Tuesday, March 31, 2020

Final Fantasy XIV, part 3 (Hatching-tide Celebration)

3.30.20. So, I was going to write a post about game mechanics. Something lightly analytical, and maybe top it off with more screenshots of catgirl wizards just to keep the theme going.

Then, this happened:


So, ok, let's back up a second. There's this girl, her name's Jihli, right? And she's completely insane. She had a vision from some space gods to go bejewel some eggs and create a festival called Hatching-tide. So, she did that. And then she started a cult. One of her cultists explains as much:



When you first encounter Jihli, you're wandering through the forest city of Gridania. All is relatively normal, except for the Easter decorations, but that's something that happens in MMOs, right? People decorate for holidays, no big deal.

But then you follow the crowd and talk to Jihli, and her helper keeps making all these terrible egg puns, and she asks you to put on a rabbit costume... and... and...



This quest leads to you a place where you're out in the woods, dressed up like a rabbit, with a huge butterfly net and a bunch of glue-bombs, hunting chickens with a flash-mob.

I took a couple screenshots, but I think the impact is better, more profound, if instead of looking at a screenshot you just take a second, sit back in your chair, and meditate on that last sentence. Once again:

This quest leads to you a place where you're out in the woods, dressed up like a rabbit, with a huge butterfly net and a bunch of glue-bombs, hunting chickens with a flash-mob.

How wonderful! This concept? Sublime. Take it out of Final Fantasy and put it into Dungeons & Dragons, and you've got yourself one hell of a session! You could even take this concept and put it into the real world, and you and your friends could enjoy a truly baroque and nonsensical Easter celebration. This is just fun.

Up until now, I'd been on the fence with this game. I struggle with MMOs, and some of this game's mechanics - the easy difficulty, the endless fetch-quests, the grind - had been wearing on me. I'd even rage-quit once after an endless deluge of cut-scenes. However, when I stopped trying to make Final Fantasy into something else, and just gave myself over to the experience of what it actually was, the joy of gaming showed up.

And to think, I was about to write a post about game mechanics.

Sunday, March 29, 2020

Final Fantasy XIV, Part 2 (Evil George Washington, and also, Catgirls)

3.28.2020. Let's talk for a minute about Ahtzapfyn, or as I call him, Evil George Washington. I love the design for this character. Tricorn hat, bottle of ale, frilly coat, and sideburns for days. I had seen him earlier in my session, and I'd said to myself, "Oh wow, that dude's awesome! I hope he's not just some filler NPC there to pad out the environment."



Whatever gods rule the lands of Final Fantasy heard my prayers and smiled. Not only is Evil George Washington an important character in the early Marauder questline, but he gets his own cut-scene and a scripted battle sequence.

"The main difference between me and the Delaware River, my friend, is that you'll rue the day you crossed me."
So, yeah, that was a fun experience. Not particularly challenging, but I've been told that FFXIV is extremely easy until you get to the higher level instances. I'm holding out for those. Of course, I'm about twenty levels behind most of my guild at this point, so I'm soloing this game until those instances show up.

A 'screenshot' of my higher-level guildmates in all their magnificent splendor
3.29.2020. So, I don't really play MMOs for the story. Or rather, I do, but I don't play for the experience of the narrative -- I play for the anecdotes. Those little remarkable things that happen organically and make you say, "Oh, but do you remember that one time, when..." or "Oh, so I saw the most ridiculous thing!"

In my wanderings today, I experienced a number of delightful anecdotes. These are four of my favorites.

Drippy watches a trio of dancing catgirls performing in a street theater in Ul'dah.

I learn the name of the Cultured Conjurer, and Y'shtola gets a whole cutscene to herself.
Seriously, the voice actor for Y'shtola is chewing the scenery with her line delivery during her introductory scene, and I'm here for it. This character encapsulates a lot of JRPG tropes in a way I find endearing, and I'm hoping to see more of her in this game. A quick google search of Y'shtola shows me that she's a character in Dissidia Final Fantasy NT, but that version of Y'shtola is a little bit sexier and a little less endearingly dorky. Ah well. She's still a magical neko girl sent to guide me to my destiny, and that's what really counts.

I unwittingly lend aid to the greatest aesthetician the world has ever known, and I am repaid with a wondrous and unexpected spectacle, and his eternal gratitude.

Drippy aids a catgirl in her quest to become a famous dancer.
Ok so 3/4 of my anecdotes are essentially, "I like catgirls," which was unintentional but, uh, well, I guess I learned something about myself while writing this. I'm gonna stop writing and go reflect on the choices which have led me here. Peace.


Friday, March 27, 2020

Final Fantasy XIV, Part 1 (Drippy Poseidon)

It's spring of 2020, and we're all avoiding the plague. I'm sure people will be writing about it extensively, so I'll skip to the most relevant part: I've started playing Final Fantasy 14. This, then, is a chronicle of the deeds of a roegadyn marauder named

DRIPPY POSEIDON



3.24.2020. Limsa Lominsa sucks. My first log-in was a bewildering nightmare of text! I felt like I was reading a thesaurus in a wind tunnel, with a head injury. Ugh. All I wanted to do was find something to smash with my goddamn battle axe. I didn't roll a marauder because I wanted to read! I ran around doing an endless succession of fetch-quests until finally I logged off at like, level 5. So far this game is boring and dumb.

3.25.2020. I did the quest where the Cultured Conjurer catgirl showed up and helped me kill a rampaging goobbue. That was actually pretty fun. Her name was Y'shtola. And Staelwryn of Summerford suspects that there's some fuckery afoot involving his farm-hands, most of whom are former pirates. He's told me to go investigate. And since these two are the first NPCs to actually make a good impression on me, I'm gonna. Drippy quested from levels 5 to 12 today, and in that span of time, he accomplished the following deeds:

* Killed a clay golem in a solo battle.
* Figured out how to fast travel in Limsa Lominsa.
* Saved Staelwryn's farmhands from some tattooed cultists.
* Fought a unique giant crab in a cool Fate instance.
* Got mauled to death by a giant chupacabra.

This game's starting to grow on me.

Y'shtola, Cultured Conjurer Catgirl
3.27.2020. So, I thought I looked ridiculous when I logged off last time:


But no. No, because check out these manly duds

This is the outfit of a man without a bedtime.
I wandered around Final Fantasy Land dressed like the deadliest of all daddies, and accomplished a few good deeds, in true marauder fashion. For example, saving an impetuous youth from a just execution by giant crabs!

"Hey, do see that dumb kid over by those giant crabs? What's he doin'?

"GIANT CRABS? MORE LIKE GIANT CUCKS! LOOK AT MY DIIIICK! REEEEEEEEEEEEE"
Jesus Christ, this is all just so unreasonable.
"You're on the wrong side of history, Drippy Poseidon!"

"Tell your boy here to stop waving his dick at the shellfish. Oh, and we killed all the shellfish. So... Um, maybe pay us some money?"

Cinder Bin - Session 1


Yesterday, a few of us hopped on Roll20 and played some Starfinder. We had a nice time. I took some notes, and since everyone’s all quarantined and sheltering in place right now, I really don’t have an excuse not to share them, do I? Nah, I don’t. So, without further adieu, session one of our Starfinder game.

Cast
Ryan, our GM / Storyteller / Referee, what-have-you
Julian, playing Deadeye Duncan
Myself, playing Eli Tabasco
Willie, playing Gorman Sterling

Dramatis Personae
Deadeye Duncan, an aging scrap-collector who considers himself a deadly warrior (Icon Sharpshooter)
Eli Tabasco, a scrap-collector and a shaman (Paranormal Investigator Mystic)
Gorman Sterling, an operative from another place entirely (Outlaw Operative)

Setting
A red expanse of stony desert. It’s a couple hundred years after the Burn. Our world is called Cinder Bin, but not by anyone in it. We’re scavengers from an anarchic, low-tech society, riding around on great big desert lizards we call horses, stealing scraps from a burnt-out society that we barely understand. It’s not Paizo and it’s not standard Starfinder, in other words, but it’s pretty neat. A weird Wild West inspired more by Gene Wolfe than Louis L’Amour.

A photo I took a few years ago at Dead Horse Point in Utah

SESSION ONE

While out scavenging in the desert one day, Deadeye and Eli found a robot arm. They’re looking forward to trading it in for some scrap and meal tickets. They estimate that the arm is worth a month or two of meat, easy, and they’re riding back to town to trade it in.

They spy a strangeness in the sky. Something moving impossibly fast, getting blasted by fire from the clouds. Bolt after bolt punching down. And something fiery, silently screeching off toward the horizon. Deadeye and Eli decide to investigate.

The crash site looks like somebody threw a snowmobile off a roof, dropped a bunch of clocks on it, then struck it with lightning a few times.

Deadeye spots a body. There’s smoke off to the southwest; this body isn’t the source. Deadeye maneuvers over to the body and grabs a knife off of the body’s leg sheathe. Everything else around here is nothing.

Further afield, a second impossible sight: A person encased in amber, smoking wildly. The amber shrinks, evaporating rapidly. Deadeye and Eli banter for a bit before Deadeye touches it and realizes it’s freezing cold.

Deadeye—What’re you, some kinda space baby?
Gorman—I don’t think I’m a baby.
Deadeye —Ok. What about the first half? A space?
Gorman—[Squeezes arms and legs.] I’m definitely real.
Deadeye —Real space?
Gorman[Pulls out his credstick and palms it.] I am Gorman.
Deadeye —What’s a Gordon?
Gorman—You’re close, it’s actually Gorman.
Deadeye —Sorry, it’s the accent.
Eli—Where in the world did you come from?
Gorman—Um, ok? Ok.
Deadeye —I haven’t heard of OK.
Gorman—Um, no. So I’m on the planet. No, I’m trying to think, remember, where, but word no happen. We’ll make sure that my brain can think-make. I’ll take a look around here and we’ll see if there’s anything recoverable around here. I am not sure how I came to this point exactly.

Gorman’s wearing a hardness. A plate on it has sprung open, its energy all used up.

Sunset. The swallows come out, buzzing around on their stubbly fleshy wings. North, they see some folks headed out, apparently toward the site. They ignore ‘em and head to town.

Town’s a euphemism. It’s really more of a camp. This one’s only been here the last two or three weeks, after the earthquakes opened up the zone.

What is there to do in town? The Lens is a bar that serves food and drinks, but mostly drinks. Olegard runs a dice and cards place with drinks, too.  There’s chewy plant stuff at Olegard’s, but it’s not really food. Mel is the obese old scrapper who gives us coins for scrap. There’s another fellow, Tyro, who’s a mechanic with a bike. A powered bike. Moves super fast. One of a handful of power vehicles we’ve ever seen. The doctor’s called Peska, and he’s been in town for roughly a week.

They take Gorman to go see Peska and get him checked out. One edge of the doctor’s tent is propped up against a partial wall of rock. Then there’s a surface tarp and two ‘rooms.’ They knock on the tent flap and get a, “Just a minute!” in reply. Ties are untied and an old prospector named Jinx comes on out with his arm in a sling. “Evening guys, took a bit of a spill. Nothin’ to worry about.”

Inside, there’s a filing cabinet and a waist high cot. Peska says to Gorman, “Just lay on your back, lie still. Don’t worry, I’m a highly trained professional.”

He pulls an electric scanning device from an old metal filing cabinet. Pre-Burn. Neat stuff. He runs it over Gorman.

Peska—You don’t actually look hurt. Did you by chance run into something earlier, though?
Gorman—Yes. Yes, I did. High speed.
Peska—Unusual. You’ve never broken any bones.
Gorman—Not really that unusual. It’s just being careful.
Peska—Good lung capacity. Heart rate’s in the 40s. Is that normal for you?
Gorman—I mean, I am in an elevated state right now.
Peska—Huh. Good to know. Hmm.

That scanning device looks almost new. Unsalvaged.

“Doc! Doc!”

Peska runs out abruptly. There’s been a bar fight and a couple bleeding young drunks are yelling at each other in the street. Tyro’s broken it up and called for the doc.

Eli makes his way to the bloodiest young man, talks him into walking off and sitting down, and uses his healing touch to fix up his head wound. Quiet-like. No need to call attention to it. They sit together and the young man’s scalp starts knitting back together faster than Tyro’s bike.

Back in the doctor’s tent, Gorman and Deadeye banter.
Gorman—What’s your story?
Deadeye—Top ranked fighter ‘round here. Reckon I’m at least tenth. Tenth overall. Other than that? Just scavenging. Making ends meet. Y’know.
Gorman—Wow, people could just disappear out here, couldn’t they?

Peska is setting the other bloody fellow’s arm, which is clearly broken. Tyro escorts the other guys back to their respective crash-pads and thanks doc for his troubles.

Peska—Gorman, it looks like you had a sudden stop recently. A bit of internal discombobulating. Get a good meal in you, and you’ll be just fine.
Eli—But doc, what about his memory?
Peska—What now? Nobody said anything about amnesia. [Eli had, in fact, said something about his memory, but the doctor has forgotten] Fine, just a moment. [Peska examines Gorman’s eyes with a pen light and asks him questions] What’s the first thing you can remember today?
Gorman—When these dudes woke me up and I had a gun pointed at me.
Peska—Oh, well. I’m glad that worked out for the best… And you were just there in your sleeping roll, and these fellows walked up to you and pulled a gun? Can you count to 20 for me?
Gorman—One, two, ten, and the rest to twenty.
Deadeye[Excitedly] See? He’s dumb!
Peska—No, no, he was just making a joke. Come on now. (Pulls out stylus) Can you draw a clock for me?
Gorman—Yeah, I can do that. (Square box with numbers)
Peska—Good. Are you familiar with another sort of clock?
Gorman—Hm, I suppose there’s the kinds that, uh, at the other settlements, not the nice ones but like, the round ones? All right. (1-11, 13-23) The numbers don’t go out the way they’re supposed to.
Eli—He can count above ten but I don’t think he understands how a clock works.
Peska—Hm. Well, you have amnesia. Relax, stay away from anything frightening for the next couple days.

Deadeye and Eli go to exchange our robot arm at Mel’s. The robo-arm is a bit of a prize, a once-a-year find. Mel greets them warmly and starts inspecting the robot arm with real swiftness.

“Wiring’s good. Not broken. Minor corrosion around the joint, potentially usable though. Good steel (she pinches it)… Yes, yes, ok. Well, it would be a once-in-a-year find, but…”
Another arm setting by the wall, virtually identical, but painted red.
“People have been bringing in a lot of very, very good stuff lately. Jacob’s crew brought that in, plus a chunk of torso. Very good find. So, here’s what I can offer you.”

5 red, 2 blue, and 1 green chip. 2 weeks of meat, 1 month and a half of fungus, and the red ones alone could get us into a fine dice game.

Gorman remembers something.

Out in the sea is where safety is. The Simplification needs to be stopped. Not just finding their goon squads with hammers, but going to the top. But that’s not something that I think I can do quite yet. And it’s not something I can do alone. I think it needs to be an idealogical break, not a genocide. Though genocide would make it quite easier.

A booming voice comes from the direction from the bar. A man raving. “Give up the bones of the past, give up and move on and create a future! A future that doesn’t involve these filthy machines!” This is a street preacher’s rant. A man in a box wearing a beat up yellow robe is preaching the simplification message.

“We have clung to the past, to the dead, to the bones for too too long. Make our lives simple again, reject all of this obscene junk, and we can become as we were meant to be, simply men living in the world that the great above has given us!”

Gorman and Deadeye heckle him, and Deadeye goes as far as to walk up to him and give him a shove. The priest pulls out an assault hammer; Deadeye quickly unsheathes his longsword.

Priest—This is your last chance. The power of the great above will pound you into the earth!
Deadeye—I may have lost 55 consecutive fights in a row, but I figure I got your number pegged right now.

Gorman is scratching his back with his hand on his pistol, waiting for blood to start spilling. Eli goes into Olegard’s to buy drinks. He’s seen Deadeye do this before.

Combat!
The priest attacks Duncan with a hammer and deals 5 damage.
Duncan retaliates and hits the priest with his longsword for 5.
“We will pound you into the earth!” The priest hits Duncan for another 5.
Deadeye—“There’s only one of you. I don’t think you understand grammar.”
Gorman—He means the royal we.
Deadeye—A queen’s taking a piss?
Deadeye pulls out the tactical knife he found earlier in the day and takes a swing.
Deadeye—I’m’a hit you with this fancy space knife I got from a clock man! (rolls 7)
Priest—Just give up the mechanics!
Deadeye—This knife is made of mechanics! (rolls 7)
Priest—You’re clearly powerless against us! (miss)

Eli orders drinks, then decides to check on the fight. Seeing Deadeye’s down a bit, he uses a telekinetic projectile to tap the priest with a stone in the back of the head. Deadeye uses the opening and stabs the priest through the chest with his longsword. It’s a bloody strike and it ends the fight, though Deadeye collapses to the ground before the priest does.

Gorman goes through the priest’s stuff. Necklace with a small clearish crystal. Stone tablet. 2 x 8, strange script. Yellow robe. Nasty compressed food thing. Waterskin.

Eli brings Duncan into the bar and we do some shots.

Gorman makes a show of helping the priest up, as there’s been a small crowd watching, then walks him over to the alley and kills him with a knife. Stealth 16. So, like, Gorman doesn’t notice anyone noticing. He heads back to Olegard’s tavern.

Gorman notices a large, broad-shouldered man playing cards, and a crowd of cronies surrounding him. The broad man is probably winning. He also notices a pair of identical twin siblings, female, whispering to one another, and a 14-year-old kid who looks like a tavernkeep. Everyone else looks like a scavenger.

Eli hands Gorman a glass of moonshine. Gorman looks at it quizzically.

Deadeye—You drink it. Do you drink things in space land?
Gorman—Jesus. Yes. [drinks, spits the liquor out in a cloud]
Deadeye—See, you swallow it, though.

There’s a great salt sea to the east, and a great plain of salt around it. Eli knows it, and he asks Gorman if that’s where he came from. Gorman can’t answer, but he shares some of what he’s remembered. He mentions that the sea means safety, but it becomes apparent that they’re talking about different places.

Eli—I’ve been to the sea.
Gorman—I don’t think you’ve been to THE sea.
Deadeye—See, I told you he’s not very smart.

They change the subject to the Simplification. Another preacher was roughed up by Jacob’s crew last week. Deadeye says, “They’re all a bunch of nerds, they usually get bullied away.” Gorman approves of Deadeye’s decision to pick a fight, and tells him he made a good decision today.

The 14-year old kid walks up to them with three plates of meat. Good chunks. “From my dad, he wants to talk to you after you eat.” Points to a blanket cordoning off a back room. Must be Olegard.

Eli—Here’s to a memorable day. [toasts]

One of the older ‘twins’ goes into the back and the kid, Kess, pokes his head out and summons them. They pile on back. Olegard is fifty or so, both legs end mid-thigh. Sits on a rail chair, behind a wooden desk. How rare. Most stuff is plastic. Piles of crockery on it, and a metal box in front of him. “Be sure we’re not disturbed.”

The woman’s sat against the wall on a plastic crate-thing. She appraises them, but doesn’t speak.

“Eli, Sunday (the woman), we have an opportunity here. You know about the quakes. You know people have been finding unusual things. My boy found something when he was out. Way out, further than usual, chasing that flying thing he’s always playing with. And he saw it. It’s worth… if we divide it among us, it’ll be worth more than any of us has ever seen.”

“You know in the world before… here, watch.”

 He moves the box, and a moving image appears, and a short video plays of an anvil dropping thru the sky, maybe 30 or 40 feet long, and then men wearing heavy armor and carrying guns that are six feet long swarm out. EANC.

Speaking about Kess, Olegard says, “He recognized it. It’s one of the ships. The metal alone, even if all the electronics are rotted, would be worth years. You might be able to buy Tyro’s bike. I tell you where it is, Kess takes it out there, you salvage what you can, both of you, together, and we can’t let Jacob know.”

Olegard produces a round cylindrical tube. A power pack. Very valuable. Olegard hands it to Sunday.

Mel has a flatbed truck. A plan starts coming together. They connive to get Blaine smashed. Blaine is Jacob’s second. Deadeye volunteers to challenge him to heavy drinkin’ and dice.

After a few bad rolls:
Blaine—You’re worse at this than you are at fighting. You’re terrible, Duncan.
Deadeye—You haven’t seen terrible yet!

Meanwhile, Gorman and Eli take shots (of water) with Jacob’s other boys (drinking double-strength moonshine) and ask them all about that red robot arm they found. Jacob eventually realizes his boys are shit-faced and comes over to do a little damage control.

Deadeye escalates with Blaine. He bets his combat knife against Blaine’s grenade, rolls high and wins by 1! Blaine has a look of absolute shock but abides by the rules of the game, and holy smokes, Deadeye’s got a grenade now. Blaine shoots another shot and retires. It’s been a good night. Finally caught a W and it came with an Incendiary II grenade.

Lizard Riders by Yun Ling


They all catch some Zs. Morning comes fast, and Eli, Deadeye, and Gorman meet Sunday outside Olegard’s where she’s waiting for us with horses. We mount up and head on out. As we’re edging town, Kess pulls up next to Duncan and hands him a red power pack. Duncan says Ooooo, and accepts the gift. Duncan’s longsword upgrades to a dueling buzz sword!

Sunday’s sister, Rue, meets them later, nods hello, and says little else. The party is Kess, Sunday, and Rue, with Eli, Deadeye, and Gorman, all riding horses. They swing really far south across the valley, and then need to make a vault across the chasm. If they didn’t know this was here, they never would’ve found it. The horses can actually hop it pretty easily, but the fall is a couple hundred feet, a brutal drop.

They push west.

Kess has a cross shaped object that he flicks into the air, and it starts spinning above him, doing larger and larger loops. He checks something on his wrist, then alters course a bit. The plane spins in until it lands on the ground, and Kess retrieves it.

Deadeye—What in tarnation is that flying doohicker?
Kess—They called em planes before the burn. The controls are tied to this thing on my wrist, but I find if I focus and think about it, I can make it go wherever I want.
Deadeye—That’s pretty neat.
Kess—I’ve had this thing on my wrist since I was a kid, but I built this thing out of scrap from the shop.
Eli—Very impressive.

They arrive. It’s beautiful. Half-buried in rock. Looks like there was a landslide that exposed it. But the ship itself is unbroken. Doesn’t look crashed, smashed, or burnt by dragons breath. This is the most wealth any of them have ever seen. Their brains don’t really count that high. Tons of ship-grade metal in this beast.

Deadeye—Holy cannoli.
Gorman—We’re gonna need a bigger truck.

Saturday, March 21, 2020

Long Forgotten Rome - Stonehell (Sessions 7-10)




This post is a highlight reel. Instead of listing room-by-room encounters and the minutiae of the Stonehell experience, I’m just going to list what I perceive to be the most significant events and observations of the past four games.

The death of Ingrid. We came across a room dominated by a large, black stone treasure chest, set atop a pedestal. Around the chest, a cold miasma siphoned away our life-energy. Creepy stuff. Ingrid offered a reward of 50 silver pieces to anyone brave enough to open the chest, and one of our henchmen, Ammulius, rolled high enough on his morale dice to give it a go. He made an impromptu body board out of his shield and slid across to the chest, but couldn’t roll well enough to open it. The chest was really stuck tight; four others, including Atemnus and Ingrid, body-boarded up to the chest and offered help.

Now, it should be noted that Gwen had access to protection from poison, but she had messed with an elaborate statue earlier in the dungeon, and her reward for such meddlesome behavior had been the temporary loss of her hands. She still had hands, but they’d become ambulatory and detached themselves. Someone was holding on to them in a burlap sack. She had no ability to cast spells in this state, and no one was patient enough to wait for her hands to sort themselves out.

So, when the chest sprung open and unleashed a cloud of toxic gas, there was nothing for it except to roll saving throws. Only Atemnus passed. It was a tragic, yet heroic, loss of life – for inside the chest lay over 1,000 gold pieces. The survivors pledged to honor the fallen by spending money on their monuments.

The slaughter and enslavement of the orcs of the Open Sore. I was absent from Session 9, but tales of the bravery of Atemnus and Septimus still reached my ears. While exploring an unknown passage, a great orc chieftain was encountered, slain, and his enchanted axe was looted. Septimus wields it now. Other orcs of that tribe surrendered after the loss of their chief, and the party made a tidy profit selling those captives in Aquilea. Some Open Sores still remain in the dungeon, but their strength is diminished.

The golden dragons. While traveling back to Stonehell from Aquilea after gathering supplies and fresh mercenaries, our party was surprised by a trio of golden dragons. They were surprisingly amiable – in fact, they wished only to discuss politics with us. Draconic politics. Apparently, they have heard rumors of a dragon in Stonehell, and they wish to speak with it. These dragons promised us a tidy reward if we could convince the dragon to make an appearance in three days’ time, then took flight.

We were shaken. Gold dragons are no joke. But, undaunted, we went back down, exploring the kobold caves and hoping to find something dragon-like, but not actually draconic. We encountered a giant gecko. Brilliant! We captured it with nets and brought it up to one of the bunkhouses, where we kept it fed and watered until the dragons appeared.

They were good to their word. While disappointed with the obvious falsehood of the rumors, the dragons nevertheless rewarded us with two potions of longevity before taking flight once more.

On Goblins, Kobolds, Orcs, and Men. The dungeon has a particularly complex social dynamic right now. Kobolds are lowest on the food chain and the target of bullying by orcs. Goblins are second-lowest, but they’ve been largely eradicated by the orcs. Some remain—they’re referred to as the Wolf Clan—and nobody likes them. They’re pretty much kill-on-sight. The orcs belong to the Open Sore clan, and they are now scattered and leaderless, but still a threat. There are humans in the dungeon, also. A group of brigands lairs here, feeding off mushrooms and rainwater. They have a close relationship with Old Smokey, the bear in the canyon. Apparently they’re all cave-dwellers, and the bear protects their hovel? They are dangerous but reasonable, at least. It remains to be seen what we’ll do with them. They have a defensible hovel which makes their swift eradication a complicated affair, should violence be called for.

Also, there are rumors of madmen living on the second level. And lizardfolk. And we’ve already encountered cultists of Baal, cannibals, and other strange wretches, so who knows? The dungeon’s ecology is apparently quite vast. Mushrooms are plentiful, and pools of stagnant water are common.

Dwarves. We encountered several dwarf adventurers who were studying an ancient fresco. They are Snorri, Sigvald, and three masons whose names I cannot recall. After an amiable meeting and a discussion of ancient architecture, we convinced them to join our camp as expert stonemasons. We paid them for 2 months of their time, and we are excited to see how their presence affects our fortifications.

The Gauls. The brigands we encountered told us that the runic man, the chief of the Gauls whom we encountered in our first session, was here not long ago. He studied an ancient fresco, now ruined by fire, and made conclusions which were supported by a scroll he carried with him. Although there is no way for us to understand the ruined fresco, it is worrying to think that there is a treasure beneath the city that our characters have yet to uncover…

A ticking clock. As of this post, we have 84 days before the rumored Gaul attack commences. We are concocting a plan whereby we will meet the Gauls in open combat and, hopefully, rout them, but that is a subject for another time...


Magic Items Recovered
Potion of Gaseous Form
Staff of Set (Cleric only, counts as a spear, +1 to hit and damage, incapacitates a foe for d4 turns on command)
Scroll of Protection from Elementals
2 Potions of Longevity
Potions of Healing (several)
Pavo's Gambit (Ring of Fire Immunity)
Sword of Gregorious (Sword +1, +3 versus dragons)
Orcish Battleaxe (Battleaxe +1)
Wand (unidentified)

More deaths, as of session 8, 9, and 10
Lucius
0th Level Fighter
Crushed by falling masonry

Nonus the Mighty
0th Level Fighter
Mortally wounded by a giant ferret

Proculus
0th Level Fighter
Cut down by an orc’s arrow

Iosephus
0th Level Fighter
Mutilated by fire beetles