Sunday, 27 November 2022

 (G498 29/10/2022 via Roll20 - JF(GM), KT (AP later)) WA101

 (G498 29/10/2022 via Roll20 - JF(GM), KT (AP later)) WA101

[And now back into the Underdark with Fenrir and Reinward, who have entered the Lair of Queen Arachnia and are gathering three keys that will enable them to enter her castle. They are now about to battle the final key holder - Lord Amber!]

DAY 508(23rd Flamerule)(july) cont ...

Fenrir and Reinward had seen the secret lairs of several undead villains just lately and they were becoming experts in this genre of dwelling. Lord Amber's was definitely the finest example they had come across so far with a pit in the middle that contained a tentacled horror with corpses all around it and a large raised area at the back where the Lord now stood, at a long desk piled full of strange devices and treasures.
To top it all there were four pillars of pulsing green light arranged in a square around the chamber, there purpose as yet unknown.

Reinward, as he generally did, used his Wand of Deeper Darkness and his magical blindfold of Blindsight. This tactic inconvenienced his enemies, but also himself and Fenrir as it meant that they could not see what the pillars were doing when the shield was hit.

Fenrir started the combat with a blast aimed at the lich. His blast hit, but he noticed that a strange sort of magical shield that surrounded Lord Amber seemed to dissipate it.

After the attack, the corpses in the middle room started to rise. They both had sharp eyes and deducted that these were the bodies of overworld vampires, probably associates of Lord Bloodwurst dressed as they were in familiar looking full plate armour. They appeared to be controlled by the tentacles.

Fenrir attacked Lord Amber again, but still he seemed shielded. Reinward stabbed at the animated corpses, but it seemed to have no more affect that stabbing tins of beef.

It was not long before they were cornered and Fenrir had to put up a wall of flame to fend all their enemies off. The fire from the wall killed the tentacled thing in the  middle of the room and all the corpses fell to the floor.

Reinward, slippery as ever, snuck to the back of the room while Fenrir continued to blast away at Lord Amber. His spells were having no effect and the lich could not get anything to land on the warlock so it returned to its desk in search of a magical item that might help it.

Here it stumbled into Reinward and with a grisly hand it touched the young rogue on the neck. The Slay Living spell managed to penetrate all Reinward's defences and he slumped to the ground dead.

Fernier flew up to rear of the chamber and saw the lich going through Reinward's pockets, probably looking for the device that was casting Deeper Darkness so it could better deduce where Fenrir was hiding.

Fenrir meanwhile was using his detect magic powers and sensed the shield that was protecting  the Lord. Eventually he realised that the four pillars were powering the shield and he started  to attack them instead, blasting them to bits one by one.
Lord Amber noticed this and cast a Blade Barrier spell that threw back Fenrir for a moment, but the warlock countered with another Wall of Flame.

Lord Amber then cast Blasphemy that dazed Fenrir, but when it tried to finish him off with a Destruction Spell it went wide due to the Deeper Darkness that still engulfed most of the room.

Fenrir cast another of his unlimited supply of Walls of Flame around the lich and it died, crumbling to dust in the fire.

As Fenrir began to loot the desk, Reinward (minus another of the magical rings on his wrist that were blessings from Illmater that could save him from death) came slowly to his senses.
'What did I miss?' he groaned, rubbing his neck.


 (G497 15/10/2022 via Roll20 - AP, JF(GM), KT, AD) HOM13

 (G497 15/10/2022 via Roll20 - AP, JF(GM), KT, AD) HOM13

[The adventurers Griffolk Ethyn the Dragon-Shaman, Corhim Sparkledingle the Gnome Wizard and Fangorino the Barbarian are on a mission to follow Baroness Partick and have been onboard the galleon known as the Dementor for several weeks now. Recently they decided to slay all the Baroness's servants who had been crewing the ship.]


DAY 38 (day 27 of the voyage) cont ...

The deed done, Griff and Fangorino threw the five remaining bodies over the side of the ship. Then as the corpses floated off on in their wake, they washed the blood off the deck with some buckets of sea water.

After this, Griff realised that no one was sailing the ship! There was a light wind only, so they were not in immediate danger of floundering. He went to the captain's cabin, but the stout halfling was getting roaring drunk with two of the marines.
Fangorino decided to join them.

Griff and Corhim returned to the main deck where they were met by Midshipman Alise.
'What happened?' he asked. 'We heard sounds of fighting.'
They denied that anything at all happened, but they were not believed.

The only thing that could be done was to rouse up as much of a crew as the could.
They had little enough though, just the Bosun, the two midshipmen and the inexpert help of Fang and Griff. Sparkledingle tried to help, but was too small to be of much use.

There was a favourable wind though so the ship was easy to sail. Corhim consulted the charts and had the Bosun set a course south east by east, aiming for Yacg'harr Island as best he could.

After he had done that, Corhim returned to the Captain and in the name of science
gave him a potion labelled '14. Maybe Whisky'.
The captain began to levitate. Laughing he passed it to the marines who then also took a swig each and started bobbing around the cabin.

Corhim then took a pen and re-labelled '13. Do not not drink'. Finally he searched the cabin for maps, but could find none with Yacg'harr Island on it.

Having done all that he cared to do he returned to Bosun Redthorn.

Redthorn said; 'I've people waiting in Calimport. They can deal with the vampires and it's only 3 days away. We don't even know where your island is and its at least six days away.'

'But, what about Cavu's plan?' asked Corhim.

'Why don't you ask him?' said Redthorn sourly. 'He's nothing to do with me.'

The skeleton crew worked the ship until evening-time when Redthorn told them to weigh anchor so they could get some rest.

By the time of the evening meal Fangorino had sobered up and was able to listen in while the remaining survivors of the Demontor formulated a plan to try and live beyond the night.

Corhim happily set about going from room to room of those that had already died or gone missing, looking for anything useful (or so he said, although it sounds more like he was simply robbing
them!).

The room of Mr and Mrs Baleworth was locked and some bleak comedy ensued when the servants on the other side would not open up.
'Hello,' yelled Griff. 'Open up, it's important!'
Fang stepped up and buried his axe in the door. There was a loud scream from inside.
'Erm,' went on Griff, trying to get Fang out of the way. 'Please open the door, we mean you no harm.'
'Open up little piggies!' roared Fang as he barged passed and whacked his axe into the door again. From inside there was the sounds of a struggle and a woman screaming.
'No Vincent! Don't do it!'
They burst open the door and saw a man trying to get out of the port hole while a woman tried to haul him back in by the legs. Griff went and helped and eventually they managed to get him back into the room, and after much confusion they managed to calm the situation down and move the two servants to the dining room with everyone else.
The Baleworth's servants had been hiding in the cabin for days, without any food and little to drink, hoping that no one would notice them.

And so, everyone else that was on the side of the living was removed to the dining room for the night. The captain and the marines were dragged downstairs by the ankles, now dead drunk.
Even Mullmaster was unchained and brought in.

The doors were nailed shut, garlic and mirrors were put everywhere. A watch was set and they settled in for an anxious night.


DAY 39 (day 28 of the voyage)

At one in the morning Fang, who was on watch, heard the sound of nails coming out of the woodwork somewhere below. Just after that, mist began to creep in under the door, but it was repelled by the garlic which had been placed all around it.

Fang grabbed yet more garlic and started rubbing it on everything, including himself.

Meanwhile, Griffolk was having a dream, a vision really or a revelation, where the God Heronius came to him. He was woken from this dream by a big bang on the western door. As everyone was roused, he was the first to notice a vampiric mist forming under the table. It was creeping around a small crack in the floorboards.

Corhim awoke with a start and to his horror discovered there was something spiky in his  bedroll. He leapt out as quickly as he could, not waiting to discover what it could be.

Griffolk found that he was now blessed in some way by Heronius with divine power and managed to cast Protection from Evil on himself and just in the nick of time too, as the mist had now formed into an elderly male vampire in full plate armour who tried to mesmerise him.

More mists were forming, the room was in a panic. Fangorino flew into a barbarian rage. Mr Nice came bursting through the western door, but Corhim reacted fast and cast a Ray of Clumsiness on him, slowing him down considerably.

With the door open and threatened by a massive golem and the vampires coming up from below, the heroes were in for the fight of their lives.


Monday, 21 November 2022

 (G496 08/10/2022 via Roll20 - JF(GM), KT) WA100

 (G496 08/10/2022 via Roll20 - JF(GM), KT) WA100

[And now back into the Underdark with Fenrir and Reinward, who have entered the Lair of Queen Arachnia and are gathering three keys that will enable them to enter her castle. They are now in the final key holder's home - the Castle of Lord Amber.]

DAY 508(23rd Flamerule)(july) cont ...

And so they left the hall where they had just killed the huge humanoid being and went back to the courtyard.

They saw the small figure at the stable entrance again so Fenrir tried some subterfuge,  calling out, 'You there, we are very important people here to see your Lord! We have travelled far with important news and must see him at once!'

The stable boy, or whoever it was, fled into the stables and was not seen again. They explored the stables but could not find the boy so they crossed the courtyard and had another look at the hall. There was a door at the north end, but it seemed to radiate dread and Reinward was so terrified he could not go near it to check it for traps.

So finally they went back to the main door in the courtyard and entered the 'murder hole' area beyond it. A squad of six skeletal fighters passed them, but as the men were both invisible to them they went past without seeing them.

In the castle proper they came to a room with some skeletal archers in it, covering the approach to another gate. They destroyed them and moved on. A store room was found that contained, among other things, some very old dark elf wine. Reinward thought it might be valuable so he took ten jars of the stuff and put them in his Bag of Holding.

In the next corridor they encountered eight skeletal guards, but they were quickly blasted to bits by Fenrir's Eldritch Cone. In this corridor was the entrance to a shire known as 'The Chapel of the White Queen'. If felt strangely out of place in such an evil castle, and yet here it was, a shrine to a good dark elf goddess. It was still tended by a Iola the Priestess, an ancient dark elf lady who had been tending the shrine for hundreds of years.

She beckoned them in and aided them as best she could. She hoped they would be successful in slaying Lord Amber, and gave them a blessing, of which she said,
'Call on the White Queen when you are beset by undead on all sides and she will destroy them all!'
'Coo, thanks!' said Fenrir.
They rested a while and continued on their way, following the corridor west.

They came to a room that had a door in each wall, entering from the east. They saw a heap of rags in one corner that turned out to be the jester of Lord Amber, a withered old dark elf man named Mr Hanky.

He spoke in riddles, but eventually Fenrir figured out that two of the doors were trapped and only opened onto blank stone. The north door was the only one that led anywhere so they followed the hallway beyond it to a set of spiral stairs that were guarded by an ancient dark elf knight.

Tough as it was, it was easy for Fenrir to blast aside with his powerful magic. Halfway up the stairs was a door that lead to a balcony overlooking a very large feasting hall that appeared to contain a couple of hundred undead knights, who all sat at their tables silently.

The gently closed the door and continued upwards. A corridor led to their final destination, the throne room of Lord Amber. As they entered he turned to face them, a tall and powerful lich of an ancient dark elf cleric. He wore tarnished silver armour and wielded a long black metal flanged mace.

Perhaps now they had met a foe that might actually put up a fight!


Sunday, 20 November 2022

Karma Kingdom - Beta 1.0 b197

20/11/2022

Beta 1.0 b197 

 


- Some extra descriptions for Potions (taken from my old Fossworld MUD)
- Fixed BUG #167 - open mystery box not working
- Manage / Overview updated again. Trying to make it more readable.
- If you search the misty wastes (on the map) you'll eventually find some ruins that have in them The Last Egg. you can create the Master Chicken from this. Then you can gather more eggs from this chicken, then make more chickens from the eggs, then more eggs from the chickens! [Magic Card: Robot Chicken]
- Can now craft Jewellery Tools. These are now required for Gem cutting.
- More [ITEM] tags added
- Haider has made the Ecology and Population tabs use the 'card' format like Overview. (Better text to follow)  


To play the game go here:

http://roztov.epizy.com/stw/generate.html

Feel free to leave me messages on Facebook, or on this blog!

Sunday, 6 November 2022

Karma Kingdom - Beta 1.0 b196

 


Still having fun in HTML and Javascript making this game. It does mean though, since the main drive is 'to have fun' that it is developed rather randomly. I tend just to do the bits that interest me and other things get left.

I reminds me of what they said about EverQuest Landmark - that they got too bound up in making a really interesting tool and world that they hoped that the game would sort of emerge from that. It's not the case though, you need to think about what will make the game appealing to play. There needs to be a drive for the player to try and achieve the next -whatever it is-

So yeah, the game is more fun to develop than play I think! I know how a game like this works. You quest for loot, which you sell for gold, which you use to buy and upgrade equipment, buildings etc.

But for the world of Karma Kingdom there is nothing to spend gold on - that's rather the point. It's a bit like Dwarf Fortress in that respect in that you amass a huge fortune for the sake of it only.

I'll come up with something eventually. It would be good to get play testers. It's hard to get noticed on the Internet, even for such (I think) a worthy cause. I'll just keep going :)

Here is what it's all about:

When you play the game you gather resources for your kingdom by navigating to other charity click sites and pressing their 'click to donate' buttons.

With these resources you can then build your kingdom. As it grows the kingdom comes to represent your contribution too good causes all over the world, not just the climate, but refugees, animals, breast cancer, autism, veterans and many more.

The list of charities are regularly updated.

Karma Kingdom also keep a track of the estimated value of your clicks and how much CO2 you have helped remove from the atmosphere.

To play the game go here:

http://roztov.epizy.com/stw/generate.html

Feel free to leave me messages on Facebook, or on this blog!

 

25/10/2022     Beta 1.0 b196     


- Big update to ITEMS tab. Now shows only items that you have. I started it off and Haider finished it.
- Magic Items are now merged in with ITEMS
- Added Summon Merfolk Rogue spell (from MTG card)
- Some extra descriptions for Potions (taken from my old Fossworld MUD)


30/09/2022     Beta 1.0 b195     


- Fixed BUG #132 - building Dog Houses does not work
- Idea #261 - make bamboo walls for houses
- Added magical snake basket (from Magic Card: Snake Basket)
- Woolen crafting icons now have correct icons
- Can now craft bellows
- New dungeon room - Bugbears
- New skill - Bribery
- Fixed BUG #155 - move sense direction to Used Skills
- Added spell - Wall of Light(from Magic Card: Wall of Light)


22/08/2022     Beta 1.0 b194     


- Haider has made the requirements for the quests dynamic
- Haider added most of the quests to the 'scout' function on the map
- Haider added wibbler text to the map
- Completed map 'wibbler' text