More on the Prep for the LotFP Fallen Worlds Campaign

Val_Kormin_Ruins.jpg

I haven’t posted for a couple of months about my Lamentations of the Flame Princes campaign, but we have been playing. (With a few alternate games because of missing players for a few weeks.)

I’m going to lay out the rest of my notes before I get to what happened during the sessions. It’s important you go read this post for context about the environment. But, briefly, The Lamplighters have been searching for a keep in the Alps owned by a man named Graupher. They found Graupher’s corpse in the town of Bergenzel, and learned that he had the means to travel between alternate worlds.

The keep was divided into two main parts. The first is the open courtyard and the buildings of the main keep, as described in the link above.

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The second was a Turning Tower built into the mountain itself. The tower consists of three concentric sections that can rotate within each other.

Here’s a refresher on what that looked like:

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This is where Grapher and his key lieutenants lived, along with a magical lab, treasure room, and more.

But by the time the Player Characters arrive, a lot has happened to the keep, and their troubles are just beginning.

As noted in the previous post, Graupher’s menagerie in the main part of the keep escaped. Two chaotic elves, captured from an alternate world, used magic to break from of their cell and used magic to free creatures as a distraction for their escape. The entire complex was turned into a horrific melee as Graupher’s men fought to kill the creatures or free for their lives. Every man and every creature died during this chaos.

Well, almost every man and every creature. A few escaped to the Turning Tower (men and creatures), and this opened up a second story of what had been happening at the keep before the escape of the elves and the new, dire circumstances that had taken possession of the Turning Tower.

My notes for the Keep and the Turning Tower are below, along with the backstory of recent events at the keep. These are my notes, so everything might not be clear. If you have questions, ask!

Things have been really busy on the work front, so I haven’t been posting regularly. But this material lasted us about four sessions of play. (There was lots of talking and planning and strategizing!)


THE BACKSTORY

Graupher and his men travelled to the world of Parsa. It was his nature to involve himself the affairs of people who needed his help. And on the world of Parsa, he found much trouble.

He discovered a terrible EMPIRE ruled by a shapeless creature made of many body parts. This creature was TAHNEKO. Tahneko had summoned Lysera, THE MOTHER OF UNLIVED FLESH and, with her aid, built his empire.

Not only could Tahneko not be harmed by normal weapons, but The Mother could heal 2d10HP per round.

Since magical weapons were non-existent on Parsa, there was no way to kill him with weapons. And now there was almost no way to insure Tahneko’s death through other means.

When Graupher arrived on Parsa and learned of Tahneko , he was determined to free the people of Parsa from Tahneko ‘s rule.

Graupher befriend a priestess, BAYLOR, who knew certain rituals for banishing demons. She performed the rites broke the bond between Tahneko  and The Mother. The plan was for the Baylor to use her Bone Spur spell to kill Tahneko .

But when The Mother was freed, she battled Baylor and POSSESSED her (Dominated her per the Summoning rules.)

Fearing that he had simply unleashed the same threat all over again, but now involving Baylor, Grapher had his men make a bold attack on Tahneko ‘s palace, captured him, and brought him back from the ship.

Meanwhile, he had his men capture Baylor using a poison gas (attacking would not have worked, as she had The Mother’s powers on her side; killing her would only release the Mother again). They brought her on board as well, brought her back to the keep, and imprisoned her.

Graupher and his Magic-User PIERRE MORDIAN, studied as best they could a method of banishing The Mother. They offered incentives to both Tahneko and Baylor to gain the information.

Baylor, possessed by The Mother, would offer up no information at all. She taunted Graupher and Pierre, or offered them incentives to free her. But Pierre constantly peppered her with questions to see what might slip, what clues might be found.

As for Tahneko , he, too, offered up tidbits about how he had summoned The Mother. He knew that his only chance of staying alive was to offer help. He has lied to Pierre, offering up help on how he first summoned The Mother. Graupher knew full well that Tahneko  might be lying, and wanted to kill him with poisons after no fruitful information came from him. But Pierre insisted on keeping the creature alive in the hope of gathering even one scrap or clue.

Pierre finally convinced Archbishop Giuseppe Molinari from Italy. There are correspondences from Molinari in Pierre’s lab, with confirmation he would be arriving the third week of September to help out.

There are notes of the two men working side-by-side to create the Holy Word scroll.

One of the undead in the building is Molinari, and he holds the secret to the research.

When the fighting broke out when the elves escaped, Tahneko fled to Graupher’s tower. He animated the dead on the way, using them to protect him. Baylor, afraid Tahneko might find a method of banishing The Mother, followed.

THE TWO LAYERS OF THE KEEP

So, there are two broad elements to Graupher’s Keep:

  1. The main area revealed on the reddish map above (mess hall, the menagerie, blacksmith, barracks, and so on), which is a very large alcoves carved into the mountain
  2. The Inverted Tower, which is built into the mountain itself. The entrance is located on the northwest section of wall, but not visible on the reddish map since I inserted it into the keep myself.

THE MAP KEY

These are the notes I typed up for the Keep. Note that I only made sure to key rooms that were a) specific landmarks for reference; b) clues about Graupher and his ship (the players did not yet know about the ship or how Graupher traveled between worlds); and c) the story described above. Thus, many rooms do not have descriptions. I made the descriptions up on the fly.

THE APPROACH
The Keep Walls
(silent
(lifeless
(pennants snapping in the wind
(A family crest: two headed eagle

THE OUTER GATE
Closed
No one visible
(40′ tall
(bolted most likely on other wise
(no one manning the ballista towers
(razors placed in the walls of the ballista towers

THE CAUSEWAY
No one visible
(quality wood with a stain and finished against elements
(visible marks from carrying goods up this path
(but cared for and repaired regularly

THE INNER GATE
No One Visible
All is quiet
(the inward opening doors move a bit if checked
(the bar is off the brackets behind door
(bodies piled against the door prevent it from opening

INSIDE THE INNER GATE
Six men and two beasts — car grange and blood
(three of the men in armor, three not
(three armor bears the two eagles
(one beast is purple and white giant cat
(antennae, alien looking
(second beast, four armed white gorilla
FROM WITHIN THE INNER GATE

To the RIGHT: A Fire Assembly
Beyond that: A craftsman’s station (Leather worker)
Beyond that: A ballista tower
Slightly left of that… A Sparring yard
Other doorways built into the mountain
To the LEFT: Stables

STRAIGHT AHEAD, Left to Right
stone stairs rising to a thick doorway building into the mountain face
Doors with ornate drawings

5 men dead on the ground
Three of these are human, wearing the crest
Two are thinner, with pointed ears. No crest. Elegant, strange closes. The hand of one dead ELF has a dagger in the heart of one f the dead men.

An exotic, very large, PEACOCK like thing lies dead nearby.

BEFORE THE STEPS OF THE MENAGERIE
Four men, with black fur upon them, as if in a state of becoming or stopping being a wolf. They are dead
Their presence radiates a magical force 15′ in diameter
Ehehlk

IN THE CARPENTER’S SHOP
At the doorway, three dead men, all small like mice
Their presence radiates a magical force 15′ in diameter

BETWEEN THE SPARRING YARDS AND THE STOREROOM
The tattered remains of a puppet stage and several tattered puppets
Their presence radiates a magical force 15′ in diameter

THE INVERTED TOWER

Smoothly carved, with an artistry that’s is strange

MAIN DOOR
Closed
Locked (ten minutes per try)
The crest
Two SNAKE-SHAPED handles

ROOM 1
ROOM 2
Two men, dead, flesh torn from them.
LOCKED DOORS to NORTH
(Failure, a trap — spears down from ceiling
(Attacks as LVL 1 Fighter
ROOM 3

ROOM 4
Blood on the floor
LOCKED DOORS TO NORTH
(Failure — Flames rise from holes along the floor no front of the doors

ROOM 5
Armory Good weapons

ROOM 6
A corpse of a man, the flesh mauled as if by teeth
ROOM 7
LIBRARY BOOKS
Theology from earth, countless cultures
BRASS SPIRAL STAIRCASE DOWN

ROOM 8
MAGICAL LIBRARY

ROOM 9
GUARD ROOM

ROOM 10
KITCHEN AREA
ROOM 11
CENTRAL HALL
Door to Room 13 is open
Easy chairs, beautiful art from other worlds
Beautiful statues with gorgeous gems
A treasure haul

ROOM 12
5 Rabid Dead Men
Do not fight with weapons, wrestle to bite
Save VS. poison if bitten
ROOM 13
Door to Room 11 is open

ROOM 14
Bloodspray on floor and walls

TAHNEKO
Can alter his appearance to appear as any living creature if given a skin to wear
Immune to normal weapons
AC 12
HD10
HP 63

Attacks
1 Grab Attack 1d6
Touch Drains 2d6x100 XP
Each lvl drained adds d6hp to Tahneko
Charm Someone by Looking in their Eyes AT WILL
Save Vs. Magic
Telekinetically move up to 1000lbs AT WILL
Can cause any item to melt in holders hand and appear in his AT WILL
Control any undead AT WILL
Detect all magic Items within 50′ AT WILL

Tahneko is a unique creature from the world of Parsa. He is Chaotic, determined to shape his own fate at all costs. He was an obscene rules of nations on Parsa.

BAYLOR
2d10 healed every round by the Mother of Unused Flesh
AC 16
HD 6
HP 42

Sorcerous:
Flesh Spells
Bone Spurs
THE MOTHER OF UNUSED FLESH

Generate
From the Primal Plane of Flesh

DEALING WITH THE MOTHER OF UNUSED FLESH

Method of Summoning
The Circle (per the Rules)
Blood Sacrifices (per the Rules)

Method of Binding
Per the Summoning Rules

Method of Banishing
Holy Word
Lvl 7 Cleric Spell
Banishes all creatures not of this world in hearing distance back to their worlds
Does damage to all other creatures within 60′ (see rules)
The scroll is almost

Pierre has been trying to build this spell. He is not a Cleric, and thus his research has been flawed.

He contacted Archbishop Molinari, who has been instrumental in building a Holy Word scroll.

Molinari has collected all the work, and only had to transcribe the note correctly to create the Scroll.

He is among the dead, however. The group might figure out how to use magic to get the right order of the scroll notes from Molinari’s corpse.

Is there a way to figure out how to assemble the notes without the help of Molinari’s corpse?

Technically, no, since the the spell is 7th Lvl and one must be 13th lvl or higher to formulate the spell.

So, if they WANTED to do it at some price, if there was some CHOICE involved, what would that choice be?

 

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