Friday, February 16, 2018

Tile of the Week #112

Here is today's Tile of the Week entry. This is the third of four tiles that use a high-density room/corridor style. I have a full set of similar tiles in the pipeline.

Tile of the Week 113 - Player



All Tile of the Week images are free for private use. You can download the images above using right-click/save as. Each tile is a 100px per five-foot square image, sized for compatibility with Dungeons in Blue geomorphs. The entire Tile of the Week Collection is also available as a pay what you want bundle if you're feeling lazy.

Thursday, February 15, 2018

The Colony - Rescue Efforts

After Rennard falls into some sort of trap or illusion, the group starts immediate rescue efforts. This is a relatively brief update because the party wasn't really sure what they were dealing with.

Start Date: August 25th, morning
Start Status: Paladin Dive Competition
Start Location: ???

Adventuring: Rennard, Jinx, Brigg, Smoke, Zenobe
At the Tulip: Castor, Hagan, Xon, Aaron

Tuesday, February 13, 2018

The Colony - I Just Do Eyes

Back in the depths, the party decides to secure the gem eyes from the frog-thing statue. There are mutterings about statues coming to life, but we know that can't happen, right?

Start Date: August 25th, morning
Start Status: Swimming Hole
Start Location: ???

Adventuring: Rennard, Jinx, Brigg, Smoke, Zenobe
At the Tulip: Castor, Hagan, Xon, Aaron

The Turn

The initial survey of the area around the portal reveals no immediate threat, so the group members turn their collective attention to... loot. Specifically the fire opals in the frog-like statue in the center of the murky pool. Smoke takes the lead on recovering the gems, which are just out of reach from the edge of the former fountain. Before beginning she makes another circuit of the area, including the alcove/hall to the north, listening at each door. Silence. Next, she heads to the pool. "I don't like the look of this water, but I guess there's not much choice."

Sunday, February 11, 2018

The Colony - Home and Hearth

Start Date: August 24th
Start Status: On the Road Again...
Start Location: The White Tulip

Adventuring: Rennard, Jinx, Brigg, Smoke, Zenobe
At the Tulip: Castor, Hagan, Xon, Aaron

The Turn

[August 23rd]

When they returned to the Tulip, the party sent a letter to the Vine mansion in New Kavlin, outlining their progress and requesting any information on the golem roaming the upper mine.

Several hours after the party delivers the note to the Vine mansion in New Kavlin, Dunvel Woring (captain of the Vine mercenary force arrives at the White Tulip along with two of his cohort. He asks to speak to whoever is returning to the Silverstream Mine so he can coordinate taking two squads of his men, supported by a squad of city soldiers, out to blockade the road and protect the surrounding area from any intrusions. He also brings a small package and a letter from Jinel Vine herself.

The package contains five certificates of credit (*), each worth 100 GP, drawn on house Vine. The letter, written in Jinel Vine's own hand, congratulates the party on their efforts thus far and indicates the cash is a bonus for pressing the investigation so quickly and diligently. She says the golem is part of the mine's equipment (and that she's surprised it's still operational). She shares the golem's name "Pickhand" and suggests the party tries to shut it down to prevent it from causing damage using the command phrase "Pickhand, cease digging."

She indicates she's contacted Mayor Tiern concerning the potential threat from the depths, and she, in turn, has authorized the use of city forces to protect the region. She also says this does not change her agreement with the party. The group is still in charge of delving into the mine and the depths beyond. As she understands it, the military forces are setting a perimeter half a mile down the road and alerting local inhabitants to the potential threat. She brings the letter to a close with another word of thanks.

(*) Certificates of credit are used to exchange larger amounts of currency. They're basically paper money backed by a particular organization or family. You can redeem them for cash with the issuing group. Most money lenders or other prominent organizations/merchant houses will also accept them, but they may not redeem them for face value.

[August 24th]

Various party members spend the day cleaning and repairing equipment, shopping for supplies and relaxing after their extended delve. They also take care of a few administrative details.

They pay another month's rent (180 GP) to Mosk, using two of the certificates received from Lady Vine. He gives them 10 GP + 100 SP as change.

Castor, Aaron, and Xon visit the Vine mansion in New Kavlin to exchange the remaining three certificates for coin, which takes about an hour. The receive 40 GP and 2600 SP in exchange, which makes the walk back to the White Tulip hauling several sacks of coins a bit nerve-wracking (that's ~70 pounds of coins). Once back, they split the currency among the party members, and store some against future group needs.

Smoke continues her herbalism brewing in the kitchen that evening and seems moderately pleased with the results.

[Someone allocate cash so everyone can update character sheets and Joe can update the group treasure sheet.]

[August 25th]

Brigg is first up and wakes everyone else before dawn. "Let's get moving! I don't want to waste daylight!" The others respond with various levels of grousing and grumbling, but the party is on the road in short order. By the time they reach the gate, the sun is up and it looks like they have a nice day for a walk.

The party heads for the farmhouse near the Silverstream and are surprised to find it occupied. The commander of the army squad has established his headquarters there. There are a few tense moments when the sentries order the party to halt, but everyone relaxes once the group identifies itself. Lieutenant Sharz tells them that he and Dunvel Woring have established several camps around the mine entrance at a distance of half a mile and placed a checkpoint on the road. He has a rough map showing the area and emplacements. Seeing matters are well in hand, the group takes their leave, passes through the checkpoint back on the road and heads to the mine proper.

They make a slow approach to the outbuildings and tunnel, but nothing seems disturbed. The driving rain the other day wiped out any tracks around the entrance, and the area appears undisturbed. They spend an hour watching before advancing and checking the buildings. The uncovered corpse (the blanket is tangled in nearby undergrowth) lies near the entrance, creating quite a stink.

Inside the mine, Brigg takes the lead as the group sweeps the upper level for intruders. The only thing they find is the mining golem, still at work in the southeast chamber. "Time to try out Lady Vine's command." says Zenobe, who steps forward and says, "Pickhand, cease digging!" in a loud voice. The golem stops hammering the rock, turns, faces Zenobe, and goes still.

"Guess she'll be happy about that," says Jinx. Now that the golem is still, it's easy to see the damage it's suffered. Its pick-like hands are bent and twisted from constant hammering, and the compartment in its chest is missing half the panels that hold the ore in place.

"If they can repair it, this place will be productive in no time," says Smoke.

"Only if we do our job," answers Rennard. "Let's go."

The group completes its sweep of the first level and finds no surprises. They descend the ladder and perform the same sweep of the lower level. [They also search a very specific location because they meta-game a GM mapping error and find a secret chamber that contains nothing.] Everything is quiet, so they go to the portal room, also empty.

"Everyone ready?" asks Smoke. The others nod, so she puts her hand on the sphere. The usual light show occurs. The room at the other end of the trip is empty and still. "Lights out," whispers Rennard. "We wait until we're sure we can escape."

The group members wait ten minutes (they think) before heading up the stairs. The hall is also quiet. This time they have a plan for exploration. They check the double doors across the corridor from the stairway and find they really are rusted shut. Brigg listens but hears nothing. Next, they check the doors north of the frog-thing statue and pool. These are now ajar and open into a short north-south corridor that ends in another set of closed double doors. The south doors in the frog-pool room wiggle a bit when Rennard tests them; Brigg hears nothing when he listens. Ditto for the other set of doors in the east-west hall.

"OK, it seems like everything is quiet here. What now?" asks Smoke.

End Date: August 25th, morning
End Status: Back in Blackness
End Location: ???

Friday, February 9, 2018

Tile of the Week #111

Here is another Tile of the Week entry. This is the second of four tiles that use a high-density room/corridor style. I have a full set of similar tiles in the pipeline.

Tile of the Week 111 - Player



All Tile of the Week images are free for private use. You can download the images above using right-click/save as. Each tile is a 100px per five-foot square image, sized for compatibility with Dungeons in Blue geomorphs. The entire Tile of the Week Collection is also available as a pay what you want bundle if you're feeling lazy.

Saturday, February 3, 2018

The Colony - Bait and Switch

The teleporter recharge cycle gives a few minutes respite, and the party uses the time to set an ambush. Rennard trots up the stairs to ensure the exit path is clear while those with ranged weapons take position near the bottom of the long staircase. Brigg and Zenobe place torches where they'll light the portal circle and Zenobe prepares an oil flask for throwing.

Rennard reports the passages above are clear, at least to the statue room and he, along with everyone else, settles in to wait. Time passes and Brigg says, "That should be long enough for the teleporter to recharge. Be ready!"

More time passes. After another 10 or 15 minutes, Smoke starts getting twitchy. "I don't think they're coming. I told you they were moving down the tunnel to the west. I think we scared them off. Should we go back for those gems?"

"No. They may be setting a trap of their own, and we're pretty beat up," answers Jinx. "I say we head to town to rest and recover. We can fill in the others and see if there's any news."

A few more minutes pass, and finally, Zenobe says, "Right, let's go!" Brigg trots around the platform and grabs the extra torch while the others cover him, then everyone heads upstairs. "Give me a minute," says Brigg. He pulls out a spike and drives it under the edge of the door leading to the stairs. It's a tight fit and may or may not hold. "At least we'll know if something comes through."

The party resumes their usual marching order and heads back through the statue room, setting off the disembodied voice once again. North, through the passages, then east and south through the mine tunnels to the shaft leading up. After climbing the ladder, they head south and out into an intense storm. Gusty winds shake the trees and the heavy rain turns the open area around the mine entrance into a muddy mess. "Great," mutters Smoke. "Soaking wet again."

The party starts marching and makes reasonable time. They arrive at the gates of New Kavlin shortly after noon and are at the White Tulip 20 minutes later. As the adventurers dry off, clean up and eat a hot meal, Castor and Zenobe tend wounds and Brigg, Jinx and Smoke update the others on the events of the expedition. Castor shares his story and updates the travelers on recent departures (Mendel and Adrienne). Hagan mentions Chance and her interest in getting involved with the group's adventures.

End Date: August 23rd, early afternoon
End Status: Home
End Location: The White Tulip, New Kavlin

As a brief follow up, each member of the party earned 540 XP for this trip. A rather paltry amount, but they recovered no treasure and only recorded a few kills -- possessed miners, a possessed ogre, and a couple rocktopuses. Sometimes they should listen more closely to Smoke's advice, I think. Those fire opals... nothing could go wrong from taking those, could it?


Friday, February 2, 2018

Tile of the Week #110

Here is today's Tile of the Week entry. This is the first of four tiles that use a high-density room/corridor style. I have a full set of similar tiles in the pipeline.

Tile of the Week 110 - Player



All Tile of the Week images are free for private use. You can download the images above using right-click/save as. Each tile is a 100px per five-foot square image, sized for compatibility with Dungeons in Blue geomorphs. The entire Tile of the Week Collection is also available as a pay what you want bundle if you're feeling lazy.

And since we're talking about Dungeons in Blue, I'll touch on a few new products that are now available.
  • Terminations Two - A set of 16 quarter-sized tiles, each with three or more dead ends. Using these tiles, you can bring a variety of corridor styles to a finished-looking end.
  • Odds and Ends - A discount bundle that includes six sets of geomorphs: Transitions Two, Border Bits, Labyrinths, Entries and Exits Revisited, Terminations, and Terminations Two.
  • Mega Tile Five Pack #7 - Another discount bundle that includes the five most recent Mega Tiles (numbers 31 to 35). Individual tiles are also available separately, of course.
Here is a pair of previews of the items above.

Terminations Two Preview
Mega Tile Thirty Five Preview