonacid

First Post
Yes, I know. But if you hold back until you are within a few hundred XP it can feel a lot like giving it a miss. (I've actually elected to take the level 'early', the rewards for holding back at this level aren't that great either - only about 10%)
 

Brakkart

First Post
DM's Log of Session Eleven

Waking on the morning of Marpenoth 20th, the party girded themselves for a hard slog along the causeway to the knoll that the house was built upon. With Thols in the lead, Elena just behind him and the others following them in single file, they set out into the Mere of Dead Men.

All went well for many hours, and as the sun was dipping in the sky , and the shadows were lengthening, they were finally able to see the heavily overgrown hill up ahead, the causeway leading to some sort of small ruined buiding at the edge of the swamp. It was then as the group started to relax that Aeron realised that something was very amiss. His attention very much on the swamp, he bagan to hear the birdsong of a type of bird he knew to have been hunted to extinction decades ago. Realising instantly that the sound was being used as a call signal, he carefully looked to each side of the causeway, and spotted the moving shapes of about two dozen lizardfolk closing in on the group. Immediately casting Protection from Arrows on himself, he called out a warning in Elven and Dwarven, but only a couple of the others got it, before the swamp rang to the sound of plucked bow strings, and the sky darkened with arrows!

Attacked from both sides, and heavily outnumbered, the groups cohesion faltered, andfor a moment all was chaos, as arrows struck home on several of the group. The Poison Dusk tribe certainly lived up to their name, the tips of their missiles coated in blue whinnis, to debilitate their foes. Seeing the ruin up ahead with its stone walls as their best bet, several of the group surged down the pathway towards it, running the gauntlet between various groups of the scaled archers, each advancement met with a hail of fire from newly appearing archers.

Growling in anger, and fed up of being shot, Jebodiah unsheathed Stormcleaver, looked around, spotted the biggest, meanest lizardman he could lay eyes on, and bellowed a challenge at him to face the dwarf in single combat. Unable to refuse such a direct threat in front of his men, the lieutenant dove into the swamp water and swam towards the causeway, powerful tail pushing him quickly towards his taunter.

As the others continued to move down the causeway, arrows bounced off Aeron left, right and centre, and the wizard launched spells to whittle down the numbers of archers harrassing his companions. Not wanting to be outdone by the genasi, Zamtap drew his pistol and started firing at those shooting at him, to give them a taste of their own medicine. Having reached the relative safety of the ruins, Gylippus and Thols ducked into cover, the paladin suffering from several doses of poison, shafts sticking out of gaps in his armour. Elena and Ki likewise reached safety and drew their missile weapons to return fire from cover, Elena's efforts delayed by her bowstring snapping.

Back on the causeway the lizardfolk champion leapt out of the water, spear in hand to do battle with the dwarf, only to be swiftly hacked apart in a duo of awesome blows, the barabrians waraxe, showing just why it was named Stormcleaver, as twin crashes of thunder echoed over the Mere, his opponent reduced to shower of red mist and chunks of flesh. At this display of sheer carnage, fully half the remaining Poison Dusk beat a hasty retreat, not wishing to be the next to meet the dwarfs axe. With that settled, Jebodiah headed towards the ruin, leaving the remaining lizardfolk to be quickly picked off by Elena, Ki, Zamtap and Aeron.

Checking the ruin, the group were able to determine that it must have once been the gatehouse to the Wolfhill estate. They also encountered a trio of giant worker ants, who were systematicly demolishing the place, taking the materials elsewhere back to the nest. Deciding to camp at the edge of the hill for the night, the group set up base amidst the massive reeds and set about healing up, with Zamtap muttering about how he'd have to memorise a lot of lesser restorations the next day to rid the group of all the poison in their bodies.

DM's Notes:

Well this entire session was taken up by one long battle, with two battlemats laid end to end, the group having to make it along the length, with arrows and lizardfolk coming at them from all quarters as they did. I'd never run a "Run the Gauntlet" style battle before, but I think it was a lot of fun and everyone had their moment (especially Jebodiah and the impregnable Aeron, who just walked through it all!). No doubt the Poison Dusk will lick their wounds and they'll be ready for round two when the party leave the hill (which they regard as taboo).

After two sessions of little to no combat, I think the guys enjoyed an episode of serious dice rolling, I know I did!
 

Brakkart

First Post
DM's Log of Session Twelve

Rising early on Marpenoth 21st, the party turned to its healers (in particular Zamtap), to rid them of the effects of the poison in their blood, and the Gondsman did just that. In the morning light, they notice that the giant ants have removed more than half the ruins during the course of the night, and there likely will not be a gatehouse remaining at all very soon. The group pack up their things, and trek up the carriageway towards the looming edifice that is Wolfhill House itself, the structure massive and heavily overgrown with vines and creepers, most of its windows having shattered. The group are briefly puzzled by the enormous anchor sat in the middle of the carriage turning circle in front of the house, until Elena points out that it is from a galleon, and Zamtap remembers that Hezekiel Wolf was a noted mariner.

The party entered the house through the broken brass front doors, walking into a large ballroom, strewn with dead leaves. Empty apart from a large statue, and a pair of staircases that curled up to the upper floor, they shrugged and headed to investigate several of the doors leading off the room. Elena opened the first, and walked into a small powder room. Sifting around, looking for treasure, she lifted aside one of the remaining curtains and was immediately grabbed by it, the swathe of green cloth wrapping around her body, holding her helpless as it began to constrict around her throat. Her choking sounds drew the attention of Gylippus and Zamtap, they coming to try and help her, bashing and cutting at the curtain even as the sounds and struggles from Elena became less and less. Ki joined in, trying to pull down the curtain rail which it hung from with a grappling hook and rope but to no avail, as Gylippus used magic to weaken the cloth's hold, but even that did little to relieve Elena's plight. As Jebodiah and Thols raced to try and help, Elena made one last effort to free herself, finally slipping from the weakened curtains deathgrasp as her friends slashed at it.

As she healed herself, her throat painful in the extreme, so Gylippus decided to keep what was left of the killer curtain, wrapping it another curtain carefully, and tying it up. The party also decided to keep two small ceramiic vases they found, figuring that they could fetch some good coin back in Waterdeep. With that brush with death behind them, the group decided to stick together as they progressed through the west wing of the grand old house. Jebodiah bashed in the door to the parlor, and then as the others went off to explore the library, he and Thols headed out onto the patio and went peering in other windows from the outside, staying in close to the house lest they attract the attention of the giant wasps buzzing around the roof two stories up.

The library proving to have many hundreds of books on the sea, Elena was crestfallen at the realization that she couldn't possibly take them with her, and sulking went to join Thols and Jebodiah outside. After the brush with the curtain of death, Aeron quickly grew wary of all furniture, refusing to condone entering the museum of stuffed animals that Gylippus and Zamtap discovered, lest they animate.

While the others explored the librarys contents, the three fighter types went for a walk around the outside of the eastern wing of the house, peering in the broken windows and they walked back into the ballroom at the same time as the others, reporting a room filled with suits of armour and a giant stone head "We're not going in there, they'll animate and kill us all" said a paranoid Aeron, as well as a massive conservatory in which there was hanging a skeleton of a sperm whale of all things. Deciding that was soemthing they had to see, the group opened the door into the large octagonal glass walled chmaber at the back of the ballroom and walked in, seeing not only the whale skeleton suspended on cables up above, but also a large statue of a naked human woman with lobster head and claws, which Zamtap identified as beign a representation of the Koa-Toa goddess Blibdoolpoolp... which led to a couple minutes of them all falling about in laughter at the deitys name!

The trio also made mention of a room at the back of the west wing with intact windows, that was completely empty, and had a staircase leading down. Gylippus decided that was their best bet to finding wherever it was that the Yuan-ti were lairing and the group made its way around the the back doors to the room. Finding them barred from the inside, Thols, Elena and Jebodiah, walked back a few feet and then as one ran at the door, and shoulder charged their way inside... to be met by Gylippus who had simply smashed a window and walked in that way.

With the dwarf in the lead and the paladin right behind him, the group proceeded down into the cellars under the house, walking down the stairs into a vast pillared chamber with corridors leading off in three directions, a large pile of coal in one corner of the room. Jebodiah had barely cleared the stairs though before he was savagely set upon by a trio of hulking histachii, claws and teeth tearing into him.

Seeing the danger, Zamtap leapt forward, rolling and ducking through the throng of broodguards, and slapping a cure spell onto the dwarf, tumbling out the other side of the furious melee without a scratch on him! The rest of the party surged down the stairs, leaping and dodging into positions around the histachii, even as another of the scaled monsters ducked out of the shadows and launched itself into the fray, hissing and spitting as rage overcame it and its fellows.

Seeing Thols go down, as two of the creatures bit deeply into him, Zamtap waded into the fight, warhammer swinging and rescued the servant of Torm, healing his wounds, even as the histachii turned their claws on him, tearing gouges in the clerics flesh. Staying back up on the stairs, Aeron used his spells as best as he could, the speed and hardiness of the histachii thwarting his best efforts to stun and incapacitate them.

Fighting to great effect, his nimble form able to get to where he could deal the most damage quickly, Ki slew two of the creatures, and another fell to Gylippus' rapier as he had wasted no time in getting into the thick of the fight, rather than rely on his spells. The last of the broodguards was pinned against a wall and massacred by Elena, and the angry company of Thols and Jebodiah, eager to get payback for the wounds they had suffered. Recovering a gemstone from each of the vile things, the group looked about and could see only three tunnels leading away into darkness...

DM's Notes:

Well to my credit it was 12 sessions before this lot ended up in a dungeon, but this is D&D and they've already had a dragon, so this was kinda inevitable! I am using the maps and most of the details from the "Slave Vats of the Yuan-ti" adventure from Dungeon magazine, with a few notable changes, which will be explained later on.

I do enjoy having some laughs in any session, I find a bit of comedy works well in most games (with Ravenloft being a notable exception), and so I have to laugh at Aeron's insistence that everything is going to come to life and attack the group somehow... I'm not saying it won't, but it is funny!
 


Brakkart

First Post
Elder-Basilisk said:
I was expecting the skeleton of the sperm whale to animate and attack them. I think I'll have to use that in some adventure. It's a great image.

Oddly enough thats about the only item in the house that Aeron didn't think was going to animate and attack them. Can't take credit for the imagery though,. that belongs to Jason Kuhl who wrote the module I'm basing my Wolfhill House off of. I wonder if he is on these boards?
 

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