Tuesday, June 20, 2017

Plains, Wagon Trains, and... Sailing Ships?

Còigeamh 23 - Siathamh 9, 6638; next holiday: Brightest Night, Siathamh 35 (the Summer Solstice; Lawful characters receive a +1 to all rolls!)

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
    • Llarm Paphyra, Elvish Polydoctorate
      • The Metal Man, construct
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
  • Quetgar, Thrassian Assassin
    • Zarc, Thrassian Gladiator
  • Grogg, the White Mage

The journey from the elves back to civilization was fraught with peril - give or take. On the first day, they encountered either terrifying antelope, which Quetgar was unable to capture. Two days later, they shot down three giant flies, hovering over the decomposing corpse of an ox.

Two days after that, as the party was setting up camp, two figures entered - a witch named Quiet Heart, and her companion Serkan Soroush, a Zaharan Ruinguard. They camped with the party, and left before dawn.

Finally on the road, the party encountered four terrible beasts - gorgons! The battle was fierce, and Zarc was turned to stone, but eventually the creatures were slaughtered. The next evening, the gang encountered - or rather, was encountered by - a gang of desert ogres. The ogres, none too bright, couldn't figure out how to make their way around the stone camp, until Quetgar eventually managed to convince them to walk around. Even then, it took much experimentation before they believed him.

Summerset passed with little fanfare; out here in the wilds, few are around to celebrate such civilized holidays.

Not much later, they ran into a medium sized warband of orcs, headed north; the orcs, feeling generous, suggested a minor tax of 3,000 gp. Caranthir offered one of the gang leaders a +1 sword, worth 5,000 gp; the leader graciously accepted, then turned and told the other leaders that he had decided to let them pass with no tax at all. Orcs aren't super smart, but the other leaders guessed something was up; as the party strolled past, a rather uncivil war broke out between the various gangs. Hopefully that won't come back to bite them later.

Finally, they made it to Kanka Sehir, one of the twin cities of the Shining Sea, the only human cities apart from Mareten that survived the Age of the Beastmen. Though over a hundred miles away, they could still see the enormous mountains to the south, and the gap that leads between them. After un-stoning Zarc and purchasing a few useful items, including some things from a rather shady shopkeeper, they chartered a small sailing ship.

They set off in the morning with a brisk breeze at their back; they had hardly gone half a day's journey before they spotted the writhing tenticals of two octopi. Unwilling to fight such monsters, they avoided them handily. The next day, however, they had no such luck. They were spotted by four galleys - pirate ships!

As the lead galleys opened fire with their catapults, Zarc and Quetgar dove into the water, and Caranthir shifted into his dragon form. The sailing ship had but one catapult. As the boulders crashed into the ship, Quetgar began shredding the outer planking on one of the rear ships. While the ships traded catapult fire, Zarc and Quetgar punched holes into two of the ships, eventually gaining access to the ship! Caranthir, meanwhile, wiped out the entire above-board crew of one of the ships, then turned and wiped out half of another.

By the end of the battle, only one of the ships was undamaged - the one Caranthir had wiped out. The others were listing in the water, gaping holes letting in the ocean... Caranthir, meanwhile, after tossing the last of the pirates overboard, asked the slaves to stay on; the slaves responded affirmatively, pledging their lives to the creatures that rescued them from slavery. 216 slaves survived.

The pirate ships, meanwhile, contained quite the treasure haul; the party had plenty of time to count their treasure while the crew of the sailing ship and the ex-slaves from the galleys enacted repairs. A little over two hours later, the ships were ready to sail again. The ships are as follows:

  • Singing Maiden (chartered): 77 max shp, 71 current shp (max until repaired in drydock)
  • The Lusty Wench (captured): 76 max shp, 67 current shp (max until repaired in drydock)
  • Thunder Bucket (captured): 76 max shp, 64 current shp (max until repaired in drydock)
  • The Angry Strumpet (captured): 76 max shp
  • Sea Scourge (captured): 76 max shp, 70 current shp (max until repaired in drydock)
The ships need repairs, and there is enough treasure that it would be fairly dangerous to attempt the high seas... so, now what?

  • Experience from Encounters:
    • 8 antelope (escaped)
    • 3 Fly, Giant Carnivorous (60 xp)
    • Quiet Heart, level 11 Witch, and Serkan Soroush, level 9 Zaharan Ruinguard (avoided)
    • 4 gorgons (1600 XP)
    • 12 desert ogres (avoided?)
    • 57 Orcs, 11 leaders (bought off, fought each other: 790 xp)
    • 2 octopus (avoided)
    • Pirate Fleet: 4 Small Galleys with 40 sailors, 80 marines, and 240 slaves (2400 xp)
  • Treasure:
    • 2000 Electrum, 3000 Silver, 2000 Copper (820gp)
    • 1 Bone jewelry (9gp)
    • 1 shell jewelry (90gp)
    • 1 onyx (50gp)
    • 1 jade (100gp)
    • 1 jet (100gp)
    • 1 Aquamarine (500gp)
    • 1 diamond (1,000gp)
    • 106 animal horns (2120gp, 21.2 st)
    • 9 bags of loose tea (675gp, 45 st)
    • 7 barrels of fine spirits or liquor (1400gp, 112 st)
    • 24 bottles of fine wine (120gp, 4.8 st)
    • 20 bundles of fur pelts (300gp, 60 st)
    • 3 crates of armor and weapons (675gp, 90 st)
    • 6 crates of monster parts (1800gp, 30 st)
    • 5 crates of terra-cotta pottery (500gp, 125 st)
    • 5 gallons of lamp oil (10gp, 2.5 st)
    • 8 ingots of common metals (8gp, 4 st)
    • 1 jars of dyes and pigments (50gp, 5 st)
    • 12 jars of lamp oil (240gp, 72 st)
    • 1 rich fur cape (1800gp, 1 st)
    • 40 rolls of garishly dyed cloth (400gp, 160 st)
    • 5 rugs or tapestries (25gp, 24 st)
    • 3 sets of engraved teeth (210gp, 0.03 st)
    • 33 sticks of rare incense (588gp, 0.33 st)
    • 3 vials of rare perfume (225gp, 0.03 st)
    • Total weight: 756.89 stone
  • Total experience from treasure: 820 (now), 12995 (when items are sold)
  • Total experience: 5670 xp (plus 12995 xp when items are sold)
  • XP per PC: 667
  • XP per henchthing: 334 (all henchmen)
  • Treasure per PC: 205gp (plus 3248.75gp each when items are sold)

Additional treasure: Potion of Extra-Healing, 2x Potion of Speed, Scroll of Ward against Lycanthropes, Sword +1.

Wednesday, June 14, 2017

Return of the Elves

Còigeamh 10-22, 6638; next holiday: Summerset, Siathamh 1 (the celebration before the Summer Solstice on the 35th)

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
    • Llarm Paphyra, Elvish Polydoctorate
      • The Metal Man, construct
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
  • Quetgar, Thrassian Assassin
    • Zarc, Thrassian Gladiator
  • Grogg, the White Mage

After finally making it to the city of the Elves, the party cautiously surveyed the scene. After escaping from 5 wooly rhinos, of course. They spent the first day walking around the city, and sending Flit over the wall. They found no signs of life; whatever dangers the city held, there were no indications as yet.

They set up camp, and were interrupted by a party of four individuals - though they didn't realize there were four of them. Caranthir was quickly pushed to one side by Rig; his method of diplomacy would likely get the party in trouble. After a tense standoff, the leader, Sinem Husseini, laughed them off, and headed towards the high wall. The party watched her and her friends group together and float up the side of the wall. Any attempts to scry on them were blocked - it seems they had a spell or a device to block it.

In the morning, the party set off to explore the city. The city itself was surrounded by a gently curving wall, tall and ivory. Inside, the buildings were tall and graceful; though it seemed the city was entirely abandoned, there was a distinct lack of decay. Apart from one or two buildings that had been pushed aside by trees, the entirety of the structure was oddly untouched by time. The front door of the central keep was unlocked; inside, the party found footprints, leading two directions.

Carefully, the party followed the prints, eventually finding a room where a campfire had been built. Still, nothing jumped out at them; it seemed the structure was entirely inert. They wandered the halls, eventually finding themselves going down a spiral staircase. In the darkness of the new area, the group lit a wand of light, and surveyed the area.

With no footprints to follow, the party struck out at random. The first corridor was traced with names; tens of thousands of names. What they meant, no one knew. Moving through the long corridors, the party was slightly confused by the odd layout. Long hallways, with the occasional cross-hallway; blank marble walls, and granite floors. Eventually, the light went out, and the party realized that the walls glowed with a dim blue light. Caranthir, tired of wandering around, heaved his sword at the wall, cracking it open. As he did so, there was a rush of wind. Inside the wall, suffused with blue light, he found a corpse - though, oddly, it was not decayed! He hauled it out. Whatever this creature was, it seemed to be in some kind of magical sleep. One quick Dispel Magic from Gróin, and the creature was sitting up, confused.

After some discussion (involving Llarm and a helmet of understanding languages, and a staff that could speak languages), the party learned a little of what had happened.

Long before the Age of the Beastmen, the True Elves that decided to stay in Mor-Thir learned of its coming, and decided that they would have to go into hibernation to avoid it. It was planned to last about 1,500 years; the cities were protected, enchanted to keep anything living or undead out, and the elves were placed in stasis. However, something must have gone wrong; the elves were not awoken at the end of the Age of the Beastmen, and have been sleeping for nearly twice what they should have!

The creature they rescued - a True Elf - was merely a gardener, and understood little of the stasis process, or of the Age of the Beastmen. He only knew of a coming disaster. Finally, the party decided it was to move on. They struck out in the direction they thought was the stairs... and missed. They did eventually reach the wall, but as they did, they saw the other tombs opening, and elves of all shapes and sizes climbing out! By the time they reached the stairs, a large number of rather angry looking elves had climbed out of their stasis pods and were holding some rather nasty looking weapons.

Caranthir, realizing that perhaps these elves may be a little out of their league, managed to keep things civil. He remained polite, answering questions and asking a few of his own. Finally, he agreed to visit the ruler of the city. Upstairs at the ruler's chamber, the lead guard knocked several times, before opening the door himself - and found the ruler with a knife in his chest! He was murdered! Though the party was initially suspected, one of the elven casters cast a field of truth on them, and soon proved their innocence.

They spoke with the caster, a motherly looking woman who was much less harsh than the guard. She explained more about how the stasis worked, and how troubling it was that it hadn't ended on its own. Caranthir told her about the other party they had encountered; she nodded. It seems that they had discovered at least some of the members of that party. Meanwhile, elves of all sorts were working on restoring the city; the others would be found soon.

The guards brought two members - a fellow in a robe, who previously had a hawk on his shoulder, and an elf woman - a nightblade. The woman wasn't struggling, but the robed man was alternating between crying and trying to cast spells. They had been caught trying to escape. Caranthir offered to assist in making them talk; he suggested a new invention, the "Decanter of Endless Waterboarding," but any offers of assistance were refused. The nightblade quickly gave up her friends, admitting that it was the warlock who killed the lord of the city. The warlock tried to cast another spell, then burst into tears again.

Outside, two more members of that party were actually making good their escape; fireballs exploded and plants surged upwards as the fighter and a mage reached the top of the wall. Laughing, the fighter leaped over the top of the wall - and was repulsed by a blast of energy! A faint sizzle of lightning raced around the top of the city. A huge forcefield! Angry, the fighter and mage were forced back-to-back. When the guards arrived, it was over quickly; the two were bound and brought back.

The two prisoners were lead to a small jail area; the elf was tossed into one cell, and the warlock the other. However, the warlock didn't seem to be able to be contained! The guard tossed him in, activated a force-field over the door, and the warlock dashed through like it wasn't even there. The guard tested it, but eventually just tied up the whimpering warlock. The party turned out his pockets, finding a silver dagger, 5 darts, a blank spell book, a small vial of plain water, a ring with no enchantments, a blank scroll, and most of a pound of wax candles. The nightblade's pockets held more value: along with her leather armor, bola, shortbow, 12 arrows, and 3 silver arrows confiscated by the guard, she held a spell book with Burning Hands, Alter Self, Charm Person, and Continual Light. She also had a Medallion of ESP, a scroll of Ward against Elementals, some candles, a crowbar, a pair of dice, an ounce of ink, manacles, a purse with platinum and gold, and 6 torches.

Conversation turned to the scales - the reason the party was there. The elven mage mentioned the scale they kept; usually, it was guarded by a group of a dozen White Elves, elves specially tasked with caring for the scale, but for whatever reason, they could not be placed in stasis; no one else existed that knew about the scale itself. She would, however, take them to see it.

The scale resembled a huge teardrop diamond. It glowed with a pure, white light, shining from the center of an enormous room. The room was a huge half-sphere, 120' in diameter. Caranthir nodded to Luce and handed her one of the party's many +1 swords. After removing her armor and magical items, she inched forward, and finally touched the sword to the diamond. There was a flash of light, nearly blinding; when it dimmed... nothing seemed different. She returned, and handed the sword to Caranthir with a shrug. He broke it over his knee; it seems the enchantment on it was gone! Though it seems that the enchantment on Luce's armor was gone, as well, which was strange since she wasn't wearing it. After some experimentation, it was discovered that Luce hadn't lost the enchantment on her armor - she simply couldn't use it! All magical items in her possession were inert. On the other hand, magical items didn't seem to work on her, either; enchanted swords acted like mundane swords, and spells seemed to ignore her completely. The scale, it seems, had made Luce absolutely immune to all magical effects.

The extent of the non-magical power Luce had been granted was tested over the next week. Meanwhile, Llarm took that time to ask a few questions of the outer plains; the first questions he asked came back, "Ask Again Later," but the second ("How can we destroy the diamond scale?") was answered, "1 2 3 4 5 6 7, do the rest to sent it to heaven!"

The party assumed that this meant that the other scales should be destroyed first; Laurita Gomez, who was very knowledgeable about the scales, agreed that interpretation was likely the most correct. Which meant that it was time to find the other scales...

  • Experience from Encounters:
    • 5 wooly rhinos (evaded)
    • 1 level 12 fighter, 1 level 10 elven enchanter, 1 level 10 warlock, 1 level 8 nightblade (avoided)
  • Experience from encounters: none
  • Treasure (from the other party, graciously given by the elves):
    • +1 leather armor, bola, shortbow, 12 arrows, 3 silver arrows
    • 2x Shield +1
    • Axe +1, Sword +2
    • Blank spell book
    • Spell book with Burning Hands, Alter Self, Charm Person, and Continual Light
    • Spell book with Burning Hands, Alter Self, Clairaudience, Conjure Ooze, Adaptation, Chameleon, Continual Light, Chimerical Force, Dimension Door, Cloudkill, Choking Grip, Deathless Minion, Fireball, Fear, Cone of Paralysis, Detect Magic, Detect Good, Fly, Giant Strength, Curse of Swine, Light, Detect Invisible, Gaseous Form, Growth of Plants, Enchanted Container, Magic Missile, Detect Secret Doors, and Growth
    • Amulet versus Crystal Balls and ESP
    • Medallion of ESP
    • Potion of Longevity
    • Scroll of Ward against Elementals
    • 1.5 pounds of wax candles, a crowbar, a pair of dice, an ounce of ink, manacles, a purse, 6 torches, 10' pole, 1 lb of garlick
    • 20,477 gp in an enchanted containers
    • 2x enchanted containers
  • Extra experience:
    • Reawakening the first city of the True Elves: 5,000 xp
    • Becoming Pristinely Ungifted (Luce): 1,000 xp
  • Total experience: 5,000 xp
  • XP per PC (Rig, Caranthir, Gróin): 1000
  • XP per Henchman (Llarm, Rhea, Luce, Laurita): 500
  • Additional XP for Luce: 1000

Additional notes: Luce, as a Pristinely Ungifted, is absolutely unaffected by any magic whatsoever. This includes magical armor and magical weapons, both for an against her; all weapons used by or against her are considered +0, regardless of bonus. All armor used by or against her is treated as mundane +0 armor. Targeted spells like Magic Missile cannot target her. Area effect spells like Fireball do not damage her. All potions except mundane poison are treated like normal water. Magical items in her possession revert to their mundane state until they leave her possession; intelligent magical items feel no time passing. Scry does not work on her; the caster will not even know she is protected, as with Nondetection. If a caster scrys on the area near her, the caster will not see her. True Seeing cannot detect her; to a caster using True Seeing, she will appear invisible. She is immune to non-mundane poisons and diseases (such as Mummy Rot or dragon's blood poison). Creatures hidden by the Inaudibility or Invisible spells will still be inaudible or invisible to her. Further, while she can attack/be attacked by enchanted or summoned creatures, constructs, and undead, no magical effects (such as a Chaos Beast's insanity or a banshee's scream) can affect her. She cannot interact with incorporeal creatures at all (nor they with her).

However, she can be affected by some effects. A dragon's breath attacks will work, as it is a physical effect, as will a hell-hound's breath attack. The magical bonus from an enchanted bow used against her will apply, but not the damage bonus. She is invisible to any magical vision (including wards or traps), but will still trigger physical traps (ie, a trapped door). She cannot teleport, nor can she be magically healed.

Tuesday, May 30, 2017

Luce In The Sky With Giants

Treas 27 - Còigeamh 10, 6638; next holiday: Summerset, Siathamh 1 (the celebration before the Summer Solstice on the 35th)

It took a while for me to come up with the title - or rather, to narrow it down. Other contenders were "All's Fae In Love And War" and "If You Can Dodge An Encounter, You Can Dodge A Fae Sword". I tried, and failed, to come up with a title-worthy pun on the fact that the storm giants could host them because their castle had mushroom.

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
    • Llarm Paphyra, Elvish Polydoctorate
      • The Metal Man, construct
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
  • Quetgar, Thrassian Assassin
    • Zarc, Thrassian Gladiator
  • Grogg, the White Mage

After spending a day in Sao Agua - and running into Grogg, a which mage who had somehow become very lost - the party decided to strike off towards the far west, to investigate the crystal scale, and the lost home of the ancient elves.

The going wasn't easy; along the way, they came across a village of trolls, and were able to make the canny trade of two pieces of meat for 500 electrum pieces. Later, they came across a storm giant, who was pulling a thunderstorm behind him and obliterating random objects with lightning bolts. He had a pleasant chat with them, and went on his merry way. He mentioned that he had a brother out in the plains, and recommended visiting the magical mushroom forest, if the party had the chance.

The party edged around a village of orcs, and barely managed to flee from a large village of troglodytes. Several days into their journey, they came across another storm; this storm was much larger, and hidden in a thick fog. Suddenly, the fog cleared, revealing an enormous castle! The party moved forward cautiously, and soon ran into two huge figures - more storm giants! These giants, Choka and Hrooma, invited the tired travelers in for food, drink, and rest (and to meet their son, Chat). The party gratefully accepted. After a Mary-Poppins-esque accent via cloud-walking to the castle itself, the party settled in to trade stories with the giants. The main course was an entire elephant, cooked over a huge fire like a roast pig, complete with a trunk full of apples. Eventually, the party headed to bed.

In the morning, the party debated about using the giants to travel safely to their destination, but the giants declined; it was a family vacation, and they were planning on moving in a different direction.

It wasn't but a day later, however, that the party ran into an army - the remnants of a Winter Fae scouting party! Caranthir attempted to intimidate them, but the paltry force of the party was not enough to match the fair riders, at least in their captain's eye. Even Rig was unable to keep them out of combat. The sylphs fanned out, with a line of cavalry in front of a line of archers; the archers immediately fired on the mercenaries, and destroyed the entirety of Rig's archers. Gróin, meanwhile, charmed the commander; while he wouldn't attack his friends, and the lieutenants refused to stand down, he would not use his considerable magic to assist them. And then... Quetgar. First leaping in front of the second line, then vaulting over their heads, his claws and teeth - hastened by Gróin - tearing through them like blood-soaked tissue. In the blink of an eye, he had shredded half the squad.

After two rounds of combat, Rig's mercenaries were decimated, but still holding their own. The Fae forces were shattered; Quetgar chewed through three squads himself. The others slashed through the haughty faerie-folk, cutting them to ribbons, and receiving few wounds themselves. Two unharmed squads fled, high-tailing it back to Fae lands. The rest were slaughtered. In fact, Quetgar leaped away from the squad he was attacking, snapped the neck of the captain, then returned to bring down an entire squad. His actions terrified the Fae; those who fled will return will tales of horror... whether that is good or bad is yet to be seen.

The Fae dealt with, the party healed their few wounds and moved on...

  • Experience from Encounters:
    • 71 Trolls (avoided)
    • 174 Orcs (evaded)
    • 297 Troglodytes (evaded)
    • 4 Storm Giants (befriended)
    • 134 sylphs, 56 sargents, 9 lieutenants, 1 captain (6625 XP)
  • Experience from treasure: none
  • Total experience: 6625
  • Treasure:
    • 500 electrum (traded for 2 pieces of meat)
    • 1 set of silvered banded plate armor (150 gp)
    • 3 sets of silvered chain mail (360 gp)
    • 59 sets of silvered scale armor (5310 gp)
    • Silvered scrap (1455 gp)
    • 80 light horses
  • Total worth once sold: 7275
  • Total weight: 333 stone
  • XP per PC: 697
  • XP per Henchman: 349
  • The Metal Man refunded 349 in copper.

Saturday, May 6, 2017

Why Are You Dragon, Dungeon Wanna Win?

Treas 1-26, 6638; next holiday: Dragonning, Treas 35 (the spring equinox)

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
    • Llarm Paphyra, Elvish Polydoctorate
      • The Metal Man, construct
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
  • Quetgar, Thrassian Assassin
    • Zarc, Thrassian Gladiator

The party found themselves next to a clearing. The area was an odd, round shape, not as organic of a shape as one might expect. In fact, the trees at the edge of the clearing were bowed, the middles leaning away from the center. Even the grass and weeds grew more sparsely in the middle. From the center of the glen, a faint sound emanated, like wind blowing past a thin shard of glass, or a thin, sharp sword cutting through the air. As the party squinted at the center of the field, most found their gaze misdirected - sliding past to look at trees, or sinking to stare at the ground. Only Rig, Quetgar, and Elenora were able to pierce the veil of illusion.

Tuesday, May 2, 2017

Speedrun

A'Chiad 15-Treas 1, 6638; next holiday: Dragonning, Treas 35 (the spring equinox)

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
    • Llarm Paphyra, Elvish Polydoctorate
      • The Metal Man, construct
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
    • Sal Rrentath, Thrassian Gladiator
  • Quetgar, Thrassian Assassin
    • Zarc, Thrassian Gladiator

Rig, as noted, headed to Forreston, to sell his wares; Caranthir and Quetgar stayed in Wallace, while Gróin and Llarm headed to Riverbend to study the books (and learn new spells). Quetgar learned what his ring does (finally), and took down a rather angry woolly rhinoceros that the ring summoned. Eventually, the party regrouped in Wallace, then headed out into the chilly winter. Due to luck or cold, there were few travelers on the road, apart from some chilly snakes. Once they reached the forest of the Winter Court of the Fae, however, they began running into quite a number of other creatures. They met - and avoided - an 8-headed hydra, and were greeted by five Sylphs, who sneeringly took their money as tax. The sylphs seemed very much on edge, however, and not in a mood to fight. Others had already told the party that the fae were all abuzz; why, however, they did not know. Something about a hunt?

Luce and Elenora's birthdays went by; Luce, offhandedly, mentioned that she finally turned 18.

Thursday, April 27, 2017

The Library

The library contains books on history, magic, and knowledge:

  • History books
    • The Age of Dragons (see this post), a tale of what happened before the coming of men and elves to Mor-Thir.
    • The Towers, a book on the seven Towers, built where the blood of the ancient Wyrm was splashed; as it turns out, seven dragon tribes were tasked with protecting the towers:
      • Mareten Tower: Silver dragons (lawful white dragons)
      • Airwalker Tower: Gold dragons (lawful red dragons)
      • Pointless Tower: Electrum dragons (lawful black dragons)
      • Toprac Igne: Bronze dragons (lawful blue dragons)
      • Jungle Tower: Green dragons
      • Northern Tower: White dragons
      • The Spire: Black dragons
  • Magical books
    • A tome of Dragon Knowledge: when attempting to research a spell on dragons with this book in your library, add +2 to the roll (worth 5,000 gp).
    • A tome of Wall Spells: when attempting to research a spell involving wall spells with this book in your library, add +2 to the roll. (worth 5,000 gp)
  • Recipes for making:
    • Potion of Human Control
    • Potion of Longevity
    • Potion of Sweet Water
    • Potion of Polymorph
    • Staff of Commanding
    • Wand of Polymorphing
    • Chime of Opening
    • Armor +1
    • Weapon +1
  • A divine book of the Way of the Dragon, describing an ancient order of dragon-clerics, tasked with protecting the land of Mor-Thir; the order is made of all kinds of dragons. Few have heard of, or interact with, the dragon-clerics. As ageless dragons, time is on their side.
  • A Scroll of Arcane Spells (Written in Draconic): Lower Water (6th lvl)
  • A Scroll of Arcane Spells (Written in draconic): Hold Portal (1st lvl)

The rest of the books contain various magical snippets, or information about ancient times, all worthy of adding to a magical library. As a note, a spellcaster requires a library worth at least 4,000 gp to be able to research first level spells; a further 2,000 gp is required for each spell level. For every 10,000 gp above the minimum value required, the spellcaster gets a +1 bonus (maximum +3) to his magic research throw. Thus, the maximum useful library value to research spells up to level 9 is 50,000 gp.

A Maze of Twisty Passages

A'Chiad 9-14, 6638; next holiday: Dragonning, Treas 35 (the spring equinox)

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
    • Llarm Paphyra, Elvish Polydoctorate
      • The Metal Man, construct
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
    • Sal Rrentath, Thrassian Gladiator
  • Quetgar, Thrassian Assassin
    • Zarc, Thrassian Gladiator
  • Gottes Segen, Cleric
    • Betül Tirmizi, Ectomancer

The adventurers once again returned to the tower, certain that they were near the lowest levels. The winding passages of the 9th floor turned this way and that - a maze!

Laying out the occasional chalk lines, they slowly moved through the maze, looking for traps and fighting the occasional zombies or hulked-out skeletons. Down one corridor, hidden in a secret passage, they found a group of creatures, huddled at the dead end. One had a gold ring, which Quetgar took.

Tuesday, April 18, 2017

Completely Floored

A'Chiad 8-9, 6638; next holiday: Dragonning, Treas 35 (the spring equinox)

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
    • Llarm Paphyra, Elvish Polydoctorate
      • The Metal Man, construct
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
    • Sal Rrentath, Thrassian Gladiator
  • Quetgar, Thrassian Assassin
    • Zarc, Thrassian Gladiator
  • Gottes Segen, Cleric
    • Betül Tirmizi, Ectomancer

After a quick rest upstairs, the party once again returned to the tower, planning on delving into its depths. Rig and co stayed behind.

The adventurers continued sweeping the 8th floor. The discovered (and avoided) many traps, though found few creatures. The first creature the party ran into was actually summoned into a trap - a mummy! The creature, surrounded, didn't last long.

Monday, April 10, 2017

Don't Eat That

Dara 27 - A'Chiad 7, 6638

Next holiday: Dragonning, Treas 35 (the spring equinox)

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
    • Llarm Paphyra, Elvish Polydoctorate
      • The Metal Man, construct
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
    • Sal Rrentath, Thrassian Gladiator
  • Quetgar, Thrassian Assassin
    • Zarc, Thrassian Gladiator
  • Gottes Segen, Cleric
    • Betül Tirmizi, Ectomancer

With the godmurder dealt with and the pockets stuffed, the party made one last shopping trip before leaving town, picking up a strange ring that seemed to be a +1 Ring, a Duck of Many Things, a Bag of Banking, and a Tankard of Theft. All handy items in their own right. The duck (currently in the form of a cat) seemed ambivalent about the party, but that may simply be because it's in the form of a cat. Gróin, meanwhile, opened a bank account at the nearest Gnomish Bank, which immediately linked it to his Bag of Banking.

Friday, April 7, 2017

The Godkiller Part II: I'm All A Clone

Dara 25-27

Next holiday: Darkest Night, Dara 35th, the winter solstice.

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
    • Llarm Paphyra, Elvish Polydoctorate
      • The Metal Man, construct
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
    • Sal Rrentath, Thrassian Gladiator
  • Quetgar, Thrassian Assassin
    • Zarc, Thrassian Gladiator
  • Gottes Segen, Cleric
    • Betül Tirmizi, Ectomancer

Between searching for clues, Rig decided he'd put together a caravan, and hired a mercenary: Joel Nyman, and explorer. He loaded up on goods, ready to travel.

Meanwhile, the investigation into the deaths on the Street of the Gods continued, this time joined by Quetgar, who had been partying with his lizard buddy. Thus far, four gods had been killed: the Immortal Phoenix, the Skincrawler, the Angelic Sword, and the Fighting Horror. Gróin, suspecting Resting Cougar, began scrying on her; Rig and Caranthir decided that the killer was likely going after regenerating people, and were forced to choose between Magic Stan, a tree-person with incredible regenerative powers, and the Abomination, a self-healing mechanical monster. As they camped out at Magic Stan's house (which he built from wood grown from, well, himself), Gróin watched Resting Cougar enter a tiny hut. She sat on something, then after about an hour, left.

Friday, March 31, 2017

The Godkiller Part I: Meet the God Squad

Dara 22-24

Next holiday: Darkest Night, Dara 35th, the winter solstice.

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
    • Llarm Paphyra, Elvish Polydoctorate
      • The Metal Man, construct
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
    • Sal Rrentath, Thrassian Gladiator
  • Quetgar, Thrassian Assassin
    • Zarc, Thrassian Gladiator
  • Gottes Segen, Cleric
    • Betül Tirmizi, Ectomancer

After doing some shopping for magical items and selling Caranthir's ring of fire resistance, the party was accosted by a city guard. He asked that they accompany him - he needed their help. Or rather, the Guard needed their help; they were led to the entrance of the Street of the Gods.

Thursday, March 16, 2017

Merry Wintermas and A Stolen Song II

Wintermas, Dara the 1st - 21st

Next holiday: Darkest Night, Dara 35th, the winter solstice.

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
  • Llarm Paphyra, Elvish Polydoctorate
    • The Metal Man, construct
  • Quetgar, Thrassian Assassin
    • Zarc, Thrassian Gladiator
  • Gottes Segen, Cleric

The night before Wintermas, the various members of the party went shopping for gifts; Caranthir bought some restorative spells and good alcohol, Gróin bought a fancy staff from a quirky gnome, and the others purchased a few trinkets here and there. Caranthir also found a new host-body for their trapped nightblade friend - a convict on death row. After placing the soul of a murderous ranger into a stone in the jail, her body was left in trade for the nightblade to inhabit. He wasn't particularly pleased to be inhabiting the body of a female, but it was better than being trapped for all eternity. He introduced himself as Elidyr Eyriendor, but turned down Caranthir's offer to stay with the party. He had been gone a long time, and needed to renew contact with the world. However, if the party needed his assistance, they needed only call and he would come as soon as he was able.

Tuesday, March 7, 2017

Deep and Dangerous

Deug the 24th - 28th (Wintermas tomorrow!)

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
  • Llarm Paphyra, Elvish Polydoctorate
    • The Metal Man, construct
  • Quetgar, Thrassian Assassin
    • Zarc, Thrassian Gladiator
  • Gottes Segen, Cleric

The party, unhindered by the attack of the overly-ego'ed Zaharan, continued their sweep of the dungeon. Continued exploration of the 7th level revealed 6 ghouls, easily dealt with, and a bone golem, only a momentary pause. Pilfering its magical swords, some treasure, and a scroll, the party continued its merry way. Soon, they found a scrawled map of the dungeon; following it, they quickly mapped the remaining rooms, and continued down the stairs. Unbeknownst to the party, however, they had released a group of five wraiths, which wandered along behind them. Let that be a lesson for you - never assume the floors above are truly empty. You never know when you've missed a secret room...

Tuesday, February 28, 2017

The Journal of Görkem Ebrahimi

The journal, taken from the corpse of (as is noted in its pages) Görkem Ebrahimi, contains a wandering missive of the last several months of Görkem's life. While Llarm read every detail, the majority of his story could be wrapped up in the phrase, "Fighting is fun, but now I'm hungry." In short, his story read as follows:

Songs, Spectres, and Strangers

Deug the 18th - 24th (only 5 days 'til Wintermas!)

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Laurita Gomez, Priestess
  • Llarm Paphyra, Elvish Polydoctorate
    • The Metal Man, construct
  • Quetgar, Thrassian Assassin
    • Zarc, Thrassian Gladiator
  • Gottes Segen, Cleric

Picking up from last time, Quetgar read through the golem's book; he reasoned that the golem was looking for its control stone in the well, and decided that he would try to retrieve it. Moving quickly, he dove in before the stone golem could catch him, and dug through the fine silt at the bottom of the pool. He found a small chalice, and buried under the silk, a large ruby! Leaping out of the water, he turned, pointed the ruby at the golem, and commanded "Stop!"... and the golem kept moving. Realizing that the commands in the book were written in Nobrian, he again commanded "Stop!", but this time in the ancient language. The golem creaked to a stop.

Wednesday, February 22, 2017

A Stolen Song (Part I)

Deug the 17th

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Zarc, Thrassian Gladiator
    • Laurita Gomez, Priestess
  • Llarm Paphyra, Elvish Polydoctorate
    • The Metal Man, construct
  • Quetgar, Thrassian Assassin
  • Gottes Segen, Cleric

After a bit of listening in the pub in Crabaille, Quetgar and Gróin heard of an abandoned ruin in the forest, once the home of a sect of seer-monks, star-gazers who could tell the future. The villagers had avoided the spot for superstitious reasons, and adventures had avoided it because it seemed boring, for the most part. Still, the lumberman's story seemed interesting; while the others shopped around town, Gróin and Quetgar headed out to see what this strange hermitage really was.

Outside a large hill was a door, locked through magical means. After a bit of detective work, Gróin began playing the bagpipes; the "music" was all that was needed to open the door, and in they went. The first thing they saw was a strange coat-closet; instead of hooks, stone hands held the rotting scraps of what were once priestly robes, as well as a magical staff. Experimenting with a 10 foot pole proved that the hands would grab anything offered, but would only release something to the one who first placed it.

Wait, Vampires Are Scary?

Deug the 13th

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Zarc, Thrassian Gladiator
    • Laurita Gomez, Priestess
  • Llarm Paphyra, Elvish Polydoctorate
    • The Metal Man, construct
  • Quetgar, Thrassian Assassin
  • Gottes Segen, Cleric

After selling off the treasure, the dungeon delving continued, now on the sixth level. In the first room was a message, written on the wall: "That Which Never Sleeps shall reign forever!" Secretly, Caranthir swore to never sleep again, just in case. After some careful sweeps, and the discovery of a secret door, the group found a nest of six giant beetles - bombardier beetles, in fact. Leery of an encounter with ranged attacks of burning acid, the party decided to turn the other way, instead. Oddly, the rooms appeared to be well maintained; rather than lichen-covered walls and dusty floors, the rooms were actually fairly hospitable. Creeping forward, the party discovered a single footprint - a dusty tread from another room. The footprint was humanoid. Looking through the door in front of them with her x-ray ring, Rhea saw several cages, each with multiple humanoid figures inside. A few in the party heard scrabbling and hooting on the other side of the door. After a few moments' hushed conversation, Rhea knocked on the door, with Caranthir just behind her, and Quetgar the Thrassian Assassin lurking next to the door frame.

Thursday, February 16, 2017

A Dungeoning We Will Go

Deug the 11th

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Zarc, Thrassian Gladiator
    • Laurita Gomez, Priestess
  • Llarm Paphyra, Elvish Polydoctorate
    • The Metal Man, construct
  • Quetgar, Thrassian Assassin
  • Gottes Segen, Cleric

In Wallace, the party sold the goods they had collected; while they were there, Llarm happened to run into a human cleric from her hometown, Sacred Grove. Recognizing an emblem on his robe, Llarm introduced himself, and offered the cleric a place in the party.

Monday, February 6, 2017

Are You My Mummy

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Zarc, Thrassian Gladiator
    • Laurita Gomez, Priestess
  • Llarm Paphyra, Elvish Polydoctorate
    • The Metal Man, construct
  • Loriel Straight Arrow, Elven Ranger
    • Little Bandit, ferret

After taking down the Skittering Maw - aka Sharktapede - the party returned to their original path, through the (now empty) insect room. After spotting two lesser hellhounds and dispatching them easily, they discovered the stairs down, hidden behind a trapped hidden door; Loriel also found 57 gp worth of gems, which she pocketed. She shared the 600 gp she found, though.

The group continued down the stairs, leaving the rest of the fourth level unexplored. Barely 10 feet inside the fifth level, they spotted a group of five giant scorpions! The menacing beasts clacked their great claws, but Llarm read them a soothing bedtime story, placing them in an enchanted sleep. The fifth beast was quickly slain, and the sleeping monsters destroyed.

The ranger, constantly forgetting to check for traps, flung open a door and set off a trap - a 20' deep spiked pit trap! She fell, impaling herself on two spikes; the party sent Zarc the thrassian down to retrieve her, and did their best to heal her, but she still needed a week's bedrest. Moreover, the fall had damaged her lung, and she was no longer able to move as quickly or as long as the others.

Kicking open a door, Caranthir stared into the gaping maw of three tentacled monsters! The nasty carcass scavengers struck, missing Luce (for once!), but instantly paralyzing Caranthir. The lizardman charged with his two-handed spear, stabbing the creature with enough power that it exploded into a cloud of red mist! Luce and the lizardman struck at the other creatures, and soon, both were dead.

Friday, February 3, 2017

Temples and Towers

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Zarc, Thrassian Gladiator
    • Laurita Gomez, Priestess
  • Llarm Paphyra, Elvish Polydoctorate
    • The Metal Man, construct
  • Loriel Straight Arrow, Elven Ranger
    • Little Bandit, ferret

Picking up from last time, the party approached the blacked temple. The gouts of flame seemed to erupt every 10 minutes or so, blasting from the top and several window-like holes around the outside. After some discussion, several members entered the temple. The temple itself is a large, round structure, set on top of a hill; inside, a second wall formed a shell. The party moved north, and ran into a group of zombies! These creatures looked like normal zombies, but for a tongue of flame, dancing over their head. And the fact that they unsheathed longswords from within their torsos. Not that it mattered; the zombies were quickly dispatched or Turned. Pursuing the fleeing zombies lead the party to a second set, guarding a doorway into the next ring; those zombies were also quickly dealt with. As the ranger held back attacked the zombies from a clockwise direction, the rest of the party continued pushing them counter-clockwise. Eventually, all the zombies were turned, and crushed as they cowered in a corner.

The second layer of corridors were filled with fire elementals - easy enough to deal with, especially when all those in combat had rings (or spells) of Fire Resistance. After destroying two of the creatures, they ran around the circle again, trapping the remaining two elementals and finishing them off. During all of this, Caranthir managed to traps the spirits of three of the creatures in his sword, joining the dragon and the poor lizardman. He felt the blade gain in power - it's now a +1 sword!

Tuesday, January 24, 2017

A Desert Jaunt

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Midnight, the Panther
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
      • Aroof, Wardog familiar
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Zarc, Thrassian Gladiator
    • Laurita Gomez, Priestess
  • Llarm Paphyra, Elvish Polydoctorate
    • The Metal Man, construct
  • Loriel Straight Arrow, Elven Ranger
    • Little Bandit, ferret

First, the party traveled to their employers, the other local lords (and lady). The journey was short and uneventful; they arrived the evening they left, in time for a large celebration. They met Lord Vincent Aldervat, a hawkish, conceited-looking man, though well-muscled; Lord Evan Elpus, a reedy fellow who had the odd habit of always standing behind people, as if hiding; Lady Christiana Vascelles, a late-middle-aged woman with a firm look of command about her; Lord Tomas Cordova, an obvious man of the earth, strong and rustic; and Lord Dunstan Kirkhill, a brawny, red-headed man with a bushy beard. After enduring several rounds of back-slapping from Lord Kirkhill and Lord Cordova, and even a thin hint of praise from Lord Aldervat, they dug in to the free food. Afterwards, thanks to some good negotiating, they managed to up their reward from 10,000 gp to 15,000 gp. Not bad for a few minutes of talking.

Sunday, January 15, 2017

Lord Dracull

It's a new year, but the same ol' campaign, and it started out with a doozy! Though a few players didn't make it, there were just enough to keep everyone from dying horribly. Barely.

The Party:

  • Rig Bigny, Gnomish Beastmaster
    • Flit, the bat familiar
    • Clench, the Wardog War-Badger
    • Faufe Yitaw, Dogwere (Badgerwere?)
      • Rawf, Wardog familiar
  • Caranthir, Human Leader of Men
    • Rhea Trueheart, Elvish Nightblade
    • Lucille "Luce" Burwood, Fighter
    • Elenora Garrard, White Mage
  • Gróin of Norston, Dwarven Sapper
    • Zarc, Thrassian Gladiator
    • ???, Priestess
  • Llarm Paphyra, Elvish Polydoctorate
    • The Metal Man, construct
  • Airsen Birdmaster, Airwalker (stayed at Falach a'Bhaile)
    • Erik Stein, Dwarven Vaultguard
  • Loriel Straight Arrow, Elven Ranger (temporarily away)

As the group was finally leaving Falach a'Bhaile, they were stopped by a pudgy, panting gnome, who handed them a letter; they quickly read through it:

To Whom It May Concern:
We, the Undersigned Lords of the Western Plains, bid you Greetings. We require the services of an Investigative Party, one capable of protecting itself, while also discerning the Truth. We have set out Barrister to select a group of cunning and capable adventurers, such as yourselves.
Should you accept our offer, we are willing to pay handsomely: not only may you keep any goods attained during your investigation, but we are willing to invest G5,000 in your preparation, and at least double that amount upon the completion of your duties, and depending on the outcome of your efforts.
The task we set forward is this: The surreptitious investigation of Lord Dracull of the western Wild Plains. His actions have begun to disrupt the smooth political operation of land neighboring his own. Furthermore, his life has been suspiciously long, and though he has been married a number of times, he has yet to produce an heir. Several lords suspect his success has been fueled by Dark Magic. If it is found to be so, the Church would be pleased with the destruction of such a reprehensible creature - as would we all.

The letter was signed by Lord Vincent Aldervat, Lord Evan Elpus, Lady Christiana Vascelles, Lord Tomas Cordova, and Lord Dunstan Kirkhill.

Additionally, there was a second letter, and a sealed envelope. The second letter was from Lord Cordova, and read:

To Whom It May Concern:
I beseech you, whatever comes of Lord Dracull, see that no harm comes to my daughter, Lady Dracull. Please deliver the sealed letter to her; it is for her eyes only. And spare no cost in protecting my Consuela; I will gladly refund any expense you incur. Money means nothing over the safety of my family. Respectfully, Lord Cordova

Unfortunately, as Rig was reading the second letter, Caranthir tore open the envelope, realizing his mistake half way through. After some discussion, the party decided they might as well finish opening the letter, as long as it was already damaged, and hope to repair it later. The letter, written by the same hand as the second letter, read:

My Dearest Consuela,
If you can find it in your heart, please forgive me. I pray daily that no harm comes to you because of my own hot-headed, stubborn pride. I know that our last interaction ended in harsh words; I am afraid our passionate Majastan blood prevails over your mother’s clear head far too often. Nevertheless, I beseech you to trust these adventurers; I have instructed them to protect you at any cost.
Your loving father, Tomas Cordova

Monday, January 9, 2017

One-shot: Rise of the Beastmen: The Generals

Near the end of the Age of Men, mages began magically combining men, dwarves, and even elves with beasts. Generation after generation of beast-men were created. Some, like halflings, were quite peaceful, and served as farmers, or other peaceful work. Others, like goblins, were savage creatures, employed as laborers or soldiers. As the original, somewhat more lawful mages died off, their secrets were aquiered by others. The peaceful combinations were left on their own, while the more feral beast-types were combined and combined again. Though countless combinations were created, certain archtypes seemed to be the most successful: goblins, hobgoblins, bugbears, orcs, orgres, kobolds, gnolls, and so on; the beastmen known and feared today. These armies gathered materials for their masters, ransacking villages and pillaging farms. As beastmen were released or escaped, more and more wild beastmen roamed free, which meant the armies increased to fend them off, which meant more beastmen escaped, and on and on. As the second generation of creature-splicing mages died off, a third generation arose. Hungry for power, these mages has none of the restraint of their old masters. The new masters created monstrosities, horrors of necromancy and unholy power, powerful and untamed. They reached too far, and the edges of their control began to slip. But still, power-mad, they churned out beastmen...

Sunday, January 1, 2017

The Three Truths

Happy New Year! Well, in this world, anyway. The world of Mor-Thir has a few months yet.

Anyway, on to the main event. As far as the story of Mareten, Mor-Thir, and beyond is concerned, there are three sets of truth: "truth", truth, and TRUTH. And what, you ask, is the difference? Well, keep reading!

"Truth"

History may never change, but the stories about it certainly do. Some stories are ancient, so old that they have lost something in translation; other stories are passed along from bard to bard, and gain a few details along the way. Still others are pieced together from ancient texts, snippets of poetry, and nigh-on-incomprehensible journals, and are more guesswork than eye-witness accounts.

While there is a note of truth in many old stories, take them with a grain of salt - if you find facts that counter an ancient story, it's likely your facts are correct. Don't dismiss the ancient tales out-of-hand, but... don't assume they are exactly accurate, either.