Thursday, October 22, 2009

Episode 17: 8/15/09

The Party:
Ashelia Raminas, elf ranger-rogue/2-3
Nineve, human knight/5
Sarek, human wizard/5
Xicar, human cleric/5

*FLASH FORWARD*
The sun rises over the rim of the valley as we finish placing the last stones on Captain Lorring's cairn. The sunlight turns the heavy smoke still drifting across the valley from the ruins of Blackwall Keep gold and crimson in the early light. The few surviving rangers and convicts share a solemn moment of silence over their fallen leader. Edain, his arm in a sling and his face badly burned, turns to us and mentions that someone should say a few words for the Captain.

Skill Challenge! A few kind words
We're on the spot and we hardly knew the guy, but as professionals, these survivors-turned-funeral-attendees are looking to us for peace, comfort, and profound insights on the nature of mortality. Drawing from our deep well of experience in service to the goddess of death, we take turns addressing the group and manage to put in a stirring eulogy for Captain Lorring. Edain offers us the Captain's sword (a +1 Spell Storing longsword), which we graciously accept.

*FLASHBACK TO BLACKWALL KEEP, BEFORE SETTING OUT FOR THE ORC STRONGHOLD*
Xicar finds some time to talk to Captain Lorring and confirms that the dragons do seem to be working with the orcs. The orcs have become much more organized in the last 6 months or so, and Lorring suspects the appearance of the dragons around the same time is related to this change in orc behavior. They discuss some details of Lorring's proposal to strike at the orc leadership while the bulk of their forces regroup.

Sarek finds Black Bart working among the convict teams and pulls him aside. He commends Bart for doing such an excellent job, and rewards him with a necklace of dragon teeth reclaimed from the wyvern cave.

I look around for my dog and realize I haven't seen him in a couple of days. He must be in the woods. After we set out for the orc caves, a few of us notice the elven hound shadowing us from the woods. I leave some food out for him at the edge of our camp that night.

*FLASH FORWARD*
We finish of the half-dragon arcanist and advance to a large chamber, deep in the cave. The chamber is basically empty. It's lit by a large fire, and orc bedrolls and supplies are scattered about. Like the rest of the cave, this chamber reeks of foundry smoke.

The chamber slopes upwards. At the far end, three orcs spot us and the hostilities begin. Suddenly, orcs and goblins pour in from all sides - an ambush! It's a long and grueling fight, but we manage it.

We advance down a passageway that seems to be the source of the smoke. Emerging from a tight corridor filled with choking smoke, we find ourselves in an exceptionally warm chamber...

At the far end of the room, crudely formed iron racks suspend stony black and red ovoid objects over a large, tended fire. Could these be dragon eggs? Suddenly, an incredibly cute red dragon hatchling hops up to us and seduces Nineve into attempting to feed it. Then, it tries to take her face off. Two other hatchlings, as well as two hellhounds are drawn to the commotion and join the fray. Waves of fire wash over the party as we battle fiercely on. Soon, a red dragon wyrmling flies over to join the fight. Swords flash and spells fly as we are locked in a life-and-death struggle with what are essentially dragon TODDLERS. However, they're so evil and dangerous that when the last one finally falls, we're just happy to be alive. We smash all of the dragon eggs - no sense taking any chances.

Moving on, we climb up the crude steps into a large cavern. Fire from huge cauldrons casts dancing shadows on the rough stone walls. Along the edge of the chamber, a large gathering of orcs of all ages and stations look down on us, just watching. We cross the wide, recessed floor of the cavern and can't shake the feeling of being in an arena. At the far end of the room, seated on an iron and bone throne, is the first old orc we've ever seen. At our approach, he gives a nod, and several orcs and ogres jump down and charge us. So much for diplomacy.

An orc battle royal ensues, where groups of orcs and ogres jump in and attack us in waves while the crowd looks grimly on. The last champion to fall is an orc riding a dire boar, and we survive by the slightest margin. Exhausted and battered, we wait in tense silence for another challenger to appear. Suddenly from behind us, we hear one person clapping in slow, grim applause.

We turn to see the old orc, now standing in front of his throne, applauding us. He was obviously once tall and broad shouldered, but his thin frame is now hunched and bent, and long stringy white hair hangs around his face. When he has our attention, he stops clapping and begins to speak:

"Congratulations, pinkskins. You've done what old Kroghut could not." He thumps his chest dramatically, indicating he must be Kroghut. "You've freed my people from the tyrant, and I expect, destroyed the other pinkskins in the bargain. We will fight you no longer. You have bested my champions, and you have surely brought burning doom upon my people. Go now. Your work here is done. My people will not hinder you further. Were I you, I would scurry back to the walls of the pinkskins so that you might die heroically at their sides when their doom comes on fiery wings."

He sits back down with a note of finality, and we are aware that the conversation is over. After a pause, we turn around and leave the cavern the way we came in, watched grimly by the orc crowd, our footsteps echoing loudly off the walls of the silent chamber.

Once free of their oppressive stares, we heal up and discuss our options. We realize we don't really have any. We've accomplished our mission - the orc leadership is definitely broken, and the dragon-orc alliance is almost certainly on the out since we smashed up the hatchery. We decide there's nothing left to do but return to Blackwall Keep, so we head out.

The first half of our journey goes uneventfully, though we're all tense over Kroghut's parting words. No one is in the mood to talk, and we travel for hours on end in silence. I notice the elven hound periodically, watching us from the woods.

As we travel from the orc hold through the deepening shadows of the mountainous foothills, around late afternoon of the second day, a flicker of light from a high distant peak catches our eyes. Far off, the peaks are barely visible on the darkening horizon; mostly screened by the hills and pine forest at the far end of the valley. Suddenly the peak flickers back to view, a brief glow touches it and fades away.

We continue on, trying not to think about what this might mean, when suddenly, a great light appears in the low place in the hills where the orcs make their lair, and the gathering evening clouds turn golden. Faintly, in the distance we hear warning trumpets sounding,and drums booming and echoing along the rocky foothills as the glow fades, then flares again, even brighter than before.

We press on towards the keep. An hour passes. Distantly we can see something; a spark of fire low in the sky rushing towards us and growing ever larger and more bright. Before long, so great is its speed that the fantastic shape of a fiery dragon appears over the tall trees. Soon the roar of the dragon's terrible approach grows loud, and the rocks turn red as fire beneath the awful beating of its wings. Roaring it sweeps over the valley, leaving flaming desolation in its wake. We crouch behind what cover we can find as it flies past us, perhaps 100 yards to our right. Frightened, but with no other options, we continue our desperate march towards the keep.

We're still several hours away from the keep when the valley trembles with the dragon's approach. Things happen quickly as we look on helplessly from the far side of the stony valley.

As the dragon wheels to swoop upon the keep, a hail of dark arrows leap up and nap and rattle on its scales, and their shafts fell back kindled by the dragon's breath, burning and hissing into the swift running stream. At the twanging of the bows and the shrilling of the trumpets the dragon's wrath blazes to its height, til it was blind and mad with rage.

Green and scarlet fire leaps from the dragon's jaws. It circles for a while high in the air above the keep lighting all the valley; the trees shine like copper with leaping shadows of dense black at their feet. Then down it swoops straight through the arrow storm, reckless in rage, taking to heed to turn it s scaly sides towards the foes, seeking only to set the keep ablaze. Fire leaps from thatched roofs and wooden beams, and hard stone flows like wax as it hurtles down and past and round again, breathing gouts of terrible fire. Back swirls the dragon. A sweep of its tail and the tallest tower of the keep crumbles and smashes down. Flames unquenchable spring high into the night. Another swoop and another, walls crumble and towers spring alight and fall, burning. Still, no arrow hinders the dragon or hurts it. Men jump from the walls on every side. Weapons are flung down and the dragon vents its full wrath upon them at its leisure.

At last the dragon circles the blazing keep with a broad sweep of its dreadful wings. It swoops to snatch at a pair of fleeing figures, and then roaring and belching fire, spirals up through the low clouds to vanish into the darkening night sky.

With heavy hearts, we continue onwards to the now destroyed keep. When we finally arrive late at night, the keep and most of the valley is still ablaze. As we arrive, we find a few of the rangers and convicts have actually survived the attack, Vander Anderhoff among them. Vander is with a group of people searching the rubble near the ruins of the wall, evidently for survivors. Another group of 4 or 5 is huddled around a still form near the base of one of the walls.

As we approach this group, we are shocked to see they are gathered around Captain Lorring, who is pinned under a huge piece of stone. He's dying, but still cheerful. He sees us, and insists on knowing if the orcs have been stopped. We tell him their leadership is broken and they've been thoroughly routed. Upon hearing this, he coughs out a "Jolly good show, chaps" - his last words.

The rest of the night is a blur of activity - putting out fires, tending to the dead and dying, and trying to rebuild order in the wake of utter destruction. We learn that Astrid was taken by the dragon in his final dive, and that Black Bard died defending her. Jakardos was killed when his tower fell, his remains were found int he wreckage of the stairwell. Parne and Torkan were killed defending the walls, and Orin, Astrid's brother, died in the subsequent fires. Edain and one other ranger have survived, along with a mere 15 of the convicts.

After the last of the bodies has been buried, the survivors salvage what they can from the wreckage. We find a leg for 31E in the ruins of the observatory tower, along with a large golden scarab. We also scavenge:

a Sepulchral vest
oil of Greater Magic Weapon +2
potion of Greater Magic Fang +3

Talk turns to what to do next. Obviously, we will return to the Ruby Temple in Istivin, but what of the survivors? Vander and the rest of the convicts refuse to return to the city, i.e. prison. Edain proposes they take up residence at the Broken Bow lodge until the Keep is rebuilt, if that ever happens. Until then, they can continue the rangers' work of maintaining the frontier by keeping the orcs, ogres and goblins in the mountains where they belong.

This sounds like a reasonable plan. With things pretty much wrapped up at the ruins of Blackwall Keep, we agree to set out with the survivors for Broken Bow lodge in the morning.

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Tuesday, September 22, 2009

Episode 16: 8/8/09

The Party:
Ashelia Raminas, elf ranger-rogue/2-3
Nineve, human knight/5
Sarek, human wizard/5
Xicar, human cleric/5

The giant falls, the keep's defenders sally forth, and the siege is broken. We rush down the hill and start stabilizing the wounded convicts. Edain, Astrid, and Black Bart have come through the battle okay. As we're seeing to the fallen and wounded, a rider approaches from the keep.

He introduces himself as Captain Lorring and seems to be quite crestfallen when he realizes we haven't brought any luxuries from Istvin with us. We patiently explain that we've been out of supplies for almost a week and fighting for our lives through orc-infested countryside to get here and save his ass. He immediately stops sulking. After surprising Haroldur with a congratulatory slap on the back and handshakes all around, sprinkled with lots of "Jolly good show, chaps!", he leads us down into the keep. As we're passing through the courtyard, we notice 3 of the Sawfish boys among the convicts. They seem to notice use, too. After we get cleaned up and settle in, we go to see Jakardos.

Jakardos is a middle aged, dark haired human. He is charming and friendly, and politely invites us up to his office. His lab is littered with automaton parts, clockwork horrors, and clockwork beetles like the one 31E carries. Jakardos explains he's been expecting us. We chit-chat a little about his collection and he shows us how the clockwork beetles are navigation devices of some kind. When placed on a map, they spring to life and skitter off to a precise location - each beetle seems to be keyed to a certain place, and will plant itself on that same place each time. The beetles also seem to be sensitive to the scale of the maps, so if the beetle is keyed to a distant location, but the map it is placed on is a detailed, small-scale map, the beetle will run off the map, off the table, and across the floor, presumably in the direction of it's marked destination. It really is quite intriguing!

After an appropriate amount of chit-chat, we get down to business. We fill Jakardos in on 31E - his missing limbs, memory loss, strange protocols and references to people and places that don't currently exist... the artificer is intrigued. He agrees to help us (for a price), but needs 31E's exact model number... and of course we don't know it. Sarek sends to Moussad for information:

Convicts delivered. Freed keep from siege from giant, orcs, ogre. Ranger outpost sacked, loss of life great. Can you ask 31E his model number? Praise Wee Jas.

Moussad answers:
Good work! Model number? 0FB3A4F3D4, why? When will you be returning to the Cabal? Praise Wee Jas!

With that sorted, we head back to our rooms. As we're returning to our chambers, we're approached by Captain Lorring. He requests our help in getting the keep squared away over the next few days... we agree to start work on the various issues tomorrow morning. However, we don't even make it to our lodgings before the first problem presents itself:

Rebuilding the Wall: Tamklar vs. Rangers!
The rangers and Tamklar are discussing the rebuilding of the keep's walls. Tamklar is suggesting making improvements to the wall which would make it stronger and better, but would take a little longer to build. The rangers want to rebuild the wall exactly how it was, as quickly as possible. The rangers seem to think that Tamklar's plan is over-engineered and will waste valuable time and resources. Tamklar points out that if the keep's wall had been properly fortified in the first place, they wouldn't be wasting time and resources rebuilding it now. They argue back and forth a bit and we attempt to convince the rangers to do it the right way: the dwarf way. Unfortunately, the ranger foremen and their convict laborers will have none of it - a hastily built wall is better than no wall at all. We fail to convince them to heed Tamklar's advice.

Next up: R-E-S-P-E-C-T!
Looking through the wall's rubble onto the remains of the battlefield, we can see a crew of convicts carelessly shoveling dead bodies into a mass grave. We hurry over to them and find out what they're up to. The convicts complain to us about heavy work and the daunting number of bodies that need dealing with. They claim they don't have time to provide proper burials for each of the fallen. We instruct them on the appropriate, respectful way of dealing with battlefield graveyards, trying to impart to them a sense of honor and duty to the dead. I don't feel like we're getting through to them, though. In the end, they follow our advice mostly because Nineve is really scary when she threatens people - nobody wants to find out what comes after "or else!" But, at least we succeed in seeing that the dead are properly buried!

Evening falls and Captain Lorring has broken out the reserves to provide a great meal as a victory celebration for the survivors. A raucous party ensues. We relax a little for the first time in weeks, and everyone enjoys themselves. The whole keep sleeps in later than they probably meant to, but the next day we're back at it, helping out.

Talk of Surrender
Despite last night's party, there's talk of surrender among some of the convicts. They see defeat as inevitable and they're wondering why Captain Lorring doesn't just give in to the orcs instead of being slowly ground down by them. A couple even propose slipping out of the keep and taking their chances in the wilds instead of being trapped behind the walls again. It takes some stern words, but we manage to convince the convicts that they don't stand a chance outside the keep walls by themselves.

Lazy Lumberjacks
One of the keep's rangers directs us to a copse of trees where a group of convicts is supposed to be harvesting timber for the repairs. However, the sounds of woodcutting are intermittent at best. We find Parne and Torkan, the barbarian Anderhoff brothers, among the layabouts. When the Anderhoff boys see us, they perk up and try to look busy. After some displays of strength and pointers on how to work smarter, not harder, we've whipped those convicts into shape and they're deforesting the countryside like pros!

Looters
On our way back to the keep we notice one of the convict gangs assigned to dealing with the corpses is returning from the battlefield, laden with spoils. Here and there we spot a thick orcish armband or torc, and several convicts have armed themselves with particularly fine examples of orc weapons. Each has a heavy pouch tied to the belts that clinks with newfound coin. They've clearly been looting the remains on the battlefield. We stop them and explain the difference between looting for personal gain (bad) and reacquiring useful items for the survival of the group (okay). We're sure to speak slowly and use small words. Eventually, we get through to them, and they agree to turn in their loot to the keep's treasury so it can be distributed as needed among the group.

It should be noted that throughout all of this, Nineve is constantly flirting with Vander Anderhoff, Buttercup-and-Westley style. She barks orders at him, like "Polish my armor, swine!" or "Fetch me that water jug!" and the like, AND HE DOES IT.

At the end of the day, Captain Lorring rewards us for moving things along from his cache of useful things: (Magic bag! Magic bag!)

Nineve: CLW potion x2, Everlasting Rations, Resist Fire potion, letter of recommendation (good for +1 influence)

Xicar: CLW potion x2, Scroll of Mass Snake's Quickness, vial of Black Veil powder, Pearl of Power lvl 2

Sarek: 2nd lvl scroll, 3rd lvl scroll, Quall's Token Whip, Scroll of Dismissal

Ashe: CLW potion x2, Amulet of Toxin Delay, Naivia (MW Comp. longbow +3), letter of recommendation (good for +1 influence)

As we're thanking him for our rewards, he mentions he's looking for a resourceful group like ours for a "small task". He wants us to slip into the main orc stronghold and take out the leadership of the tribe while the larger orc force is regrouping in the woods. He would also like to find out more about the dragons seen among the orc forces, since this is pretty weird. We agree this is probably a good idea, and there really isn't anyone else handy who can do it. We tell him we'll leave in the morning.

That evening we meet back up with Jakardos. He produces a leg that will fit 31E. He also recommends we get some scrolls or spells of Repair for healing the automaton. Unfortunately, Jakardos won't part with the leg for less than 5K. We tell him we'll discuss it with him further after we get back from our task for Captain Lorring.

In the morning, we leave for the main orc camp. Following Lorring's directions, we ride through the mountains for about a day and a half and at last find ourselves at the entrance to the orc cave. Since the main orc force is still slowly regrouping farther down in the valley, the "main orc camp" is sparsely populated, as advertised. That's always a good sign. I scout ahead, but clumsily. I spot some sentries just inside the cave, but they see me, too. They shout and throw stuff at me as I schlep back to the party to let them know about the sentries, and, oh BTW, they know we're here.

We enter the cave and the sentries are waiting for us on the other side of a rather inconveniently-placed 20-foot chasm. We exchange fire and Xicar fills the cavern with a cacophonous roar which stuns the vermin.

We soon tire of fighting from a distance. Nineve throws herself down to the bottom of the chasm and Xicar follows suit. 10 feet of falling damage? That's gonna leave a mark! I opt for the express route and leap gracefully across the empty space, drawing my swords in a flourish as I land cat-like on the other side. Sarek provides artillery support as I cut through the remaining sentries. Nineve and Xicar scrabble at the walls of the chasm like rats in a bathtub. The orcs keep coming, but eventually we kill them all, and get everyone past the chasm. A quick healing break and we're ready to advance down the corridor, deeper into the cave.

Suddenly, two flaming hellhounds streak towards us. Gouts of flame erupt from their glowing maws, and envelop me in fire! Then, a half-dragon arcanist like the one we faced while taking the ballistas during the siege appears in the corner and blasts the party with a fireball! The battle is joined. As before, these guys pack some serious firepower, and things get pretty heated. Sarek makes a big stink(ing cloud), which of course sickens everybody. Xicar chases the arcanist around, threatening(?) him with his dagger. Sarek takes pot shots at the enemy caster while the rest of us stagger around, retching. It takes FOREVER, but we eventually finish him off.

~Ashe

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Thursday, August 20, 2009

Episode 15: 7/18/09

The Party:
Ashelia Raminas, elf ranger-rogue/2-3
Haroldur, human cleric/5
Nineve, human knight/5
Sarek, human wizard/5
Xicar, human cleric/5

We're still reeling from our battle with the ogre matron when Zasolomel appears on top of the barn! He declares that we have been judged and found wanting. Again, he accuses us of being servants of chaos. At this point, we know he can't be reasoned with, so we wade right in. As usual, he puts up a fairly tough fight, but disappears before we have a chance to defeat him once and for all. We grumble about his cowardly tactics and crazy conspiracy theories as we head back inside the barn to tend to the survivors.

In cages inside the barn we find two prisoners, Edain and Orrin. Orrin is a teen with a broken arm. His family runs (or more accurately, ran) the hunting lodge. He also turns out to be Astrid's brother. Their reunion is hardly happy, but they do seem glad to see each other. Edain is a ranger from Blackwall keep and was captured when he left the keep for the lodge. He is missing his left foot. He tells us the ogres cut it off a day ago and ate it in front of him. Nineve nods knowingly, but the rest of us cringe in disgust and try to change the subject.

While the humans converse amongst themselves, I notice that the strange dog I saw in the cage earlier is in fact an elven hound! It's not very happy at the moment. I spend some time interacting with it and manage to calm it down somewhat. I let it out of the cage and it slowly wanders off, but stays close to the lodge.

Orrin breaks the news to Astrid that their parents didn't make it. She takes it really hard. We attempt to talk her through the pain and ease her suffering, as is our duty, but her grief is too great. Overwhelmed by the events of the past few days, she sobs inconsolably, and we eventually leave her to be alone with her sorrow.

Once the excitement dies down, we remember why we initially came here - supplies! We search the lodge and find food, along with several caches:

obsidian statuette of a hunting dog
bent silver crown with opal inlays
bone wand with spiral gold inlay (CMW)
scroll of Fire Shield
dirty moonstone
scroll Lesser Restoration
potion (Blur)
iron-bound chest containing 600 gp
pair of silver chalices
Everfull mug with Dwarven runes
scroll Bull's Strength (D)
copper inlaid trumpet
gold anklet with inset bloodstones
cloak (of Resistance +1)

We get the prisoners fed and settle down for the night. That evening, Zolara appears.

The Choosing:
Nineve - The Cyclone
Haroldur - The Paladin
Sarek - The Keep
Ashe - The Uprising
Xicar - The Forge

The Spread:

The Winged Serpent The Crows The Keep
The Liar The Carnival The Cyclone
The Juggler The Forge The Fiend

Regarding the past, the Winged Serpent represents knowledge and prudence - the lessons and training that have allowed you to come this far. The Juggler represents those who play with the lives and destinies of others - misaligned The Juggler falters and tragedy is assured for those whose lives he meddles in.
In the present, the crows are a dangerous bunch who violently take that which is loved. Here I see 3 where once there were 4, but misaligned they may aid you despite your misgivings. The Forge represents dangers that require many sources of strength to overcome.
As for the future, the Keep may be taken literally here - as an indication that you will reach your goal. The cyclone represents a force that tears through all opposition - but not a natural force - one that instead comes from an intelligent being. The Fiend indicates many deaths in a great calamity and a great intellect behind it.

We go to bed that night with Zolara's calamitous predictions echoing in our minds.

After breakfast the next morning, we head out in the direction of the keep. As we arrive in the valley containing the keep, we find it besieged by scores of orcs, goblins, ogres, and the like. I start scouting as evening falls. After moving along the ridge for a short time, I find a supply camp filled with orcs and a giant of some description. This camp is buzzing with activity, as if they are preparing to move. Further up on the ridgeline, I find another camp with siege weapons manned by goblins. There is a thin reptilian figure that seems to be in command. I head back and report my findings. We discuss tactics and decide to wait until the giant and its entourage move out of the supply camp, then raid the camp to arm the convicts. Then, we'll attack the siege weapon camp and use the ballistas to take out the giant.

As predicted, when dawn breaks, the giant sallies forth towards the keep, and we enact our plan. At the supply camp, we encounter the rear guard of orcs, ogres and goblin scouts. The little resistance they offer is swept aside and we easily take the camp. We outfit our convicts and take what food can be found. Nineve raids the horse pens in the back of the camp and locates one among the sorry, malnourished lot that used to be a trained warhorse. She mounts up and we move on.

As we approach the siege camp, we can see the giant and his entourage have made it about halfway to the keep. Large, bat-like creatures wheel through the air above the various orc groups.

In the siege engine camp, we find 3 ballistas, each manned by a goblin squad. Two hellhounds guard the base of a watchtower containing 2 goblin archers and a tall reptilian leader. We charge up the hill and the battle is joined. The reptilian, a half-dragon arcanist, throws fireballs around while hoards of goblins swarm me and Tamclar. Nineve keeps the hellhounds busy while Haroldur and Sarek focus their attentions on the tower. Eventually, the casters burn the tower down, exposing the half-dragon leader. At length, we take control of the siege engine camp, but not before Nineve loses her mount and we all get quite singed.

Our army of convicts, led by Black Bart and Edain, rush the hilltop and cheer our victory! We quickly man the nearest ballista while our convict army prepares to defend our position. Tamclar's extensive engineering knowledge comes into play and he directs us as we all work together to fire the huge machine. We alternate between firing fire pots at the incoming orc warbands and sinking spears into the massive giant.

After a few hits, the giant turns around, enraged, and starts barreling towards us. Fortunately for us, he's quite a ways off and encumbered considerably by the heavy armor he's wearing. We struggle to fire the ballista quickly and accurately, and soon the giant is close enough to start throwing trees at us. He nearly hits us once, completely demolishing our ballista. Fortunately, there were three of them on the ridge, so we move to the next one and resume our assault. Just when we think things can't get worse, red wyrmling, about the size of a very large dog, starts circling above our position and breathing fire down on us! The giant is almost upon us. We're about to break and run, but fortunately, our parting shot brings the juggernaut down with a tremendous crash! The wyrmling flies off, and we're safe!

~Ashe

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Friday, August 07, 2009

Episode 13: 3/7/09

The Party:

Ashelia Raminas, elf ranger-rogue/2-3
Haroldur, human cleric/5
Nineve Floret, human knight/5
Sarek, human wizard/5

Zolara interprets our reading:

[insert reading here!]

We've made camp. Sitting around the fire, our conversation drifts to Tamclar's wavering faith. Despite a slight misstep by Nineve, we manage to have a stimulating religious conversation, which gives everyone plenty of food for thought as we head off to bed.

Dawn breaks and we head out, but unfortunately I find it impossible to lead the group through the wilderness effectively while also preventing my party and our convicts from actively killing themselves. I spend all day saying things like, "No! Don't eat that!" and "Wait! That's poison ivy!" and we end up wasting a day wandering through the wilderness. At the end of the day I'm frustrated with our lack of progress, but fortunately I have little time for self-chastising as we spend another evening chatting with Tamclar around the fire. We talk late into the night, and in the end, he announces that he has resolved his issues and decided to stay with the church of Wee Jas. This is great news! Buoyed by our success, the next day I'm feeling very confident in my woodsmanship and we make terrific progress!

Unfortunately, on day three of our journey I am struggling to make headway with our group through the dense forest. We're lost, and we're running low on food. Preoccupied with putting us back on the right track, I neglect to pay attention to the signs of danger around us. Suddenly, we find ourselves at the entrance to a wyvern's cave!

The criminals run from the clearing into the cover of the forest, but our group has been spotted. We get a few shots off at the wyvern, and suddenly it dives at me, attempting to snatch me into the air! I manage to twist out of its grasp at the last second, and it flies past us, just as it's mate emerges from the cave!

Nineve charges the wyvern on the ground, but stumbles and misses. Nineve is taking a beating from the wyvern at the cave entrance, so I charge forward and deliver a telling blow, wounding it gravely. Sarek summons a hellhound, which joins the fray at the cave entrance. Working together, we manage to finish it off.

While Nineve and I are fighting the grounded wyvern, the airborne one continues to menace the rest of the group. Sarek blasts it with a bolt of lightning, but then it swoops down and snatches up Haroldur. The cleric struggles, but the wyvern is making off with him. Out of nowhere, Tamclar shoots the beast down with an expertly-placed crossbow bolt, saving Haroldur and the day! We loot the Wyvern's cave and find:

700 gp
400 sp
Sandals of Sprinting
some valuable cleric's vestments
a jade pendant
a Lesser Crystal of Life-Keeping
a magic Crystal of Glancing Blows
a CLW potion
a scroll of Invisibility (arcane)
a scroll of Remove Paralysis (divine)
Panpipes of Sounding

In all, it turned out to be a profitable excursion. As an added bonus, I finally orient myself and recognize this cave as one marked on our map! I feel like I've gotten us back on track, and as evening starts to fall, I know we're nearing our goal - the hunting lodge, where we will rendez-vous with some of the rangers affiliated with Blackwall Keep. We decide to camp in the shelter of the cave. Near dusk, we hear the baying of hounds and oafish, inhuman laughter mixed with cries for help. It sounds close. We leave the convicts at the cave and investigate the nearby commotion. In a short distance, we come upon another clearing.

Two ogres and their pack of hunting dogs have treed a naked human and are making obscene taunts at him. They don't seem to notice our approach. Sarek pounces on the opportunity and nukes the clearing with a fireball, laughing maniacally. The charred corpse of the naked man falls from the tree. Several of the dogs also go down, and the ogres are singed and angry. Before the rest of us can react, the ogres and their remaining dogs are upon us. We fight valiantly and eventually put them down.

Looking over the bodies, it's clear the naked human died violently in a fire... Puzzlingly, the ogres are clearly not equipped for travel, meaning that they must not be far from their camp. This doesn't make sense, because Blackwall Keep is stated goal to prevent ogres and their ilk from settling this area...

We respectfully bury the human and head back to trail, but I can't shake my growing sense of foreboding. Suddenly, everything in the woods looks suspicious. As we hike along in the gathering dusk, I spot another naked figure sprinting through the woods some distance away. I call out to the person, who cries for help and dashes towards us headlong. At the sound of my voice, another naked person emerges at about the same distance, and flees towards us, recklessly tripping and scrambling through the brush.

Suddenly, the source of the nudists' fear becomes evident as goblins on wolves appear over a small rise. One of them, clearly the leader, calmly levels his crossbow at the first fleeing human and shoots him in the back - the man collapses about 20 yards in front of us. The image of the midwife appears to Sarek, and he feels more resilient (gaining DR = his WIS modifier for this encounter). The mounted goblins seem surprised to see us and charge forward, warning us away from their kill. We notice the leader is riding a hellhound. They fire on us and the battle is joined. Incensed, we rush in and slaughter them.

After the panic of battle dies down, I hear something in the woods, just the slightest quivering. Silently closing in on the sound, I find a naked female elf crouching under a bush, shaking. Speaking softly in Elven, I coax her out of her hiding spot. I suppress a gasp as she crawls cautiously into view. She has been badly tortured, recently - her eyes are gone.

I wrap her in my cloak and we heal her as best we can; we can't restore her sight, but at least her other injuries will no longer trouble her. She can hardly speak as she's still quite in shock, but we manage to make out that the hunting lodge has been overrun. We try to reassure her as much as possible, and bring her back with us to our wyvern-cave camp. Nineve tends to the girl, who mutely allows herself to be fed, clothed, and put to bed. She moves like a frightened animal. The rest of us explain the situation to the convicts. Surprisingly, they seem to pity the girl and appreciate the gravity of the current circumstances. They give us no trouble, and we all pass an uneasy but mercifully uneventful night in the wyvern cave.

Morning comes and the girl seems to have recovered a bit. She tells us that her name is Astrid. A few nights ago, orcs, goblins, and ogres attacked the lodge, and captured and tortured the residents. She was taken to an old ranger shrine in the woods, blinded, and released to be hunted. She suggests we check out this shrine for clues to the attacks, or perhaps even survivors.

The shrine isn't included on my maps of the area, but following her rough directions we eventually discover it. At the shrine, we find orcs and goblins milling around, desecrating the shrine and exhuming the graves of the rangers buried here. A building to the side of the shrine is a smoking ruin. As we approach, the goblins spot us and shout, "Kill the pinkies!" Thinking quickly, Sarek casts Wind Wall to protect us from the hail of projectiles that soon follow. Nineve receives a vision of the Mute Hag (and gains DR = her WIS modifier for this encounter), and the battle is joined.

The orcs and goblins try to pick us off from a distance, but their attempts are thwarted by Sarek's Wind Wall. They soon become frustrated and charge our position. We make quick work of them.

After the battle, a search of the granite shrine in the center of the area reveals a concealed mechanism. Everyone stands well back as I activate it - and a hidden stairwell descends into the earth under the shrine! We move down the stairs and enter an ancient burial chamber, obviously for some sort of barbarian lord. Centered on the back wall is an altar. The chamber seems to be guarded by immobile skeletons, keeping mute vigil over the tomb. As we approach the altar, the dust-shrouded skeletons move to an uncanny semblance of life!

We dispatch the undead guardians and find:

2 MW scimitars
a suit of +1 half-plate
a +1 helm of defense
a +1 orcbane short spear

~Ashe

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Sunday, August 02, 2009

Episode 12: 10/11/08

The Party:

Ashelia Raminas, elf ranger-rogue/2-3
Haroldur, human cleric/5
Nineve Floret, human knight/5
Sarek, human wizard/5

We're just finishing up with Filge's pets when suddenly we hear the elevator returning from upstairs! We scramble into a defensive formation. The doors open to reveal four more cultists. Fortunately, we have the tactical advantage. We corner them in the elevator and cut through them like a knife through butter. At the end of the skirmish, we hear horses and a commotion upstairs. Nineve and Haroldur head up to investigate and hold off any over-zealous authorities while Sarek and I examine the altar for evidence.

Using Improved Sift, I see a vision of Filge and a buxom shrouded female in the midst of what appears to be a reanimation ceremony. A loud crash (sounds like us) breaks Filge's concentration and the spell goes awry amidst much cursing and calamity. On the altar, we find diamonds and the remains of diamonds (about half are intact), along with a partially-charred scroll of Raise Dead. We net:

2100 gp in diamonds

I put everything into an evidence bag and we join Nineve and Haroldur upstairs.

Nineve has skillfully convinced the mounted city guardsmen of the truth - that we are here on business with the church of Wee Jas, and have captured the Sawfish Boys for assisting with illegal necromancy. We notice that Kinto is missing from our group of captives, but the other three are still there. The guards take our prisoners into custody and we are escorted back to the Ruby Temple with only moderate hassling. We check in with Mossad, heal up, and go straight to bed!

First thing in the morning, we're summoned to Marten's office. I'm pleasantly surprised to find my favorite uncle, Justice Ironbriar of the city guard, is also there. Unfortunately, my bright mood evaporates as it becomes clear he is not visiting, but in fact here under rather unpleasant circumstances. He inquires about our involvement in the deaths of Captain Tevlis and his two (secretly treacherous) guards, and a challenging conversation ensues.

The interview does NOT go well. We are implicated in the deaths, and Uncle Ironbriar, who could never be accused of nepotism, demands our arrest. Just when I think this can't get any worse, Marten uses his considerable political clout and refuses to allow us to be taken into custody, assuring the Justice we'll be secure in the custody of the church. Suddenly, the city jail is looking like a better option...

Uncle Ironbriar leaves and Marten lays into us, suspending our Keeper status! After a thorough dressing-down, we leave and meet with Mossad. He explains that he's still in our corner, and will try to get to the bottom of this complex situation. I hand over our bag of evidence to Mossad and thank him for his support. We go have breakfast in the mess and return to our quarters - only to find our things have been relocated to the acolytes' quarters! We trudge down to the common sleeping area and begin our new, mundane tasks as acolytes. Yay.

Our first task: The Potter's Field.
Cremation and entombment cost money that is rarely spent of the poor, Instead they are buried in the potter's field, left to decompose, and the graves are eventually re-used, over and over. However, it takes skill and careful cataloging to prevent disturbing previous graves that have not had time to rest sufficiently. We spend all day in the archives going over the complicated plans so we can find an appropriate resting place for this week's batch of deceased peasants. We give the burial orders, but a few days later we hear there were some problems with the plots we ordered for a few of our charges...

Next up: The Drowned Son
The eldest son of a well-respected family loyal to the Cabal has drowned in the river - they desperately want him raised as they feel he perished before his time. They cannot afford the Commune spell, nor the cost to raise him, but they are insistent. They have been loyal parishioners of the Cabal for years, and we are keenly aware that mishandling this situation could cost the Cabal valuable members. We almost feel like Keepers again as we make our way to the somber house. Through sensitivity and patient understanding, by the end of the afternoon we convince the family to let their son go.

Then, we're back to playing corpse-jenga with: Cataloging Catacomb 7A
As is to be expected, the catacombs of Whitewall become overcrowded from time to time. When this happens, acolytes are sent into older catacombs to catalog the remains therein and determine where there is room to inter additional remains. This week, that's us. We get to brush up on our Profession: Gravekeeper skills and spend several days carefully cataloging, reorganizing, and cleaning this section of the catacombs in preparation for future use.

During our "adventures in acolytism" in the Temple one day, we hear Marten curse and then stagger backwards through a doorway, clutching a fresh, bleeding wound in his shoulder. Naturally, we're intrigued. Resisting the urge to start chanting "Fight! Fight! Fight!", we sidle in closer for a better look. Moments later 31E hobbles into view, eyes red and weapon bloody! Marten sees us and demands we deal with our "rogue construct". 31E matter-of-factly informs Marten that he cannot give him the key-plate under any circumstances, and demands to be taken to the Exarch at the Grand Terminus immediately. It's a tense situation, but we tread carefully and manage to talk sense into both Marten and 31E. Marten reluctantly agrees to allow 31E to retain the key-plate, and 31E agrees to cooperate with Marten and the Cabal's clergy (on the condition that said cooperation will not violate his programmed directives). We all gain 1 influence point.

The next day we're back at it with: The Sickly Girl
A young girl is very ill and near death. We visit the home to discuss arrangements with her family and ease their grief, but while we're there, I happen to notice that she's suffering from Red Ache, the same disease that almost claimed Tamclar's wife. I bring this to everyone's attention, and suddenly our focus shifts from easing her passage to bringing her back from the brink of death! We give her family detailed instructions on how to tend to her, and with some magical assistance and our careful ministrations, in a week or two the girl recovers and the family members all become loyal followers of Wee Jas!

A few days later we are assigned to investigate: Missing Gravediggers
We receive word that several gravediggers have gone missing in Whitewall this morning. Gravediggers vanish from time to time in the Whitewall, so this isn't terribly unusual. Occasionally, gravediggers turn to tomb-robbing and attempt to make off with their ill-gotten gains! We're sent to get to the bottom of it.

When we arrive at the scene, we quickly rule out skulduggery. It looks like the workers were digging a grave when the floor collapsed beneath them. They must have breached the vault of an old crypt, not listed in the records. It appears they may have fallen in. We tie a rope to a piton anchored to the secure part of the floor and descend into the pit. We find a shovel on the floor directly under the hole, and at the other end of the room, two dazed-looking gravediggers. They don't seem to notice us, which is odd. Just as we're trying to figure out what's wrong with them, my heightened hearing detects an incoherent babbling off in the distance. It's so distracting! I'm forced to stare off blankly into middle distance while the rest of the party addresses the gravediggers.

Luckily, I snap back to reality just in time to brutally lay into an Allep. After it is dispatched, we turn our attentions towards the skeletons which start to pour into the chamber. We've got a lot on our hands, suddenly. Honestly, it's the most excitement we've had in weeks. It becomes too much for Sarek to bear. Crackling with unspent magical energy, he fireballs the place without warning, which takes care of the skeleton problem but also immolates the hapless gravediggers, unfortunately. We climb out of the vault, seal it up temporarily, and report back to the Cabal.

That evening Mossad asks to speak with us. Marten is still very irritated with us, but Moussad hates to see our skills going to waste on mundane tasks. He recommends we leave town for a while to let Marten and the general political climate cool off a bit. We agree and make preparations to leave while Mossad works on finding a reason for us to be gone.

Meanwhile, Sarek and Haroldur have also noticed some of their inconsequential personal items are missing. We're a bit concerned when we realize that someone is stealing from us. Our thoughts turn to the usual suspect - Hezzrak. We lure him out of invisibility with a game of chess, but we quickly become convinced that he's not the one behind the thefts. Sarek cleverly convinces him to help us find the culprit.

The next day, it's back to business as usual as we're tasked with cataloging the remains found in the newly discovered crypt. We toil for days and produce a accurate and beautifully detailed record of the entire area. Around this time, Sarek receives a Sending from Lazare:

"A friend, Jakardos, may have insight that can aid you in solving the mysteries of 31E37 and the Cairn. Go to Blackwall Keep."

We relay this message to Mossad. He thinks Blackwall Keep is a perfect destination - a potentially dangerous journey, but remote enough so that the trip there and back will give things time to calm down in Istivin. He tells us he'll look into this possibility.

A few days later, Mossad approaches us with a plan! Blackwall Keep is on the frontier of orc and goblin country. Because of this, detail on the Keep is dangerous and maintaining a sufficient garrison is always a concern. In fact, garrisoning Blackwall Keep is so dangerous, violent, convicted criminals are frequently offered the option to serve at Blackwall instead of going to prison - if they are still alive at the end of a two-year tour of duty, they are freed. Some choose to stay on at Blackwall and become part of the elite group of rangers which manage and run the Keep. It happens that a group of such criminals is to be dispatched to Blakcwall Keep presently, and Mossad has arranged that we are to be their escort.

Additionally, it would seem that Tamclar, who has been studying in the Temple, is running into some difficulty. Mossad has observed that our favorite dwarf seems to be struggling to balance Our Lady's tenets with the deep-seated cultural and ideological ways of his people. Noting that Tamclar is the type that prefers deeds over words, Mossad suggests that he shoud take a break from his scholastic endeavors and accompany us on our journey to the Keep. Perhaps he can find his way more easily in a forest than in a library...

We set off the next day, with Tamclar and our company of criminal scum. They're unarmed and shackled together, but there are about 50 of them. About half an hour outside of town they make their first attempt at a mutiny. Fortunately, we're able to intimidate them into submission - for now. This will no doubt prove to be an interesting journey. I lead us through the woods and we find a place to camp for the night. Just after dinner, Zolara appears to us and offers us a reading:

The Choosing:

Sarek: the Midwife
Haroldur: the Owl
Nineve: the Mute Hag
Ashe: the Queen Mother

The Spread:

The Foreign Trader-----The Dance-----The Unicorn
The Eclipse-------------The Forge------The Keep
The Joke---------------The Midwife----The Winged Serpent

~Ashe

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