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NWI Fun So Far
In AD&D
HD Atkinson
May 25, 2022
so this is the play report I put up for my own group: SESSION 26 THE FOUR WINDS BAR 12 Sunstrong, 4433 Characters: Gorr, ranger 5 Daqqa-Jin, barbarian 2 Cassia, fighter 1 Lost in the Cellars The group was resting in the Night Wolf Inn after getting lost for a while [last session] when they were approached by an Amazon warrior, an aspiring champion of Athena who wished to join the company. Since Robert the Swift was in bad shape and his Mummy Rot wasn't getting any better, they were happy to have another pair of hands and welcomed Cassia to the group. The party returned to the library and tried their hand at the clock again. Some more experimentation by Daqqa-Jin led to a solution - after each combination, a few minutes of waiting was necessary to produce the right effect! The clock produced a rotting stench, a peal of thunder, the smell of flowers, smoke, and freezing cold before sliding aside to reveal a narrow passage. Daqqa-Jin proceeded in and found a gleaming chromium rod floating in a black void, securing it with his backpack. The group reluctantly followed when their friend was drawn into an extradimensional gateway! The group found themselves in a sealed room with magical frescoes of clouds swirling along the floor. Touching the chromium rod (called the Four Winds Bar) to each corner of this room opened a secret door and allowed them to escape in a flurry of mist, leaving behind the skeletons of less fortunate adventurers. Finding themselves in burial chambers of a familiar style, the group searched for a way out. They passed through the "Family Halls," "Hall of Adventurers," "Hall of Thieves," "Hall of Knights" and "Hall of Wizards," discovering many oddities & dangers. In the Hall of Knights, the dead were stacked high up to the shadowy ceiling, covered in ancient & ornate armour. When Daqqa-Jin began searching the corpses for valuables, the group were assailed by insubstantial undead materializing out of nowhere. Daqqa-Jin fled in supernatural terror into the darkened tunnels, his friends in hot pursuit. They ended up in a high-ceilinged cavern where mobile stalactites occasionally launched downwards to impale the unwary. The barbarian's headlong flight had placed them all right in the center of danger! A few of the party were brought down to a handful of hit points and they escaped only with a careful plan and a bit of luck. Cassia's player: "It's like a Metroid level!" Gorr's player: "We are all basically one Piercer attack away from death at any time." Daqqa-Jin's player: "Fuuuck, I shoulda rolled up an extra character..." The passed through the Hall of Wizards where the skulls of the dead swivelled to follow their every move, skeletal hands rasping in anticipation. They found a golden door decorated with nymphs and satyrs and a passageway with an icy wind blowing, but decided to pass through the Hall of Slaves towards the exit. They were pursued by two large, pale, corpulent crawling creatures like bloated centipedes but decided not to engage with them, running at top speed towards the tavern stairs. Back up on safe ground, the group explored more of the Inn's strange & mysterious rooms. They attempted to open a secret panel of some kind in the cloakroom, but weren't able to. Found the kitchen, staffed by odd gray-skinned people. Explored the parlour and played with a few of the musical instruments there, and found a magical horn hidden in a secret compartment! Upstairs they explored the smoking lounge, decorated with animal head trophies and paintings of diverse adventurers from around the world including Jeeves, Rain the elven bard and a Viridian named Rory. On the balcony they found an evil-looking amulet in a stone coffer and decided to leave it alone for now. Exploring from the library, they took a spiral staircase up through another "back passage" and ended up in the attic, emerging from a small, featureless black door. The ceiling lay close above and with no windows, everything was lit by little oil lamps. Many more guest rooms were up here, but the group descended the stairs to the 2nd floor. In the art gallery, they saw something truly strange. Accompanied by a spectral singing, the translucent apparition of a little girl wandered past them, seemingly unaware of their presence. This ghost or illusion or whatever it was did not respond to their attempts at interaction. The group waved and asked questions eliciting no response, until Daqqa-Jin asked "Where are you?" The ghostly child replied "Between starlight and hellfire," before vanishing. The party barely had time to register this odd event before they had another strange visitation: a stooped, cloaked figure with its face obscured, clutching an ornately carved staff in one wizened hand. This odd and spooky being spoke to no-one, instead tracing the path that the ghostly girl had followed, looking around the room intently before vanishing as quickly & mysteriously as it came. After all these strange experiences the party needed some answers. They spoke with Mr. Everbleed and learned many strange facts about the Inn, about special combat training, the strange phenomena they've seen, the identity of the mysterious Guild Master - and that Rain once owned a magic item called a "Four Winds Bar" as well! After some accelerated time in the Forest of Dreams, Eric Withakay was back up to full strength and able to use his clerical magic to heal the party and remove Robert the Swift's mummy rot - this also cured his curse of sleeplessness and he was able to get some rest for the first time in a while.
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NWI Fun So Far
In AD&D
HD Atkinson
May 04, 2022
Immortalized in song & story!
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NWI Questions Thread
In AD&D
NWI Fun So Far
In AD&D
HD Atkinson
May 10, 2021
More fun in the Forest of Dreams: Building on the adventure seeds Anthony gives us in the book along with a few modules, and my own ideas, I now have a sort of cosmology and a structure for the antagonists & obstacles in the forest. My players have been up to a few things: 1 - Defeated an undead wizard menacing a town of shades with his pack of shadow-mastiffs (I used The Crucible of Freya as the base for this, and changed a few things around) 2 - Explored a tower where prisoners were kept in time-stopped cells, freeing a knight from a lost age. This will come into play more & more as they search for the trapped princess they keep hearing rumours about. 3 - One of the clerics has been converted. He now follows Solaris, an ancient sun-god whose worship has obviously declined in past centuries, since daylight is not seen in the Forest of Dreams anymore. Whether the world can be changed enough to bring back day & night is anybody's guess (I haven't though this far ahead yet). 4 - They are now exploring The Enchantment of Vashundara, a short adventure from Melan's zine, Echoes from Fomalhaut issue #5. So far, really good. This room has seen a lot of development! They have found a few clues (dead adventurers' journals, stuff like that) which they need to translate. Hopefully they will have the presence of mind to ask around the inn or show them to other guild members. Hopefully this will direct them to the library and other rooms, & get them looking at some of the Inn's mysteries. Next on the docket: to map & stock the "ruin of insubstantial shadow" where a shadow-demon dwells!
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Cities on Flame with Rock and Roll
In AD&D
NWI Questions Thread
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HD Atkinson
Dec 17, 2020
That's me baby!
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NWI Fun So Far
In AD&D
NWI Fun So Far
In AD&D
HD Atkinson
Oct 08, 2020
OK guys, further update: The gang is still booting around the Forest of Dreams. They got lost a few times, but some really lucky rolls got them re-oriented. They have been bringing in weaponry for the shades who live there, since they can't work metal themselves. It's a hoot so far, and nobody has died yet (I'm looking forward to ripping that duct tape off soon, but we'll see). In the mean time, I have been working on some tables for life at the inn. Take a look through these, and tell me if I'm forgetting anything. I hope they may be inspirational or useful for other dudes running the NWI at home! WHO IS AT THE INN RIGHT NOW? TABLES Location of origin - D8 1 - PCs’ homeland 2-8 - Other NWI locations (this part’s up to you) What type of people are they? - D20 1-5 - guild members on a mission* 6-10 - guild members relaxing* 11-12 - passing non-guild adventurers 13-14 - nobility 15-16 - merchants 17-18 - criminals hiding from local law 19 - regular folks, curious passersby 20 - local authorities *(NWI pp. 137-140) WHERE AT THE INN? TABLE (D%) Use for other guild parties, random items, location of a lost comrade, whatever. I left off the BOWERY and other special rooms because it seems like very few NPCs would make it there. This is just a shorthand for when you need to pick a location fast. I have substituted some modules & campaign-settings I've been itching to run into a few rooms. (Original rooms are in brackets). For adventuring parties, modify by up to -20% according to relative strength of the group (level 1-4 adventurers would be doomed visiting the high end of the chart!!) 01-05 - Forest of Dreams 06-10 - Restful Seas 11-20 - Ground Floor 21-25 - Ynn (Murmuring Grasslands) 26-30 - Cerebral Cliffs 31-35 - Land of Nod 36-40 - The Stygian Library (Veil of Visions) 41-45 - Caverns of Repose 46-54 - 2nd Floor, Lofts & Towers 55-59 - Island of Slumber 60-61 - Stream of Consciousness 62-64 - The Belfry 65-67 - Qelong (The Node) 68-70 - Moon Crazy 71-76 - The Attic 77-79 - Narcosis 80-82 - Dream Sands 83-85 - Web of Drowsiness 86-92 - Cellars 93-94 - The Dark Passage 95-96 - The Comet’s Tail 97-98 - Pillow of Winds 99-00 - Voivodja (Angel's Daydream) RIVAL ADVENTURER EVENTS Use this table every time the PCs arrive at the inn, to see what the other adventuring parties have been up to. If they visit a lot, or it is the focus of the campaign, roll at some regular interval, perhaps every 2 weeks. You'll have to feel it out based on the pace of play in your game. Roll a d20 and a d% d20 1-10 - Consult the d% table below, and use this number (#) as called for 11-20 - No event at this time 1-6 - Red Herring: Group thinks they have a clue to the Inn’s mysteries, but it points in the wrong direction. 7-10 - Insulted the Staff: They are less likely to help this group (#): 1-5 Garden, 6-7 Jeeves, 8-9 Maggie, 10 all three. Things go worse for the group. Apply -5% to this table in future. 11-18 - Disaster: Things went wrong (#): 1-8 divide by 2 for number of members dead (minimum 1), fractions are major injuries, each body has 50% chance per surviving member of being recovered. 9 only one survivor, 10 total party kill!!! Place any remains in a monster lair or dangerous locale. 19-28 - Setback: Lost something other than life. Equipment, a clue, relationships, etc. 29-38 - Homeland Activity: Company occupied with other things for (#) weeks 39-55 - Trade-off: Company gained one thing and lost something else. Normal adventuring. 56-62 - Roster Change: 1-3 gained (#) of new members, 4-7 a member is indisposed for (#) weeks with training/injury/etc, 8-9 a member retired/quit/died, 10 the company disbands. 63-76 - Keyed Encounter: Met one of the example encounters in the book, or one you have placed in the room wilds. May come back with information, clues or warnings. 77-85 - Windfall: May be seen flashing their victory around (#): 1-5 loot & experience points, 6-8 information or map, 9-10 magic item 86-90 - Famous Success: Defeated a powerful foe or explored a great mystery. As they’re on a hot streak, others flock to the group’s banner. 91-96 - Befriended the Staff: This group is well-liked at the Inn (#): 1-6 Jeeves, 7-9 Maggie, 10 Garden’s grudging toleration. Things go well for the group. Apply +5% to this table in future. 97-00 - Clue: To the mysteries of the Inn. Might be written on a scrap of paper, maybe an interesting item. Likely not in the ‘correct order.’ I have never run competing adventuring parties, although I understand it is a staple of classic play. It's one of those things I never had occasion to do before. Table results for rivalries & competition seem applicable as well, any suggestions from folks are welcome.
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Pretty Darn Hard to Find
In AD&D
HD Atkinson
Oct 08, 2020
daaaaaamn lookit that paint job!!
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HD Atkinson
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