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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Friday, August 07, 2009

Episode 14: ?/?/09

The Party:

Ashelia Raminas, elf ranger-rogue/2-3

Haroldur, human cleric/5

Nineve Floret, human knight/5

Sarek, human wizard/5
Xikar, human cleric/5

[Note: It's been a long time since we've run this campaign, and a new player has joined the group. Since it's been so long, we just dropped his new character right into the story.]

As we finish exploring the small tomb, we're set upon by more orcs and goblins. Some of these orc leaders are incredibly strong, and this is a really tough and lengthy fight. After the battle, we return to check on our convicts and Astrid. One of the convicts managed to kill an escaping goblin, and they all start complaining about being taken, shackled and unarmed, through goblin-infested forests. Led by a man called Black Bart, they start to raise a ruckus, but we manage to quell the mutinous dogs.

It's now evening, so we camp at the shrine for the night. We spend half of the next day reinterring the exhumed remains and directing the convicts to bury the bodies of the orcs and goblins. Around mid-afternoon, we head in the direction of the hunting lodge.

Before long, we hear the distant sounds of woodcutting. Wary of what me way find in this orc-infested territory, I scout ahead and discover an orc, goblin and ogre logging operation. They appear to be erecting a roadblock on a part of the trail that leads through a gorge. I report back to the group and we prepare to crash their party.

Sarek sneaks up to the top of the gorge and kicks things off with a Fireball. We all scramble up the roadblock (eventually). Tamclar maims the ogre erecting the roadblock, but he eventually escapes, limping off into the woods as we turn our attention to the veritable swarm of orcs that's threatening to overcome us. It's a very tough fight, but at last, the final orc falls.

Victorious, we press on and come to a clearing in the forest. It seems quiet. Too quiet. As we're looking around, we notice blood on the grass. Upon closer inspection, I recognize the tracks of a limping ogre! Buoyed by the prospect of finishing off the wounded ogre, we walk right into a trap - literally! Tamclar steps right into a bear trap.

Suddenly, goblin archers appear in the woods nearby. I work on freeing Tamclar while the others battle the goblin menace. Through the confusion, I hear several orcs and an ogre running through the forest towards our convicts! I shout a warning and Xikar, Nineve and I take off to help. Sarek (who doesn't care about convicts), Haroldur and Tamclar(who don't run very fast) stay behind to finish off the goblins.

While we rescue the convicts, Haroldur steps into another bear trap! Fortunately, Tamclar mightily pries it open and frees the unlucky cleric. We manage to save all but one of the convicts. During the fight, Black Bart helped us out by strangling an orc with his bare hands. After this, I seriously consider lending Bart my longsword, Aernin, Rite of Law, but after much deliberation, and dissenting opinions from the party, I decide against. We bury the bodies of the deceased and set up camp for the night. That evening, we use up the last of the food for the prisoners...

In the morning, we press on to the hunting lodge, hoping to at least find supplies. As we approach the lodge, we hear the steady sound of wood chopping coming from the barn. The path leading up to the lodge is littered with bear traps, and Nineve almost steps in one! We approach cautiously and are set upon by 2 goblin wolf riders and some orcs. We're in a bad spot - all spread out, so this fight is tougher and longer than it needs to be. The wolf riders escape into the woods, but instead of being angry, we're just glad to be rid of them. We've really got our hands full with the orcs.

Suddenly, we notice the chopping noises coming from the barn begin to be punctuated by cries for mercy, and we all have a sick feeling that whoever's in there isn't cutting up firewood. We finish off the last of the orcs and hurry over to the barn.

The area is littered with body parts, strung up or nailed to trees, the building, anything convenient. The outside of the barn is covered in orc graffiti, written in blood. The front of the barn has doors which open out from a second story hayloft. Haroldur decides to use his clockwork wings to try to jump through the doors into the loft. The rest of us quite sensibly elect to go around to the other side of the barn, where the doors are on the ground floor.

We burst onto a grotesque scene. In the corner are crudely constructed cages. Some are empty. One contains a terrified human teenage boy and a man with a dirty, bandaged stump where his left foot should have been. Another contains a strange looking dog, which seems very upset. The interior of the barn is littered with body parts. Bits of several dismembered corpses are everywhere, and I do mean bits - it appears the ogres have been taking their victims' limbs off a few inches at a time. In the center of the barn is a bloody chopping block. A recently-deceased human is tied to it, surrounded by three ogres. One of them holds a bloody cleaver.

Both parties spend a silent moment staring open-mouthed at each other in shock (and for us, revulsion). The sound of Haroldur futilely flinging himself against the closed hayloft doors (again) snaps us out of it, and we wade in. The ogres are brutal, but we fight savagely, enraged and horrified by the gristly things which have happened here.

Sarek throws down a fireball, which drives the ogres into a frenzy. In retaliation, the ogre with the cleaver attempts to hurl it at us, but misses! The cleaver sails from the ogre’s hand and somehow boomerangs directly into his stomach! He promptly starts bleeding to death. We capitalize on this opportunity to finish one of the ogres off quickly. As we’re cutting down the accidental seppuku-ist, Sarek casts Tasha’s Hideous Laughter on one of the remaining ogre threats. What Sarek lacks in cross-cultural understanding he makes up for in obscene gestures, and the ogre collapses to the floor in gales of laughter. I rush in and tickle his kidneys with my swords while the rest of the party deals with the last ogre, who has decided to leave the barn all of a sudden.

As he’s making his exit, he receives some parting shots from Tamclar and Nineve. They’re not enough to take him down, however, and he runs outside the barn… calling for his mammie? Our curiosity piqued, we all peer outside the barn. We look on in horror as “Mammie”, aka the most grotesque, obscene and unnatural creature we have ever seen, erupts from the lodge.

Her thin, stringy hair is pasted to her head and face in sweaty black mats. She is wearing a dirty, ratty red sarong, which, although it must’ve been fashioned from a giant’s bedsheets, is woefully inadequate to cover her enormous bulk. Purple scars and boils mar her dull, blubbery flesh. She looks as if she smells like week-old dead fish. I am suddenly glad that we are upwind.

She begins to loudly berate her son in a voice that is somewhere between a belch and a raspy cackle. Terrified, the wounded ogre starts to run off. Around this time, she notices us. Tamclar very sensibly takes the opportunity to shoot the fleeing ogre in the back with his trusty crossbow, which finishes him off.

She lurches towards us, vomiting zombies in a spray of sticky spittle. Xikar bravely wades in, and casts Bleeding Touch out the foul she-beast. Unfortunately, she takes exception to this assault, and chomps him! As she munches thoughtfully on her bite of cleric flesh, the hapless victim wriggles away and escapes to a safe distance. Sarek Webs the ogre matron just as her zombie minions close in on Haroldur, who has stopped jumping at the hay loft doors and re-joined the action. Haroldur and Sarek handle the zombies while the rest of us shoot at the trapped ogre matron from a distance. She struggles futilely in the Web while we pepper her with arrows. Drawing on her impressive size and strength, she eventually breaks free of the Web, but to no avail. Weakened by her struggle, she finally collapses under our onslaught. Victory is ours!

~Ashe


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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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