Wednesday, October 29, 2025

Valiant Swords of Greyhawk: Session 21 - Double Dragon

 

Our Heroes:

  • The Mighty Xyzzifax played by Alex
  • Minion Samson played by William
  • Minion Jaric played by Dave
  • Minion Lantor played by Brandon
  • Minion Braedon played by Terry

 The party is level 5 at this point. This account is mainly written by Xyzzifax. We beginon Day 58 of the campaign.

As the party prepares to leave furby-bonk, Xyzzifax makes one final trip to the mage’s guild to see about a designated teleportation area. The guild does in fact offer this service, for the mere price of 100gp/year. Xyzzifax purchases the premium teleportation authorization package.

Malice and Sir Kentor have further business to conduct in the city, and teleport through the mirror of mental prowess at a predetermined future date.

As the group prepares to leave the city, there are rumblings afoot. Merchant traffic coming from Hommlet seems to have come to a complete halt.

Xyzzifax theorizes that this could be due to the monsters the group encountered on their way in to the city, or something even worse.

Minion Jaric runs afoul of some locals who attempt to burn him at the stake, however acquiesce to let him go under Xyzzifax’s assurances that he will be more useful to the city of furby-bonk as a slave sentenced to defend the city. Minion Samson sells this by creating some manacles.

6 hours into the party’s journey the group find the remnants of a shattered wagon. There are scattered weapons, and a strange smell lurking in the air. Some scattered blood is found amidst The shattered cart.

No bodies and no tracks are found.

The party continues uneventfully until the second day. As the group approaches the mid point between Hommlet and furby-bonk, marked by a small ruined keep, Bubo alerts the group to a winged shape in the sky.

Sending danger, the group makes for the ruined keep, with Xyzzifax casting unseen servant to drive the carriage if need be. The group arrives at the ruined keep with a few seconds before the thing arrives, but it has gotten significantly closer. Sir Lantor notes a greenish hue, and the group begins to disperse, and take up positions within the ruins.

At this precise moment, a second foe, a green dragon! steps out from behind ruins. The mighty Xyzzifax and his minions are to contend with not one, but two green dragons!


With it’s mate still closing in from the sky, the first dragon launches itself towards the party, breathing a cone of poison on minions Lantor and Braedon. Lantor remembers to hold his breath, but Braedon does not fare as well, and dives into the ruins, attempting to hide himself from danger. Minion Lantor, undeterred, launches into the beast, carving out 4 large sections of the beast’s hide, christening his new magical great sword with dragon guts. Minion Samson, having taken a position in the rubble, launches his now magically returning javelin (twice) while minion Jaric charges the beast, mightily swinging his staff of striking, knocking the beast left and right. The beast responds in kind by tearing into minion Lantor with its oversized teeth and claws, but, who manages to parry some of the worst of the bite. The mighty Xyzzifax attempts to cast slow on the great beast, but his spell fails to affect it. At that moment, the second beast arrives, landing amongst the melee, attempting to defend its mate, clawing and biting into minion Lantor, who falls under the ferocious assault. Minion Braedon responds with a stream of arrows, while minion Jaric calls out with magical healing to his comrades in range, reviving Sir Lantor, and commanding his spiritual weapon to strike the wounded dragon, dealing the killing blow to the beast!

The great and powerful Xyzzifax casts slow on the remaining dragon, and this time the dragon is affected, seeming to move in slow motion!

The party focuses its efforts on the wounded dragon, with Samsons javelin, Braedon’s bow, Jaric’s staff, and Sir Lantor’s blade, the dragon is battered. The beast roars, leaping into the air, and breathes its cloud of toxic breath on the party. With his minions out of the line of fire, Xyzzifax draws his wand of fireballs, charging up a mighty blast, and launches it at the dragon, engulfing it in flames, and sending it crashing to the ground as a flaming corpse. The smell is horrid. The party takes a moment to gather themselves, scanning the skies for more threats, but none are found. Xyzzifax and his minions are officially dragonslayers.

The background here is that the dragons have newly arrived in the area but they haven't had time to set up much of a lair, gather treasure, or lay eggs. So it's a good fight but not a double-dragons' worth of hoard.  

Braedon manages to skin one of the beasts, but the other is too charred to be of use.

The party returns to Hommlet, sporting the skin and head of their recently vanquished foes.

Having done a great service for the town of Hommlet, and Viscounty of Verbebonc, Xyzzifax leads his congregation of minions before  Burne and Rufus, wanting to purchase some land in the town to build a structure. Having picked the tall hill overlooking the tower, Rufus remarks that generally, that would need to be owned by a noble considering the defensive position.

This launches Xyzzifax into his bid to be appointed a noble. Having rid the road of bandits, cleared the moathouse, raided the temple of elemental evil, slayed ogres, bulette, wyverns, and now TWO dragons, the case is clear. Rufus and Burne admit that Xyzzifax does in fact have a solid claim, and says that they will talk to the Viscount.

The party also visits with Azin, the magic carpet riding, magic item merchant. They sell the ebony fly, and purchase a smattering of minor magic items, a ring of water walking, rope of climbing, and an arrow catching shield.

This was a really good session with wrapping up the visit to Verbobonc - including Jaric blowing some social rolls and talking himself into trouble - then heading out onto the road. unlike the trip to the city, I had decided to have a set encounter along the road this time. I was looking at ToV's encounter balance guidelines and figured out that a pair of adult green dragons were going to make a decent encounter for the party and as we hadn't had any dragons in the campaign yet I decided to give it a whirl. It was a good outdoor fight that lasted 5 rounds and had the party feeling some danger. Lantor dropped but he was carrying quite the load with Kentor being out and buff-master Malice being out as well.  The group wasn't giving him too much grief for it given the situation. 

Combat-wise they are turning into serious combatants - armor classes are creeping up, the damage they can deal is creeping up, the cleric is a real front-liner now when he wants to be, and the wizard is exploring more of his utility spells - like the slow spell he used here. Future battles, especially with a full team, are going to be a challenge.

This is the first open conversation about going for nobility titles and claiming some land. The whole party is interested, the wizard is just the most vocal about it. It's going to add a really fun extra element to the campaign.

Opening of the fight where they are entering the ruined keep and the other dragon steps out from behind the tower.


Tuesday, October 28, 2025

Valiant Swords of Greyhawk: Session 20 - Shopping and High Crimes

 Our Heroes:

  • Braeden (Human Ranger) played by Battletech Terry
  • Sir Kentor (Human Paladin) played by Paladin Steve
  • Sir Lantor (Human Fighter) played by Boom Gun Brandon
  • The Mighty Xyzzifax (Human-ish Wizard) played by Blaster
  • Samson (Halfling Mechanist) played by Shootist Will
  • Jaric (Human Cleric) played by Variable David
  • Malice (Human Bard) played by Grognard Mike

 The party is level 5 at this point. This account is mainly written by Malice. We begin on Day 56 of the campaign.

Fair Warning - there is a LOT of shopping in this one - prices, haggling, etc. 

We get to Verbobonc, and Jaric goes to his temple, and is pointed towards the Shop of Curiosities. Sir Kentor learns of the Street of Smiths for weapons, Sir Lantor has found the mercenaries guild. Braedon is looking to see if he can find some elves, but is failing quite legendarily. Xyzzifax goes to the Mages' Guild of Verbobonc and found a purveyor of wants named Waldorf. And, the group is staying at the Silver Lyre Inn, with rooms paid for out of party cash. Samson, to his credit wants to crash. Malice goes to learn what she can about the nobles of the city, one may be interested in purchasing the mirror.

The ruler of the city is Vicount Wilfrick, the Defender of the Faith, an adherent of St Cuthbert. The city also has significant representation of the Old Faith. The leaders of the town are interested in trade. Malice begins her letter writing campaign, trying to find a proper buyer for the orb.

Braedon is the first to make his way to the Street of the Smiths, joined by Sir Kentor, as Xyzzifax goes to talk to Waldorf. Waldorf’s shop is small, painted majority in blue. He is an older human, and he has lots of interesting wood for the creation of staves and wands. Xyzzifax starts with the request for a wand of fireballs, and Waldorf does have one available. But, he can make almost any staff or wand. Waldorf is completely uninterested in the orb of true seeing. Xyzzifax asks how long it would take to create a wand of the war mage – he could create a basic one in a month. He would want 5,000 for that.

One thing the players' account does not mention is Jaric's visit to the local temple of Trithereon, god of freedom, individuality, and revenge. He does not have a large presence in the city, but he does have one shrine tended by one priest - "Welcome to the Garden of Vengeance brother ..."


Jaric meets a man who seems quite laid back and rambles a bit but has bursts of intensity here and there during the conversation. Probably hard to travel with but also probably handy to have in a fight. He learns the greeting of the faithful (in this city anyway) is "righteous", a nod,  and a raised fist bump.

The Street of Smiths starts out with mundane goods on the south end, but as the road continues north it grows into high end, unique goods. Braedon and Sir Kentor are specifically looking for a great sword and a long bow, both enchanted, but they’re keeping an eye out for anything that is notable. With a bit of observation, they get an idea of several candidates. The bow work is going to be harder to find, but finding swordsmiths is easier. Braedon happens to find a gnomish smith who has crafted an enchanted greatsword. After a bit of haggling, they are willing to take 1050 gold worth of gems, and Sir Lantor is now going to be able to be equipped with a +1 greatsword.

They take some directions from the smith, and are directed to an area of the town where there would be some bowyers and fletchers who are skilled enough that they should be able to make an enchanted bow. After a bit of looking, Braedon finds the shop which appears to have the highest quality bows – a shop with a sign with a leaf with a star behind it. The proprietor is an elf, who is always carving as he talks. For 1200 gold, he will part with a beautiful elven +1 bow. Braedon asks where he might find an efficient quiver, as well. The elf does know where where could be obtained, but the owner would need some persuasion. It would likely cost on the order of 5,000 gold for one.

Jaric and Samson head to the curiosity shoppe, and on the way the halfling picks up a pair of goggles. The shoppe itself is an outlandish building. Samson starts off by asking for dancing lockpicks, and the shopkeeper is offended, but might just happen to have them for sale, but they’d probably cost something on the order of 1000 gold. Jaric asks about an amulet of health. And, the answer is seedy, and it could might even cost as much as 10,000 gold. Then, a bag of holding – clearly used by unsavory types. But, he could probably come up with one for 1000 gold. And then, an immovable rod, if one were to part with one, it would cost a mere 2000 gold. Actual magical lucky dice – that has to be illegal. As the shopkeep doesn’t want to contribute to criminal activity, one of those couldn’t be had for less than 1000 gold. Finally, Jarc asked a pendulous periapt. The shopkeep finds them just weird, finally a curiosity. And for just 500 gold he could own one himself. On Sir Kentor’s behalf, Jaric asks about a cloak of protection, and it seems that one could be found for 5000 gold.

The Curiousity Shoppe, besides being a reference to various things, is also a major front for the Thieves' Guild of Verbobonc. As I do not have anyone regularly playing a rogue in this campaign, it's a potentially fun angle that will go largely unexplored except as a shop that deals in unusual items.

There is more than a little bit of this guy in the "shopkeeper"

Sir Lantor asks around for where to get healing potions, and discovers that temples are the best place for that*. We reconvene at the inn, and and get dinner, relax throughout the evening, and prepare to make a day of it tomorrow. The viscount is very interested in the orb of true seeing. He arrives in force, with 75,000 gold pieces to purchase our palintir from us. We’re warned not to tell anybody else. To do so, it is decreed, would be a capital offense. So, of course, we agree that we will tell no one. Ahem. Xyzzifax takes the bag, and immediately walks to Waldorf’s shop. The unseen servant counts out 25000 gold, and purchases the wand of fireballs, and orders a wand of the war mage. It will be ready in a month.

* I promise this is not his first time ever to play D&D but damn, sometimes it feels like it.

I will admit to being a little disappointed in the party here opting to -sell- a crystal ball of true seeing! Seriously! That's a ridiculously potent item and I really thought the conniving wizard would be interested but no, no one in the party objected to sell it! Most of this group has over a decade of D&D experience (among other games) and some of them have been doing it since the 80's and 90's - they should know better! I gave them an "are you sure" check before they went to the city but they were unmoved. 

Of course once they decide to sell it, the question is who is going to be able to afford to buy it? This was one big reason they came to Verbobonc and it turned out the Viscount himself was willing to pay a lot and pay quickly. Ah well! At least it established a connection there. I'm sure he will only use it for good purposes.

As a party, we check out of the Silver Lyre, and as a party travel to the great temple of St Cuthbert. And, we go to talk to the temple clerk. The potions of healing are a fairly steady market, but the amulet of health is more rare. The temple can sell ten greater potions of healing – this costs us a full 1000 gold. Sir Lantor takes 3, Braedon takes 2, and the rest of us take a potion of greater healing. But, there’s no talking the temple out of the amulet of health.

This is not the last time this picture of St. Cuthbert will appear in the tale of this campaign. 

We head to a clothier’s, a very stylish store but one where the proprietor has had a throat wound, and talks with a gruff and gravelly voice. While they didn’t have a cloak of protection available, they do have a cloak of the manta ray. Sir Kentor haggles, and Samson purchases it himself for 1500 gold. Jaric asks about a belt of hill giant strength, and against odds, it is in stock. The party ends up paying for it, at an upcharge because Malice just made the proprietor mad, so it costs the party 20000. Braedon asks about bracers of archery, and the proprietor, still mad, shoos us away.

We return to ye olde curiosity shoppe and attempt to haggle over the amulet of health. Sir Kentor leans that the shopkeep is not willing to haggle, at all, so that costs us 10000 gold. We also pay 5000 for a cloak of protection for him. And for 500 we buy the perilous periapt. Jaric on his own he purchases the lucky dice. As we determine that we still have some unspent funds from the sale of the orb of true sight, Braedon asks about bracers of archery. He can find a set for 5000, and we quickly snatch that up. That leaves us 950 platinum left after the purchases there. Xyzzifax asks about a hat of disguise just before he heads out. The price is too rich for our blood, though, and we leave it. Malice, once again, is not the best at this – she was unaware of the longstanding fued between the thieves of Dyvers and Verbobonc.

Even a shopping trip can add some color to the world . I ran a campaign set in Dyvers back in 2E and one of my players was involved with the Thieves' Guild there so he appreciated the reference.

Xyzzifax goes to meet with a potential buyer of the mirror, Zagmar the purple mage, and while it turns out we’re not looking to sell any longer, we are interested in purchasing a scroll of stinking cloud. And finally back to the wizard’s guild, to check on potions of speed. There are a few gnomish wizards who are just the ones. The brewmaster gnomes are easy to find, and Sir Kentor asks about the potions of speed – and alas, Verbobonc does not have the necessary reagents. And, as we’re expecting to eventually go to the temple of fire, we ask about potions of fire resistance. They do have two, the party easily purchases them for a total of 20 gold. Malice and Xyzzifax take the potions of fire resistance. When asking about potions of giant strength, they don’t have any currently in stock. Sir Kentor begins carrying the Mace of Smiting, though we do intend to possibly sell it to Azin.

Verbobonc!

So ... lots of shopping. There was a fair amount of getting to know the city and some of its movers and shakers but it was still mostly centered around buying and selling. I am not a huge fan of the General Magic Items of All Kinds store so I do make them work for it but given the vast quantity of magic in a typical D&D game - yes, even an old-school game (go look at those old adventures again) - I feel there would be individuals looking to trade in the things - sort of like rare artworks, collector cars, and items of antiquity in the modern day. So you "have to find a guy" and start making some inquiries and they might have something on hand or it might take some time. Verbobonc, while not the biggest city in the world, is in a crossroads of sorts at the confluence of multiple major nations and areas rules by a variety of races, it makes sense for it to have some action in this area. Plus, it's the nearest big city to where this campaign is happening so I need it to be capable and so it is. 

Mechanically I try not to overdo it with the Persuasion checks. If you're really pushing the limits there will probably be a roll, possibly with modifiers based on amount of cash offered and things you have said to the person in question. Sometimes you can just money-whip them. Sometimes the answer is just "no". If I don't have something in mind ahead of time there is a roll based on the rarity of the item. Tales of the Valiant has a rarity level for all magic items which makes this easy enough.  About the only things you can buy "off the shelf" in some way are potions and scrolls, with "common" magic items being fairly easy to locate in any sizable city but not guaranteed to be available at any given time.

Next time: The party finishes shopping and we finally get some dragons to mix in with the dungeons ...

Saturday, October 25, 2025

GURPS 4th Edition Revised Announced

 


Another unexpected RPG announcement - and another one I am happy to see even if I am not really doing anything with GURPS or planning to anytime soon. This edition of GURPS is 20 years old at this point which I suppose means it has lasted longer in its current form than the legendary Third Edition which truly put GURPS on the map in the late 80's and through the 90's. It's weird. GURPS was a standard reference in any wide-ranging RPG discussion back then, both for the universal mechanics and for the universal coverage (and high quality) of its supplements. Even if you didn't play it you knew about it and may have used some of its books to craft a campaign in something else. It was a significant part of the RPG landscape. 

These days, despite the longevity, I feel like GURPS is an obscure reference in most discussions I see online if it is mentioned at all. It is fairly crunchy and we know tastes have moved on from that over the past decade +. People who think 5th edition D&D is complicated might keel over at the site of a GURPS weapons table and spontaneously combust opening GURPS Vehicles for 3E. Sometimes though the complexity is worth it -whether you call it realism or verisimilitude or whatever. GURPS has definitely filled a niche but that seems to be a smaller niche now. The 3rd edition was a big deal, then 4th edition came out and it felt like GURPS just faded away within a few years. I bought all the hardcovers as they were published as I assumed we would get around to playing it at some point ... but we did not. SJG had a hard time keeping them in print, Munchkin became their main focus, and it felt like the line just dried up. Other places online, where GURPS was a normal part of the conversation, seemed to forget that it existed or only spoke of it in past tense. It's similar to the Hero System which was once a major player and has been continually in-print for decades but has largely faded from popular conversation within the hobby.

I was still surprised that this was an update and not a full new edition. It's been 20 years and that's a pretty good run for any edition of an RPG - is it not time to reboot? If you're going to go through this much work, that is? From the discussion in  the forums it sounds like they are doing a pretty extensive retouching of the two Basic Set books from art to text edits and even adding in some new material, all while bending over backwards to keep the page number references the same. That's going to put some significant limits on what you can or cannot do. It also sounds like money is a limiter here and I totally get that. I appreciate the goal of not making the books people own obsolete but I do have to ask - if the game isn't making you any money right now why make this partial, limited update? Why spend that money on meeting modern standards on layout, art, and language to go part way? Why not come out with a new edition and get some attention? Run a Kickstarter like everyone else is doing and emphasize the 20 years of buildup and support and say you're making an edition for the next twenty years? 

I ask this because doing an update now effectively closes that door for years if a major goal is to not anger your existing GURPS fanbase. I could see putting something out as a stalking horse to see if people want a new edition but a partial re-doing of the core rules might as well be a new edition in gamers' heads. Doing v4.5 in 2026 means you'd better not be doing v5.0 in 2027 or 2028 as "we just bought new rulebooks" is all you're going to hear at that point. I mean maybe there are no problems to solve with 4th edition. I haven't read it in years but I doubt that nothing has really come up in two decades of play. 

Also I'd say they need to call it the "core rulebook" if they are updating and consolidating it into one volume. That's what people are calling these things now. If it's an appeal to the younger generation then stop calling it the Basic Set, which is a total 80's throwback reference they mostly won't get, and for those of us older members of the crowd that term used to mean it came in a box, and GURPS did, for a while, but not for 30+ years now.

Always liked this cover

The other thing GURPS needs is a setting - a big, popular setting. Being the serious RPG nerds' toolkit is a fine enough niche but if you want to attract some attention you need a reason for people to get excited. 

  • D&D has, well, "D&D" in the name, history, and a bunch of published settings some of which have novels and miniatures and video games built around them.
  • Warhammer has a lot of the same attractions as D&D
  • Basic Roleplaying has Runequest which has Glorantha
  • Hero System has Champions as its flagship and is still probably what most people call it
  • Savage Worlds has Deadlands
Most game systems have some kind of setting that plays into their strengths. GURPS major perceived strength in the past was world books which covered a lot of historical ground, some fantasy, and some science fiction but there was never one setting that was purely "GURPS" the way Champions defined the Hero system. It needs one, because settings are what really lock people into a game. You don't need to change the essence of GURPS like making it a dice pool or a d20 based game. You do need to get something out there in the world that gets people's attention and gets them interested in your game. I rambled on about these same issues 8 years ago and I don't think much of anything has really changed.

I hope this goes well for them - I'd like GURPS to survive at least. But I would really like to see it thrive again.

Friday, October 24, 2025

Not-40K Friday: Warhammer Fantasy Roleplay 5th Edition is Coming

 


Alright, well, I admit that was unexpected. I haven't followed 4E that closely as I have a low-mileage set of 2E books sitting on the shelf and that's what I figured I would run for any campaign likely to develop in the near future. I did look at it a little in 2023 when I ran my one-shot game. As I began picking up their 40K RPG books and AoS books I also looked it over just to see how Cubicle 7 was managing their various product lines. It's only been out around 7 years AND they just launched an Old World RPG which is an alternate fantasy option so I didn't think they would be redoing their main Warhammer game but there it is.

Now I haven't run or played a ton of WFRP since the 80's & 90's - and even then it was always behind D&D - but I've always felt like it's underrated by RPG players in general, and especially as a sort-of traditional fantasy setting RPG that feels very different than D&D. By that I mean it's recognizably medieval European style fantasy with knights and elves and dwarves and wizards but it plays about as differently from D&D as you can imagine while still keeping those trappings. It can be a tough transition for someone who has played D&D to walk into this game and have their expectations rearranged. I think the part of the OSR crowd that's looking for lower-powered D&D could like this - if they aren't completely caught up in classes and levels for mechanics. 

This new edition is launching next year so it's the 40th anniversary edition which is ... weird. Yet another game that I remember being the hot new thing hitting a milestone like that. I am very happy  it's still being produced and supported, especially in a form that looks a lot like the original. 

This is the cover on my original book

I do wonder, business-wise, about launching a new edition of the mainline Warhammer RPG at almost the same time as launching a new separate line of Warhammer RPG. I'm thinking most people are only going to play or run one or the other but I suppose enough people will buy both to make it worthwhile. Also this one is all about backwards-compatibility - a notable trend of late - as the game is in that fairly common place of having been out long enough to have produced a shelf's worth of supplementary books that update or flat-out replace sections of the core rulebook so why not go ahead and integrate that material into the core. It's an admirable attempt and I like it but I also know there will inevitably be some compromises. "Now that the new core rules include systems from the Magic book, we can revise the magic book too and add more spells and items and optional stuff." It's just the way things work with RPGs.

Reading about this has me thinking I ought to do something with it. We are close to finishing up the Temple campaign so maybe a short run in the Warhammer world is a possibility. I had really been thinking about an Old World RPG test run but maybe giving original recipe WFRP another go is a good option too.

Tuesday, October 21, 2025

Valiant Swords of Greyhawk: Session 19 - The Road to Verbobonc

 

Players' alternate title: "This is Why Azin Travels by Carpet"

Our Heroes:

  • Braeden (Human Ranger) played by Battletech Terry
  • Sir Kentor (Human Paladin) played by Paladin Steve
  • Sir Lantor (Human Fighter) played by Boom Gun Brandon
  • The Mighty Xyzzifax (Human-ish Wizard) played by Blaster
  • Samson (Halfling Mechanist) played by Shootist Will
  • Jaric (Human Cleric) played by Variable David
  • Malice (Human Bard) played by Grognard Mike

 The party is mostly level 5 at this point. This account is mainly written by Malice.

The party returns to Hommlet. Braeden goes to the temple, and Xyzzifax heads to speak with Burne. Samson fixes the battered silver plates, that we’re able to sell for a total of 400 gold. We spend a hundred of it purchasing a pair healing potions from the temple. Burne’s prices for scrolls are up in the stratosphere – this is what happens when he’s the only wizard in town. We decide to wait until Azin the flying trader returns to Hommlet before we make the trip to Verbobonc. Sir Kentor is able to get a saddle in town, but the local smith isn’t an armorsmith, so isn’t able to craft him barding. During the wait for Azin, Xyzzifax purchases four sets of robes from the tailor, one in red and three in black, with an embroidered insectine symbol.

In town there was a lot of discussion about new abilities and items - what spells the ranger should take, the usefulness of the ebony fly figurine, picking up more holy water and healing potions - a lot of routine party chatter but the kind that tends to happen more when they are in a civilized place.

Days later, Azin arrives with a new trove of magical items for sale. A periapt of the small but mighty, a ring of swimming, featherlight leather armor, and he still has the reciprocating pole arm for sale. The more powerful items he has is a robe of useful items, a +1 shield, and a he has another set of wings of flying. We continue to make Azin richer by purchasing the +1 shield, and we offer to sell him the wand of wonder, and he is willing to pay 10,000 for it. So, we purchase the wings of flight. Xyzzifax asks Samson if he can modify the cloak to appear like insect wings, but sadly he can not. Sir Lantor, against Malice’s better judgement, is granted the Wings of Flying. The party ends up being paid 890 gold in this transaction. And, Malice, in a bit of a snarky way, suggests Samson get the Periapt of Small but Mighty. And, he goes for it! So, the party makes 840.

They only got half price for the wand of wonder because a) it's not a super-useful item, more of an accident waiting to happen an b) because the DM was sad to see such potential for amusement leave the party.

And having made these purchases, the next day we head to Verbobonc. With Braedon leading us, we can make thirty miles a day, so it is a less than a three day trip to the city from Hommlet. Sir Kentor rides his new summoned steed, the rest of us are in the party’s carriage. We know the route is through monster infested lands, so there is a chance of danger. So, none of us are ignoring the terrain that we pass through. Midday through the first the day, an ettin steps onto the road a hundred feet in front of us.

The first of many, many, ettins that will show up in this campaign

Xyzzifax leaps out of the carriage and into the air, and throws a lightning bolt down range. The Ettin manages to surprisingly nimbly dodge from most of the blast. But this just gave him a path where Braedn could lead him perfectly, and hit him square in the center of the chest with a well shot arrow. Of those initial attacks, Braeden’s arrow was certainly the more damaging. And if that weren’t enough, a second arrow flies, this time taking the ettin in one of its necks. Blood flows freely from the two headed giant. The ettin charges towards the carriage, but before it closes, Lantor throws himself out of the carriage and charges as well, meeting the giant a mere twenty feet in front of the carriage. The knight’s large blade might as well have been made for this kind of work. Then, Sir Kentor spurs his steed forward, and slashes with Verminax. The Paladin’s holy power surges through the blade, and slays the Ettin.

Jaric brings the carriage to a halt upwind of the corpse, while Braedon and Sir Lantor pull it off the road. Xyzzifax suggests we sever the heads, and mount them as trophies as he calls his war wagon. Not satisfied to leave his corpse unrfiled as Sir Landor is refusing to behead the corpse, Xyzzifax searches the Ettin’s bag. It has a number of shiny rocks, and 56 pieces of silver. The rest of the day passes uneventfully, and we’re able to make camp through the night without being attacked.

The morning of the next day, Sir Kentor makes his infamous chili. There is entirely too much talk of “Ettin Oysters” for any but the Paladin himself to partake this morning. More people are interested, instead, in listening to the bad or repetitive stories, and this morning Sir Lantor and Braeden have bigger audiences than usual. But before long, we’re on the road again. It is late in the morning when Jaric, Samson, and Sir Kentor spot a disturbance beneath the ground burrowing their way towards us. Its moving at a fairly rapid pace. Sir Kentor is the first to announce that there is a creature incoming.

Once more, Xyzzzifax leads us into action, flying out from the carriage, and flies away from the approaching creature. Jaric begins the prayer for sacred flames. Braedon draws his bow, taking aim and waiting for whatever it is to pop out of the ground as well. Then, the creature bursts out of the ground and leaps through the air, landing on the right hand side of the wagon. As it slams into the ground, a wave of damage. One of the horses pulling the carriage is nearly killed instantly by the waves of force and thunder, and the other is terribly wounded. Sir Kentor and Malice both take a strong blow, and the side of the carriage is shattered.

The sacred flame from Jaric singes the land shark, but Xyzzifax’s lightning bolt is much more effective. And, Braeden hits with an arrow, but for a change the first arrow glances off the beast’s heavy armor. The second arrow finds a weaker spot, and is buried up to the fletching into the creature. Samson aims his crossbow at it, and hits it square in the underbelly, and then he bails out of the carriage and puts some distance between the creature and himself. Sir Kentor gets to his feet, and his wounds close somewhat. Then, he lunges with Verminax, shouting to his celestial steed that it should get to safety. It gallops away as the blade as the Paladin gets a lucky hit in, and a pair of blows manages to split the creature open. Malice calls out words of magic, healing her own words and granting the same power to her companions. Braedon charges the Land Shark, hitting with a series of powerful blows, killing the bulette.

Jaric goes to tend the badly wounded horse. And then, he sees to the cart with his mending cantrip, and quickly the cart is in movable condition once again. We discuss possible solutions to the dead horse. The magical fly won’t be around long enough to solve the problem, and bringing the horse back an an undead. In the end, Sir Kentor consents to allow his celestial steed take up the second duty pulling the carriage.

Only an hour later, Bubo and Braedon can see that their a pair of creatures high in the sky circling above us. Bubo quickly lands on the carriage, and gets Xyzzifax’s attention. Xyzzifax, alert to the danger, sends the mechanical bird back into the sky. As the creatures get closer, they look like a large reptilian creature. Sir Lantor spreads his wings of flight, and starts out. Sir Kentor calls out that he shouldn’t fly off on his own. We pull the carriage to a halt, and hurriedly Jaric ties the one normal horse off to a tree.

Malice gets out of the carriage, and gets beneath it, and quickly Xyzzifax joins her. Braedon nocks his arrow, and Jaric joins Malice and Xyzzifax in preparing to cast spells. Eventually, they’re close enough for us to clearly identify: Wyverns!

Samson and Braeden aim at the creatures, and Sir Lantor fire his crossbow at the dark green one, but manages to miss the whole giant reptile. Xyzzifax manages to strike with his firebolt, and then Jaric is close thereafter with his guiding bolt. Braedon is blessed as well, and his arrow finds the way home. Then, he’s quick to loose a second arrow, that is even a more accurate shot. And, Malice helps as well with a firebolt of her own. Sir Kentor has unsheathed Verminax, and is ready to strike them should they get in melee

Samson fires up at the dark green wyvern, missing as well. And then, Braeden shows the gnome how to hit – the arrow is a perfect shot, burying itself in the beast’s mouth. There is a terrible shriek as the blood showers from above. Sir Lantor fires again, and misses as well. The wyverns circle ever closer, as Xyzzifax hits the dark green one again with a firebolt. Sir Kentor moves to the back of cart, ready to defend against the light green one. As he looks to Malice that he might charge one, Malice says don’t do it, and tries to use the wand of binding to paralyze the lighter green one. She fails, though, and Jaric spreads his wing of flying.

Samson fires his crossbow, continuing to miss the wyverns. Braedon does not have as good of a shot as the reptiles go into a steeper dive. One of his arrows just barely manages to hit, but the second one is much more deadly. The dark green wyvern is bristling with arrow shafts. Sir Lantor activates his wings of flight just in time for the Wyverns to finally swoop in. It comes down at Sir Lantor, and he parries the beast’s great claw, but the stinger pierces right through his plate armor. It doesn’t go all that deep, but the wound burns with the terrible poison of the Wyvern. But he powers through it, and keeps his feet. The light green one claws at Xyzzifax, and tries to sting Sir Kentor. The wizard casts a shield, and his wards flare, protecting himself. Sir Kentor swings with a quick series of slashes on the Wyvern. Though he cuts number of times, slashing at the wyvern’s wings. The tear in the wing is enough to ground the beast, at least for the time being.

Xyzzifax flies out from beneath the light green wyvern, and throws a lightning bolt through both of them. This is the last of the damage that the dark green one can take, it falls the handful of feet to the ground, dead. The light green one’s tail snaps, and slaps Xyzzifax to the ground. Sir Kentor chops with Verminax, hacking again and again, taking great chunks of flesh out of the beast. Malice says a few words of the black speech, and three scorching rays sear into the Wyvern. Jaric pulls the staff of striking, it crackles with power, and it sounds like a clap of thunder when it hits. And then, as the lizard still lives, the war cleric does it a second time – bringing the threat of the wyverns to an end.

As Jaric tends to Sir Lantor’s wounds, and Xyzzifax and Braeden discusses whether anything can be made of Wyvern parts. Malice doesn’t have any experience in trying to milk poison from a creature, so isn’t even going to try. Braedon is going to sort of try – they are severing the entire tail, hoping that poison survives. Since he poisonous part has been removed, though, Sir Kentor can turn the remainder of the lizard’s best bits into his chili.

We make it to a camp without being attacked again, and one more throughout the evening without incident as well. During the night, Samson is able to get the carriage back in full working order. After a hearty breakfast, we get on the way, and its not even a full hour that the road we see an approaching caravan – a pair of wagons manned by dwarves.

As we close, Xyzzafix is ready to attack them, but Jaric and Braeden call out to them in dwarvish. Jaric warns them about the creatures we’ve run into, and they tell us that the road to Verbobonc was clear for them yesterday – so we may well not run into anything more. We reach the gates of Verbobonc!

This was our first extended travel episode and we all got to get familiar with the overland travel rules. I ended up writing it up on a cheatsheet for my own sanity because the roads between Verbobonc-Hommlet-Moathouse-Nulb-Temple could all see a lot of use and I wanted to ensure some consistency over the couse of the campaign. The ranger messes up the calculations a bit as normally they would travel 24 miles/day but if he is there then it's 30 miles/day. This ended up being something like 26 encounter checks. There have been times in the past where I have rolled things up in advance but this time I just let it happen as we went and it felt a lot like the old days. I went pretty much by the ToV book for this trip and it went well, no complaints.  

This was a nice change after the big fight in the water temple - out on the open road, the whole party present, and no one getting crushed by a juggernaut.  

Thursday, October 16, 2025

Valiant Swords of Greyhawk: Session 18 - The Water Temple


Our Heroes:

  • Braeden (Human Ranger) played by Battletech Terry
  • Sir Kentor (Human Paladin) played by Paladin Steve
  • Sir Lantor (Human Fighter) played by Boom Gun Brandon
  • The Mighty Xyzzifax (Human-ish Wizard) played by Blaster
  • Jaric (Human Cleric) played by Variable David
  • Malice (Human Bard) played by Grognard Mike

 All are level 4 at this point. Samson stays in the tower this week - another victim of bad chili. This account is mainly written by Malice.

Malice completes reading the Tome of Understanding by the time that the party had gathered back in the Tower. Xyzzifax had grabbed some hair from the giant, or perhaps the wolf, before they left the dungeon. All of us are expecting that they’re waiting for us, so he attempts to scry – but the ability to scry seems to be blocked. It looks like the Temple of Elemental Evil is enchanted against those kinds of magics. We fortify ourselves with camaraderie and Sir Kentor’s chili, making sure that he didn’t add any bugbear meat into it beforehand. Samson grinds gold to powder for Xyzzifax before we venture into the dungeon. Malice asks Braedon and Xyzzifax if they have any knowledge of poisons. They don’t, which is something she’ll remember going forward, but she’s going to be stuck experimenting with what she took from the half orc’s assassin.

I don't think it explicitly states anywhere that the temple is shielded from scrying but at least part of one level is (if you know you know) and with Bubo the recon drone already removing a lot of the tension of exploring a dungeon there was no way I was going to let them sit back in Hommlet and draw out maps of the levels and track anything they had encountered. 

And yes, they've watered down poisons so much in modern versions of the game that I am not terribly concerned about a player exploring it's use. They also removed alignment in ToV, which so many of today's players seem to hate, so that eliminates that particular problem with poison use as well.

The party retraces their steps to the triangularly shaped room that had what were likely the quite dangerous guards to this level of the Temple, being cautious to see what the Giant may have done to reinforce. There are just enough doors in our way to keep us from just making this a simple investigation by Bubo, so we have to put ourselves in harm’s way. Past the rooms where we fought the wizard and the half orc assassin, we hear the sounds of dripping water. Bubo flies south, to the round room with the carved monster statue. The flowing water sounds are coming from that direction, and seem to be carrying a long way.

This was just a random encounter that was the sound of dripping water in the distance. A proper level of paranoia has been achieved when your players get distracted with it like this.

We reach the door to the Triangle room, and Xyzzifax begins a ritual to arcane lock the door. Xyzzifax tells the party the password, “Minion Door, Open!”, but otherwise the door will be sealed. We prepare ourselves, and Sir Lantor gives the command, and throws the door open. There are a pair of trolls in the room, waiting for us! Malice calls out the pair of trolls, magic in her words to fortify her companions – allowing them speed, luck, and fortitude. Sir Kentor, Sir Lantor, and Braedon each advance.

Sir Kentor then breaks into a charge towards the troll on the left, slashing it, but not gravely. Braedon shoots at the some one, and though it lifts a wooden shield, and it is just a stroke of luck that the arrow finds the beast’s shoulder. Xyzzifax moves into the hallway to where he can see the trolls, and speaks a sphere of fire into existence. It rolls into the same Troll, whose grunt sounds more frustrated by the fire than pained. The troll swipes at the Paladin, whose own shield is enough to keep the long claws at bay. The troll even bends down to bite, and it gets to taste of metal. The Paladin works his positioning to keep one troll between him and the other, so while the second strains to hit him, he never even really gets close. Sir Lantor charges that second troll, and slashes. The gash is long, but not as deep as Sir Lantor has done in the past.



Malice moves forward, launching a trio of searing rays into the green troll. His skin blackens and cracks, and he is showing signs of the damage he has taken. Sir Kentor drives his sword deep into the burned troll, and in short order thereafter Braedon puts an arrow into that same troll’s face. Xyzzifax keeps the sphere engaged, and hits it with a firebolt, but the troll endures! In a screaming rage, the troll swipes out with a a dizzying number of swings, but the Paladin is perfect with his shield. The other troll manages to rake Sir Lantor with his claw, and then he backs away from the fire and the fight, retreating to the stairs. Jaric pushes forward, wading into combat with the green troll, and with slays it with the Staff of Striking! Just the skill of his swing and the strength of his arms, he did not even need to expend any of the great staff’s powers.

Malice briefly rushes to the front of the party, flinging a bolt of fire as she runs, just barely scorching the brownish troll. Sir Kentor charges past, and is in melee once more, and his slash is certainly more impressive than the firebolt. Then, Braedon moves to show us how it is done, and puts an arrow into its neck. Blood spurts, but the wound heals. Still, the troll’s breathing is now labored, with a loud wheeze. Xyzzifax attacks with a firebolt and the sphere of flame. The troll is large enough, though that he stops the flaming sphere from being able to push behind him, and he takes the burning pain. The troll roars as rage overtakes him. His cascade of blows is enough to finally draw blood from Sir Kentor, and then he backs up the stairs. Sir Lantor runs across the room, shooting his arm mounted crossbow at the troll. But, at a full run, keeping the crossbow on target is tough, and the bolt goes wide. Jaric gives a quick prayer of the sacred flame, but the Troll continues to retreat back out of the way.

Malice gives chase, hitting with a well placed firebolt, and Sir Kentor charges after the troll once more. With the multitude of burns, Verminax’s slash is not being regenerated by the troll’s legendary healing. Braedon puts an arrow through the troll’s thigh, trying to slow it down. The flaming sphere bounces up the stairs under the command of Xyzzifax, and more of the monster’s flesh is seared. The troll, his rage persisting, claws and bites at Sir Kentor, but the Paladin is far too skilled – and none of the blows land. Sir Lantor reloads his crossbow, and fires again. The crossbow bolt isn’t large, so it doesn’t do much, but Jaric’s sacred flame is sufficient to kill the Troll.

This fight (lasting all of 4 rounds) was where I started to realize a few things:
  • Troll regeneration means pretty much nothing. When every wizard has fire bolt as a cantrip a group can tag at least one troll every round. In this party the bard is an arcane caster as well so she has it too. There is so much fire damage available right from level 1 that troll regeneration might as well not exist since the rule is "no regen if the troll took any fire or acid damage since its last turn". 
  • The ToV Bard is a 4E Warlord in disguise. Our bard in any big fight starts by dishing out a mass buff to the whole team and then can follow that up with some extra movement and save boosts almost as needed. It was pretty cool to see that kind of thing return to the game even if it's going to make them that much more effective in combat.
  • Flaming sphere is still a decent spell even against tougher creatures. Well, trolls at least.
We close the door that has been Arcane Locked, and do a quick check over the rooms – confirming that nothing else has moved in overnight. Then, we head upstairs. Malice asks about the giant, and there was no where near enough wounds inflicted on him that there might be a dried blood trail. The hallway on the floor above has a gargoyle fountain spurting milky water into a stone basin. Before we reach it, Braedon checks an alcove for a secret door – we were sure there’d be one there, but surprisingly, there isn’t. Xyzzifax comes behind him, and finds the latch that Braedon missed. Meanwhile, Jaric ritually casts a detect poison – and determines that the liquid appears to be potable. At the end of the hall, we can see that there is some debris piled up, but we can see a door behind it.


While keeping an eye on the concealed door, Malice hands Xyzzifax a piece of her chalk so he can mark the opening mechanism. and then he backs a few steps down the stairs, and we reposition ourselves so that the knights are at the front. There is a moment of levity as Xyzzifax tells Sir Lantor the order of latches to get it open, but the pall of the temple is soon on us once more. The secret door leads us into a what is huge passage, maybe even leading to a bigger passage. Or possibly a massive room. For situations like this, it is a good thing we can send Bubo to scout. We take up defensive positions as the mechanical owl flies.

The walls are painted with murals of vile scenes with great doors of brass, and there is a huge hall that is littered with bones, and the furniture you’d expect is a feast hall, ruined with age, fighting, and having been raided for firewood. Bubo posts up where he can keep watch on our backs, as we go through the nearest pair of brass doors. Though the hallway beyond is wide, it is, all things considered, not that long before a second pair of doors confront us. Small inset symbols of bronze are adorned on the images of priests in the murals on the walls. Red robed with an eight pointed star, grey robes with a circle, and a green robed priest with a square.

These doors lead to a huge room with an arched ceiling. The floors and walls are covered in polished stone, and a soft greenish light permeates the area, giving the illusion that everything here is underwater. On the west room is a sheet of bronze, with a bas relief of an underwater basin, with the head of a hideous fish thing that spews water into series of a four tiered basin. There is a bronze altar, with a shallow basin filled with water, coins, gems, and seashells. South of the altar is a statue of marine monsters, a horde thing vaguely globed shaped. The four corners of the room have a column in each of them, topped by a bronze gargoyle.

Malice and Jaric start on the doors. Between unpinning their hinges and pennying them open, we are doing our best to make sure that these doors won’t be able to trap us in the room. Xyzzifax and Sir Kentor open their senses to the room, and the whole of the place detects evil and magic. Mighty Xyzzifax crosses the room and carefully examines the stone globe, and sees that it is finely made. The knights enter the room, taking up a defensive posture behind Xyzzifax as he moves to the curtain, pulls it aside. It reveals a concealed room, with two more huge doors, and a smaller door off to each side of the room.

Xyzzifax moves away from that, and goes to investigate the fountain. It is sort of a blessing, or un-blessing kind of religious font. His idea is that one prepares something here, and then takes it over to the altar and puts it into the basin. Malice suggests that the prepared thing might be halflings, but the existing coins and gems suggests even more that it may be coinage. “Do not summon the water demon…” Malice says wearily. So, Xyzzifax, having a gold earing and a battered silver plate, opts to see what will happen. After placing the earring on the plate, he gets water from the fountain in the depression on the plate, and submerges it in the basin. One of the mouths on the ball of sea creatures makes a hooting noise, like a summons to worship.

Everyone gets nervous when the crazy wizard starts poking the obviously magical fountain.

The globe of sea creatures animates, as do the four gargoyles (to none of our surprise). a pair of plate armored clerics – one in blue and another in black – armed with maces come out of one door from the concealed room, and a high priest wearing even deeper blue and green robes over his armor enters the room from the other. Braedon magically examines the statue, and draws his bow, threateningly aiming at the high priest. Sir Lantor moves up to the statue, menacing with the greatsword. While we were preparing to possibly parley, the gargoyles have no such desires.



The gargoyles swoop in, and start by lacerating Sir Lantor and knocking him over. The gargoyle attempts to hit Xyzzifax, but his magical defenses activate, and it wards the blow. One swoops down on malice, knocking her over and taking a deep bite out of her. She’s nearly unconscious from just that one combinations of blows. The high priest intones that we will make excellent sacrifices, and casts hold person on the Paladin. Sir Kentor’s devotion is pure, and the evil spell does not paralize him. Braedon puts an arrow into the priest. Malice scrambles to her feet, and gives voice to her words of power. She is able to scamper away from the gargoyle, and Xyzzifax falls back to Malice, Jaric, and Braedon. Her inspiration is even enough that Sir Lantor gets back to his feet. The evil priests continue their master’s plan, casting hold on Sir Lantor… and this one succeeds. The other casts a silence spell on the cluster of Malice, Xyzzifax, Braedon, and Jaric near the door, and even manages to catch Sir Kentor in it as well. The sea creature statue begins whipping out with eels and other vicious monsters of the depths. Sir Lantor is hit, and hit, and hit, and collapses bloodily.

Xyzzifax flies back into the hallway out of the magical silence, and calls to Sir Lantor that his service as a minion has been commendable. He casts a shatter at the high priest and the priest in blue who was concentrating on the silence. Blood runs out of that cleric’s ears, nose, and the corners of his eyes. Jaric pulls to the edge of the silence in the hall, and casts a silence of his own, capturing all of the evil clerics in its number, and quieting the rumble of the animated statue.

Braedon shoots the priest in blue, hitting him in the eye, and he drops wetly. A pair of gargoyles attempt to double team Sir Kentor, and his defensive prowess is enough to fend off both of them. Another continues to chase Xyzzifax, but the mage’s wards remain strong. The last goes after Braedon, and manages to draw blood. The high priest moves with the statue, and Sir Kentor is completely surrounded. Malice sees the grouping around the Paladin, and it is just too perfect. She calls out some words of inspiration to the Paladin, that perhaps sound just a little bit like “sorry about this” and then casts a shatter on that cluster of enemies. Both gargoyles are damaged, one more than the other, as is the animated statue. The High Priest, though, takes it poorly, and is in bad shape. As she causes so many wounds, her own wounds close.


Sir Kentor growls that the High Priest’s atrocities will be judged this day. He empowers Verminax with holy energy, and cleaves the High Priest’s head clean off. The cleric in black sprints to get out of the silence, but the distance he needed to run meant that there was little else that he was able to do but get himself clear. The animated statue once again sends tendril after tendril into a knight, Sir Kentor this time. And, as skilled as the Paladin is, the swarming stone sea creatures overwhelm him, and he falls. Xyzzifax flies into the air, and reads a scroll – and a bolt of lightning streaks across the battlefield, hitting the gargoyle on Braedon, one of the two that was attacking Sir Kentor, and the animated statue. The gargoyle nearest to the Paladin is forced to the ground as its wings pop and crackle. Jaric closes, a little, and summons a a sacred hammer, and enflames another gargoyle.

Braedon shoots the gargoyle right above him, but the accurate blow is blunted by its stone form. Sir Lantor’s wounds close as Malice’s healing finally binds them. He is still in terrible shape, so he scrambles behind the altar from the animated statue, and drinks a potion of greater healing. The gargoyles swoop and dive, but none of them are able to connect. Malice casts Hold on the gargoyle that was on her, and retreats to the rear of the combat. Sir Kentor’s wounds are closed by the lingering bardic magic, and he climbs to his feet in the face of the animated statue. Withdrawing from it, he moves to help protect the other knight, defending him from the gargoyle, where the two might face the juggernaut of a statue together. The cleric in black calls forth an unholy steam, but the Paladin is too pure for such an attack. The animated statue rumbles over to Sir Lantor, and even with protection of Sir Kentor, the relentless series of attacks is enough to fell Sir Lantor again. Xyzzifax forms his sword of red lightning, and slays the first of the gargoyles. Then, he flies towards the cleric in black, but one of the gargoyles that he flew too near was able to get a claw into him as he zipped by. Jaric’s spiritual hammer kills a second gargoyle. Then, he speeds to Sir Kentor’s side, and speaks a healing word. But it is Sir Lantor who has some injuries soothed, and his eyes open again.



Braedon draws a pair of shortswords, and drives them both into the gargoyle that was harrying him. Sir Lantor finally is able to swing his greatsword in anger, and the blow is enough to cause visible damage the the animated statue. Small stone fish fall to the ground off of it, shattering. The gargoyle tries to claw at Braedon, and though it doesn’t connect, it does stay out of the way of Malice’s glaive. She calls out words of encouragement to Braedon – one of us has to take it down. Sir Kentor moves once again to protect Sir Lantor, and this time the Paladin’s skills are enough. The animated statue’s attacks are all defected from the fighter, but Sir Kentor is hit once himself, and again he is bleeding from his wounds. The cleric in black closes with Xyzzifax, but can not manage to get past the Wizard’s wards with his mace. The Knights both drive their weapons into the statue, while simultaneously Xyzzifax swings with the red lightning sword, and with a combination of skill, luck, and dark magic he shocks the cleric in black. Jaric closes on the animated statue with the spiritual hammer, and then he follows it up on his own with the staff of striking, a nimbus of crackling energy around it. The blow from the cleric is enough! The animated statue shatters!

Braedon dives in with both of his shortswords. Though the gargoyle survives the pair of stabs, it is driven to the ground. It snaps at the ranger, but Braedon keeps out of its reach. Sir Lantor charges the gargoyle that Malice has held. He drives the sword through the gargoyle, but the elemental being remains “"alive”. Malice swings her glaive at the gargoyle she and Braedon are fighting, but she is not able to get through its stony hide. Sir Kentor closes his wounds, and then trudges to the cleric in black. Tired as the knight is, the cleric is able to parry Verminax. The cleric keeps attacking Xyzzifax, and this gives Sir Kentor the opening he wanted. He steps in, blocks with the shield, and drives the sword into a joint in the armor, and it comes out bloody. Xyzzifax lunges with the red lightning sword, and the cleric gives ground, keeping himself safe. Jaric sends the spiritual hammer to kill the held gargoyle, and then moves to back up the fight against the evil cleric.


Braedon stabs the gargoyle again, and Sir Lantor closes and cleaves into it as well. The gargoyle snaps at both, but isn’t able to connect with either of them. Malice leaves the gargoyle to the pair of then, and finally re-enters the water temple from the hallway. She tells the cleric that he is going to die, and see his temple fall before him, lacing the words with a curse. In a fury, the cleric is able to parry the blow from Sir Kentor, but his wild follow up swing is easily deflected by the stalwart Paladin. Xyzzifax, done toying with the man, says the short word of magic to call forth magic missiles. The trio of bolts slam into the cleric, the last piercing straight through the plate. The last of the priests falls. It is as if the evil of the temple wanes as Jaric’s spiritual hammer, and his own wielding of the staff of power, put a bloody end to the last gargoyle.

Sir Kentor takes a knee, and prays to the the gods of law and good. The rest of us check the clerics for treasure, and loot the alter – we’re not expecting it to have any further guardians. In the basin is 42 copper, 37 silver, 60 electrium, 51, gold, 23 platinum, 2000 gp worth of gems, 170 gold worth of agates, 500 gold worth of semi precious stones, and 1300 gold worth of small pieces of jewelry, mostly of an aquatic theme. The high priest has +1 plate, a ring of free action, and a mace of smiting (a bonus vs constructs). There’s not much discussion to be had – Sir Lantor will take the ring of free action, and Jaric the magical plate. As for the mace, well, that is enough, along with the treasure of the last two forays, for us to consider a return to Hommlet, and maybe even Verbobonc. Braedon could use a magical bow, and Sir Lantor a magical heavy weapon. Surely a city as large as Verbobonc could provide. Even before we leave, Malice recommends that Braedon take the cloak of elvenkind, or perhaps Jaric take it back.


Probably the biggest fight of this early part of the campaign this one went 6 rounds and saw every party member taking significant damage and the whole group feeling like they were in serious danger at various points. The fighter and the paladin in particular took a serious battering in this one as the juggernaut - the stone statue - spent most of its time ramming into one or both of them while the priests and gargoyles kept everyone else busy. The wizard was ready to bail at one point but there was no way the paladin was going to leave the fighter behind. The jugger really was a menace and the gargoyles put in more work in this fight than I think I have ever seen gargoyles do. Our heroes did win in the end but they really had to work for it this time. This one was a lot of fun.

Monday, October 13, 2025

Campaign Interlude: Azin the Flying Merchant

 


From our summary of Session 16:

This is the first appearance of Azin in this campaign. he is an NPC that first turned up in my 3rd edition Greyhawk campaign featuring Return to the Temple of Elemental Evil and it seemed appropriate that he reappear here. He is partly here to provide a source of outside news and possibly rumors but he is mainly here to be a trading post for magical items and truly exotic things. Operating out the village means there is not a great way to do anything with excess magic items and super-expensive stuff without a trip to Verbobonc at least. In 3rd edition there was a need to be able to trade out and upgrade magic and I thought it would be interesting to try that option here and see how much the players would use it. Short version: They like it a lot ...

So in 3E (and subsequently Pathfinder) it was handy to have a way for characters to be able to craft, modify, and trade magic items as a lot of the system's math assumed magic items were present, especially in combat. Now in a big enough city or maybe an extraplanar setting this would be easier to justify but I was running Return with the PC's hanging around Hommlet and running around out in the wilderness much of the time so I needed a way to work in this option - enter Azin.

He appears to be human (he is not, not that the players know this) and uses a flying carpet and presumably a bag of holding or three to transport magical items and occasional exotic goods. No he is not going to bring you a ballista but he can manage a sword or a suit of armor. I have him making the rounds on a pretty set schedule so my players know when he will show up and this gives them one more reason to care about the passage of time in-game, so he's a nice little enhancer there as well.

When we decided to play this campaign using Tales of the Valiant I realized it would be a good opportunity to bring him back. ToV has prices and rarity levels on all of its magic items and crafting rules for them as well so now we have a hard value on everything and several ways to compare one thing to another. It has been 20-odd years since that prior campaign but a few of my players were around back then and they did remember him and were pretty happy when they realized what that meant.

So here's how Azin works in this campaign:

  • He comes through Hommlet once a month (adding it to his usual Greyhawk - Dyvers -Verbobonc route)
  • If they are interested then I roll up "What does Azin Have?" for that visit and the haggling begins:
    • 4x Common items 
    • 2x Uncommon items
    • 1x Rare item
  • He doesn't do potions & scrolls - just hard items
  • Azin starts at double the book price to buy something but he is willing to trade item (or items) directly as well and he will even occasionally offer to buy something if it catches his eye but that's not really his main interest.

ToV has random tables for all categories of magic item so that's the universe of what could be available and I moderate it a bit if something really stupid comes up. 

That's really it - he's turned up 4 or 5 times in the 40-ish sessions so far and some visits are more productive than others. It gives the party another reason to head back to the village or to wait longer in it which breaks up the dungeon crawling a little more. It also lets them tune up their characters a little and try out the occasional odd item they might not otherwise find or know or care about. Attunement requirements keep a lid on the "real" magic items so a lot of what they end up trying out are the lesser items like lucky dice or anklets of alacrity. Most of what they have comes from the temple and if they want something custom or to pick and choose from more sellers they have to go to Verbobonc - which they do!



As far as magic items in this campaign I tend to run Greyhawk as less heavy on the magic than the Forgotten Realms, but while people may think the old school stuff had less magic in it if you look at the old modules they are absolutely stuffed with magic items. From Keep on the Borderlands to this one to Against the Giants and beyond there are a ton of magic items in there and (even if you consider the larger party sizes we tended towards in the old days) any party that makes it most of the way through will be absolutely decked out in magic gear. So there is quite a bit of magic to be found, despite my preferred take on Greyhawk. Oddly enough the modern 5E-type games' attunement rules keep this under control pretty well as even at say 9th level you're only allowed to attune 4 items. Most of the "good stuff" requires attunement, then there's a bunch of "OK" stuff that does not, and there is a very narrow range of "very good and does not require attunement" and my players pounce on those hard when they encounter one.

So there it is - Azin and magic items in our campaign in general!

Friday, October 10, 2025

40K Friday - Slow Motion & Kings of War 4th

 

The miniatures side of things is fairly slow here right now.  I'm still working mainly on the Blood Angels stuff I mentioned before but it's not a super-high priority as we aren't playing  much and there are a lot of other things going on. My online interests have been fairly intensive lately with constant events in Star Trek Online, a big long event in World of Warships, and now WoW Legion Remix coming out (it's a lot of fun, like the remix for Pandaria last year). I'm also having to do more prep for the Temple campaign as big things are happening and it's more than just easy monster swap-outs at this point. I have friends painting Space Wolves and Votann so progress does continue.

Beyond the direct 40K work I've been watching the Kings of War 4th Edition updates as they have come out and it all seems positive in general but I'm just not motivated to dive back in. Edition changes are seen by companies as a way to draw new players in but it's also a reason for existing players to just stop. If all of the books I've picked up in recent years are now not valid, well, I can just not worry about the new stuff and when we get the very infrequent itch to play KoW we can just play one of the versions we already have. 

Also this: "We also have the chance now going forwards to make some armies more “Mantic” and less generic ..." yeah, that's the problem. I came to the game looking for ways to use some old school Warhammer armies and maybe some old Hordes of the Things armies and so the more world-specific you make it the less useful it is for me. I get it from a company perspective, how it benefits you, but it's not what I'm looking for. Having a mix of generic and Mantic-specific factions is great - it means someone can bring their fantasy human army in as Kingdoms of Men while someone else could play Trident Realms or Nightstalkers which are two Mantic-specific very cool armies. The more they drive to phase out the generic part the more it damages their game in my opinion. 

I mean who wouldn't want units of frog-men with frog-cavalry? That's a cool army!

I'm sure I'll play around with it at some point but right now the interest meter is low.