Notes from LD&D Finale


  • Apocalypse Martian Wastelander of Zharr Judge

    Stumbled upon this today! We were just talking about it at Scythe night. You played Abdul right, @Josh-Grimaud?

    Abdul Alhazred

    You play the character Abdul Alhazred, a magician and only resident of Azar Sibis - the Jeweled City of the North - who knows the location of The Nameless City, a place of doom and horror within the Vast Sands beyond the Demon Wastes. You stumbled upon the ruins after getting lost within the empty stretches of crimson desert. You can find your way back there because you have nightly terrors of recollection that haunt you.

    Your play goals are:

    • Portray a scholarly, yet deranged, Arabian-style man. You should be shifty and make bizarre comments about the arrangement of the star-burned flesh to open the Bronzed Gates of Gann, the number of drips of blood before a rotted lung will produce a reading, the spiraling maggot through which space-time can be observed, and other insane, creepy things you can come up with.
    • Lead the other players through Vast Sands to The Nameless City using the “vision map” you will be given. Make the players agree to allow you to accompany them into the ruins before you lead them there.
    • Once inside the ruins, your goal is to convince other players to interact with everything dangerous and magical without harming yourself. Furthermore, you want to find a room inside the ruins called The Screening Room and steal an item called the Orb of Ur-dact. You don’t want the other players to know you are looking for this though. Keep it a secret as best you can.

    Abdul is a coward and prefers to avoid combat at all costs. However, should you engage in combat, you will need the following stats:

    Hit Points: 24
    Initiative: +1
    Attack: Staff / 10+ / 1d6
    Armor Class: 2
    Movement: 120 / 40
    Saves: as a 10th level Mage

    Abdul can detect invisible and incorporeal beings, like ghosts, at all times. I will let you know if you see something that others cannot.

    As a magician, you cannot cast spells like a real Mage, but you can employ magical items, like wands, scrolls, and staves. You begin the game with the following items:
    Staff of Summoning
    Wand of Illusion, 13 charges
    Ring of Stoneskin, 5 charges
    Sack of Useful Things, 11 charges
    Scroll of Reincarnation, Scroll of Phase Door
    Potion of Invisibility, Potion of Reconstitution, Potion of Giant’s Form (Cloud Giant)

    You also carry some basic travelling gear:
    Backpack, lantern, oil, rope, 2 week’s rations, waterskin, robes, chalk

    Carys Whiteflame

    You play the character Carys Whiteflame, a female warrior-priest belonging to an order called the Daughters of the Crimson Moon (holy symbol is a flame upon a bronze crescent moon hanging from a red chord). Carys has been blessed since birth with dreams of prophecy, particularly pertaining to the god known as Chondros (KON-dros). When her father, Lord of Redhall, discovered this he sent her to be educated at Ynnis Callenny - a sacred volcanic isle - with the White Brothers of Solace. There, she learned theology of The Three, of which Chondros is one, and took up the blade to root out evil and enemies of her god. Recently, she has been given visions of a traveller she is meant to lead to the Land of the Long Sun to a place called The Nameless City.

    Your play goals are:

    • Portray a hard woman used to the rigors of warfare and the suffering of humanity. Carys takes the tenets of moderation, restraint and self-denial seriously (she has a shaved head with a forehead branded with a flame to show her casting off of vanity). She will make cutting remarks on those who seem arrogant, revel in excess or wantonness. She will use violence against the cruel and evil. But, she is friendly and warm to others who seem “on the side of good”.
    • The traveller in your vision is a character called Rodar Swordhand played by Justin. You will recognize him and know some details about him. Confront him with your visions from Chondros. Lead him to the Land of the Long Sun and discover why Chondros wishes you there. In your vision, you are with him and serve a purpose at this destination (to be revealed), so do not let him leave you behind.
    • You don’t know where this “Nameless City” is you are supposed to go to, but perhaps you can find a guide in the city of Azar Sibis in the Land of the Long Sun? While you have denounced your wealth, your family name (House Whiteflame of Redhall) carries great weight and you can use it to get what you want with common folk in the world. Use this to your advantage.

    Carys is a stalwart warrior who never shies from battle. You will need this information in combat:

    Hit Points: 51
    Initiative: +3
    Attack: Flaming Sword / 0+ / 1d6+9
    Armor Class: 14
    Movement: 60 / 20
    Saves: as a 12th level Fighter +2

    Once per week, Carys can commune with Chondros and have a vision of prophecy in which Chrondros answers three yes or no questions of which she has been pondering. The answers Chrondros gives may be vague or cryptic.

    Furthermore, you can cast the following spells once per day each: Remove Curse, Cure Disease, Speak with Dead, Bless, Silence 15’ Radius, Cure Light Wounds, Light, Remove Fear

    As a Knight, you are skilled at Riding and the Sword / Shield Fighting Style. You begin the game with the following items:
    Plate Armor +2
    Shield +2
    Flaming Sword of Chondros
    Cloak of Protection +2
    Ring of Fire Resistance, Ring of Fearlessness

    You also carry some basic travelling gear:
    Backpack, 2 weeks rations, waterskin, rope, torches, hammer / spikes, tent, sleeping roll, your horse Star and riding gear

    Nam

    You play the character Nam. Nam is a special character; unique compared to the other characters in the game for a number of reasons. Firstly, Nam is a golem (a “robot” that is powered by magic instead of electricity, essentially) imbued with artificial intelligence. No one else plays a character that is not flesh and blood. Secondly, when activated, Nam is immediately aware of some things that only I, the Dungeon Master, know about the facility. You are allowed to reveal this knowledge at your discretion to further your goals (outlined below).

    Your play goals are:

    • Portray a friendly, human-like creature that seems intent on helping the other players in whatever way is possible. Reference the “Architects” often in your descriptions, though give no details about who or what they were. If necessary, respond with, “I do not understand your question.” The players will probably want to turn off the Anti-Magic Generator as soon as possible. Helping them do this is a good way to earn their trust. See your notes for more information on the Generator Room.
    • Your ultimate goal is to awaken The Sleeping Architect in the Prison Chamber so that you can be given power to leave this place. Unfortunately, you can’t do the deed yourself. You require another player to do this task. You can lie, steal, coerce, etc. to convince them to do it, but you cannot force them physically. And, your best bet is to not reveal what your goal is unless you can be extremely convincing it is in the best interest of the players (you may need to learn more about them or isolate them). Keeping them on your side is the best way to accomplish your goal.

    Tip: Jorge and his character Gombar are especially interested in dabbling in dangerous things. He may be the most willing to interact with and wake The Sleeping Architect.

    Nam may never take hostile actions toward the other players (it is against his programming), but may participate in combat against the lurking denizens inside the facility (though, Nam will not want to risk himself to save others). In such a case, use the following stats:

    Hit Points: 100
    Initiative: +0
    Attack: Fist / +0 / 1d10 or Special
    Armor Class: 10
    Movement: 90 / 30
    Saves: as a 14th level Fighter

    As a golem, you are immune to the maddening influence that exists in the complex; do not need to eat, drink, sleep, breathe; are immune to paralysis, poison, and “death” effects; can see in total darkness via “heat sensory”.

    You have a couple special abilities:
    “All Around Vision” - you cannot be surprised
    “Chameleon” - you can adjust your surface tones to resemble the environment, you must stand still and spend a few moments adapting, but are practically invisible while using the power
    “Psionic Shove” - allows you to push someone (with a successful attack throw) from up to 200’ away
    “Telekinesis” - you can lift or move objects from 30’ away up to 150 lbs.
    “Cell Adjustment” - you can cure wounds or disease of living beings, healing 2d6 hit points or removing one disease; this ability can be used 3 times each day
    “Mindlink” - you can communicate wordlessly with another willing creature who chooses to accept your link; you can “probe” a mind linked in this way for specific information in their mind if the target fails a saving throw vs. Spells (let me know secretly if you want to probe) - if they succeed, they know you probed, if they fail, you get the info.


  • Ven

    Yes! I was! That was tons of fun. (Sorry LD&D folks)


  • Ven

    @mike said in Notes from LD&D Finale:

    Tip: Jorge and his character Gombar are especially interested in dabbling in dangerous things. He may be the most willing to interact with and wake The Sleeping Architect.

    Ha!


  • Apocalypse Martian Wastelander of Zharr Judge

    @chas_the_mystic said in Notes from LD&D Finale:

    @mike said in Notes from LD&D Finale:

    Tip: Jorge and his character Gombar are especially interested in dabbling in dangerous things. He may be the most willing to interact with and wake The Sleeping Architect.

    Ha!

    The funny thing is that it was Lusky who was so easily convinced and @Gombar was resistant.


  • Apocalypse Martian Ven

    @mike said in Notes from LD&D Finale:

    @chas_the_mystic said in Notes from LD&D Finale:

    @mike said in Notes from LD&D Finale:

    Tip: Jorge and his character Gombar are especially interested in dabbling in dangerous things. He may be the most willing to interact with and wake The Sleeping Architect.

    Ha!

    The funny thing is that it was Lusky who was so easily convinced and @Gombar was resistant.

    Looks like all those long talks with me and chas_ finally paid off....


 

1
Online

318
Users

1.3k
Topics

16.4k
Posts