Thursday, October 29, 2009

Episode 18: 8/23/09

The Party:
Ashelia Raminas, elf ranger-rogue/3-3
Nineve, human knight/6
Sarek, human wizard/6
Xicar, human cleric/6
Haroldur, human wizard 2/cleric 4
Enoch, human sorcerer 1/monk 5

The next day we travel with the survivors from the ruins of the keep back to the hunting lodge. That evening, Vander approaches Nineve and mentions some helpful things he remembers about working with the cultists and Akasha, the leader. It seems she HATES silver! It's a strange thing to remember, but it struck him as odd and it was all he could think of.

As we're all sitting around the campfire, I notice the strange dog is hanging around the edge of our camp. It shrinks into the woods at my approach, but I leave it some food and I notice it back again a few minutes later, eating.

As we're heading off to bed, Zolara appears! She looks concerned. She says, "Your resilience and courage will see you through the trials ahead."

The Choosing:
Ashe - The Trumpet
Nineve - The Teamster
Haroldur - The Sickness
Sarek - The Tangled Briar
Xikar - The Waxworks
Enoch - The Desert

The Spread:
Paladin Teamster Cricket
Locksmith Eclipse Hidden Truth
Liar Rakshasa Survivor

Zolara interprets our reading:

"The Paladin represents strength in adversity. In this case I see one of you standing in victory over a fallen superior, perhaps an instructor or or father? The locksmith grants the keys to unlock destiny. He grants the tools but not insight as to how they may be used. One of you will unlock secrets from your past. The liar represents treacherous love, deception that pits brother against brother or father against son.

The Teamster is a driving external force that keeps you going, no matter what. The Teamster exhorts you to continue on, despite the self doubt and loss of purpose shown by the Eclipse. Elsewhere, the Rakshasa sits upon the backs of its slaves, imposing its will on them, opposing your every move, from the shadows.

The Cricket represents travel, in this case, a speedy return home. The Hidden Truth has the power to reveal secrets. I see family histories revealed in a new light to allow you to see past the obvious to the greater truth, and dark secrets hidden within."

Then, faster than you can say "Oops, forgot to mention the GRW!", she's gone.

The next day, we part with Vander, Edain, and the other survivors and begin the 5 day journey to Turtleback Ferry. We're not in a hurry, so I have plenty of time to spend with the strange dog that keeps following us. We win him over after a day or so, and he starts actually traveling with our group. I'm delighted that he's traveling with us, but the next day, he seems incredibly nervous. I get the sense that he's trying to get us to take another path. Intrigued, I follow the dog and lead our group down a smaller game trail that takes a slightly circuitous route around (rather than through) a valley before rejoining the main trail at the top of the ridge. I'm feeling a little irritated at myself for allowing a flight of fancy to add 45 minutes to our hike that day. As we crest the ridge, I pause a moment to take in the surroundings. As I glance back, I spot a grey render lurking in the valley below. My original path through the valley would have taken us right into its territory! I give the dog a few appreciative pats and continue on our journey.

A few days later we arrive at the tiny hamlet of Turtleback Ferry. We all buy riding horses, practically gorge ourselves on a hearty home cooked meal, and spend a welcome night in warm beds. The next day, the dog brings me a dead chicken, and I have a slightly sticky encounter with an irate farmer. I apologize and pay him 5sp for his chicken... and he suddenly offers us some more chickens "for the road". We take him up on his offer of a few fresh eggs, and spend our last night at his house.

After a hearty farmhouse breakfast, we head out to Istivin. We travel through rural but civilized lands for a few more days and finally arrive at the city walls. We take a winding path through the lower tiers of the city and make our way to the Cabal, purchasing some badly needed fresh clothes along the way. The journey takes about two days.

We finally arrive at the Cabal and are greeted by acolytes who are happily surprised to see us. We have about an hour to get situated before we're summoned to Marten's chambers.

Marten is pretty put out at us for vanishing on him, and, more importantly, The Ministry of Justice, and specifically Justice Ironbriar are after us for questioning regarding the events at the Sawfish Boys slaughterhouse. He asks us why he SHOULDN'T just turn us in. We present our arguments, with varying degrees of success, before Nineve jumps in and actually tries to INTIMIDATE him! It's a great performance, but it was doomed from the start. Marten is none too impressed, and we are taken into custody by Legionnaires (who are polite). We are escorted to a nearby prison facility, and handed over to those authorities. They shackle us and admit us to our cells.

After a few days we are transferred to a smaller prison facility. That evening, we are taken to meet Sheriff Hemlock. The Sheriff tells us he has specifically requested our transfer here to his facility and proceeds to explain why.

Apparently, there have been a number of murders in the city of late that have our names all over them. Hemlock produces a note from the most recent murder. It is battered and written in blood. It reads "You return, and now the chase begins. I am simply what you have made me, O my masters!" Apparently it was attached to the victim with something of Sarek's. Clearly, we aren't involved, but whenever Hemlock tries to look into the murders, his investigation is inexplicably blocked by someone higher up the chain. He asks if we'd be willing to investigate for him, and of course, we're in no position to disagree.

Hemlock takes us to a lumbermill. At the bottom of the logsplitter is the nauseating mess of what used to be a person. Apparently this was the miller's wife, Cassandra Vinder. Despite the gruesome scene, this isn't the murder he's interested in.

We head upstairs and find another body. Embedded in the corpse's sleeve is Sarek's missing dagger. Carved into the corpse's chest are some sort of symbols. Sarek can't identify the symbols, but he's sure they're related to ritualistic human sacrifice. I sift to to find out some information, but I don't get much of use. We discuss the murder and its similarities to other murders in question. We are told a survivor from another attack is being held at a local sanatorium. We decide to visit the survivor at the Saintly Haven of Respite while Hemlock cleans up the lumber mill mess.

The survivor's name is Grayst Savilla. It takes some convincing, but we are eventually admitted to see him. He's a wild-eyed fellow drooling on himself. He shrieks as we approach, but Haroldur seems to calm him down. Suddenly, he starts spouting nonsense. Between thrashings and mumblings, we get "He, he, he said that the victims are the harvest of seed you have sown!" and "When the harvest is done, you shall remember him forever and, and, and". Several minutes of screaming later, we get "the Misgivings shall, they shall be his throne, and there you shall bow before him!" He then collapses to the ground and lies still. Enoch and I recognize that he's still twitching slightly as Xicar moves in to check if he needs healing. Suddenly, Grayst the Mad lunges at Xicar and bites his hand! Enoch leaps in and restrains the crazy and Xicar tries to calm him down again. He spouts more nonsense, and then Sarek stuns him with a Word of Authority. While he's out, I heal check him and determine that he is suffering from the advanced stages of ghoul fever. The friar runs into the room and starts apologizing, swearing he didn't know, and he had no idea Grayst would react so strongly. We promise not to make a fuss and leave the sanatorium.

We are reutnred to Hemlock's smaller prison facility. Haroldur manages to convince Sheriff Hemlock to allow us to stay in a large communal cell instead of our individual ones. We pass the evening discussing our leads and options: basically none.

Sarek and Haroldur are interested in doing some research at the library. Amazingly, Hemlock manages to arrange this, and the next morning we are returned to the Cabal (under supervision) to research the arcane runes found on the bodies. We discover that these runes are related to a Nerull worshiping death cult and prevent spells such as Raise Dead, Speak with Dead, etc., as well as damning the soul to Nerull's realm. We share this knowledge with Hemlock, who is disturbed by the news. When we return to our cell, we find a package from Mossad! There are of course no weapons or anything, but it does contain a few essentials - better food, spellbooks, holy symbols, etc. Tucked inside the outer packaging is a crumpled scrap of paper that reads "Hambly farm" in scrawled blood.

We find out where Hambly farm is and convince Hemlock to equip us. Then we head out, under guard of course, to the boondocks where Hambly farm is. On the way, we are regaled with tales of the shocking boredom of rural life by one of the guards, who is as local. The guard mentions that if anyone knows what's going on in these parts, it's Farmer Gump. At this, naturally we stop by and talk to Farmer Gump. Gump thinks it's a bit odd that he hasn't seen the Hamblys around in the past few weeks. He mentions that he warned the Hamblys not to live near the Misgivings, a local haunted house. Haroldur inquires rather directly about the Hamblys and the history of the Misgivings, an old Lillybrook homestead. After an awkward and tactless interrogation, we leave and are led to the Hambly farm.

We come to a large cornfield and are told it's the Hambly farm. The house is apparently in the center of the fields. I stand on Enoch's shoulders to orient ourselves, and then we head in the direction of the farmhouse. At one fork, we encounter a scarecrow shaking violently. We approach it and Sarek discovers that is in fact a human in the advanced stages of ghoul fever. We're about to leave the person there and move on when we're ambushed! Several scarecrow-ghouls break free of their bonds and attack us! We wade through the ghouls and manage to only lose one of the guards, even though a few do get bitten. An eerie silence falls over the cornfield. This is an unsafe place for anyone, especially unseasoned recruits. We send the remaining guards back to town with the surviving scarecrow guy and move along.

A little while later we come to another scarecrow ghoul ambush. Enoch gets five-across-the-eyes and Xicar gets paralyzed from behind, but we finish off the ghouls before they finish off him. At length, we come to the farmhouse and barn in the center of the cornfields.

The smell of death hangs heavy in the air. The barn is constructed around a 12 foot tall stone head. Inside, it is a macabre tangle of bones and animal (mostly) carcasses. Ghouls are obviously lairing here, but none of the foul beasts are occupying the place at present.

We press on to the house, where the stench of rotting death is overpowering. We move to the kitchen and find another rune-caved corpse. Before we can investigate, I hear movement in the adjacent bedroom. I hiss a warning and Enoch sees a foot climbing out the bedroom window. In a moment, we're outside, battling the foul creature on the roof of the farmhouse. I climb the pillars of the porch and find myself facing a ghast. He opens himself up for an attack so I slash him as he shoves me off the roof. He rears, calling ghouls out of the corn. Soon, I am up on the roof again, locked in battle with my sworn enemy. More ghouls climb out of the well and attempt to pull Sarek and Enoch down to the watery depths. Fortunately, they don't manage to move the unusually tall humans. Nineve, Haroldur, Xicar and Enoch battle the ghouls, and Sarek offers ranged support to me as I battle the ghast. Eventually, Sarek vaporizes the ghast and we all prevail.

Back in the house, we search for clues and find a note. It's crumpled and written in blood, like the others. It reads, "You fools! You left them unprotected! Now I will take them from you one by one, until you come to me! Who will burn next? The scholar? The Dwarf? The Sheriff?". We have a brief pow-wow and decide to return to the city to warn our friends. I sift on the body and we discover that the killer must be a mohrg.

We rush back to the city, arriving very late at night and check on Tamklar. He's fine, though he almost puts an axe through Xicar's skull for busting in on him at this time of night. We quickly explain and bustle Tamclar and his family over to Alastor Land's place. We rouse him and take them all to the Cabal for safekeeping. Then we go to Sheriff Hemlock's place.

Our stomachs sink as we find his door is open. We burst onto a gruesome scene, much like the other rune-carved corpses. Enoch fishes a letter out of the fire, while we check on the mutilated corpse of the late Sheriff Hemlock. The letter is badly burned, but I examine it and use Sift to read its original message:

"Your Honor, Lord Justice Caradoc,

It's taken me some time, but I've finally managed to determine who has been obstructing my investigations into these strange murders. I fear a sinister and calculating mind has both perpetrated these killings, and endeavored to obscure them. A dear friend, whom I hesitate to name, has brought me information and evidences that point to a horrifying possibility. If he is correct, and I fear he may be, these murders are much more than the work of a simple madman. He has brought to light the facts that my, and many other, investigations have been misdirected, denied, reassigned, and otherwise defeated by note other than the direct intervention of Lord Justice Ironbriar, Justice of Dura and 7th Justice of Istivin, capital city of The Kingdom of Caledon. I await your direction in this matter.

Your loyal servant,

~Giles Hemlock Sheriff, Whietwall, Dura, Istivin."

Of course, this pivotal evidence is merely circumstantial, as it requires a person with the ability to sift in order to decipher any meaning from the scorched and ruined scrap of parchment. Nevertheless, this could be enough to at least clear our names with the Cabal. Besides, we all decide it's not wise for us, currently prisoners, to be hanging around the murder scene of our current jailer... We rush back to the Cabal, rouse Mossad, and tell him everything.

~Ashe

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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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Sunday, August 02, 2009

Episode 11: 9/20/08

The Party:

Ashelia Raminas, elf ranger-rogue/2-2
Haroldur, human cleric/4
Nineve Floret, human knight/4
Sarek, human wizard/4

We proceed down the stairs after Vander Anderhoff. Just as we're leaving, we hear armed men running to the front of the building. Captain Tevlis of the city guard, accompanied by two of his men, bursts through the door. He demands we cease and desist. We try to convince him that his goals and ours are not mutually exclusive. He concedes, but insists on accompanying and keeping an eye on us while we investigate the slaughterhouse.

We decend down the stairs and Vander is waiting for us in ambush! We rush into combat. As Nineve and I flank Vander, a vision of The Twin appears to me, and I gain a mirror image! Haroldur and Sarek take on Vander's burlier, angrier brother, Parn. Nineve eventually convinces Vander to surrender to her. Haroldur finds himself in a bad spot and flees across the slaughterhouse... only to run into another of Vander's barbarian brothers, Torkan! The cleric whittles him down eventually. In the meantime, the city guards turn on us and their erstwhile leader! Captain Tevlis, totally caught off guard, gets stabbed in the back by his own men and goes down. The guards are dealt with. Sarek also falls, but I manage to navigate the treacherous gauntlet of chutes, platforms and machinery, making it across the slaughterhouse floor just in time to save the wizard from certain doom. As the battle wraps up, we stabilize the three unconcious Sawfish brothers, time them up, and hang them by their bounds from the hook line in the ceiling. Then, we proceed deeper into the slaughterhouse in search of Lord Ondore's missing body.

As we're exploring the warrens of the slaughterhouse, we stumble upon an ogre, who attacks! He catches me on his hook, but fortunately, Nineve disarms him of his weapon before he has a chance to drop me into the mysterious vat of bubbling slime he's presiding over. As Nineve and I are battling the ogre, another stealthy Sawfish brother, Kinto, sneaks up behind Haroldur and Sarek! Nineve and I finish off the ogre and turn our attentions to the last Sawfish boy. We quickly subdue him and tie him up with his brothers.

At last, we enter a room obviously used for illegal necromancy and other foul-smelling evils. Disturbingly, the walls of this chamber are lined with familiar-looking cylinders - acid zombies! We've all been through this drill before, so rather than waiting for them to burst out and attack, I pop the cylinders from afar with my bow, and surprisingly, the zombies slump lifelessly to the floor.

Throughout, I can hear frantic chanting in an ajacent room, followed by some panicked-sounding but fluent cursing. Something must be going poorly... Suddenly, our old friend Filge the Necromancer bursts into the room. He must've heard our approach because he doesn't seem particularly surprised to see us. He animates the zombies with his familiar "Arise, my beautiful monstrosities!" line. Then he runs away like a little girl.

The battle is joined. We mow through the zombies and chase after Filge. We burst through a door farther down the hallway and find him - with some friends. Filge and a closely hooded female seem to be arguing over the shambling, reanimated corpse of what used to be Lord Ondore. Two acid zombies, massive skeletal monstrousity, and two cultists (from the shadows!) attack us. In what is becoming a disturbing trend, Filge uses foul magics to escape our wrath. The female and Lord "Shambles" Ondore escape up a concealed elevator of some sort while we are locked in a battle royale with the rear guard. Between Filge's pets, the cultists, and Haroldur's uncontrolled spider swarm, it's a tough fight, but we somehow manage to stay up and put them all down.

~Ashe

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Friday, March 06, 2009

Episode 10: 8/9/08

The Party:

Ashelia Raminas, elf ranger-rogue/2-2
Haroldur, human cleric/4
Nineve Floret, human knight/4
Sarek, human wizard/4

Zolara interprets our Harrow reading:

"Through your aid and prudence one who was lost without hope of salvation has been allowed to bring forth information from the darkness of forgotten history. One who has watched his comrades fall and was thought lost forever has been found. Elsewhere, a woman of dark power masks herself and shapes the events that will divide your future. A safe journey leads to a place of fellowship and camaraderie. Four crows, brothers in violence, plot in the depths where none who are led emerge alive. Within this place, a dark soul awaits the creeping touch of true corruption."

Our return trip is uneventful, and we arrive at the Ruby Temple in Istivin without incident. We return to our cells to recover from our journey and await debriefing.

In the morning, we give Mossad our full report. Privately, I also turn over the curiously sinister box with the writhing runes. With these formalities out of the way, I find I'm feeling slightly adrift, like I may be losing my focus on Wee Jas after our recent adventures and departure from monastic life. I elect to spend 2 days in meditation to refocus on The Lady's will. During this time, Sarek undergoes the ritual of the Ruby Initiate.

At the end of my meditations, I take 31E with me and we pay a visit to the (really creepy) lab of Dr. Morgus. The 'good' doctor is completely disinterested in the construct, but he takes my nutritive goo samples and says he'll get back to me. He snatches the vials from me and immediately begins experimentation; he shooes us out of his lab without even looking up. 31E seems to take it all in stride (which is impressive, as he only has ONE LEG!!!), but I'm glad to leave the freakshow lab and go about my business.

The next day, I meet with the completely disinterested Marten and obtain a writ to undergo the Ritual of the Deathly Scholar, as well as the Ritual of Intuit Pattern. At dusk I head down to the crypts to learn these new secrets. Later, back in my cell, with my new found power I am able to finally translate the rune above the inactive portal in Icosiel's tomb - "Amsophar"! I'm quite pleased with this bit of progress. Just as I'm putting my notes back in order, Dr. Morgus's 3-legged hunchback appears and informs me that the Doctor can create an elixir which will permanently grant 5 HP to the user, at the cost of 1 pt. of Influence (for Morgus's time). Unfortunately, I am no longer in a position to benefit from this discovery, but I share this information with the others, and Nineve and Haroldur each get a vial of the elixir.

Days pass and we begin to fall back into the routine of temple life, when we are summoned to Marten's office. He assigns us to oversee Lord Ondore's funeral (pt. 2), and introduces us to Myra, a severe-looking middle aged woman. He informs us that Myra will be observing us for a while. We hardly have time to ponder the meaning of this new development, as we are ambushed on our way out of Marten's offices by an attractive young woman who introduces herself as Elidara Lillybrook. She pleads that the decision to leave her uncle Ondore in the realm of the deceased be repealed. She is quite animated and insistent. I swiftly lose interest - we've heard sob stories like this one a thousand times. As she shamelessly throws herself at Sarek and Haroldur, I notice she has a tattoo underneath the glove on her left hand, but I can't quite make it out... Haroldur takes the bait and agrees to meet with her privately. I roll my eyes and stalk off to the requisitions officer. I put in a request for a wand of CLW and supplies for Ondore's funeral tomorrow, and then spend the rest of the day in the library.

I'm looking into Jodai, a forgotten god of luck who is enjoying a popular resurgence among the commoners. Jodai is Chaotic Neutral (the worst kind!) whose portfolio is Luck and Games of Chance. His followers hold lotteries where they redistribute church donations to a few lucky faithful.

Meanwhile, apparently finished with his private audience with Ms. Lillybrook, Haroldur works with Advocat to determine if there's any way to reinterpret the ruling on Lord Ondore. I'm a bit surprised by his tenacity, actually. However, he eventually runs up against the brick wall that is Marten, and eventually must admit defeat. The next day, he breaks the news gently to the crestfallen Elidara, and manages to make his failure to reverse an irreversible ruling seem like Marten's fault. She gives him a small token of her appreciation for his efforts - a mundane ring bearing the Lillybrook crest. Humans are so melodramatic!

It's the day of Ondore's burial, so in the evening we proceed to the graveyard to preside over his second (and hopefully final) funeral.

Nineve gives a truly moving service, but it is once again interrupted by that interloper, The Hawk! Chaos erupts as thugs and zombies appear out of the woodwork, and the hearse bearing Ondore's body takes off suddenly and crashes through the crowd!

The crowd surges forward in panic, and Nineve magically doubles in size, striking out at The Hawk, his followers and anyone looking suspicious. I manifest Expeditious Retreat (thanks to Zolara) and dash off after Ondore's renegade hearse. Nineve, Sarek and Haroldur are reluctant to let The Hawk's meddling go unpunished, but with some prodding from the ever-present Myra, they join in the chase. Some of the villains had crashed a carriage in the roadway in a well-coordinated attempt to impede our pursuit and make good their comrade's escape in Ondore's hearse. Fortunately, giant Nineve rights the toppled carriage in no time and Haroldur and Sarek use it to advance the chase. They soon overtake me as I sprint through the city after Ondore's corpse.

We race through the streets, weaving through traffic and dodging obstacles. Sarek and Haroldur manage to catch up to the hearse and stop the escape - Nineve and I run up just in time to butcher the villains. Some of the men are dressed as thugs, and some are in robes. We do manage to subdue one of the band and take him as prisoner, along with the hearse-driver, who has clearly been charmed. However, a quick search of the coffin reveals that Ondore's body is missing! We head back to the Ruby Temple with the hearse, the coffin, our prisoners, and the bodies.

Once we arrive, Haroldur and Sarek immediately set to the unsavory task of torturing the captive thug for information. Sarek is enthusiastic about the prospect... Maybe we should start calling him Sarek the Sadist... Nineve, the charmed hearse-driver and I rush inside to report to Mossad. We quickly explain the situation, and he meets us outside to search the hearse for clues while we remove the bodies. Mossad finds an empty potion vial and several black feathers. We commence investigation into the whereabouts of Ondore's body immediately.

Haroldur and Sarek learn that the thugs were hired from the docks in Cliffside, and were told to steal the hearse. The captive claimed he saw some of the men in rust-colored robes pour a vial of oil on the corpse, which then promptly shrank to an impossibly small size. One of the robed men had a crow with him; he tied the tiny shrunken corpse to a crow's leg, and the bird flew off.

In the hearse, Mossad and I find muddy bootprints, but upon closer examination, I determine the boots were caked in mud AND cow manure - which is rather unusual. Also, we notice the robes on the bodies are stained with blood along the hem... We conclude the robed men must've come from one of the local slaughterhouses. We're about to split up and search all the slaughterhouses in the area when Mossad wisely suggests we interrogate one of the robed corpses using Speak with Dead. He finds an acolyte to cast the spell for us and we learn that the villains were supposed to rendez-vous at the Sawfish Boys' slaughterhouse. With the help of the Cabal's resources, we soon locate the establishment in question. We have no time to lose, so we set out for it immediately.

The Sawfish Boys are an unsavory lot of brothers, but as they fulfill a need, their brutish behaviour and questionable exploits are tolerated. When we arrive shortly after dark, the building's lights are off and things are quiet. I scout the perimeter, but we decide to take the direct approach and knock on the door. A man who calls himself Vander Anderhoff answers, and we use our authority as agents of the Church of Wee Jas to convince him to let us have a look around. He is quite congenial, chit-chatting with us as he leads us to his office and shows us around. Next, he starts leading us down some stairs. Just before we reach the stairway, his veneer of civility drops. He draws his rapier and calls his dogs!

A pack of hounds, led by a dire wolf, bursts out of a room some distance behind us, and we are trapped between the beasts and their master. We beat up on Vander, but are unable to finish him off before he escapes down the stairs. However, the hounds are giving us some real trouble, so we are forced to let Vander go as we turn our attention to the vicious dogs. It's a very tough fight, but after what seems like an eternity we managed to finish off the beasts. There's no time to rest and regroup, though, as Vander has escaped into the bowels of the slaughterhouse...

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