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Thief: The Dark Project
In Unrelated Topics
Thief: The Dark Project
In Unrelated Topics
NWI Fun So Far
In AD&D
HD Atkinson
Mar 19, 2023
UPDATES: The group got their noses bloodied in Room I against a fortress full of Lunar Gnolls (they are like regular gnolls, but they have silver fur and are more hungry) and a Moon-Giant (like a regular giant but with a big moon for a head, you know how it is). The barbarian fried everyone with the Four Winds Bar pretty effectively in one session - like 2 PCs flat out into the negatives, used up everyone's healing magic, they barely escaped from that delve with their lives, limping or being carried out by the hirelings! A few of the characters have succumbed to the neurotic forces of Room I and will get -1 on initiative rolls. I am picturing this as a kind of fear effect that can only be removed by rest & time away from Room I, to counterbalance the awesome power of the 10-1 time dilation effects that my players love to use & abuse. Meanwhile, the first PC to join the Guild just got this in the mail: (I tired to copy the signature you used, but it just didn't look that good - it was obviously my handwriting, so I used a font) I am giving them the choice of going into Room IV where I have placed several modules: Isle of Dread, Guy Fullerton's Many Gates of the Gann, and a few others. Or slipping through the cracks of the Inn, and into a pocket dimension where I'll be running the death-metal attack of Princeofnothing's Palace of Unquiet Repose. In the meantime, I am planning a big party at the Inn for midsummer's day with contests, games of Evocation, prizes and other things to be won. Hopefully they will meet some NPCs and learn some more clues about the Inn. Today they adventure in town a little bit, and next session they go back into Room I for revenge against the Gnolls. We'll see how they do!
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Finished _Black Bottle_ last night
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HD Atkinson
Nov 30, 2022
:D
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NWI Fun So Far
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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
In AD&D
HD Atkinson
Dec 17, 2020
That's me baby!
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NWI Fun So Far
In AD&D

HD Atkinson

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