March 31, 2008

Lost Crown of Tesh-Naga: Epilogue

Ghaaldar returns to his tribe as the newly crowned Emperor of Dhakaan.

With his leadership and Duurkala's wisdom, the iron-clad legions set out to conquer and enslave all of Droaam,

and in time, to reconquer the lost lands of his people spanning the entirety of Khorvaire. 

Following Milwaukee Joe's lead, I'd like to get some feedback on the adventure. If you wouldn't mind dropping some Comments, I'd be very appreciative. This feedback is open to lurkers to post to as well, not just the players. Anyone is welcome to comment.

  1. What did you like the most about the game? and/or What was the most exciting part?
  2. What did you like the least about the game?  and/or What was the most boring part?
  3. What one thing would you change if you could? 
  4. What one thing can I change to make myself a better DM?
  5. Tell me about some "oh shit!" moments. What things caught you by surprise?
  6. What could I do to encourage more use of the Language Rules and have more whispers and machinations?
  7. To those who've done play-by-post games, please compare and contrast those games with mine.

Lastly, please look to DMG 42 this week to start lurking on the next session of The Lost Crown of Tesh-Naga! A new batch of 7 dungeoneers has been picked, each receiving identical starting information as you guys did, but coming to the "table" with wildly different characters, and more importantly, reacting to the same stimulus in wildly different ways.

March 11, 2008

The Crown Revealed!

All hail King Kulimvorith!
... Right?

March 10, 2008

I hope you're ready, shit is about to get real


As a motley pack of adventurers, you make your way through the long, winding halls and up some stairs, trying to forget the horrors of your recent Far Realm run-in. As the corridor turns, however, you see a discotastic flashing light coming from the wide opening on the left. Creeping up to examine this closer, you see that it comes from a nearby cylindrical room.

The room itself is made of polished granite blocks and the ceiling soars high overhead to a dizzying height. In the center of the room atop a raised portion of the floor is a great brass gate with two floating brass rings madly spinning about its center. The metal is embossed with an etching that makes the surface seem like the scales of an ancient dragon.

As the rings spins about at high velocity, they create a brilliant blue wormhole that pulses with light and sends rippling waves of distortion through the air in the room. The entirety of the room reverberates and vibrates in tandem with the chaotic patterns of the spinning arms.

The decomposing body of an unidentifiable woman lies twisted, distorted, and mutilated at the base of the eldritch machine. A shining silver crown rests on the bottom of the floor just at the edge of her outstretched hand. The spinning metal arms of the deadly machine miss touching it by mere fractions of an inch.

Before jumping right in to get a closer look, you glance up to see the tips of a razor sharp mithril portcullis of impalement protruding down from the archway just a few inches into the room. The portcullis is clearly visible from inside the room. The steel grate is held in place up high by a chains wrapped around a series of gears. The chain leads down to the floor and is loosely hooked onto a solid handle on the floor (square S41).

You feel the psychic pull from The Crown, and know immediately that it is an artifact of great power. Your heart skips a beat as your eyes gaze at the long-sought object of your quest.

Let's do this.