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.
Showing my work (I have intentionally not listed several things as I am holding those cards for the time being). The Hill Cantons cosmology inspiration mix Jack Vance novels (absurdist satire of religious mores) Poul Anderson's The Broken Sword and Three Hearts, Bachman's Dragon article (the Weird and its cosmic juxtaposition to human civilization, the waxing/waning of gods being tied to the amount of human worship and the reduction of “Faerie”) Leiber's Lankhmar stories (more satire, petty gods and apotheosis) Early Renaissance Catholicism, Mediterranean hero-cults, Hellenistic and Roman sun-cults, Theosophy, Jewish neoplatinism and mystical traditions, Piper's Lord Kalvan, Early Christian theological disputes (Sun Lord) Hussites, Mormon feminism, William Blake's poetic mythology around the Triple Goddess (Celestial Lady) Slavic pagan mythology (Pahr Old Gods and a number of godlings) Hindu and Native American creation myths (World Turtle) M.A.R Barker's Creat...
The take from the last two games in the Frog Demon Temple (which is now cleared except for the well down to some "other place." Swag from first session (and this would be the usual crowd plus Mike D): Ermine coat (500 suns) Fake gold chain of office Man purse with tiger opals (600 suns) Exp per player first session: 1,020 Swag from second session: Chest of 7000 suns Sword hilt with gems, 1000 suns Magic short sword Magic glowing ring 3 hot gold statues, 1000 gold each Exp per player 2nd session: 2890
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...
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.