1. Switchback trail descending into cave, with 8 or so dead Pohaskan soldiers scattered across (throats slit). Blue globes similar to those of Cerulean Vaults set into ceiling. Rhythmic white-noise sounds. 2. Antechamber with shallow pool of water to the north, two paths. Northern path (minimal working, but still used) has fainter, deeper white-noise sounds. Southern path (more developed) the sounds are clearer. 3. Chamber w/ two long pools of water. Two square columns with four demonic faces looking in cardinal directions. Blast lightning bolts when trying to cross room. On other side of room, spikey door with small copper bowl on gravel pile next to it. Bowl has blood offerings; when blood dropped into bowl, "vague grinding" from center of room. Suspect trap disarmed (short term) but unwilling to test empirically. Bowl was very heavy when Taurus took it from room. 4. Room beyond had big white limestone statue of bull/aurochs, feeling and association similar to Veles.
So we are playing the Feral Shore next week (I really want to commit to getting back going forward in this year with the eventual retirement of Revoca). Here is the recap and update y'all wanted (the linked piece being an updated version of my previous update, make sure to read the stuff here in this post). Recap The Feral Shore is currently three months behind Revoca in the space/time continuum. Players can take the opportunity now to conduct a week of downtime activity before the session next week. (Some sites in the Weird bend time so I am not going to overworry integrating the two play groups.) What Happened Last Session and During Downtime: 1. The party killed Milos the creepy hedge wizard of the Deermen in the wooded river basin to your west. Total treasure hauled out (and this was never posted) from furnishings and ancient coins totals 3,100 gold suns and a collection of three filigreed and magically-balanced spent-uranium throwing axes (+1 and an additional 30' of ran...
So with the random murder of the entire badgerman patrol plus plans to commit ethnic cleansing (again) now that negotiations have been utterly torpedoed, I'm starting to feel like we've shifted gears from being inspired by The Eyes of the Overworld to like King Leopold's Ghost or something. And while I can see the dark humor in the entire business, it's really not what I want to stay up late playing through.
also the Veles bull cave it turns out
ReplyDeleteSounds cool, is twidla still the only game in town for easy hangout mapping on the fly? Seems like others would emerge.
ReplyDeleteScott Mob I don't know that it's the only game in town, it's just the one we've stuck with from familiarity.
ReplyDeleteQuick map notes:
ReplyDelete1. Switchback trail descending into cave, with 8 or so dead Pohaskan soldiers scattered across (throats slit). Blue globes similar to those of Cerulean Vaults set into ceiling. Rhythmic white-noise sounds.
2. Antechamber with shallow pool of water to the north, two paths. Northern path (minimal working, but still used) has fainter, deeper white-noise sounds. Southern path (more developed) the sounds are clearer.
3. Chamber w/ two long pools of water. Two square columns with four demonic faces looking in cardinal directions. Blast lightning bolts when trying to cross room. On other side of room, spikey door with small copper bowl on gravel pile next to it. Bowl has blood offerings; when blood dropped into bowl, "vague grinding" from center of room. Suspect trap disarmed (short term) but unwilling to test empirically. Bowl was very heavy when Taurus took it from room.
4. Room beyond had big white limestone statue of bull/aurochs, feeling and association similar to Veles.