The Cabal of Eight II Pt.13: Silver Collars

The blue dragon slave collars were stamped by the Golden Devil Company

Water came rushing at least six inches deep across the floor planks. Szoo (played by Isis) rushed up a slanted plank meant to substitute for the cellar steps into the main room just in time to see the barbarian in blue waving his massive tulwar as he roared charging Excor (played by Cris).

Jenn (Fauna’s Player; to the GM): “Wait! Wait. Didn’t I take that from him when he dropped it?”

Me (the GM): “Yes you did. But when Fauna looks for the sword, it’s not where she left it.”

Cris: “Yeah, that’s right, alright. It’s dragon treasure.” *shrugs*

The broad blade of the barbarian’s sword whooshed past Excor’s face. Excor took a 5-foot step back, drew his sword, and cast Mage Armor to protect himself. A human shaman with scaly skin moved in through the shattered doorframe bearing a polished black quarterstaff in quilted blue robes. He also wore a horned helmet on his head. Immediately he pointed his finger at Excor and a Lightning Bolt exploded on Excor’s mage armor. Following him was a mage in the same quilted blue robes but with a flowing blue-silk cape around his narrow shoulders. On his left hand, he wore a copper ring and on his right, a gold-ring with an inset ruby. Two more humans in blue came in behind the mage. These were twins, each armed with a high-quality silver cutlass. Fauna opened her bedroom door and the bleariness in her eyes instantly burned away.

Szoo began to slither onto the floor of the main room. The heavily muscled barbarian wheeled towards Fauna as he was within arm’s reach of her and slashed at her. Fortunately, the blade bounced from her automatic shield. Excor unleashed a Cone of Fire singeing the shaman, twins, and barbarian but burning the mage was badly. The shaman’s throat suddenly swelled to the size of a grapefruit and he spat a bolt of electricity at Excor blasting away some of his mage armor. The blue mage touched his gold ring encasing himself in mage armor. The twins continued to move into the room soon able to join the fight. Fauna tried to cast Wizard’s Trick on the barbarian but the spell fizzled.

Szoo finally got into a position to join the fray. Excor cast Shadow Ribbons on the barbarian but he easily overpowered the black tentacles of the spell. The barbarian swung at Fauna again but hit another shield. The dragon-shaman tried to cast a spell but it failed and only sparks flew in his face. The first twin cast a spell and a scintillating ray from his finger shot at Excor chipping away at his mage armor. The other twin was maneuvering closer trying to come at Excor form the opposite vector from his brother. Fauna successfully cast Wizard’s Trick but the magic went wild and after a multi-colored burst of light, the barbarian was squatting on the ground, hopping here and there with a rabbit’s head on his wide muscly shoulders.

Isis: “Ahahaha!”

Jenn: “Ewww!”

Fauna moved out of her room’s doorframe into the main room. Szoo moved to meet the advancing front of blue-clad invaders pointing his finger at the first twin. A Ray of Fire blasted a big black scorch mark onto his robes. The dragon-shaman shot a ray at Excor blasting away his mage armor. The blue mage pulled an onyx necklace from under the collar of his robes. Suddenly he popped from where he was to 10 ft. from the left of Excor. The first twin moved towards Fauna, she still just out of reach of his cutlass. The second twin slashed at Excor who parried causing their blades to clinch. Excor dropped his weapon and risked a spell in close quarters. The risk paid off. The second twin’s blade froze inches from his throat as the Paralyze II spell took effect just in time. The rabbit-headed barbarian continued hopping around.

Fauna cast Wizard’s Trick again, this time on the first twin turning him into a rabbit. Szoosha shot a Ray of Fire at the dragon-shaman wounding him. The dragon-shaman responded with a shock ray wounding Szoo badly after the naga failed to dodge. The blue mage waved his hands and water formed from the air encasing the naga in a floating bubble of water. The swirling waters caused his Elemental Half-Plate to boil away and disappear. Excor went to the rabbit-headed barbarian, lifted the collar off, and tossed it to the side.

In turn, Fauna stooped and lifted the silver slave collar from the rabbit that had been the first twin. The dragon-shaman spat more electricity at Fauna exhausting her magic shields. Excor stepped back from the direction of the blue mage and activated his jade amulet of shielding. Szoo was drowning.

The dragon-shaman moved towards the blasted front entrance shouting at the blue mage directing him to, “run we’ve got to retreat!” Fauna quickened another Wizard’s Trick aimed at the dragon-shaman but he easily resisted. Alternately, Excor quickened Shadow Ribbons at the same target but found it too difficult to cast.

The dragon-shaman steeled himself at the threshold. Fauna sent a rush of wind at him but he dodged out the door. Szoo concentrated harder than he had ever before in his life and his flesh became fire, the bubble of water exploded into a rush of steam. The blue mage once again grabbed his polished obsidian necklace and suddenly appeared near the threshold ready to flee. Excor cast Shadow Ribbons on the blue mage but the spell turned on him. Before he could act, he was entangled in his own spell. Fauna readied to cast Wizard’s Trick on the blue mage when she noticed he was glancing from a silver collar on the floor back to her and mouthing the words “do it”. Therefore, she obliged him. After Excor dismissed the shadow tentacles, the trio ran out of the front entrance and into the alleyway but the dragon-shaman was gone.

The group discussed quickly what to do. They had figured since the collars came off with ease after the dragon’s slaves were transformed into rabbits. Fauna, remembering the signal from the blue mage, convinced the other two to let her release the magic. After all, they could use some allies against the dragon. A few moments later, all four of the blue gang members were themselves sans the silver collars.

The former slaves were overjoyed at their newly realized freedom. Apparently, the collars prevented all disobedience to the dragon and her lieutenants. They were all adventurers; the twins were native Ezmerians, captured just south of the coast off the Pale Highlands by naga slavers who sold them to a vessel of the Golden Devil Company. They were purchased a handful of years ago by the dragon here at the slave markets. She calls herself the “Ocean of the Desert” and rules a small kingdom and fortress at the base of the Snaketeeth Mountains across the river and beyond the Wirgold Forest. Meanwhile, the mages took the time to inspect the collars. Excor could not directly identify the powers of the collars but all could clearly see the maker’s mark on all of the collars was the sign of the Golden Devil Company.

Excor: “Damn slavers working with the dragon.”

Fauna: “Really!? Why would they work with a dragon?”

Excor (shrugging): “Pfft, they’re all evil!”

Excor (to the barbarian): “Hey! Where is she staying?”

The Barbarian: “A fine house in the Western Cliffs District. She kept us in the basement.”

The Blue Mage: “There’s also a cave underneath that leads to some sea caves under the city. She acts as royalty, she’s a real admirer of Hyval. And beware the dragon shaman, he worships her. He draws his power from the spirit of a blue dragon. He doesn’t wear a collar.”

Unexpectedly there was a flash of blinding white light. After it faded, all could see the collars were returned to every one of their unfortunate necks. All four collapsed to their knees and cried in anguish.

Isis: “Aw, this isn’t going to be easy is it?”

Cris: “Of course not! It’s gonna be hard because it has to be! Of course it’s gonna be hard!”

Excor: *sigh* “Okay, I have a solution, for now.”

The Barbarian (through gritted teeth): “Hurry! We cannot resist the collars for long!”

The cabal mages pledged to the slaves to kill the blue dragon. Around the table, the players then mulled over their options even, at Szoo’s suggestion, considering killing them all. After checking their own characters’ alignments, the players made a decision. A short while later there were four new pillars of amber in the rear courtyard alongside the one containing the blue thief (see The Cabal of Eight II Pt.10: The Blue Thief). After the dragon was dead, they would free them including the thief.

They set the front door to the side and generally cleaned up the best they could. The group had decided to go to the White Prong come dawn not to purchase Thorn’s coin but to meet the dragon whom they believe to be Thorn’s employer. Fauna went to formulate four healing potions. Szoo slathered himself with healing salve and went to rest; the naga was in especially bad shape after absorbing some much of the dragon-shaman’s Shock Ray. Once the house was straightened up and Fauna had finished brewing her potions, the three mages went to their respective rooms to rest and heal.

To Be Continued…

The Cabal of Eight II Pt.12: Peek-a-Blue

Blue deluge at the door

Morning, 23rd of Monsoon – Fauna (played by Jenn) stumbled into the house from the street looking even more haggard than usual. Wordlessly she felt her way along the walls to her room and shut the door softly behind her. Szoosha (played by Isis) who just finished feeding Fauna’s animals had noticed the polished stones around the druid’s neck glistening in the strong early light. Mesmerized by the sparkle the black scale naga stared at them, his serpent-eyes tracking them until Fauna was behind her bedroom door. Excor (played by Cris) was reclining in quiet contemplation.

Szoo: “Oooh, shiny! I like shiny things!”

Cris (studying his character sheet and mumbling under his breath): “Hmm, huh, mmmr, okay, no, what, pffp, er, okay, alright. That’s it, that’s what I need.” Cris flipped his well-worn character sheet on the table in front of him.

Excor (giving the naga the c’mon hand signal): “I’m going to the bazaar to pick up some supplies, we better go together.”

They left the house headed towards the bazaar. The sky was a dull even gray and the air was heavy and moist and smelled strongly of brine. Taking a sudden detour they decided to stop at the Carpenters’ Union to hire some carpenters to repair the floor and trapdoor into the root cellar. Excor hired a local carpenter that served their row. He would send an apprentice for 1 copper to assess the job. A short while later, they arrived at the bustling indoor bazaar where Excor was looking for three one-gallon jugs (5 sp ea.), one copper funnel (2 sp), and a jar of glue paste for 1 silver piece. Szoo purchased 5 glass potion bottles at 1 gp each.

After finding what he needed, and stuffing the items in his bag of holding, Excor left for Wensaer’s Alchemy Shop (The Cabal of Eight Pt.7: A Red Rat), Szoo followed. At Wensaer’s however, Szoo purchased two bottles of Alchemist’s Fire at 100 gold pieces each. As the pair left, Wensaer inquired after Gornix, the old man seemed worried. The others simply said they had not seen him in a while now. The old wizard twirled a pinch of his white beard between his fingers.

Later, the pair of adventuring mages browsed Baba’s Apothecary, the air spiced with a pleasant mélange of exotic flavors and tobacco. Excor picked up 4 ounces of the mid-grade smoking herb mix and 1-ounce of Lotus Wort for 4 silver pieces. Lotus Wort is a hairy moss harvested from along the Serpent Coast that can reduce the duration of the effects of lotus pollen and in the case of the Black Lotus, change the death-effect to sleep if consumed before. Baba was not much for conversation but she was fretting about the next shipment of lotus and deep forest medical herbs, it was late. They left the shop, Excor packing his pipe with fresh herbs, and turned out onto the crowded street.

The pair of adventuring mages was walking at a leisurely pace finally on their way home. Unexpectedly, Thorn the beggar tripped directly into their path from behind a rain barrel. Szoosha jumped behind Excor and wondered aloud if they should do something, after all, it was obvious that he was following them. Excor, however, took this opportunity to engage him in conversation.

Excor (instantly putting on a false air of friendly joy): “Ah! My friend Thorn! So glad to see you!”

Thorn (a little leery): “Uh, yeah. Hey, uh you got any o’ those herbs to spare?” He pulled out a charred corncob pipe.

Excor (tossing his smoke pouch to him): “Of course my friend. Here. You, uh, wouldn’t happen to have any info for me would you? Anyone we should know about maybe following us around?”

Thorn: “Hehe, naw there’s nobody like that!” He tossed the bag back to Excor, lit, and then took a tug on his old pipe.

Excor: “So, what is your price anyway? We can beat whoever’s employing you right now.”

Thorn (suddenly stepping back and putting his hands up): “Whoa there! Whoa there. The guild would my head, there’s rules, ironclad, cannot be broken.”

Excor: “Well, we are interested in getting some eyes and ears on the streets if ya know what I mean!”

Thorn: “Well, my coin is up fer the bidding. She holds my coin currently but if ya outbid h…my employer tomorrow at dawn in the White Prong. I’m all yers!”

Isis (gasping): “Oh no! She’s got him too!”

Excor: “Well, my friend we need to be on our way. How about we walk and talk.”

Thorn (between puffs): “Okay.”

Cris: “He slipped up. The probably has his coin. Well, we know where she’s going to be at dawn.”

Isis: “Alright, we’re gonna fight a DRAGON!”

Cris: “We need to prepare! We can’t just fight her in the White Prong we’ll wind in guild court again!”

Isis: “Oh yeah, I forgot about that.”

Consequently, the pair of mages and Thorn the beggar were walking at a rapid pace in the direction of the alley through which Fauna’s rental sat. They were maybe two rows from their destination when without warning Thorn wheeled around.

Thorn (starting into a light jog): “Bye! Looks like I gotta go!”

Instantly, both Excor and Szoo spotted them. Walking directly towards them were 2 scrawny humans each wielding a high-quality silver cutlass followed by a large barbarian, probably Fuglotian by appearance, in a horned helmet with bronze bracers, a black leather war belt girding his waist and a very large superior quality Tulwar in his hands. To their left was another human, probably a mage of some type, with a quarter staff in his hands and bronze bracers on his wrists. All four were in quilted blue robes.

Szoo: “Crap! It’s them.”

So Excor swept up the Naga in his blue cape (The Cabal of Eight Pt.31: The Welfare of Rats) and teleported them both home into the center of the main room. Someone began pounding on the door. Excor approached cautiously telling Szoo to “get ready” before yanking the door wide open. A carpenter’s apprentice stood there a little surprised. He was here to take measurements and assess the damage. His work took little time, soon enough he presented Excor with a contract.

The price would be 1 gold piece and 5 silvers, Excor quickly signed it. In short, tomorrow the apprentice and two journeymen would arrive after breakfast. The young boy left as soon as he finished reading out the terms. Some time had passed since the pair of mages had spotted the dragon’s men, they were certain that the Blue Dragon Gang had not been able to track them back to the house.

Excor walked into the makeshift alchemy lab and began filling the jugs with the mead from his magical golden chalice (Cabal of Eight Pt.38: The Black Tombs Pt.2). Meanwhile, Szoo went down into the cellar and into the secret passage to bottle some naphtha. A very quiet hour passed then suddenly without warning with a thunderous rush of water the front door is blasted from its hinges.

Excor shouted out, “Assassins!”

To Be Continued…

Bizarre Beasties #13 – The Boar-Wolf

The Boar-Wolf, a nasty wolf and wild boar conglomeration. A new pregenerated monster for Dice & Glory that has a wicked surprise on occasion. Especially a challenge when confronted as war-beasts these large beasts rip, gore, and trample all foes!

I’ve been experimenting with mixing various mundane animals together and adding some strange abilities. I did find an identical creature already created for a crappy television special decades ago. I had already had this as a concept so, I let that influence me a little. Though the creature is a simple brute with a few surprises should the GM see fit to make use of those.

Bizarre Beasties can be used at the discretion of Game-Masters to add variety to their game worlds easily and quickly. GM’s can drop the fully fleshed Boar-Wolf into game sessions immediately without any prep-work beyond reading the document. Finally, the Boar-Wolf is a great addition to any GM’s bestiary.

Bizarre Beasties #13 – 787k

Dangerous Boar-Wolf beasts that gore with their tusks and rend with their powerful jaws!

The Cabal of Eight II Pt.11: The Labyrinth of Weird Death

The paths and twisted walls of the labyrinth disappeared in all directions into a hazy blue-green horizon. Clouds of blue-green mists rolled over the impossible landscape and the fabric of reality itself seemed to seethe and roll, as do the deeps of the ocean. The dense, moist air was cool and made her head swim. It smelled overwhelmingly of fresh-cut greenery carrying the spice of moldering wood. The walls of the labyrinth also seemed to shift with the tide rearranging in the wake of each swell. She could see no center, no goal towards which to strive.

The Decapitator Throne

Again, she began drifting towards the black iron spikes atop the wall. Fauna (played by Jenn) canceled the power of her ring of levitation. She had snagged the ring from the group treasury, the hiding place in the clubroom back at the Red Helm Tavern. The druidess had made a quick stop there before heading out to the secret meeting in the secret caverns beneath the Old Amphitheater.

Her feet landed softly onto the cold stone. She found herself back in a narrow lane of the maze. The floor was of damp flagstones and the walls were a chaotic patchwork of adobe, fired bricks, natural stone, and mortar. From every crack, uneven surface, and fissure grew twisted woody branches, clumps, and patches of hairy and bright green mosses, as well as flows of yellow slime molds. The great flagstones were also uneven causing the floor of the lane to undulate up and down, so deep in places that one could hide in the dip easily from others approaching from either end of the seeming infinite lane.

Fauna exhaled and began moving forward turning with every corner into identical lanes, some short, some dead-ends, and some choked with woody vines and dead branches. Occasionally, she happened upon the corpse of a fellow competitor for head priest/priestess of the Brotherhood of the Rope. She turned a corner and saw a giant pale mushroom blocking the way with the terrified face of an initiate sinking and disappearing into it. She turned the corner.

Not long after that, she found a huge clump of limp black roots blocking her way lying across the way. The druid was going to climb over it until she saw a pale human arm hanging out of the clump banded by purple bruises as if squeezed by ropes or tentacles. She quickly changed direction. Along the way, she managed to avoid a tripwire, a trapdoor, and a spring-loaded scythe blade as she progressed. Eventually she came upon a high narrow red-lit opening in the wall that glowed yellow with firelight.

She slipped into the lit and comfortably warm chamber. The walls and low ceiling were of finely masoned but large blocks of stone that shone red-orange in the firelight that blazed from the two large golden braziers. Before her was a throne carved of the same stone as the wall blocks with an imprint of the reclining human form in the stone with a golden and jeweled crown where you would expect, over the crown of the human-shaped crevice.

She noticed a young girl with long black hair standing against one of the walls, another initiate. The girl had sneered at her in the lineup.

Jenn: “I hope that b***h dies.”

Isis: “Sis!”

Jenn: “Well, she was mean to me!”

Stepping in front of the throne was yet another blue-robed petitioner, Fauna also recognized him from the lineup. Certainly, she and this pair seemed to be the only surviving pledges to have reached the center of the labyrinth. The man contemplated the throne, at its foot was a high step carved with druidic script. It said, “A good druid is humble.”

He strode over to the step bowed his head, said what sounded like a brief prayer and sat in the broad stone seat. Immediately the golden crown dropped to his shoulders around his neck, he screamed, then the seat and back of the throne opened like a trap door and his body and severed head dropped into an unseen sepulcher. Consequently, the stones swung back and the blood that covered it slowly faded and disappeared. Fauna grabbed her neck.

Jenn & Isis (in unison): “Oh boy!”

The young girl chewed her upper lip then stepped forward violently. Then she yelled at Fauna to “step back you heifer!” She strode forward full of class-born bravado. The girl stopped on the step of the throne suddenly aware she had no solution to this puzzle. She turned to Fauna and the expression on her face turned from terror into an arrogant reserve.

Young Girl (solemnly): “If I am fated to die then I am reserved to my fate.” She lowered herself lightly into the cold, hard seat. The crown slid down and she let out a “gack” at the same time as Fauna heard a mechanical spring sound. Blood burst from her mouth. Her severed head and the decapitated corpse fell into the depths beneath the throne. The spots and spatters of dark blood disappeared. The throne was solemn again and even more threatening.

Jenn: “Crap it’s my turn right?”

Isis (to Jenn): “Oh my gawd! You’re gonna die!”

Isis (to me): “Can’t we help her solve this riddle!?”

The GM (me): “Nope.”

Cris: “Naw we can’t help her! We’re not there! Sorry but we’re not there!”

Jenn: “Maybe I should just sit down on the throne.”

Isis & Cris (in unison): “NOOO!”

Finally, Fauna sat with her legs crossed, she contemplated the throne and the inscription at its foot. She took a small dose of Yellow Lotus powder from her robes and snorted it. Shockingly, she was able to maintain consciousness. What played repeatedly in her fevered brain afterwards were Anishi’s words just as he pushed her into the labyrinth’s aperture, “Tread with care my child and be humble”.

Fauna: “Ah-Ha! I got it!”

Immediately she walked over to the step before the throne and kneeled upon it as if in prayer. The stone gave the slightest bit and she could hear a click somewhere inside of the throne. She then rose and sat down in the seat. The gold crown dropped onto her head then she saw a section of wall to her right suddenly slide down and reveal a recognizable chamber in the cave beneath the amphitheater. The crown rose back from her head and she rose as if in a trance towards the exit.

In unison both Jenn and Isis let out a loud sigh.

The next thing Fauna could remember was that Anishi put a necklace of polished raw gems around her neck. After that, she only remembered slogging home through the streets and the hammering light of dawn in her normal dirty robes. She was starving and every muscle screamed along with her lotus-soaked brain. It felt as if she had been in that place for several days rather than a few hours. Her feet really hurt.

Jenn (a sudden realization shooting through her eyes at me): “Oh my gawd, I could have really died.”

The GM (me, shrugging): “Well, yeah.”

To Be Continued…

Creating a Dungeon Map

Mapping is an integral part of Game-Mastering any roleplaying game. Maps are infinitely useful. They functionally visualize settlements (towns, fortresses), ships, or caves, ruins, and dungeons as well as over-maps of landscapes and countries. I also know it can be tough even to get started much less work through to a completed map.

Over a couple of decades of Game-Mastering, I have worked out a certain routine. A routine to follow when formulating and creating maps. Just to be sure of this, I took notes while I created the map for Manifold Maps #2. This routine can get my mind moving and the creative juices flowing even when caught at a standstill. Occasionally, however, I do still run into roadblocks.

Portions of the map I am not happy with or the inability to get a solid picture of what I am trying to do are common obstacles. I also sometimes just seem to run out of ideas somewhere near the beginning. I have learned to work through these dry spells. However, I never try to force it. Eventually, not counting for a possible time-crunch though, I can get going at it again. Although I can stall out for more than a day or two sometimes. Most map-making does involve some stops and starts.

Writing this piece was a personal exploration into my own creative process once I started to realize that I had a process and was working through steps to achieve a completed piece that I was ultimately satisfied with. I hope that others will in the very least find this interesting if not helpful in their own mapping endeavors. The first step in map-making is to have a symbol key at the ready.

Make the Master Key

It is important to have a clear and legible symbol key. This is in order to populate your maps with objects, features, and scenery not to mention encounters, treasures, and traps. A Map Key also sometimes referred to as a Legend is a listing of symbols with their meanings. It is needed to understand a map that uses its symbols. The key can be on the map itself often quartered off. However,  often Games-masters(GMs) might want to use as much of the sheet as possible. So using a Master Key, a universal map key often on a separate sheet of paper, is most useful.

roughing a chamber for map
Roughing some chamber ideas

I have a standard master symbol key that I use for most of my maps. I also may use a few alternate symbols required in certain situations. The key that I use includes adopted symbols and has been refined over a period of several years. So, it might take a while to build or collect a master key suited to your purposes. Personally, I am more concerned when using my key with speed and clarity. I wanted to include symbols in my Legend that are easy to recognize and distinguish from each other. They also had to be easy to draw fast and easily especially when sketching. When in doubt, find already existing ones and crib and adapt them to your needs.

To Start With

I often start with the vision or concept of a single chamber. Which for one reason or another is interesting to me as well as clear in detail. It is often a central or entrance chamber that gives the players a visual taste or general atmosphere of the entire place but not always. Frankly, I grasp at whatever I can clearly visualize. This can be a central or entrance chamber, some side passage, or even the outside mouth/entrance to the place.

An alternate method is to just start laying down features then work a single chamber around those features. This to get the starting point from which to work outward. This I do when the first method is not working for me. This technique is a little more hit or miss. However, I usually come out with something if not a handful of possible chambers to begin plotting.

The map starts to grow from the central chamber

Going back to the visualized chamber; I will sketch this room and try to fumble around with surrounding chambers. How they relate on the map to the central chamber and how they connect. I make a real mess with a pencil on a piece of paper trying to refine the central chamber. Including as I try to find a layout and develop a few chambers that I can string together. This includes creating additional chambers to place on the paper like puzzle pieces, trying the best and most pleasing fit if not the most sadistic or unexpected configurations.

Once a map starts to form, I also try to gain another main idea that may add to the map in a few different ways. These central ideas or main features can include canyons, large pits or fissures, bodies of water, burrows or dugouts that were not a part of the original structure, historical additions or modifications, etc.

The Big Idea

rough sketch of the map
A refined sketch with the big idea

This idea should fill a decent portion of the map, run through it, or help to shape the map and arrangement of chambers. This idea can be a natural or not-so-natural feature, the purpose of the structure that I am mapping or the history of the place that would shape it or its features. With this in hand, I will take a new sheet of paper, sketch the chambers that I designed previously, and use my new idea to arrange the layout.

After I have the layout sketched, I try to add as many details to each chamber (using the SYMBOL KEY) as possible but not so much as to crowd the sketch. I also write notes (sometimes with arrows) around the sketch that I need to draw the refined rough draft or those that need to be included as notes for the map even if they are not present on the map itself. This is also the time that I start writing down ideas for a title.

The title is often times, but not always, based on the central feature or main idea of the map because it is easier to conceive of a name that way. Other things to consider when running through names for your map are its history, current or former uses, what or who may or did reside there, and its reputation (if any). I also like titles that are eye-catching i.e. sound cool and maybe a bit cheesy.

Refining the Rough

ink lined sketch for map
The finished sketch in ink

Now I have my messy pencil sketch. The next step is to carefully pencil a copy of the map on a piece of graph paper. I try to include any notes or symbols on the original rough version. In addition, I take the time to refine my map, add, change, or subtract chambers or other details. In addition, I decide which notes are convertible into symbols and the need for any new ones.

I prefer working with my hands although most of you might want to use other methods, which is fine. Also, I already have all the art supplies so I should use them. My roughs are done entirely in pencil. This refined rough draft is what I use as my blueprint.

I then trace only the parts of the map I will ink. Those are scanned into Photoshop where I have all my Legend symbols ready to place.  I trace the main non-keyed features and walls then clean it up in Photoshop. This is while dropping in the keyed elements and text resulting in the final draft of the map. Essentially, I use Photoshop to create the final polished version of the map. It looks cleaner and the quality is easier to reproduce across several maps if need be.

Recap

  • Decide on a Master Key/Legend to use
  • Try to come up with a single chamber as a starting point
  • Refine it and start thinking about other chambers around it and how they fit together with it
  • Add a central feature or idea to help shape the entire map
  • Start penciling a rough draft from your preliminary sketches
  • Trace off, detail, and refine a draft from the former that will be used as the map blueprint
  • Draw your map based on that blueprint refining your design were necessary
Tabernacle
The finished map

Summation

It is through this process that I draw maps. These include those found in the Zombie Horror book and hopefully future publications. The difficulty really is coming up with the bits and pieces then fitting them together into a coherent, useful, and hopefully aesthetically pleasing map. Start small and work your way out adding in new, bigger ideas as you refine the map. Eventually, you will end up with a complete map. Remember that it does not have to be huge or too complex to be useful. Lastly, the tools to produce should not matter as much as your own personal skill and knowledge with them.

Manifold Maps #2: Tabernacle of the Bottomless Gorge

Tabernacle
The Tabernacle Map

This is a map to the Tabernacle of the Bottomless Gorge, a hidden temple carved from the living rock of a hollow mountain top. This is a free fully marked-up map (only lacking encounters, traps, treasures, etc.) for use with Dice & Glory. It uses a basic key (Note: the small triangular arrows denote edges of a domed ceiling) and numbered portions for the ease of GM’s wanting to populate them. A legend is included as this map uses a variety of symbols.

Manifold maps can be used at the discretion of Game-Masters to add a new crawl type adventure or dueling field to their game. These are self-contained maps that fit on a single page and require only the prep-work to populate them as well as descriptions to flesh out certain areas.

This map was designed around the idea of a hidden temple/tabernacle built around a large gorge. There is a chamber designed to catch rainwater in a reservoir and a simple cave system serving as a secret escape route. The map is contained enough for a brief raid or limited crawl. The terrain is also varied with roughly hewn chambers, temple chambers, caverns, and cliffsides. The scale is meant to be 5 sq.ft. per square.

Manifold Maps #2 – 1 MB

The Map PDF is hosted on Mediafire.

The Armatelorum: Folio of Ancient & Medieval Arms & Armor Released!

Armatelorum cover

The Armatelorum: Folio of Ancient & Medieval Arms & Armor released!

The Armatelorum is a 90-page resource manual filled with pre-generated weapons and suits of armor using the weapon and armor construction rules from the Dice & Glory Core Rulebook. It is a valuable resource for any Player that has a need to customize their character. Game-Masters will also find it invaluable to equip their NPCs with a variety of arms.

This fully illustrated book has 10 chapters: Medieval Weapons & Armor, Melee Weapons, Missile Weapons, War Engines & Artillery, Shields-Helmets & Pieces, Suits of Armor, Stone-Age Weaponry, Ingenious Weapons & Gimmicks, Special Training, and Improvised Weaponry. Some chapters reprinted and expanded from the Character Codex series of books as well as portions of the weapon & armor chapter from the Dice & Glory Core Rulebook.

This sourcebook focuses on every major category of ancient weaponry such as swords, pole-arms, bows, scythes, even siege engines. It includes rarer versions of weapons and armor such as zweihanders, the zanbato, weapons of the samurai & ninja, messers, recurved bows, shillelagh, and ball & chain weapons even muscle cuirasses.

The weapons and armor found within this manual were written with historical facts as well as keeping the fun factor of fantasy roleplaying in mind. Each weapon or piece/suit of armor has a table statistics entry and a short paragraph description with some variations mentioned along with applicable stats and modifications.

The appendices include notes on punch weapons, prosthetic weapons, crystal weapons, and there is an index of stylized martial arts. A full resource of melee weapons, ranged weapons, siege weapons, and shields, helmets, and armor!


Get it in PDF format here:


https://www.drivethrurpg.com/product/305309/The-Armatelorum-A-Folio-of-Ancient–Medieval-Arms–Armor?src=newest

Death Poll Discussion

Adventure comes from the brain pan

Last month I posted a quick and dirty poll about the feelings role-players have about in-game death when it occurs. The results were interesting although I think I could have been more specific. Perhaps I would add in a few other options should I ever post another similar poll. I published the results here if you have not already seen them in the original post. In addition, I try to clarify my intentions with the poll.

Death Poll Results

Above all, here are the results of the poll that concluded 11/28/2019. The original blog entry and poll results are no longer available, sorry.

My Poll Answer

Subsequently, where I fall in the results would be a combination of the top three options. Although on the poll itself, I would have probably selected the top option. My reason is that I want death to mean something. Therefore, the occasion would be somber, maybe my in-game plans are dashed by the death (this has happened with my evil characters). This would allow my character to express their feelings about the situation in their own way. I find it fun to try to figure it out and then carry it out.

I like trying to construct and figure out my character’s emotional life. It’s fun to build their backgrounds, physical bodies, and spiritual qualities as well as working out their abilities and powers. After that, it is all about building their actual hearts during role-play taking every opportunity to explore them as well as using them to explore the game world.

What I Intended

 I intended to try to find out how other Players and GM’s feel about the event of the death of Player Characters at their tables. Consequently, judging by the comments, I was perhaps not clear enough on that front. I was (and am) interested in the emotions directed at the game and its participants that character death provokes. That was what I was pursuing with this poll.

What I Forgot

A few of the comments about the poll did point out that I had forgotten at least two points. These being Death for Drama’s Sake and In-Game Death serves to reinforce the idea of Death as a Looming Force. Death for Drama’s Sake means that a player willingly conspires with Games-Master to have their character die for dramatic or story purposes essentially, death for the sake of the narrative.

This to me seems to be more applicable to more story-oriented games. However, I do utilize NPC’s in a very similar manner. I try to get the NPC familiar with the Players even perhaps becoming a friend. When the Players become attached I try to manipulate that relationship to my ends. This can range anywhere from dramatic death hopefully towards an end not just for drama, to betrayal by an ally. In the latter case, if the character survives I try to have them become a thorn in the Players’ sides maybe even evolving the NPC into a major villain (see Dark Lords: Building Better Lords of Evil).

Death As Looming Force

I also seemed to forget to address Death as a looming force. If there is a potential for PCs to die even on a bad roll or badly misjudging a dangerous situation then death is ever-present. However, this just adds in the risk factor and the attached thrill when the PCs escape or power-through dangerous scenarios. A Player Character death just serves to bring this looming presence to the fore of everyone’s mind, fully integrating it and making it an actual part of the game world. I might have still left this option off the poll though even had I thought of it. The reason is that I am more interested in what emotions the participants are feeling generally directed towards the game precipitated by the actual death rather than about the general presence of it.

There are inevitably angles that I have still missed. However, as in-game death and even the narrowed subject of the general emotions it brings out, death is still a very broad subject with tons of nuance all over the place. Polls are meant to be focused and provide information about opinions that can be used to build generalities about the polled group. Note this poll was very small serving more of an opinion poll of those who bother to read my blog.

How I See In-Game Death

I see in-game death as a natural risk of adventuring, if you are doing it right then you run the risk of dying sometimes horribly. Similarly, death is an ever-present shadow in the back of any adventurer’s mind. However, I do not think it should be an overwhelming aspect of the game. It should be attached to the major risks and challenges found in a good adventure and sudden unpredictable death should be a rare occurrence but something that can definitely happen on a bad roll. A unique aspect of the game based on the dice.

As mentioned before, I do see it as an opportunity for drama and roleplaying. It is a place where characters can express and build character. Previously, I did go into more detail in Tabletop Meditations #10: Death where I expand upon the idea of the Good Death and talk about Perma-Death and TPK’s. The blood spilled in the course of a quest lends the struggle meaning. Particularly if it is the blood of heroes, allies, and friends. Death flavors the sweetness of victory, enhances loss providing a real drive to dive back in, at least for me.

GM’s Hammer

I definitely do not see it as the tool of GM’s judgment. It is more something that is a part of the game world. It is what is likely to happen in the course of high adventure. When it does happen, it should have some sort of impact whether that is a downer session or an opportunity to turn up the roleplaying aspects of the game.

Addressing a Few of the Comments

Lethality in Gaming came up a lot in the comments concerning certain specific gaming systems. I was not particularly interested in game system lethality in this particular poll. Although maybe an option of “I Play in High Attrition Systems, It’s Just How it Goes” would be appropriate to address this. However, I do not think that the previously mentioned addresses the feeling of someone who is playing a character under those circumstances. I would assume that since they are willingly playing a system with a high mortality rate that they already know their character has a high chance of death so that seems like it would fit under the option No Big Deal, Time to Generate Another Character which did fall into 4th place with 11.26%.

Nuance

Is death a more nuanced subject than the structure of this poll seems to address, well, yes but it is a very simple poll. In short, its purpose was to cull some very specific information on a subject narrowed to produce a specific if an informal range of data. As explained before the purpose was to gauge the feelings tied to in-game PC deaths based on what I have seen discussed across the internet and in my personal gaming experience.

These reactions to death range from viewing it as an opportunity, placing blame, viewing it as a problem to be solved (the 0% popular The Character Build was Wrong for the Campaign option by the way), to indifference. I did miss an option for anger but I have found that those who angry at the table over their character dying very rarely come back to run another character ever again, however, if I run a similar or more finely tuned Death Poll, I would include one or two anger options.

In Conclusion

The death poll was an interesting exercise and in-game death is certainly a point of interest for many other hobbyists besides me. Death would be an overarching subject especially in any adventure game where risk is a part of the fun. Death also can stand for a permanent loss such as a loss of limb or complete isolation from a hard-fought opportunity via a heroic choice but this poll focused exclusively on Character Death. After all, what fun is it playing an immortal or a character that cannot lose in a meaningful way?

Please, if you have suggestions or comments feel free to leave them. Especially, if you have a suggestion for a new poll definitely feel free to post that.

P.S.:  I will be taking a break from the blog for the holidays and New Year. The blog and the Cabal of Eight II will be back in late January. Later that same month the Armatelorum will be released (finally).

The Cabal of Eight II Pt.10: The Blue Thief

20th of Monsoon – Dawn was breaking but the sun’s rays were stifled behind cloud-darkened skies and drowned in the heavy, humid air. Stray raindrops randomly pelted the roofs, and cobblestones of the city as well as the heads of retreating rag pickers and soot-brushes. The fitful sleep of two of the cabal members was disturbed by the approaching ringing bell of one of the many city criers.

The Crier: “Hear ye! Hear ye! The city marshal has declared that all those found to commit the crimes of theft, murder, and assault within the city limits that are not citizens of our great city and are found to be the crew of known freebooter and privateer ships will receive the penalty of death! Ships whose crews comprise of more than a handful of such criminals will be banished from harbor come hell or high water!”

Excor (played by Cris) and Szoo (played by Isis) stumbled and slithered from their rooms, slowly due to their bruised and aching bodies roused by the crier’s bell and spiel. Already, Fauna (played by Jenn) was grinding the remainder of her herbs into two doses of healing salve for her wounded companions. As both Szoo’s and Excor’s wounds were still grievous. Fauna, on the other hand, was in perfect health. After finishing the salve and having applied it, Fauna cleaned out the stable and left for the market district. The other two went back to their beds to heal.

Later, in the afternoon, the sun had peaked between the clouds and Fauna was returning from the market with her horse attached to a new wagon loaded with a few months’ supply of oats and hay. As she led the wagon back home she entered the alleyway and only then noticed a tail, someone was stealthily following her. Calmly, she unhitched her horse and put him back into the stall next to her giant frog, tossed that thing a bag of mice. She left the wagon just off the stables. Suddenly, she rushed through the door and shouted.

Fauna: “I’m being followed!”

Immediately, both of her companions leaped from their beds and met her at the door against which she was leaning.  All she could relate about her pursuer was that he was wearing blue with a short, matching cape.

Isis: “*Sigh* Is this the dragon again?”

Cris: “Who else would it be!? Of course it is! Blue cape, sheesh, of course it’s the dragon! Or her slaves.”

Excor rushed to the door and carefully, quietly, cracked it and peeked through. He scanned the scene outside the door from the alley wall to the stable. By a split second, he missed the fleeting glimpse of a blue cape disappearing into the hayloft above the stalls. Because of his spotting nothing, Szoosha cast Heat Vision on himself. In turn, Excor cast See the Invisible on himself.

Excor peeked back out the door and spotted Thorn the beggar ducking behind a rain barrel. He yelled at Thorn to leave while Szoo, head above Excor’s, spotted a heat trail moving from the ground and up into the loft. Thorn waved as he jaunted off after a shrug.

Szoo: “Guys! I got something! I think he’s inside already!”

Excor immediately slammed shut the door and turned. Almost by accident, he caught sight of a cape trailing behind its wearer as it flapped from above down behind a piece of furniture.

Excor (pointing the blue thief out): “Assassin!”

Fauna readied herself to cast Sleep as soon as she could see her target. Szoo moved around to get a better line of sight and was able to spot the blue thief. The short, brawny man was dressed in a powder blue padded/quilted robe with a bright blue silver-trimmed cape and cowl and a broad black belt. He was armed with paired superior quality silver daggers each with a large quartz crystal in the pommel. Excor cast shadow ribbons but the magic went wild. The black ribbons of shadow suddenly expanded into a cone of blazing red light and the thief shrieked in terror, he stood and turned to run through the back door. Fauna let loose her sleep spell but it had no effect.

The druidess let loose a lightning bolt; the thief dodged the bolt easily and tumbled through the back door into the rear courtyard. Szoosha charged towards the back door and made it outside into the small courtyard amongst Fauna’s chickens and goat. Excor moved up to where he could see the thief readying to scale the wall and cast paralyze I. The thief froze in his tracks.

Cris (to the GM): “That was some sort of crazy fear spell huh? Hey! Can I try to remember what I did with that spell with my spellcraft?”

The GM (me): “Yup, um DC uh 20, it was wild magic. Totally randomly rolled spell too.”

Cris: *roll*roll* “Damn, naw, I didn’t get it.”

Szoo had the paralyzed thief tied up with a rope he took from the thief’s belt. Fauna sensed some very strong magic from the silver manacle around his neck and the medallion with dragon-scratch runes that dangled from it. She simply tried to pull it off as it did not appear to be even locked or clasped but it did not budge. It even seemed bonded to the thief’s skin. Fauna then double-checked the ropes making sure they were tight. Szoo then inspected the collar and found the maker’s mark. It was the mark of the Golden Devil Company (The Cabal of Eight Pt.6: Gold Devil).

Szoo (panicking): “Oh no! We made some BIG enemies guys!”

Cris: “Whatever, we’re adventurers, it’s what we DO!”

The three mages stood around while the chickens clucked and gathered around their feet expecting to feed. They did not know what to do with the man. The magic slave collar without a doubt would lead the blue dragon straight to them. They quibbled back and forth for some time before they finally decided on what was to be done with him. They did not want to kill him; after all, he had no choice whether or not to obey the dragon. They also did not want to take him to the guards. The trio did not know how deep the dragon’s connections went. They decided to freeze the thief in amber.

Excor cast Amber Husk, an ancient spell obtained from a scroll they had found in the Lotus Vaults. Excor looked at his handiwork. The thief in blue could be seen at the center bottom of an iceberg of glistening semi-transparent amber.

Excor: “That’ll do it.”

That situation dealt with, for the time being anyway, the trio decided to try to rest until their next cabal meeting on the 24th. However, Fauna had a meeting with the Brotherhood of the Rope on the next full moon, the 22nd.

The next day, Szoo and Excor were sleeping the day away, Fauna, alternately, had hitched her horse up to her wagon and was going shopping around the Old Market District and the Bazaar. Soon her wagon was packed with a 1 lb. bag of healing herbs, another 1 lb. bag of yellow & pink lotus soaked smoking herb (of which she was currently partaking), a wood cage with four chickens in it, a sack of feed enough for a month, an empty 1-gallon ceramic jug, and 5 potion bottles for Szoo’s naphtha. She had watched Thorn while he had followed her the entire time as well.

She signaled the grey-cloaked beggar to jog up next to her she was riding in the saddle.

Fauna: “So…you old beggar… still spying on us?”

Thorn: “Yup! Just business y’know!”

Fauna (flipping Thorn a silver piece): “No info?”

Thorn: “Well, I’d be amiss in my duty if I didn’t ask about certain Pirate friends, ahem, certain friends of certain people maybe?”

He eyeballed Fauna for a reaction, there was none so he continued.

Thorn (pulling out his pipe; Fauna offered to light it): *ffwwwp* *exhaling* “Certain pirate friends of a certain party stealing from certain other people and yet other people, friends of certain people maybe? No. Well, those people hiding the treasure and those people’s friends maybe knowing something about it?”

Thorn glanced over at Fauna with a squint in his eye. Again, she did not react so he shrugged and took another tug from his corncob pipe.

Fauna (exhaling, her eyes sparkling with lotus): “Maybe we can hire you as…..our… houseboy? We could pay you a lot of money.”

Thorn suddenly tore off after shooting Fauna a polite smile. Someone was evidently waiting for him near the corner the pair quickly disappearing into an alley. However, Fauna could not focus enough to see who had been waiting for the old beggar. She lazily trotted her way home through the crowded streets as she toked on her pipe.

The following afternoon, Excor had spotted Thorn hanging out in full view around the house and he decided to see what he wanted. Excor tried to interrogate the beggar but found the old man was far too clever to get any useful information out of him. Even so, they conversed for quite some time. Eventually, Excor gave up and tossed him a silver to move off. As the grey-cloaked beggar walked down the alleyway towards the street he unexpectedly asked, “Hey! You know anything about a Cabal of Eight?” Excor was shocked but hid his surprise well enough that he was sure the old beggar did not read it.

Excor (waving bye): “No, no. Never heard of it! If I find anything out I’ll tell ya!”

Thorn (walking away): “I’m all ears!”

Cris hissed, “Dammit!”

Isis: “Whhat!?”

Cris: “They’re getting close! Too close! Dammit.”

Jenn: “Meh. We can handle it.”

Late that night when the full moon was high, Fauna found herself standing amongst a lineup of certain other characters, all drawn from the anonymous ranks of the cult, the Brotherhood of the Rope. Those in the lineup and her were all stark naked slick with sweat; the caverns under the old Amphitheater were sweltering. Those not participating in the “trial for high priest” were still in their dark blue ropes and hoods with a golden noose around their necks. Anishi, the caretaker of the grove, was presiding.

The cult had gathered in a deep chamber next to a very narrow entryway carved into the rusty, living rock. Vor Jetl “the dragonfly” had told Fauna that the trial would be a lethal one it would be the labyrinth. “Avoid the traps and you will make it to a final test, fail and no one will ever see you again.” Good advice as far as she could gather, after all, he was “on her side”. Apparently, the narrow opening was the entrance to this labyrinth.

Anishi gave the word and one-by-one the candidates walked up to him and he spat lotus powder into their faces, kissed them on the forehead, and pushed them through the aperture, “Tread with care my child and be humble”.

To Be Continued…

The Cabal of Eight II Pt.9: Fungus Force Five

Map of the Fungus Kingdom
Fungus Kingdom full map

Fauna the druid (played by Jenn), Excor (played by Cris), and Szoo the Black-Scael naga (played by Isis), were surveying the post-battle damage. A few shouldering clumps of slime remained not giving a hint to the tiny creatures’ formerly humanoid shapes. The statue of the four-armed goddess with dragonfly wings had fallen into the cellar up to its golden breasts (The Cabal of Eight Pt.41: The Lotus Vaults Pt.1). The floorboards around it were shattered, soggy and warped.

Cris: “See! I told you we should’ a killed that thing yesterday!”

Jenn: “But we didn’t fight these down there!”

Cris: “What dya think sent those!”

Fauna continued her brewing of healing potions while Szoo inspected the hole. The gap between the statue and the floorboards was enough for either of the human mages to crawl through but it was too narrow for Szoo to slither into the cellar. As the sunset and sky burned gold and pink, Fauna was finished, the trio decided to go back down into the caves below to provoke a final confrontation with the mushroom boss.

Excor holed the statue up in his Portable Hole revealing that the steps into the cellar were completely flattened. He activated his Ring of Ghost Form to float down to the cellar floor. Alternately, Fauna just jumped down after tying a rope off to the marble scrying pool that they had looted from the Lotus Vaults and installed in their makeshift lab-niche (The Cabal of Eight Pt.41: The Lotus Vaults Pt.1). Szoo slithered down into the small root cellar. Fauna took up the lead after finding the secret door wide open, smeared with fishy-smelling moisture and reeking of fungus.

The druid took a few careful cat-steps into the gaping portal into the dark passage. Her nostrils immediately assaulted by the choking stench of wet fungus. She saw about eight tiny sized humanoid creatures identical to those they had already faced above running towards her. The wet sounds of their tiny pseudo-feet slapping on the stone floor alerted the other two mages. As the tiny fiends hit the light of the lantern they appeared composed of black-spotted spongy material with grains throughout and covered in white and greyish hairs.

The battle was brief. Fauna slaughtered them with her dagger and Szoo scorched them with fire. Excor had flung chrono-missiles at them. During the battle, all of the creatures, the mouldmen, had swarmed poor Fauna and dealt some acid damage and drained some of her health (Constitution points). The mages lost no time in rushing into the caverns with Fauna in the lead.

Cris (to Jenn): “See! I told you that thing sent those things to screw with us! Hey, you better let Szoo lead for a little bit!”

Szoo moves into the lead to try to allow Fauna to recover. However, as soon as he took the lead, Szoo immediately spotted the oozing form of a violet blob slithering towards them from further down the main cavern.

Again, the battle was brief but Szoo had been engulfed, as this creature was much bigger than the violet blob that they had faced before (The Cabal of Eight II Pt.6: Facing the Fungus). Likewise, the creature had scored a critical hit on Fauna with a tentacle causing some serious damage to both her and Szoo using its dissolve flesh ability.

Suddenly without warning, a myconid astride a giant centipede charged from the somewhere further down the main cavern followed by two more mushroom-men covered in a thick crust of lichen-like plate armor wielding granite maces followed by an ice imp flying above amongst the dripping stalactites.

Excor whipped out his magic spike and shot a bolt of electricity at the centipede wounding it. Fauna tried to cast Lightning Bolt but the magic got away from her and went wild. A crackling burst of tiny electrical bolts filled the area. Fortunately, Excor was a ghost and unharmed. Szoo was able to avoid the bolts. Unfortunately, their enemies were just outside of the area of effect. The myconid centipede rider held up a small rod carved from red stone and the centipede surged forward heading straight for Fauna, she dodged its venomous fangs. The ice imp soared above the mages and blew a cone of icy breath at Fauna. Her magic shield absorbed the damage. Szoo shot a ray of fire at the centipede dealing some damage to it. The lichen-armored myconids leaped from the wood sled that the centipede was pulling and both attacked Szoo with their bludgeons. Szoo’s shield absorbed both hits.

Excor shot an electrical bolt at the centipede rider wounding it. The rider swung a sling above its head and let fly a stone at Excor but it passed harmlessly through his ghost form. The centipede again struck at Fauna but missed. Szoosha pulled out his fire fang and unleashed a cone of fire at the pair lichen-armored mushroom men barely singing them. The ice imp flew down and tried to kick Fauna in the head with its hooved feet. The druid easily parried the blow. The pair of lichen-armors again attacked Szoo, one missed by a wide margin the other successfully dispersed the shield spell protecting the naga.

Excor cast energy tentacle. Shooting from Excor’s hands a blinding bolt of energy took hold of the centipede rider like a tentacle. Fauna threw a lightning bolt at the imp wounding it. The giant centipede struck at Excor but again his ghost form protected him. Szoo backed up a few steps and cast elemental half-plate armor (fire) on himself. The armored myconids again struck at the naga but parried by his flaming naginata.

Szoo pulled out a bottle of naphtha and tossed it at the armored myconids splashing them both with the pungent substance. Fauna cast a fire ray at the ice imp wounding it badly. The imp again blew a blast of frost at Fauna. The centipede again fruitlessly snapped its jaws at Excor. Excor used the energy tentacle to pull the rider from his saddle and lifted him 20 feet into the damp cavern air. The armored myconids again swung at Szoo who once again easily parried their blows. The rider struggled in the grips of the energy tentacle but was trapped.

Szoo used his fire fang and blasted the pair of armored myconids with fire also igniting the naphtha spattered over them. They took a little damage but were also on fire. Fauna cast another fire ray at the ice imp burning it badly. The imp kicked at and hit Szoo in the head with its hooves but the naga’s fire armor protected him. Again, the centipede struck at Excor’s ghostly form. Excor used his tentacle to toss the unfortunate rider 20 feet down the cavern, a sickly thud sounded from the darkness. The flaming armored myconids both struck at Szoo again, one was easily parried but the other scored a critical hit dealing Szoo a mild wound.

Szoo again unleashed his fire fang on the pair of myconids again causing their armor to start to burn away. Fauna again struck the ice imp with her fire ray this time killing the creature. It disappeared with a blood-curdling scream and a burst of blue energy. The centipede continued to try to attack Excor. Excor tried to cast Force Ram on the giant centipede but failed the chaos of battle overwhelming his senses.  The burning pair of myconids again struck at Szoo but the naga again easily parried the both of them.

Szoo slashed at one of the burning myconids with his naginata but the myconid parried. Excor successfully cast Force Ram and squished the centipede against the cavern wall. Fauna flubbed her spell too anxious to slay her enemies. One of the flaming myconids attacked Fauna and was easily parried. The other attacked the naga and struck home with a massive lucky blow dealing Szoo a mean wound. The battle continued for a few more actions until the last pair of enemies collapsed into flaming smoking heaps.

Isis: “Jeesh! How many more of these guys are down here!”

Cris: “Yeah, he’s trying to wear us down before we get to him!”

Jenn: “Well it’s working! I’m out of shields and low on spells. And I’m kinda hurt.”

Isis: “Same here sis. But I’m still in okay shape!”

Cris: “I’m still pretty good but yeah, I’m out of shields too. … Screw this.”

Excor was going to cast Ghost Form on himself again but thought better of it.

After surveying the carnage and taking time to imbibe in some healing potions, the mages charged deeper into the cavern turning south to where they had previously encountered the boss mushroom. As fortune would have it, they ran straight smack into the monster.

The first round of battle was a blur of lightning bolts, a hurling destructive ball of fungus, a slashing flaming polearm, and a well-placed slow spell. The second was a cacophony of energy rays, chrono-missiles, and repeated thorn blasts that left Excor resembling a porcupine.

The battle raged on and slowed Boss Mushroom went on the attack as the trio of mages went on the defensive casting healing spells on each other, drinking potions, and Szoo casting elemental half-plate armor (fire) on his companions. The monster’s club swept repeatedly catching Szoo once and Excor twice. A well-placed fungus ball spell nailed Fauna wounding her horribly.

The final round found the mages exhausted and all badly wounded unable to take even a mild hit. However, Boss Mushroom was just as wounded. Thorn blasts and energy rays again flew then Excor captured the monster with a shadow ribbons spell. While the horrid thing was trapped, the mages beat and stabbed it to death.

The battle was finished and the trio stood over the large bloated body of the giant mushroom creature. Its flesh was starting to break down and liquefy. Excor observed the still brightly glowing ruby embedded in its chest. He shrugged and reached out to pull the gem from the monster’s melting flesh. To his surprise the gem was set into gold and attached to that was a fine gold chain, it was a necklace. He continued to pull the treasure free though there was some resistance so it took an effort on his part.

He almost had it free of the gross corpse and gave a mighty final yank. The warty skin of the chest split open and a human skeleton, the necklace still about its neck bones, was pulled out with a gush of yellow pus-like liquid matter. The skull clattered to the cavern floor, pulled off in a nervous reflex action by Excor. The necklace was his.

Cris: “Yech!”

Excor identified the gold necklace bearing a large central ruby that sparkled like blood-fire. The gem enraptured Szoo. His eyes sparkled in time with the strange light of it. Excor described the magic abilities of the necklace. It was a necklace of Shield three-times-a-day at level 8. However, something about it was bothering him but he just could not put his finger on it. Szoo grabbed for the gem, Excor let the naga have it. The naga Elementalist immediately donned the magic necklace.

Cris: “I don’t want that stinking thing! It was embedded in a monster-mushroom’s chest!”

Szoo wanted to explore the cavern further but everyone was suffering significant wounds including Szoo who only just realized his condition when prodded by Excor. Disappointed the naga relented. To satisfy the naga at least a little, Excor cast ghost form on himself once more and scouted the cave getting a general sense of where all of the passages and chambers were. The naga seemed even more disappointed afterward.

Exhausted, the trio moved back up into the house for some well-needed rest. Excor grumbled something about having to hire some carpenters to fix the trap door and floor.

To Be Continued…