Tuesday, October 8, 2013

Sapphire: A Gift is Given

     Sapphire opens her eyes the next morning, and knows she must see Alara. Amazed at her lack of pain or injury from their 8 story fall, she realizes how lucky they are. Dressing and gathering her thoughts she heads towards Alara's chambers.
     As Sapphire begins the long rounding climb to see the princess she stays as far from the edge as she can. As she arrives at the place where she dove from to save the Princess, she falls to her knees.   Clutching the enormous tree she thinks  "I've never been afraid of heights before, why now?"  Pulling herself together Sapphire struggles to her feet and continues the harrowing walk up the great spruce to it's peak.
     After what seemes like an eternity, Sapphire arrives at the royal chambers. 4 eleven warriors stand guarding Alara's chamber.
     "None may see the princess." one of the guards says looking straight past Sapphire.
     "I'm sure she will see me." she implores.  Tears gathering in the corners of her eyes.
     "None may see the princess." the guard placing his hand on the pommel of his long sword.
     Thinking perhaps she would come back later.  Dejected, Sapphire begins to leave.
     "Wait!" says a beautiful voice from behind the door.
     Sapphire's heart leaps, as the door begins to open.  Looking whole and stunningly beautiful is the Elven Princess.
     "She may enter." she says as she turns to enter her chamber.
     Sapphire winks at the rude guard on her way by.  Felling a little better she follows Alara inside.
     The princess's room is humble yet cozy. Clearly she does not spend too much time here.
     "I'm pleased you came to see me Sapphire." the princess says smiling. "I owe you my life and more."
     "How are we both so....fine?" Sapphire asks feeling a little confused.
     "We have several skilled healers amongst us." the princess responds. "In case you and your brave band moved on before we spoke again, I ask that you accept this gift for your selfless and heroic act."         
     Alara moves to a small chest in the corner of her room and opens it reverently.
     "My people have always been fond of song and music. Our bards are some of the most skilled in the land and these are a large part in that."  In her hands is a leather choker with a green jewel the size of a acorn. "This amulet will offer you a small measure of protection, and augment some of your musical abilities."
     As she hands the amulet to Sapphire their hands linger upon one another.  They pause for a moment remembering their night together.

   Amulet of the Elven Bards

     Gives the wearer the Mental Hurlant ability but instead of rolling +CON, roll +CHA
Sapphire also receives a permanent debility - afraid of heights = shaky when near or next to a cliff, bridge, or comparable drop off.

Thursday, August 22, 2013

Harden: A Legacy Continues

  "Waking the next day, driven with a new sense of purpose, my eyes cast upon the thick knotted trunks of the massive trees that Young Spruce was built upon."
  "Recalling my past.  A place of metal and fire.  Heat and hands molding iron and steel into items of destruction.  That same heat turned flesh into an item of my destruction.  I run my hands across the dense bark of the trees.  I find it is like iron, not brittle as I would have expected.  I have heard of men wearing wood for armor, but as a joke defining poorly forged metal.  I attempt to break a piece of bark from the tree but I'm not able.  Like iron, indeed.  I must speak with Tartberry about this."
  "As I turn to leave, there stands a woman, tearfully trying to speak.  She pulls herself together enough and says:
 

"I would like to thank you for your help...and for saving the Princesses life."

She pauses again to compose herself and holds out an item rolled in a blanket. 

"These were my son's.  He was my only son." 


She unrolls the blanket, and I see two bracers that appear to be made of this same iron-bark.

"These bracers have been passed down to each McFartsleroy son for ages.   From father to father upon their wedding days.  Now there will be no wedding.......The line has ended.  I would like you to have these bracers.......as a token of my gratitude as the Mother.  Perhaps a new legacy will begin." 
 

She rolls the bracers back up and hands the bundle to me.  She holds my hands for a moment, turns and then leaves.  I have no idea what to say, so I remain silent.  The woman does not look back as I watch her disappear into the trees.

Iron-Bark Bracers of Deflection:
 
Grants the wearer +2 armor against one or more attackers(melee only) +1 armor always

When you attempt to deflect a melee or missile attack intended for you to another target near you:
Roll +DEX (for missile) +STR (for melee)
10+ The blow is deflected exactly the way you intended
7-9 The blow is deflected but both you and the target are put in a dangerous position

Sunday, August 4, 2013

Tartberry's Commentary

Tartberry and his guards escort you to the Palace, where your wounds are treated and you are fed.
You spend a little time recanting recent events as you relax with various post feast Suckleberry wines. 

Tartberry explains that the Princess, even at a young age, showed an amazing aptitude for magic.  Her powers developed as she got older and eventually she gained the ability to see the leyline flow in the world.  "She is a compass for such things.  Her ability to pull from these sources and expend massive amounts of power is somewhat frightening.  Thanks be to the Mother, that she was born to the Wood Elf King and sheltered here for so long.  She is a child with the purest of souls you know."

He has heard of the book that contained the quote Alcazar had found.  An ancient seer named Speclatees, had written several books predicting future events.  Some of his predictions have been correct, but not all.  "I believe another one of his predictions was that an unstoppable force of fallen kings would amass from the Bountylands (now the wastes) and enslave the people of this world.  That time has passed I think."

"No doubt the Goblin King had deciphered the writings in your professor's book and came looking for Alara. She was taken from this very spot before.  The wounds her father suffered during the first melee were too much for him to bare.  Something the poor girl does not know yet.  Her father passed while she was captive.  Prince Doogan McFartslaroy had valiantly tried to save her as well, but he too failed.  It's all rather depressing but I assure you that she will never be put in harms way again."

"I invite you to stay at young spruce as long as you like.  But we will not be here much longer.  The parish is in shambles and I plan to organize a migration to Mother Tree on the morrow.  If there is anything I can help you with please let me know.  I.......we, owe you an immense debt of gratitude for returning our Princess to us.  If there is anything I can help you with please let me know."

He also fills you in on the rumors and happenings of the Great NorthWest.

When you wake the next day the sun peaks through partly cloudy skies.  You feel amazing and no longer have any of your debilities and have full hit points. 


Tuesday, July 30, 2013

The Great Northwest



Island of Lost Souls - Legends

   * It is said that a mad wizard lives there, casting spells inside it's smoldering Volcano.  The Dunamen have pulled up fish in their nets with 5 pairs of eyes and baby's arms.
   * The Dunamen send their prisoners and outcasts to the island, thus the name. 
   * Dunamen have witnessed seeing ghastly "Crabmen" scurrying about the shore's jagged rocks

Midlen - Rumors

   * Master HoBarth received a shipment of wooden swords and leather practice jerkins from Pral MissChevious the III - the Kind of Larp.  The wagon load of goods was sent as a jape, however HoBarth has taken it as a major slight and plans revenge.  HolBarth had traded for the extra weapons because of the recent news from HillBorn. 
   * Midlen is on high alert, watching traffic through their city closely and strengthening their defenses.

HillBorn - Rumors

   * The town was swallowed by a giant sand worm
   * The town disappeared into another plane of existence, leaving only a giant crater in it's place.

W. Keep - Legends

   * Long ago a darkness came from the Two Caves and destroyed the keep.  It's been abandoned for Decades.
   * Some say it's used by bandits, raiders and highwaymen as a safe haven.

Two Caves - Legends

   * "Always go left." was coined throughout the land due the evil that destroyed the Keep coming for the tunnel on the right of two caves.
   * None have ever entered Two Caves and lived to tell a tale.  The evil that lives there is said to be as tall as the maws of it's entrances, as least 54 horse high. 

Monday, July 1, 2013

Attack on Young Spruce

Alara bounds through the dense foliage in a dead sprint. You all follow her.  Harden slaps away branches, Alcazar readies his spells, Sapphire notches her bow, and Wipplebai trips on roots and curses them under his heavy breath.  Kley and Jumper stay behind for a moment to flay the Insidious Snake Beast.  The sky darkens with fast moving shapes along the tops of the trees.  You hear a high pitched shriek.  Then a fireball engulfs a nearby tree and the woodelfs begin to panic.  "Dragon!" they scream as they run for cover.  "He's back, he has come for the princess once again." A large shadow passes over you.  You attempt to make out what it is but the sun blinds you through the holes in the canopy.  As you clear the sunspots from your vision you all arrive in a clearing.  Surrounding you are tall green leafy trees with houses and various domiciles built into and upon them.  Bridges soar across openings in the canopy.  Long vines hang from the tops of the trees, some reaching the ground.  In front of you is the largest tree, a Great Spruce. It boasts the most rooms, ladders, and connections.  There are wood elfs, young and old, scattering for safety amongst the fray.  They crowd into hovels and tree houses trying to protect their families.  Some are out in the battle, but most are no match for the evils swirling around them.

Wipplebai is confronted by a flying Goblin on a glowing yellow disc.  He approaches with lightning speed swinging an oversized spike-less morning star.  The Fanatic meets Wipplebai's axe but continues on, circling around for another pass.  Alara begins to bound up the levels of the large spruce.  She is quick to climb the great tree.   Harden runs after her but is grabbed by a diving young Stone Dragon.  The Goblin King; Sarcosaag rides the awesome beast. He hurls Acid Orbs as he passes.  High in the air, Harden frees himself from the dragon's grasp but falters after attempting to loosen Sarcosaag's harness.  Luckily a rooftop of a nearby tree house breaks his fall.  He lays high above the rest of you a few bridges away from the top of the giant spruce.

You notice, on a limb of this tree, a well dressed Elf with a long bow.  He cries out for Alara when he sees her.  "Alara! My Princess, I will not fail you again my love!"  He takes out one of the Goblin Fanatics as he approaches her position.  Alcazar follows close behind protecting her with his Magic Missiles.

Back at ground level, Wipplebai and Sapphire continue defending themselves from swirling Goblins.  Sarcosaag laughs at Harden's defeat and circles back around, fire pouring forth from the Stone Dragon's throat onto nearby trees.  Kley and Jumper arrive as Alara continues to climb the spruce until she safely meets with her protector.

Jumper spots a nearby ballista with a dead elf slumped over it's helm.  He bolts to just under it's position and begins to climb up to it.  Kley sneaks to the side looking for a called shot on the Dragon Rider.  As it circles back around the enormous tree Sapphire is heard singing a pretty song.  "Do you really want to hurt me.." rings out above the melee.  A swift kick from the King spurs the Dragon to engulf a passing Fanatic in a puff of flames.  He careens into a tree just above Kley's position.  Kley's called shot is off the mark as another Fanatic swoops in on him.  Thinking quickly, he throws his rat at the goblins face knocking him off the glowing disc.  The disc disintegrates as Kley and his pet rat, Shu, make quick work of the fiend.

Jumper makes it up to the ballista despite burning his hairy feet on a falling flame ridden branch.  He whirls it around in time to distract the large Dragon and it's rider from attacking Alara and her protector atop the spruce.  The effort does not pierce the monster's hide but diverts it's attention to Jumper's position.  Bravely reloading the ballista in the face of a ghastly fireball he manages to get another shot off that mortally wounds the great beast.  Still able to maintain flight, the dragon and rider exit the clearing once again. 

Alara and the tall elf take up positions at separate ballistas near the top of the great spruce.  They are poised to strike the beast if it returns.  Harden, regaining consciousness, spots the dragon lurking behind the young princess with it's talons at the ready and, once again, runs to her aid.  He crashes his way through a burning impasse on his way over both bridges to her side.  The dragon takes a large bite out of his shoulder as he defends her.

Alcazar, now invisible, looks to help from a few levels below.  He notices the Dragon's saddle is empty and suspects the evil Orkaster is up to no good.  He readies himself for any sign of the famed Orkaster King. 

The situation seems less dire as the dragon retreats from the melee circling under their position.  Just then Sarcosaag appears next to Alara.  He shoves her off the edge of the platform, hoping for the dragon to catch her.  Harden quickly turns and grabs Alara before she falls, her feet inches away from the blood filled Dragon's maw.  Alcazar shoots a well aimed magic missile at Sarcosaag's dagger weilding hand as he reaches to strike the occupied fighter.  The dagger slides to the other end of the platform.  Harden pulls Alara back up to her feet.  His weapon now lost, Sarcosaag shoots lightning into the fighter's veins.  The Dragon swoops in behind them. Harden spread thin by the two attackers loses his concentration and can't save Alara's protector from jumping in front of the Dragon's talons.  He is brutally ripped apart in front of all to see, including his Princess.

"DooGan!!!" She screams, frustration and pain clearly overwhelming her system. 

Many of you feel helpless watching the final act play out.  Alara, covered in blood, stands still in front of stoned beast.  Sarcosaag readies another lightning strike as Harden,  with a loud cry, musters a powerful haymaker.  He swings widely over Sarcosaag's head and plummets towards the ground.  Despite a heroic attempt by Alcazar to save him using a swinging vine,  he ends in a heap a few levels down.

Alara is alone atop the great tree with the evil King and his Dragon.  The breeze picks up and the sun goes behind a cloud.  She gracefully crosses her hands over her blood soaked chest, looks to the sky, and closes her eyes.  She jumps off the platform just out of the grimy Orkaster's grasp.  She clearly has lost her faith and believes this is the best way out.  Jumper swings into action on another long hanging vine.  Unfortunately, he misses the mark and crashes into a tree.  As she continues to the ground the ever vigilant Sapphire attempts a last ditch effort to save her from certain death.  Swinging out she catches her near to the ground.  The impact snaps her vine and spins them both out of control.  Sapphire absorbs the bulk of the fall as they both crash to the ground together.  Alara lies unconscious but alive.  Sapphire is happy to be alive as well.  The rest of the party rushes to their aid save for Kley.  He spots a fleeing Sacrosaag atop his Dragon.  A final well placed shot brings the mighty beast out of the sky with a screech.  Sarcosaag however, dismounts onto his last Fanatical Guard's glowing disc and shoves him aside to his death.  He is quickly lost amongst the trees and distant clouds.

As the woodelves begin to come out from hiding and join you in the middle of the clearing you are approached by the oldest and most noble looking one.  He introduces himself as Garfinkle TartBerry.  "You are all brave warriors.  We owe you our gratitude, please follow me to the Palace atop Young Spruce where we can discuss how you come to bring Princess Alara back to us." 

You breath a sign of relief as your endorphins begin to settle. The day ends in a heap of death and destruction but everyone is still alive.

Monday, June 10, 2013

Mysteries of the Shaleilei (Part 2)

A line of tall Pine trees cut across the path in front of you.  They march into the distance in seemingly endless ranks, standing 50 feet tall, each looking akin to the next.  The ground is covered with a thick bed of brown pine needles which slowly ebbs and flows through the trees in short bumps and dips.      

"Tartberry's Wall."  Alara pipes.  "It is the bow that protects my people.  We are not far now, father we will be reunited soon!" Visibly excited she quickens her pace and runs into the grove.  Alcazar attempts to stop her but fails to catch her before she goes. 

Harden and Wipplebai join him in the chase after her.  The others are slower to react.  You quickly lose her amongst the maze of pines. 

Attempts to track her prove useless.  Tree after tree is perfectly spaced to one another.  Each identical to the last.  Even finding your way back seems daunting. "Aaahhhhhhh!" she screams under obvious duress.  But you find it impossible to pinpoint her location.  You realize these woods have a magical illusion placed over them.

The second group of Jumper, Kley and Sapphire head in.  After hearing her scream, Jumper leaps into action.  While trying to climb the nearest tree to improve his vantage point he is rudely met by a humanoid perfectly camouflaged at it's base.  The man's scaly skin is covered in a thick hide of needles.  Jumper trades blows with it as Kley and Sapphire see more coming out into the open. 


Meanwhile, Alcazar uses his detect magic ability to pierce the guise of the illusion.  He manages to locate Alara just as 3 Needlemen are upon her.  Harden and Wipplebai defend the Wizard as he attempts to free her with ranged magical attacks. 

Each group bravely fights the Needlemen and take heavy damage.  Their poisonous barbs shoot forth from all over their bodies.  Once hit they present the peculiar challenge of slowing your movement.  Pits have also been dug in hidden locations throughout the maze.  At one point Harden ends up in the bottom of a pit with a Needleman.  Conveniently he is able to recover Alcazars prized Warp stone for him.  Alara conjures a spell that disintegrates flesh which allows for some breathing room.  The group is able to unite in time for Alara to bark out instructions.

"We must run through the trees.  It's the only way to break the spell!"  With that you all make a break for it.  Only the normally sure footed Jumper falters and is left behind.  With multiple Needlemen baring down on him it's Alara that comes back to save him by disintegrating a few more foes.  "Come small friend, we are almost home now."

Once you are all safely on the other side of the wall you take stock and heal up.  You are surrounded by bright green deciduous trees.  The forest here has not been touched by winter.  The sun feels warmer and the grass is greener. 

You continue down the path until the later part of the day when you come upon a clearing.  There is a large Leopard furiously eating a freshly killed Buck.  Due to the way the path runs along a steep embankment it's quickly apparent there is no easy way around the beast.  You spot one outlet that leads through a grove of 8' tall brown grass.  Without knowing what lies in the tall swampy grass you decide to slowly make your way out into the clearing.  As you cautiously make your way around the clearing's edge the beast spots you.  Rearing up to greet you it displays it's true horrific nature.  Tucked neatly next to it's main leopard head are 6 cobra snake heads.  "Hissss! Roar!"

The insidious snake beast breathes a phosphorescent gas at the party.  Only Wipplebai is put to sleep by the haze.  Jumper gets snagged by a snapper on his way around the edge of the clearing trying to flank.  It grapples his foot until he is able to rip it off.  You spend little time dispatching the beast while taking minor causalities.  Alara claims to have never seen this type of creature before.  Nor does any of Sapphires worldly knowledge explain the presence of a leopard, much less a snake leopard, in this part of the world.  Just then, in the distance, you see a winged beast and 6 smaller flying shadows pass nearby.

"He has returned for me." exclaims Alara, "Quickly to Young Spruce.  We must save the village!"

You all follow Alara down the hill at full speed, save for Kley and Jumper who skin the Snake Leopard and drain it's snake heads for venom.

Sunday, May 5, 2013

Mysteries of the Shaleilei (Part 1)

The cool grass coats your palms with morning dew as you rise to meet the day.  The sun twinkles through a near by Quinntento tree.  It's red berries gleam with sparks of yellow.  Not how Alara told us to break our fast,  you recall.  Stick to the Yum Yum trees or safer yet, my rations.

Once your morning rituals are finished you all follow Alara into the heart of the forest.  You are surprised by her renewed vigor.  No doubt she is more at ease with her surroundings.  You notice the buds on the trees as you crunch lightly on dead leaves.  You recall the last Bear's cycle as having a particularly tough winter and are happy for the warming weather.  The trees and bushes are still sparse but the sun is warm.

As you parade down a seemingly invisible path through the woods.  Kley and Alara stop periodically to pick up fallen Splinter Tree branches.  Alara explains that fallen branches from the Wood Elf named, "Arrowmess Supplimentos" tree are best from the ground.  "They are hardened by the cold winter and you muss-ant harm any of mother's children."

Suddenly, as you all are skirting a deep ravine, large uni-horned hares come bounding through the foliage.  They hop and leap from root to floor, moving swiftly through you're ranks.  They don't appear to be threatening but whatever may be chasing them could be.  Sensing the impending hunters you all, save for Jumper, look for nearby trees to climb.  The normally surefooted Thief decides to stay on the ground and hide among the roots of a large DumbDumb tree. 

Sure enough, in and out of sight pop Blink Dogs.  Ten maybe twelve, maybe fourteen white Blink dogs teleport through the woods like wisps.  They are in hot pursuit of the husk.  It's nearly impossible to distinguish one from the other or know where one is at any given time.  You hear a twig snap.  A few hounds stop.  Has Jumper given away his position?  Sapphire readies her voice as a few of the dogs sniff around the area.  The tension lasts only a few anxious moments before the dogs blink out of sight.  The group wisely waits another few minutes to ensure they have gone before decending from the trees.

Crisis averted you continue along the path until you reach a line of pines...

Monday, April 1, 2013

Jumper: Remembers the past

The below is a memory that Jumper provides of his capture and subsequent enslavement to the Mines of Zarcala:

"As I sit back against the wall and take a little rest the smell of warm soup reaches my nostrils.  I look over at a nearby cookpot and smile.  I don't remember the last warm meal I've enjoyed, and wouldn't it be great to slip over and snag a few spoonfuls to warm my belly."

"Suddenly, the hair prickles up on the back of my neck, my empty stomach ties up in knots, and that wonderful feeling of ease is now long gone!  I realize that I do remember my last warm meal!  The nightmarish scene explodes from the hidden recesses of my mind!"

I did it.  I survived the Wastes.  I don't know where the sunburn ends and the frostbite begins, but I am still alive, still free.  I enter some strange town on the edge of the desert.  I don't know that I could have lasted any longer without water, but now onto the next step.  Food.  I need to eat something other than maggots and rotting carcasses.  I slip through the shadows of the village looking for something to steal; a crust of bread, a handful of grain, anything.  But it is early, the morning is still dark, and every door is locked.  I begin to panic.  There must be something!  I am incredibly weak and seemingly on the verge of insanity, but I push on.  There must be something!  I peer around a corner and see a bedraggled group of men and women waiting by a doorway.  They seem almost as hungry and needy as me.  They seem to wait for something, but they do not look hopeful.  Finally, the door opens and a hooded figure steps out.  He says nothing, but just stands by the side of the door and motions to the rabble to enter.  The most downtrodden of the group enter right away with heads down.  A few others pause a moment, but then follow the first group in.  The rest shake their heads and start moving away from the entrance.  The hooded figure is still there, waiting.  I am at my wits end, I need something to eat.  As foreboding as this is, I can't let this opportunity go.  As the figure begins to close the door I make my move and slip in just before it shuts.  I manage to do so unseen.  I watch the figure lock the doors and then head down a single hallway.  I follow him into a large room with long tables.  I see the wretched group of humans sitting at several of the tables as more hooded figures bring them hot soup, bread, and drink.  Food, finally food.  I go right to an empty seat at one of the inhabited tables and wait my turn.  Soon a hooded figure brings me my meal.  I look around at the others, they are all digging in.  That foreboding feeling is strong, but my hunger is stronger.  I dip the bread in the soup and begin to eat.  The food is so good, so warm, so nourishing.  I am eating ravenously now.  The mead is strong and so delicious.  I plow through my meal in mere minutes.  Then I sit back and look around.  Bodies are slumping to the floor and bending over tables.  Hooded figures are everywhere, but where they carried food before now they have only chains.  I move to run, but my body does not listen.  The dread sets in.  The poisoner has been poisoned.  Just before loosing consciousness I feel the shackles closing around my ankles.

Friday, March 22, 2013

Encounter: The Grell's Lair


Description: The tunnel begins to widen, giving way to a large cavern.  The light from your party reflects off the stagnant water filled floor.  A ceiling of roots and weeds hang from above, the ends hanging 3-4 feet above your heads.  There are 2 walkways split out in front of you.  They both transverse the large pool of murky water that covers the bottom of the cavern.  The path to your left is overgrown with very thick ceiling vegetation.  The path to the right bridges to the center of the room and continues over another bridge to the far end of the cavern.  What do you do?
Tags: Mold, Old dirt, dank, stagnant, and no railings

Room Keys:
  • The water is belly button high for a human 
  • There is a Gray ooze lurking in the water trying to pull them in
  • A Grell is poised to surprise anyone who takes the path to the left and attempts to force their way through the vegetation.  This path also does not connect to the center of the room although it appears to
  • The first bridge to the right will collapse when anyone crosses it
  • More Grells are lurking nearby
Threats:
  • Grell - Special: Only Hits to the Brain will Damage it
    • 12HP / 2 Armor 
    • Reach, Close, Grapple 
    • Tentacles (d10+5) / Beak (d6+2) 
    • Instincts: 
      • surprise 
      • to paralyze someone
  • Gray Ooze - Special: No Damage from Fire and Cold
    • 10HP / 0 Armor 
    • Close 
    • Acid (2d8) / Psionic Mind F#$% (stuns/controls) 
    • Instincts: 
      • Eat Flesh 
      • Corrode Metal 
      • Drowned someone
GM Options:
  • Grells surprise the heros 
  • Ooze calls someone into the water 
  • Sink Holes 
  • Walls are slippery and hard to climb
NPCs: n/a

Special Rules: n/a

Treasures:
   * Flask of Breath is bubbling under the water near the exit to the cavern


Thursday, March 21, 2013

Departure from North Keep (Part 2)


Towards the end of the first day you come upon a wet root infested cavern.  It reeks of mold and dirt.  A large pool of stagnant black water covers the bottom of the cavern.  You look curiously at it from the walkways 6' above.  Roots dangle from the ceiling forming a layer roughly 3' above your heads.  They extend across the pathway forming a curtain to your left.  To your right, the path bridges the water meeting the other in the center of the room.

Jumper offers to "always go left" with Wipplebai at his back.  Using his rapier to carefully separate the way before him he enters the mass entanglement of roots and vines.  Only as his body is fully enclosed in the vegetation does he realize that the path is not complete and that something is trying to get ahold of him.  Because he is a seasoned Thief he quickly realizes the peril he is in and with Wipplebai's help, manages to roll away to safety.

From the camouflage of the overgrowth, a large beaked brain with long tentacles levitates after them.  Kley and Harden are quick to respond.  Harden charges the beast and pulls several of it's tentacles out of it's body.  This seems to have little effect however.  Kley after notching an arrow to volley, loses concentration and walks blindly towards the water.  Sapphire interrupts Kley's mindless march with a song.  Quickly searching her Bardic memory for the right tune she begins.

"You can see clearly now the rain has gone...You can see all obstacles in your way.." she sings. 

This manages to wake him just before he goes over the edge leaving his bow on the surface of the murky water and him clinging to the edge of the path.

As Harden, Wipplebai and Jumper fight the monstrosity several feet away.  Kley regains his bow and his footing as Alcazar and Balazar combine powers to Magic Missile another giant brain coming towards them.  Wipplebai is knocked into the water and is attacked by some strange gray amoebic creature on the surface of the water which destroys his armor with acid.

With his attention diverted Alcazar doesn't notice Balarzar's true motives until he sees him running away with his book bag in tow.  Always alert, Kley, notches an arrow and brings him down with a leg shot.  As he falls forward his momentum causes the bridge to give way and into the dark water he falls.

Once the room is secured, you fish him out, bind him and make your way to the other side of the cavern.  The one thing of interest you find is a strange flask which appears to have nothing in it, but bubbles consistently under the water.

That night while making camp in the tunnels you interrogate Balazar and find out that his vanity had clouded his mind sometime ago.  He claims to serve the one true Master, Master Blaster, and was sent to gather the research that your old professor was working on before his capture.  It's clear that Balazar was using his inside knowledge from his time at the seminary to aid his own ambition.  It appears he and Master Blaster captured your professor some time ago for what he knew.  Something that still apparently eludes them today.  Eventually Balazar refused to speak to you any longer.  This is when Kley and Alcazar decided it would be best if he never spoke again.  His body was left sitting against a rock in the darkness.

You reach the outskirts of the Shaleilei Forest at dusk of the next day and take shelter under a cozy Yum Yum Tree.  Your second session is complete.

Wednesday, March 13, 2013

Departure from North Keep (Part 1)

Upon arrival to the keep you all busily begin setting about to ration, weapon and heal up.
The Keep is overcrowded, filled with Dwarven soldiers.  They hurry about and largely pay you no mind.  It's clear they are at war and every conversation or song you hear tells the story of brave warriors, lost friends and cowardly Goblins.  Supplies, steadings, and tensions are tight. 

Despite the fowl conditions of the Keep you manage to find three rapiers at the blacksmith, bolts but not arrows and d4 healing potions from Fixamoopbai.  Sapphire brings you good fortune.  Most of you drink all four quickly to relieve yourself of the debilities you still carry with you from Zarcala.


A friend of Alcazar, Balazar the Bold, introduces himself to the party and offers up his modest living quarters for the night.  He claims he's been looking for Alcazar for months.  "Ranging the mountains has gotten much more dangerous as of late. Gods be praised that I finally found you." He seems genuinely interested in your whereabouts and where you are headed.  He and Alcazar talk quietly for quite sometime over a bowl of Yukuni Heart soup.

You go to bed that night relaxed and relieved to be a part of the free world once again.  Your left forearms twitch slightly in the night.

You awaken to a bustle of activity within the Keep's walls.  Horns echo off it's towers and rise into the sky.  You hear the faint beat of war drums as you wipe last night's festivities from your eyes.  Braps are scurrying like rats everywhere.  They dawn small clothes, helms, armor, and kiss their weapons.  "Eef Sarcosaag wants war heel have 'eh!!!" They cry. 

Through a nearby window you see hordes of Goblins outside.  You also gape widemouthed at 40' tall humaniods single-handedly tossing spherical cages in the air with a flick of their wrist.  There is one Goblin that stands out from the rest.  He rides a giant white Warg.  Blood soaked banners ripple in the wind behind him.

SlingBai appears and tells you that the keep is surrounded by Sarcosaag's army (the Blood Brood).  at least 1500 strong. They send an envoy with demands.  To make matter's worse, they come with stone giants.

The envoy enters the gates and reads off The Orkaster's demands. 
"Release to me back my slaves and all others shall be free to live."  He reads.  Many of the dwarves yell their refusal.  Braps never negotiate with terrorists.

Slingbai immediately sees the danger in this and offers to take you to the tunnels under the keep. 
"ets not safe fur ya hare.  fullow ma!"
"Dars a toonal dat will take ya ta de edge oof da Shaleilei foreh'."

Some debate as to what you should do stirs up.  Kley and Whipplebai are more inclined to stay and fight while the majority of you wish to escape to the catacombs.  Suddenly, with a crash, a spherical iron cage comes flying over the walls smashing and breaking into the courtyard.  Snotlings poor forth from it lighting strange magical rods strapped to their chests.  They scurry around like ants.  After a few seconds of anarchy they disappear in a ball of flame.  "boom!  boom!....Boom!"  Some Dwarves go up with them, others manage to fend them off safely.  Most scurry for the gate, climbing as high as they can before exploding.  Other's run blindly into the main building or towards the most dwarves they can find.


You quickly decide as a group fleeing ensures you will live to see another day, visions of pushing large mining cars in the cold darkness flash when you blink your eyes.  "not back there." You think.

Kley plunks a mad "goblin bomb" in the head with a called shot and you all watch him explode unceremoniously in the hallway as you approach the dungeons.  Slingbai leads you quickly to the secret entrance to the Tunnels of Mtn. Durn.  Durn the god of Cold is said to have smote Devlin the Greater God of fire eons ago on the spot where North Keep was built.
Slingbai bids you, "Areevadarch'eh." This is customary with Braps of the North Keep.

Using his excellent direction sense Whipplebai leads you underground, hoping to reach the edges of the Shaleilei forest in two days time.  Towards the end of the first day you come upon a Wet root infested cavern. 

stay tuned.....

Slave Brand

The brand each of you wear on the inside of your left wrist.  This makes it clear. You were once a slave.

Saturday, February 16, 2013

Arrival at North Keep


North Keep
Description:  As you slowly make your way amongst the snow covered peaks towards the setting sun your strained eyes glimpse a white tower in the distance.  It’s hard to make it out but from certain angles you notice the sun shimmering off it’s icy stone walls.  It’s about that time sentries posted on nearby cliffs cry out, welcoming you home.  The day was cold and the trek arduous.  Your mind thinks of warm fire, hearty meals and delicious mead.  The sentries walk you through the gates and command them to be closed for the night.  “Wheel hav ta stoop fur de nigh.  Wheel peek oop more soovivors in da morneh.” 
            The courtyard is full of war torn dwarves.  300-400 at least.  They are strewn throughout the inside of the keep sleeping in make shift tents and snow carved enclaves.  Wounded Braps are bent over cook fires stewing cauldrons while others are telling war stories over flagons of ale.  Some sharpen axes and others stand along the walls looking out into the dusk for old friends.
The keep is large but in poor condition.  It has 4 sides with a tower on each corner.  Heavy iron gates guard the front while a larger in-building houses what you can assume to be the garrison, great hall, armory, infirmary, captain’s quarters etc. 
Slingbai sees an old mate standing by the gates and greets him with a yell, a belly bump and a strong arm shake.  “Pineschnoozlebai!!”  He cries.  He tells you to find a place for the night, rest up and we’ll see about getting you to tunnels of Mtn. Durn on the morrow.
Harden - Alara seems very wary and startled by the Dwarves.  She keeps her hood closely tucked over her head and sticks close to you.  (see email)
Alcazar – A wide eyed man approaches you “Saints be praised, is it you Alcazar? I can’t believe it! It is, saints be praised!”  He is dressed in the robes of your order, looks fresh and invigorated at your presence.   After a moment you remember him as Balazar the Bold.  You and he studied together at the monastery.  “Are you well friend? Let’s get you some nourishment. You look haggard.”  He motions you to the main hall and tells you his story. (see email)
Jumper – As you warm your hands together eying a hearty bowl of Yakuni soup on a nearby cook fire you recollect a disturbing detail from your capture.  What is it? (email me)
Kley – The river is far from here and your body still shakes from the last 48hrs.  Your companion wriggles under your coat pining for any of the unsanitary foods that litter the Keep.  You know the Dwarves make good Yakuni soup but it’s not what you truly yearn for at the moment.  What is it that you want? (email me)
Wipplebai – You recognize some of the fellow Braps in the courtyard but not well.  You search the faces for a significant soul.  What do you find? (email me)
Sapphire – You draw awkward looks from many in the camp.  Human women do not seem to be a common sight this far north.  Especially, one as fine as you.  Your tuned ears pick up on a low singing coming from inside the main building.  What do you do? (email me)

Wednesday, February 6, 2013

Escape from Zarcala - Room 7




Room#7 - The Nexus Cavern
Description:
                  The platform shimmers and as the blue light envelopes you, you brace for whatever is about to come.   The light dissipates and through it’s mist you see terror and destruction before you.  You appear inside the alcove of a huge cavern.  There is a grand melee between, Dwarves, Goblins and Skaven going on inside.  There is a giant pointed piece of earth jutting up from the ground in the center of the room.  It pulsates with purple veins of energy.  There are traces of these glowing arteries elsewhere inside the massive cave.  A network of mining cars has been laid out around the stalagmite.  Approximately 8 stories above you there are 3 bridges that meet at its center.  On one of these bridges is a small humanoid riding a huge man wearing a massive great helm.  The Thing is drawing energy from the confluence of bridges in the center of the room.  A huge piece of warp stone sits atop a crudely carved mantel there.  The Thing cackles happily as purple essence crackles from the stone through the air to it’s tiny hands.  Wide-eyed it points downward and casts a furious lightning bolt at a Dwarven Ballista Brigade, smashing them to pieces.  They were aiming for the stone. 
                  A small group of goblins have barricaded a tunnel to your left (south) and see you.  They take aim on your position.  What do you do?
Tags: Chaos, War, Diabolical, and Uber-Magic

Plot Keys:
·       There is a massive battle going on in this room.
·       The key evil partners are here (see NPCs)
·       Magical energy surrounds us
·       Cave-in
Room Keys:
·       Dwarves trying to defeat the evil wizard and take back what’s theirs
·       The Warp Stone is unstable
·       There are empty mining cars on the tracks
·       There are 2 other teleporters in the room and more tunnels leading out of the cave
·       A way out is discovered
Threats:
·       Master Blaster / Crazy Warlock
·       Slithera / Skaven Queen
·       Sarcosaag / Goblin King
·       Goblin Archers
o   3 HP / 0 armor
o   Near, Far
o   Bows and Arrows (d6 dam.)
·       Skaven “Rat-men”
o   HP 8 / 1 Armor
o   Close,
o   Katana (d8 dam, precise)
·       Giant Skaven
o   12HP / 1 Armor
o   Close, Reach, Forceful
o   Whip (D6+1 dam. + grapple) / Punching Dagger (D8+4 dam.)
GM options:
·       Goblin Archers take aim on the Hero's position
·       Dwarves bring in Ballista – aiming for center stone.
·       Warlock attacks Ballista
·       Dwarves hit center stone
·       Rocks start to fall – magical energy releases
·       Massive cave in
NPCs:
·       Skaven Queen – Slithera
·       Dwarven Ballista Master – Slingbai Jones
·       Goblin King - Sarcosaag
Special Rules:
·       n/a
Treasures:
·       The Heros Lives

GM Notes:  By the time the players got to this room they were already rushed.  I had escalated to the cave-in already in an effort to move the session along.  Falling rocks, rampaging giant Skaven, and mining car rides all came into play here.  Lots of possible moves to make for the GM.  Just before the house of cards came tumbling down Master Blaster was seen teleporting away as was the Skaven Queen with her pack.  Sarcosaag was not seen, perhaps already a causality of war, but our Heros may never know.