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The Story So Far...
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Jastermereel
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Joined: 10 Jul 2006
Posts: 1155
Location: Right next to where I'm not.

PostPosted: Tue Sep 08, 2009 5:43 pm    Post subject: The Story So Far... Reply with quote

I'm starting this thread as a journal of each session. I suspect the detail level will vary a bit over the life of the game, but if I've missed anything you feel was important, drop a note and I'll make the change.

Characters

Naomi - A Saurian Shifter rogue mercenary whose husband was killed and child was stolen by a rival crime family (to whom her husband belonged). She was injured, but not fatally in the attack, and has been nursed back to health by Fesedore, a trader living in the hamlet of Arun'Kid. Now she seeks to find the child stolen from her.

Enostiel - A Grey Elf fighter bodyguard who was living with her artificer Grandmother. She does not remember her life from more than a few years ago. Recently her grandmother was robbed and murdered. Now, she travels the land seeking information and vengeance. She has spent the last few months in Arun'Kid, working at the Cobbler's shop. While she and Naomi have been living in Arun'Kid, they haven't crossed paths due to their suspicious and reclusive natures.

Nissram (Niss) - A Catfolk Bard whose father sent him off to become an adventurer, but was robbed and abandoned by the merchants he'd been traveling with.

Adrian Kalios - A Goliath Barbarian acting as a PR oriented diplomat from the northern nation Dodera, traveling Kalimar ostensibly gauging public opinions of her nation as a prelude to an alliance.


Session 1

Setting: Arun'Kid

Niss is performing at the tavern, hoping for a drink or a place to stay the night. Adrian is chatting up some of the locals seeking to gauge their views. Enostiel and Naomi are working at their respective residencies. As dusk approaches, Adrian and Enostiel hear scuffles in nearby houses.

Enostiel sees some unusual lights in the window of a house, but before she can enter, she encounters a pair of gnomes (including the yet unnamed Larstin Barleten) in the neighboring alleyway who seem to be hiding something. After a quick exchange of words, she bull-rushes past the duo and sees three more with bound and gagged humans heading off into the nearby field. Before she can disrupt them further, the gnomes and prisoners disappear into the field. After hearing further scuffling from inside the house, she doubles back only to find it empty and the sounds an illusion.

At the same time, Adrian charges into the town-hall, the sources of the noises near her. After knocking twice she throws the door open to find a team of gnomes pushing human captives into the back room. Three charge her and attempt to subdue her before she can interfere, but she becomes enraged and slays one. The other two (including the yet unnamed Barston Barleten) follow their comrades into the back. Adrian gives persuit and intimidates the lot of them into stopping just before they can disappear down the river bank.

By this time, other villagers have alerted the Tavern patrons, including Nissram, and Naomi at the trader's post. Niss leads a mob (more due to his speed than taking charge) of villagers towards Adrian's location, while Naomi sneaks around the other side of the town hall. After a brief scene where those captives are freed (and loosed from their bonds by Naomi) the gnomes are taken into the town hall and interrogated.

They've been searching for Ver'Kusi, who 40 years earlier, as a young adventeurer then going by the name Ovini, stole some of the P'Sapas tribe's heirlooms. It is revealed that in the decades since then, he settled down in Arun'Kid and then, about six months ago, died. His remains were passed to Dak'Wi, a druid friend of his, who might know where any alleged treasure is. One of the gnomish prisoners is sent back to their camp in exchange for "little suzy" a child hostage, and send a message to the rest of the strike-force to delay further action while the leader (Barston Barleten, one of the captives) goes with the PCs to investigate the villagers' claims.

Niss, using some local knowledge, leads the group to Dak'Wi's house, though Naomi hides outside the window until the situation is clear. Dak'Wi is initially gruff but upon mention of his friend's name and the need to help the hostages, he invites the four visitors (Barston, not Naomi) in for a late snack. He offers to help them if they'll do an old man a favor and try out his garden maze. The party initially refuses that task until Dak'Wi "remembers" that he may have lost the key to Ver'Kusi's tomb in the maze some time back. The party agrees and lets Dak'Wi know about Naomi who enters, and all go to bed (with Barston in a locked side-room).

In the morning, the party enters the maze only to encounter a dire rat. Due to the tight passages, Naomi is initially alone before it and is bitten. The party kills the rat shortly thereafter and finds the key. Instead of running the maze, the party backtracks their way to the entrance.

END SESSION 1
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PostPosted: Sun Sep 20, 2009 11:35 pm    Post subject: Reply with quote

Session 2

Setting: Arun’Kid and the surrounding area

The players, having left Dak’Wi’s maze with the key prepare to leave for Ver’Kusi’s mausoleum. Dak’Wi appears surprised that there were dire rats in the maze, but admits that it has been some time since he tended its hedges and gives the players a Potion of Sweet Water for their efforts. Before they go, he reminds them to take Barston with them, whom they had left locked in Dak’Wi’s pantry since the previous evening. Naomi notices some figures hiding by the tree line, but as she tells the others, the figures scatter and disappear.

The players journey to the mausoleum, and Niss runs up to the door only to find the door barred by a web guarded by a small (hobbit-sized) spider. Naomi’s quick thinking and quicker aim saves Niss from attack as she dispatches the spider with her crossbow. Once the area is secured, Adrian unlocks the door and, in an effort to dislodge it from the tar seal around the rim, knocks it off its hinges.

Niss and Adrian scout out the interior of the mausoleum, finding various engravings, urns, and small terra cotta statues. Niss investigates them closely though they appear to be part of a standard burial ritual. Naomi guards the front door, while Enostiel keeps an eye on Barston who waits quietly, watching the players search for his treasure.

The third and final room contains a large sarcophagus and six small coffins (three to an alcove on either side of the room). Upon closer inspection of the small ones, Niss finds what appear to be Ver’Kusi’s hunting dogs while Adrian lifts the bronze lid off Ver’Kusi’s personal sarcophagus revealing an assortment of gems and jewelry as well as an iron short sword bearing the name Halamten.

Barston is brought in to confirm that this is indeed part of the treasure Ver’Kusi stole from his people over forty years ago, but only part of it. He postulates that the rest must have gone to supporting the town. Adrian, being the only one who is comfortable with more baggage, gathers up the treasures and prepares to leave, but as she does Ver’Kusi’s dogs rise from their coffins and attack. Adrian’s sword makes short work of half of them, but within moments, Ver’Kusi himself rises as a shadow and his touch chills Adrian, sapping her strength.

The party flees from the tomb, but stops outside when they see that their pursuers do not cross the tomb’s door frame. Naomi and Niss dispatch the remaining dogs from safety, but the Shadow stands unharmed inside. Enostiel and Niss suggest that the entrance be blocked for the safety of wandering locals, so Naomi fells a small nearby tree to block the door.

Before returning to the village, the party stops at Dak’Wi’s residence and complains that they had not been warned of the dangers of the mausoleum. Dak’Wi scolds the party observing that they had just robbed his friend’s tomb and that, as adventurers, they should expect such danger. Naomi again spots a shadowy figure amidst the trees but, as the light is fading, the party hurries on towards the village in search of a healer to ease the wounds they have suffered in the past few hours. While they would like to heal up before venturing into the Gnomish camp, they find themselves short both on funds and bargaining power. After trading barbs with the keeper of the shrine, the party escorts Barston to his camp.

After Barston reunites with his traveling band, they elaborate on his prior statements: as Ver’Kusi used their heirlooms to support the town, the town belongs to them and will pay an annual tax. While the players disagree with the Gnomes on that point, they do trade the treasure they gathered for the remaining hostages and suggest that, as the hour is getting quite late, negotiations should continue in the morning in the village.

Naomi, Niss and Adrian return to Arun’Kid, but Enositiel starts off toward the nearby town of Wegov’Gid in search of a police force. However, before she gets far, she encounters one already on route. Captain Turigoth and his men had been in the area hunting for brigands when Little Suzy alerted them to the Gnomish invasion. Enostiel fills them in on recent developments and they arrive at the village late at night. Turigoth explains that he and his men will hide from view until the Gnomes arrive and talks start.

Talks in the morning don’t go particularly well at first. However, Niss, who had not made a great impression with the Captain the night before, serves well as a mediator between the two sides.

While the two parties are engrossed in the discussion of the town’s ownership, Naomi and Adrian catch sight of smoke coming from across town. Closing to investigate, they see that a barn has be set on fire and several figures are seen running off to the northern forests with a few villagers over their shoulders. Naomi gives chase while Adrian checks to make sure the barn is empty before following Naomi. Shortly thereafter, a villager interrupts the negotiations to bring the news of the fire and, after checking the smoldering remains of the barn, Niss, Enostiel, the Gnomish forces and Turigoth and his men work their way into the forest, while continuing a lively discussion.

Naomi arrives at the brigand camp at spots the few she chased run into the first of a series of elevated rooms and rope bridges setup like a large tree-fort. Adrian, however, marches up to the front door and demands for the villagers release. The brigands, displeased at having been found, demand that she drop her weapon and step inside. Adrian is reluctant, but complies. However, as one approaches with rope, she becomes enraged, knocks one unconscious against the wall of the hut and leaps for her sword outside. Naomi runs up to the side of the room and leaps up into the window, attacking one of the guards from behind. Adrian takes some damage from the brigand’s short bows, but the last two left standing in the room are quickly put down. However, she is startled, and injured, by more bolts coming from the next room over. While she makes use of her imposing form to make them briefly cease their assault, the situation is unstable.

The rest of the adventurers arrive, Niss approaches the source of the commotion and demands that the brigands stop before the might of the two small armies (though their captains are visibly bickering with one another).

END SESSION 2
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The old Jastermereel account seems to have been killed in an unfortunate email changing accident. I am an illegal clone manufactured on a little known island state off the coast of...well...never you mind. Pretend nothing happened and you won't have to face the combined wrath of the Guild of Calamitous Intent and the League of Awesomeness.
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PostPosted: Sun Oct 04, 2009 11:54 pm    Post subject: Reply with quote

Session 3

Setting: Arun’Kid and a nearby Brigand Encampment

Niss manages to convince Barson Barleten of the Gnomish band and Captain Turigoth of the patrol from Wegov'Gid to surround the Brigand's base. Even given their dire situation, the leader of the brigands demands payment for his hostages. However, Arun'Kid is not a place of great wealth so even as the brigands reduce their demands, they are forced to realize that they will be unable to get 20, 10 or even 5 gold pieces a head for those they hold. Indeed, not only had they expected greater wealth for their captives, they had also expected a cleaner escape from the village. Now, surrounded faced with the prospect of being set aflame, the brigands are talked down by Niss into releasing the hostages in exchange for the promise that they might be left alive.

Adrian exits the front room of the base and is soon followed by two upper-class persons, traveling merchants as it turns out, and Naomi. In a quick round of questioning they reveal that they are the only hostages, but that there did appear to be a small team of goblins working with the brigands.

The merchants are clearly shaken by their ordeal and ask the adventurers, apparently the most competent crew around, if they might be willing to escort them towards the south towards more civilized towns. While they did not have much money after their time with the Brigands, they could offer some magical trinkets with the promise of more upon arrival.

Before the group sets off, Turigoth complains to Niss that he is now in a compromised position, unable to dispatch the Brigands he had originally set out to hunt down, and unable to leave them to their schemes. However, Niss observes that only he gave his own word not to harm the Brigands.

The group returns to Arun'Kid and prepares for their departure. Niss gathers a healing potion from the guardian of the shrine as a favor for having rescued the prisoners of the Gnomes. Enostiel gives notice at her job and Naomi bids a fond farewell to Fesedore, who gives her a small braid with a knowing look, suggesting she wear it when in need of great inner strength.

Before nightfall they travel south and arrive at the town of Salanido but, having little coin of their own, they postpone a desired shopping trip and, after gathering a little information about the area (avoid the towns to the north unless you're looking to be kidnapped), they settle down for the night in rooms adjacent to the Merchants as storm clouds gather above.

Setting: The road from Salanido to Lomithanido

Niss asks around for the best route to Lomithanido. A road to the south-west would take them by a string of prosperous towns, but, as it is often a route of wealthy merchants, there is a risk of bandits. A road to the south-east would get them there in about the same time, but the route is less populated and the wilderness may pose its own risks.

After choosing the latter path, the group of six sets out, but before mid-day they are forced to seek shelter as the weather turns from bad to worse. As the rain gives way to hail, they spy the ruins of a watchtower atop a hill. While the tower itself would not provide much in the way of protection, there is an entrance at the base of the hill amidst what looks like a ruined barricade to a large and sturdy looking room.

While there are three doors to other rooms, they all appear sturdily locked, until, with a crack of thunder heard as clearly from within the structure as from outside, the three doors fly off their hinges. Startled by the storm, a small swarm of rats runs out from the middle door and seriously bites Niss before he can withdraw. Before the rats can advance further, Adrian steps forth and squashes a pair, sending the others scurrying in a wide arc away from the band of adventurers and out into the storm.

With the way inside revealed, Adrian, Enostiel and Niss choose to explore a little deeper, while Naomi guards the Merchants. After a little ways, the corridor broadens into another room. Rain pours down from a hole in the ceiling, apparently leading to the watchtower, and runs into a drain in the floor. There are a few tables and a few metal instruments whose prupose, while unkown, seems brutish. Before further inspection can be made, two hobgoblins, apparently defending their shelter, burst through a door on the opposite wall and attack. While they do manage to catch the adventurers off guard, they are quickly cut down: Enostiel's double-sided sword cuts through one and, in a particularly brutal moment, Adrian's over-sized great sword neatly slices through the other as he attempts to dive under a table for shelter.

The trio strips the two of their armor and weapons and Niss finds an uncharacteristically ornate belt on one of them. Proceeding deeper down the corridor, albeit more carefully, they reach the doorway of what appears to be a tomb of some sort. Scattered about the floor are hundreds of gold coins, and lying atop a stone is the aged body of a long-dead hobgoblin. Thinking back to their prior encounter with the undead, no one is inclined to enter.

Instead, Enostiel notices a smaller tunnel branching to the side. She and Niss head further, but Adrian, still raging from the fight, does not wish to squeeze through the tunnel and instead waits behind and quaffs the healing potion. Before long, Enostiel and Niss spot a spider's handiwork and retreat back up the tunnel. In the mean time, however, the lure of gold proves too much for Adrian and the moment the nearest coin is lifted off the floor, the corpse stirs and attacks with an ancient morningstar.

Unfortunately, the last battle's rage has subsided, and Adrian is severely injured before Enostiel can take some of the undead's attention. Showing more stamina than any foe thus far, the Bugbear zombie both gives and recieves quite a beating before finally being put down. After a quick round of looting, turning up a rare masterwork double-sword, the trio return to the main room and reunite with the others who've watched as the storm clears. Rather than risk any further confrontations before they've rested, the group opts to continue along their road to the nearest town.

END SESSION 3
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The old Jastermereel account seems to have been killed in an unfortunate email changing accident. I am an illegal clone manufactured on a little known island state off the coast of...well...never you mind. Pretend nothing happened and you won't have to face the combined wrath of the Guild of Calamitous Intent and the League of Awesomeness.


Last edited by Jastermereel on Tue Dec 15, 2009 3:59 pm; edited 1 time in total
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PostPosted: Sun Oct 18, 2009 12:25 am    Post subject: Reply with quote

Session 4

Setting: The road from Salanido to Lomithanido

As evening draws near, the players arrive at a small inn at a crossroads. The inn-keeper welcomes the travelers warmly and has a few rooms available, but apologetically informs them that he only has a weak broth to offer them for dinner. Ordinarily he'd offer them a taste of the finest Kalamarian Pasty in a hundred miles, but Gendrew, the local chef, hasn't delivered any in a few days and he's growing worried for him. However, after the players off-handedly mention that they'd just come from the abandoned watchtower, having slain the bugbears, both living and undead, there, the innkeeper suggest that they, being no stranger to trouble, could go and check on Gendrew for him. He's willing to reward them handsomely if they could get the deliveries going again.

In the morning, after the crew rests up, they depart the inn leaving Naomi and the merchants to relax for the day as the trio heads up the small hill to the west to check on the absent chef. The front door of the house is unlocked, leading to a small store-room where the most recent batch of goods is growing stale. The party calls out, but no one answers. Two doors lead off into the residence and Niss, leading the expedition, checks to the door to the south which opens into a dining room. It's set for two, but there are no significant signs of a struggle. However, an adjacent door opens onto the bedroom where Gendrew lays, bound to the bed, bleeding from numerous cuts all over his body; nearby, perched on a desk, is an Imp. Around it lie numerous pages from books it has torn to pieces, but it freezes as Niss enters the room; they lock eyes, and Niss runs from the room, shrieking of the Imp to the others, leaps over the dining room table and cowers behind it.

Ennostiel runs into the room, but sees nothing and begins to undo Genrew's bonds. However, the Imp, drops its temporary invisibility to strike at the distracted Ennostiel. While it delivers a bit of a scratch, and poison is visible oozing from the wound, Ennostiel is unfazed and continues work on the ropes. Niss, finding his own courage, inspires it in others, with epic tales enacted with his puppets. Adrian runs into the room and with a mighty swing, slays the Imp, knocking it halfway through the wall, extending back into the storeroom. As his bonds are loosed, Gendrew awakens but is clearly still quite dazed from the Imp's poison running through his veins. His tattered clothing is stained with his blood, but also a large helping of tomato sause. Amidst half-crazed mumblings he appears to try to warn the players of other dangers of other dangers: "Imp not alone" "calzone raging below" (or perhaps "blow").

As Ennostiel and Adrian try to learn more, Niss has wandered into a nearby Sitting Room. While it appears unoccupied, he is attacked, quite unexpectedly, by a book, a poker from the fireplace and the drawstring from the curtains. As he dives for cover, Adrian runs in, but does not see anything threatening, but is soon attacked by the animated guards of the sitting room. Adrian's axe cleaves the spine of the book, but is eluded by the other menacing objects. Niss, calling upon the powers of the arcane, summons an unseen servant to move a nearby chair drawing the attention of the cord and blocking the poker so that Enostiel and Adrian can pass by unscathed.

Beyond the sitting room is a rather battered looking kitchen with signs of a struggle, with pots and pans scattered across the floor, and vaguely human footprints, mixed with tomato stains, leading down the stairs into the pantry. Ennostiel creeps downstairs and sees even more destruction, with all of the supplies and shelves bashed to pieces and lying in scattered piles across the floor. From around the corner, she hears a strange shuffling, gurgling sound.Adrian joins her and spots around the corner the source of the noises: a humanoid form covered in what looks like pizza dough with tomato sauce and melted cheese oozing from fissures in its surface. The calzone golem sees the intruders and charges the intruders, but misses in a sloppy assault. Ennostiel and a now enraged Adrian cut into it deeply, but boiling-hot juices gush forth, scalding them with every blow. Niss supports them from saftey, and before long the raging golem is cut down, but not before seriously wounding Adrian who would pass out, were it not for her rage.

Moments later, the trio hear a voice from upstairs: "Hello? Gendrew my love? Are you there?" From downstairs the tired heroes call out to let the newcomer know of their presense and purpose, and Andolyn, after reviving her husband, rewards the unlikely rescue party with a small box of potions and, with a bit of magic, heals Adrian to prevent her from bleeding out. She asks that the innkeeper be told that deliveries will be resumed in a few days, after Gendrew has had time to sufficiently recover, and hints that she would like to be left alone with her husband now. As the heroes return to the inn, the innkeeper offers them free lodging whenever they might return, and free food, once the deliveries have resumed.

END SESSION 4

Edit: Oh, and by the way, Naomi effortlessly recovered from a case of Filth Fever she hadn't even been aware that she'd caught from the Dire Rat in Dak'Wi's garden maze.
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The old Jastermereel account seems to have been killed in an unfortunate email changing accident. I am an illegal clone manufactured on a little known island state off the coast of...well...never you mind. Pretend nothing happened and you won't have to face the combined wrath of the Guild of Calamitous Intent and the League of Awesomeness.


Last edited by Jastermereel on Tue Oct 20, 2009 9:48 pm; edited 3 times in total
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PostPosted: Sun Oct 18, 2009 12:53 am    Post subject: Reply with quote

The audio has been uploaded to the regular place.
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PostPosted: Sun Nov 15, 2009 4:40 am    Post subject: Reply with quote

The latest audio segment has been uploaded. Still not totally sure what happened with it. I think it was an audacity issue. I listened to the last bit and it was just repeating about half a second of audio over and over. Maybe audacity has a limit to how long a segment can be...worth paying closer attention to I guess.
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PostPosted: Sun Nov 15, 2009 3:31 pm    Post subject: Reply with quote

Session 5

Setting: The road from Salanido to Lomithanido

Having returned to the inn, the group settles down to rest for the evening, but as night falls Naomi hears a commotion from outside. A small band of what sounds like goblins approaches the inn and demands to know if the innkeeper had seen two humans escorted by a small adventurer band recently. The innkeeper says that he had, but that they'd passed southwards a day or two ago. As the goblins ride off, a small scuffle can be overheard. Naomi crept downstairs and found the innkeeper outside, unconscious on the ground with some minor wounds to his legs and lower torso. She brings him inside and heals his wounds.

The next day the party continues their journey south. Naomi informs the merchants of the previous night's events and asks if they know why they're being tracked. They claim they don't, but Naomi senses they're hiding something.

Setting: Duvik's Pass on the road from Salanido to Lomithanido

Before long, the party arrives at the town of Duvik's Pass. What once was a thriving mining town and a hub of rural commerce is now looking rather diminished. The party sells some of their excess gear with a local merchant and buys a Healing Belt and a Tanglefoot Bag from him. While he makes the exchange at a bit of a loss, he seems happy to have any business at all and tells the party of the town's woes. Through him they find out that the miners of the city were recently hit by a plague, and, in their weakness, were soon attacked by a band of Kobolds who took over the mines. The townspeople have been tending to their sick, but it is unclear how long they can hold on. The party offers to have a look into the mines to see what they can do, while the two traveling merchants decide to stay with the local merchant. Naomi asks him to tell her if they act at all suspicious while she's away.

The mines appear largely empty, with clear signs of the struggle that took place recently. Bloodied shovels and pickaxes lie scattered about and several mining carts are tipped over. Beneath one, a man's remains are visible amidst various chunks of silver ore. The party steers clear of this former carnage, but takes one of the intact mining carts that wasn't derailed to hold a torch and any supplies they may encounter on their way.

Deeper into the mines they encounter a well carved doorway and thick wooden door to the side of the tracks. Inside is what used to be the miner's mess hall, with two long tables lined with chairs and various barrels lining the room. In one corner, a rather pungent stew is simmering over a low fire. To one side of the room, next to a row of barrels, is a closed door. At the far end of the room, half concealed by the tables is a quartet of Kobolds with crossbows. Niss surprises them with a quick demoralizing insult in Draconic while Ennostiel runs towards them. The Kobolds fire, but while one hits Ennostiel, the rest miss (and continue to do so). Naomi takes cover next to some barrels from where she tries to return fire. Adrian takes the central path between the two tables and, before long, has turned two, and then a third of the diminutive barkers into a fine red mist. While Niss emboldens his allies with a tale of a Kobold who was unprepared for winter and died, which "is funny because the Kobold gets dead". As Adrian turns to take on the last of the Kobolds, Ennostiel strikes true and smites, leaving Adrian with a bit of red on her.

In the quiet that follows, the players loot the bodies and open the barrels of the room, though the latter only reveals the crude way the Kobolds had been using the space. Meanwhile, Naomi has turned her attention to lock-picking the door. While she nearly succeeds, picking the lock becomes moot when a key is found on one of the Kobolds.

Inside, five other Kobolds had been lying in wait, hoping their brethren would have faired better. This grouping is dispatched quickly as the adventurers rush into the room. Even a dire weasel that had hidden in the corner provided little threat. The barrels of this room proved a little more interesting with a large supply of wine and lamp oil rolled back to the mining cart. The beef jerky topped with recently butchered rat, however, was left behind when the quartet prepared to delve deeper into the mines.

END SESSION 5
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The old Jastermereel account seems to have been killed in an unfortunate email changing accident. I am an illegal clone manufactured on a little known island state off the coast of...well...never you mind. Pretend nothing happened and you won't have to face the combined wrath of the Guild of Calamitous Intent and the League of Awesomeness.
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PostPosted: Sun Dec 13, 2009 11:55 pm    Post subject: Reply with quote

Session 6

Setting: The mines of Duvik's Pass (while on the road from Salanido to Lomithanido)

Having loaded the wine and lamp oil casks into the mining cart, the quartet venture deeper into the mines. As the entrance recedes into distance, the path beings to slope downward more steeply; eventually the cart no longer needs to be pushed, but pulled to keep it from rolling away on its own. Just before the track ends, the tunnel, previously low-ceilinged, opens up into a large cavernous space above the travelers. Ropes extend upwards leading to alcoves on either side of the space starting twenty feet above the floor. Adrian slowly walks the cart forward with the others close behind.

Suddenly, the floor opens up beneath Naomi, Ennostiel, Nissram and the cart. Naomi deftly leaps to safety, while Ennostiel and Nissram each manage to catch hold of the edge of the pit, slamming into the side but not falling atop the cart twenty feet below.

While Adrian pulls the two up, the barking sound of more Kobolds is heard from above and a few crossbow bolts are released from above. As Adrian and Ennostiel move to return fire from cover, Adrian climbs up a rope to the right side of the hall coming almost face to face with one of the attackers. As the four Kobolds in that alcove prepare to face off against a barbarian thrice their size, M'dox, the lead Kobold fires a clean shot from the opposite alcove causing Adrian to drop.

Niss bravely scurries up the rope and delivers a burst of positive energy from his belt, reviving his fallen ally. While Naomi and Ennostiel pick off Kobolds to the left, dropping them to the cavern floor below, Adrian cuts down the pair of Kobolds nearest, sending the others of the ledge running for cover, and leaps across the gap to confront the leader who, in turn, rushes to the farthest corner and seems to fiddle with a blanket before turning to face his foes.

Seeing his clan dwindle, M'dox calls for a truce, initially in halting Common, and then in Draconic as Niss and Naomi climb up to the alcove and reveal themselves to be proficient in it. M'dox tells of his clan's attempt to claim the mines as their own, only to fall victim to a disease. He asks the adventurers let the Kobolds leave the mines peacefully once the sickness passes and, in exchange, they may may have the ore they'd hoarded and the wealth of the “demon” deeper in the mines. As talks wind down, Niss spots the blanket in the rear of the alcove and convinces M'Dox to begrudgingly let him see what turn out to be two Kobold children.

Realizing that the skirmish with the Kobolds left them seriously wounded and without any means of healing (the belt being drained), the four head back to the miner's mess hall to take shelter for the night.

In the morning, they explore deeper into the mines, though Niss is feeling feverish, perhaps suffering from the same affliction that claimed the miners and the Kobolds. After the Kobold's cavern, the tunnel appears rougher and more irregular; if the miners had been using a natural cave system to mine, they hadn't harvested this deeply before. As the adventurers advance, the air also becomes thicker and more heated and is filled with an increasingly putrid smell.

Around a bend, the caves open up into a larger bowl-shaped room. The bottom appears filled with a pile of corpses in various states of decay with rats running through the pile, chewing on the bodies. At the far end, around another bend, the sound of running water can be heard, but between it and the quartet are a small group of undead Kobolds, slouched over, slowly turning their vacant gaze to rest on the newcomers. Niss and Naomi snipe from cover while Adrian and Ennostiel batter down the zombies who approach, reducing them to a pile of rotten flesh while barely taking a scratch. While the commotion caught the attention of some former miners, reduced to a similar state, they are bottled up, flanked and dispatched without much trouble.

The sound of water grows louder, until they arrive at a final cavern. The air is humid and smells of sickness. At the far end, a small subterranean river flows in from a hole in the wall and out through another but not before mixing with a glowing yellow stream, running over the rocky floor from a large pillar of rock in the center of the room. At its top, an Orc dressed in stained and dirty, but ornate, robes gestures and chants over a pool of the putrid slime that feeds the stream. Though the rocky pillar is coated with lichen, magical runes glow through from beneath.

Wasting no time, Adrian rushes forth and scales the pillar as the figure retreats down stairs on the far side; before he can be followed, however, he growls a few guttural tones, freezing Adrian in place. Jakk Tornclaw, commands the intruders to “Leave now! Or you'll never see the sky again” and issues dire warnings against hindering “them”. Naomi sneaks to the side of the pillar, but is spotted just as she moves to strike. Niss follows but keeps his distance while giving support and sniping. Ennostiel, having paused to recognize the trickling slime as the source of the plague, waded through the river to strike. Realizing himself to be surrounded, Jakk utters an incantation to Gruumsh and darkens the room around him, but the darkness does little to save him. As a dying act he attempts, but fails to cast fear on Ennostiel.

However, as her blade cuts through him, his skin begins to recede and then inflate, becoming bulbous in some areas and bare down to the bone in others. His final words of angry warnings trail off into gurgling snarls. Even in his monstrously diseased state, he is unable to cause serious injury to those around him. Adrian, now freed from paralysis, leaps down the stairways and delivers the final blow only to have the bloated walking corse explode in a shower of bile and ichor knocking out Naomi and Nissram (standing thirty feet away). As the last echoes of the blast fade away, the diseased pool fades and the waters begin to clear.

Adrian, using Nissram's Healing Belt, revives the fallen allies and all began to scour the room for anything of use.

END SESSION 6

On a side note, we've now, over the last 15 weeks, had 6 sessions spanning 7 in game, taking up an average of a page and a half of text (in Word). I expect we'll reach Level 3 on New Years and, provided we can keep a decent biweekly schedule, we'll pick up the pace from there.
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PostPosted: Thu Jan 07, 2010 11:14 pm    Post subject: Reply with quote

Exposition Ahoy!

Session 7

Setting: The mines of Duvik's Pass

In the aftermath of the fight, some party members barely standing, they begin to loot loots the body of Jakk Tornclaw, Cleric of Gruumsh, taking his Holy Symbol, a fine Heavy Mace, and an assortment of potions and scrolls. The Kobolds appear to have been true to their word as the mine is empty as the quartet works their way out of the mine. At the entrance, however, they spot a lone goblin riding a worg sniffing. He carefully eyes each of them, but before either side can draw arms, a strange looking owl swoops in and, with a screech, sends the goblin off running. It, in turn, looks at each of the adventurers and flies off with a hoot.

After returning to town, they collect their reward, and promptly spend most of it on assorted magical knickknacks. The storeowner is visibly unnerved when they mention the worg-rider, as are the traveling merchants who ask the party to leave now, rather than in the morning. The party, however, decides to make use of a local inn with rooms given freely in thanks and baths pushed upon them in disgust at the blood and ichor that covers them.

As the sun rises, they prepare to hit the road and travel the final stretch to Lomithanido. However, growing suspicions along the journey reach a breaking point and the quartet demands an explanation before continuing. Reluctantly, the two explain that while they are not merchants, they aren’t at liberty to explain neither their circumstances, nor their pursuit just yet, but that when they reach Lothmanido, the party may be granted an audience who will both reward them and give them an explanation. Temporarily satisfied, they continue on the road and arrive, uneventfully by early afternoon.

Setting: Lomithanido
Lomithanido is a town, larger than any they’ve yet encountered, but still a town, with a population under a thousand. Near its center lies a large park fully shaded by a single great tree. The merchants lead the party to a small hall just south of the park and ask them to wait outside for a minute or two. In the brief wait before they are permitted to enter, a familiar hoot is heard.

Entering the hall, the party sees half a dozen figures, dressed well, but not in finery, sitting around a large wooden table. They thank the party for escorting their scouts home again, giving them both a reward in coin and of knowledge, as is more their custom. They are of the Andave’Cenda, an independent group of scouts, spies, lore-keepers, and influence peddlers. While a responsible city or nation has its own intelligence gatherers, they can often be territorial and short sighted. The Andave’Cenda owe no allegiance and claim no territory as their own, but instead watch for the larger or more hidden threats that others may miss.

Those present in the hall are of the Lomithanido chapter of the Andave’Cenda. The two “merchants”, Linaewen and Parma were relatively new initiates; they had been tasked with tracking the dire elk populations in the midlands near Arun’Kid, aiming to prevent overcrowding and stampedes, when they were ambushed by brigands, who mistook them for locals, and taken to the brigand’s base in the woods. The brigands lived aboveground in a small fort suspended in the trees, but they also had space beneath the ground. Linaewen and Parma were taken down into the small cave, past a small group of goblins and hidden behind a false wall. The brigands expected a ransom for the two, not knowing them not to be local, and while the scouts did have some trinkets on them for use in the wild, the brigands were simply looking for gold. However in the time behind the wall, Parma, who speaks goblin, could hear the goblins talking. Apparently the goblins were employing the brigands to scout out the area and, in exchange, they’d be given favored status by the goblin’s tribe. Parma could also hear discussions of troop movements. While any given tribe of the goblinoid races may have fighters, there are rarely enough to justify organized plans. When the players staged a raid on the Bandit camp, Linaewen and Parma were released and caught a glimpse of maps of the Ka’asa mountains to the North-East. On the way out Linaewen tore a small emblem from the goblin's supplies, but fumbled it a little. The goblins realized they knew and would have killed him then and there but for the two armies outside the base. They've been tracking them ever since trying to keep anyone from raising the alarm.

The torn emblem bears the image of a red claw in front of a yellow circle. The Andave’Cenda have seen it before and Linaewen and Parma’s stories match with information they’d been gathering, but the rural chapter is in no position to combat the rising threat; word must reach the capital city Bet Kalamar. As, the two scouts don’t have the training for such a mission, the Andave’Cenda offer the mission to the party, who have shown they can handle themselves in a rough environment. They give each member of the party a small pin with the Andave’Cenda’s emblem on it; while they shouldn’t flash it to everyone, it may help to identify the city’s chapter upon their arrival. As the chapter’s leadership suggests the players take horses from the stable at the North end of the town to speed their journey, the party hears a series of low, rumbles.

Suddenly, a large boulder crashes through the wall of the hall, instantly killing one of the members of the Andave’Cenda. A large hill giant can be seen through the hole peering in to survey his strike as he lifts another heavy stone. As the party flees the building, they find the streets deserted save for the giant, and four worg-riding goblins. Naomi makes a dash for the stables, picks the lock on the barred windows and, after a fumbling an introduction and pushing her way through a quick deal with the terrified stablemaster, rides off into the woods. Nissram makes it to the stables, buys two horses and rushes back to Adrian and Ennostiel, who cannot hope to out-pace the worgs on their own. Adrian takes one and Ennostiel joins with Nissram as they ride out of town with the goblins in hot persuit.
Before long, the quartet rides up to bridge over a river. However, the strong rains from a few days past have turned what might otherwise be a quiet and slow flowing waterway into rapids which washed much of the bridge away. Naomi makes it over the gap with her horse, but Ennostiel and Niss slip off their mount and land on the bank of the river while their horse clears the jump. As the worg riders near, Adrian scoops up Ennostiel and charges over the river while Niss takes a running leap across. The goblins race up to the edge, but seem strangely unwilling to cross the river and, turn back, disappearing into the woods where the ogre can be heard. As dusk falls, the quartet comes across a well dressed Hobgoblin sitting at a campfire who invites the party to stay, if they are friendly. Niss, Adrian and Naomi take the occasion to rest for the evening, but Ennostiel stays up, keeping an eye on the Hobgoblin.

However, in the night the campfire goes out and, as sunlight breaks through the trees he is nowhere to be found, though tracks lead off into the woods. By mid-day the tall walls of Bet Kalamar are visible, with small clusters of buildings dotting the land outside the city’s protection. However, before the party can reach the city gates, a goblin, small and fast, but lumbering under considerable bulk, sprints out of the woods, runs up to the party and explodes in a great fireball.

END SESSION 7

Session 8
Setting: Bet Kalimar

The party awakens in what seems to be a hospital of sorts. Each is wearing the clothes they were in, but their armor and weapons sit by their bedsides. As they stir, attendants call for the captain of the guard. Kardith is a rather large man and, after gaining control of the conversation he demands to know what “you three and your mechanical hireling” were doing near his city; guards patrolling the wall spotted a massive explosion a little ways off and found the party unconscious and badly burned. Confused about his mention of the “mechanical hireling”, eyes fall on on Ennostiel who no longer appears as a Grey Elf, but as a creation of metal and wood with the face like a cracked mask of a Grey Elf. She protests that it must be an enchantment, some effect from the goblin’s explosion. Largely interested, Kardith simply states that provided none of them intend to cause any trouble, they are all free to go; however, he warns that they should stay out of the docks district as there’s been some trouble there with a plague and that it has been quarantined.

As the party gathers their things, several members find a note amongst their belongings, signed with the mark of the Andave’Cenda, asking them to meet near the north bridge. They arrive around dusk, but instead of an envoy, they find a cloaked figure rummaging through the pockets of a corpse. Before any can attack, the figure runs to the edge of the bridge and leaps off. Ennostiel leaves to find members of the local police-force while Naomi goes over to the body to investigate, but the cloak figure reappears, swinging up from under the opposite side of the bridge and strikes. Adrian charges and drives him back a little while Naomi receives healing from Niss. Three further cloaked figures slink in from the shadows and join the one, but upon seeing Ennostiel return with a trio of guards, all of the assailants quickly depart.

The party gives a description of what they saw, but there is little to tell. Nissram spots the Andave’Cenda mark on the inside of the body’s cloak while Naomi fleeces the body; While she finds a small coin purse, Nissram inquires as to what she’s found a little to loudly and the guards confiscate the body and the man’s belongings and return to their headquarters. As they leave, Naomi spots a figure in another alleyway watching the party, but it disappears when Ennostiel calls for the guards.

As night falls, each member of the party finds their own way to the Broken Anvil Inn. Niss spends some time performing while Adrian spreads word of the fine people of Dodera. Naomi, upon arriving at the inn, spots, and is spotted by a figure who resembles the one that disappeared after the conflict at the bridge. While talking quietly in the corner, she is informed that the dead man was Andave’Cenda’s envoy, meant to meet them, but he was attacked. He asks her to gather her people in the morning; he will find them and take them where they need to be.

Meanwhile, Ennostiel goes out into the streets to seek information of her “curse”. Before she can find anything, however, the owl finds her and lands atop her head. After some shooing, it perches on her shoulder but refuses to budge from there. While frustrated, she continues with her quest. After meeting with a disreputable potion-dealer and a disinterested guardsman, she finds a librarian of sorts. Upon retelling her tale, he reluctantly explains to her that she is not a cursed elf, but a confused construct: a creature of metal and wood. He reaches up and removes the cracked mask from her face as evidence, noting that masks sometimes may be used to enchant a subject – in her case, so as to appear in all respects as a grey elf. She asks if he might research the topic more, and returns to the inn for the night.

In the morning, Naomi explains her meeting to the others and, shortly after leaving the inn, the contact finds them as promised. He is Elzedar, a stooped creature with a mottled and mildly disfigured face, but one who seems comfortable in the shadows, appearing as though from nowhere. He takes them through various small alleys and backroads until they reach the local chapter of the Andave’Cenda lead by Anduin, a magical being with a glowing halo of arcane writing levitating around her head.
The party conveys the news from the north, showing the small torn badge reclaimed from the goblin’s hole in Arun’Kid so many miles ago. Anduin has seen the symbol before and is distraught by the news of the goblinoid movements in the North-East. She and the other agents of the Andave’Cenda have been using back-channels to urge the leadership of Bet Kalamar to send scouts and eventually a military presence to combat this very threat, but they have been unsuccessful thus far. The armed forces are being used to keep the docks district quarantined and what’s more, other factions in the city have been undermining their efforts. Several Andave’Cenda agents have made it past the quarantine to see what is happening there, but only one has made it back. Anduin looks distraught as she explains that the agent didn’t report in, but was instead found wandering the streets and had no memory of his mission or of the Andave’Cenda for that matter.

Despite the dearth of intelligence, Anduin suspects the Lord Jarasco, a local merchant boss, may be involved. For years he and his organization have been major players in the city’s political stage, but made few allies outside the corrupt sections of the aristocracy. Lately, though, he seems to have undergone a transformation and has been working to improve relations with the common citizenry; holding large parties one neighborhood at a time, using his wealth to entertain them. While such a change could be an honest one, Anduin doubts it. His agents are among those working to undermine the scouting effort. For years he has worked to confirm the existence of the Andave’Cenda and expose them; while he has been hunting them out, he has not yet been successful.

Anduin asks if the adventurers might be willing to take on another mission for the Andave’Cenda. In two days, Jarasco will be holding another one of his parties, but tavern, owned by Lord Jarasco, is connected to one of his organization’s offices. Perhaps they might attend and, if the opportunity arises, find out the real story of what’s going on.

The quartet agree and have two days to find the supplies they need, while Anduin pulls strings to get passes to the party. Before leaving, however, several members wish to call on Anduin’s extensive knowledge for some personal questions. Adrian, having extended a common greeting earlier, extolling the virtues of the Doderan people, inquired further at the mild displeasure Anduin seemed to express at the mention of her nation. Anduin strives to smooth things over diplomatically, but Adrian seems less than completely placated by her assurances. Ennostiel explains what happened with the exploding goblin, and later with the librarian. Anduin concurs with the findings of the local librarian and pledges to search the Andave’Cenda’s archives for more information on her condition. Naomi asks if the emblem they brought from the north might be related to the Crimson Talon, the mercenary group that slew her love and stole her child. Anduin is unsure, but similarly promises to explore such possibilities further.


END SESSION 8

It took about a week to get through the whole write-up after the two sessions so my memory wasn't quite as good given the extra material and the extra time to forget, so if there are any errors or omissions, let me know.
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The old Jastermereel account seems to have been killed in an unfortunate email changing accident. I am an illegal clone manufactured on a little known island state off the coast of...well...never you mind. Pretend nothing happened and you won't have to face the combined wrath of the Guild of Calamitous Intent and the League of Awesomeness.


Last edited by Jastermereel on Thu Jan 21, 2010 2:23 pm; edited 2 times in total
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PostPosted: Sun Jan 10, 2010 8:36 pm    Post subject: Reply with quote

Looks good to me - I'm impressed you got that much detail in it. Question - are we still using the Google calender thing to keep track of D&D weeks? Or was that just kind of a one time thing?
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Jastermereel
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PostPosted: Sun Jan 10, 2010 10:10 pm    Post subject: Reply with quote

The detail was why it took about a week to finish writing it up (which in turn was why there wasn't more as well). Some of it was easy as it was the exposition I'd already had in my head, which might include more than was said actually (Community Chest card: DM error in your favor)).

As for the calendar, I'm going to try to keep it up a little, but I haven't really given it much thought recently and wasn't sure how many people were interested in it at all. It was started when there was a crunch, but when schedules are normal enough, it might not be as crucial. However, for reference, though, I'll be available for the next two weeks and then out on the 30th for a trip to visit grandparents. I had hoped the new year would avoid more schedule conflicts but twas not to be. So we can either do a double set of weeks or we can do one, and shift one or...well anything really, other than use the 30th.
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The old Jastermereel account seems to have been killed in an unfortunate email changing accident. I am an illegal clone manufactured on a little known island state off the coast of...well...never you mind. Pretend nothing happened and you won't have to face the combined wrath of the Guild of Calamitous Intent and the League of Awesomeness.
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PostPosted: Thu Jan 21, 2010 2:23 pm    Post subject: Reply with quote

Session 9

Setting: Bet Kalimar

While Elzedar of the Andave’Cenda seeks out passes to the Lord Jarasco’s masquerade ball, the adventurers prepare. Naomi and Adrian, lacking suitable costumes seek out a specialty tailor. The tailor, being aligned with the Andave’Cenda allows them to rent outfits at a discount, but cautions that the deposit is contingent on the outfit’s return condition. Naomi garbs herself as a Black Dragon, while Adrian chooses the look of a handsome bearded pirate before purchasing a masterwork large great sword at the weapon-smith’s next door. Niss, having bought a Vestment of Many Styles while on the road, is simply transforms it into a “big thing of feathers” and Ennostiel, while still perplexed by her new form feels it should suffice as a costume.

As the party draws near, bad news finds them: Elzedar has only been able to acquire two invitations and, furthermore, no armor or weapons will be permitted at the event. Consequently most of the gear must be left back at the Broken Anvil Inn where the quartet is staying; however, Naomi decides to attempt to smuggle in a dagger and a single vial: a potion of invisibility.

As guests begin to line up outside the party hall, Naomi attempts to pickpocket an additional invitation, but fumbles the attempt and is forced to flee as the victim begins to shout. Thankfully, the private guards are more concerned with watching the door and checking invitations and don’t spare the commotion a glance. Adrian has no trouble entering, and Niss is able to pass Ennostiel off as a construct servant, which, as his property should need no invitation. Once the others have entered, Naomi has better luck with a less observant guest and an even less observant guard who accepts her excusing the vial as her “medicine”.

Inside, the ballroom has been decorated with crepe paper streamers and magical lights dart about to illuminate the crowd. An elven band provides music as a growing group of revilers begins to dance. Most, however, are near the bar, enjoying the free food and drink, while others mull about in the second floor’s balcony enjoying the chance to put on airs for the night.

While mingling, Adrian greets others with the usual Doderan sales pitch, apparently forgetting that the party is for local residents of the city. Thankfully, those within ear-shot assume the rehearsed-sounding line to be just as part of the costume as the gaudy outfit and the rocky gray “face paint”. Niss nearly does the same, going so far as to name the inn the quartet is staying at and to none other than Lord Jarasco himself, as he works the crowd. However, a large ape-like figure, a Hadozee, emerges from a room on the second floor seeking Lord Jarasco’s attention, and so Niss’s intrusion is excused as Jarasco magnanimously puts for that there is plenty of food and drink for all.

Naomi takes an interest in the room on the second floor but, finding it locked, regrets the decision to leave her tools at the inn; she asks one of the party-goers for a hairpin, but the request is rejected disdainfully. Niss, unable to open the door by drunkenly shouting “let me in!” at it, is able to smooth things over for Naomi and even manages to come away with a spare hairpin. However, between the casually watchful eye of the crowd and the makeshift nature of the tool, Naomi is unable to unlock the door to the backroom.

In the mean time, Ennostiel was spotted by Oskias, the librarian she met while roaming the city. While he is very clearly intoxicated, he exclaims that he has great news on her condition and asks her to stop by his offices in the morning.

Adrian, in a later conversation with Lord Jarasco finally manages to destroy the remnants of a cover story. However, he simply suggests Adrian ask the bartender for a glass of the Mor’dal’an Ale; while it’s a bit stronger than what most of the party-goers can handle, a heavyweight like Adrian should be able to handle it better than most. He extends the offer to the nearby Niss as well, but Niss politely declines.

A commotion at the front door draws Lord Jarasco’s attention. From the second floor the adventurers spy Kandar, the hobgoblin messenger they shared a campfire with some days before, being barred from entry by the guards. Lord Jarasco allows him in but is clearly annoyed at his untimely appearance. Niss works his way over to the duo, slouches in a nearby chair and listens-in as Kandar tells how he found Jakk Tornclaw slaughtered in his cave with his work undone. Lord Jarasco briefly appears displeased but quickly hides his reaction and demands that further discussion wait until they might have more privacy. Kandar downs a drink from the bar but, recognizes Niss as he walks past his table. Niss pretends he doesn’t recognize him, but Kandar is unswayed. Fortunately, Kandar does not appear to suspect Niss or the others in the death of Jakk Tornclaw.

Around the ballroom, several revilers pass out; Oskias and Adrian are among them. The guards briefly leave their posts, pick up the fallen and take them upstairs to the back room. Those that they pass are told, “We’ll take them home after the party. For now, let’s just let them sleep this embarrassment off, shall we?”

Naomi finds a dark corner, quaffs her potion of invisibility, and circles around the upper balcony getting to the back room’s door just as it locks shut again. With hairpin at the ready and no longer risking being seen, she unlocks the door and slips inside. There, the guards lay the unconscious party-goers on a large table. On the other side of the room, three Hadozee work at opening several crates while a fourth, the one seen talking to Lord Jarasco earlier, shouts at the guards for having left the door open. Naomi slips out of the way as the guards file out of the back room to return to watching the lower-level. While they re-latch the door on the way out, Naomi quietly flips the latch back after they’ve gone.

With the room secured, the Hadozee begin their work. One carefully takes a small box from a crate, carries it to the first of those laying on the table, and slides it open over their mouth, letting something dark drop inside. Naomi thinks quickly and, as the Hadozee watch over the second procedure, she slips over to the crates, pockets one of the small boxes and dumps the contents of a second one on the floor sending a large roach skittering across the floor. The head Hadozee, angered at his subordinate’s carelessness shouts at them to squash it while he finishes with the second victim.

Meanwhile, Niss and Ennostiel, having seen the guards exit the back room walk over to the door; Niss begins to drunkenly hammer on it. Having squashed the roach, but displeased by the constant interruptions, one of the Hadozee walks to the door and opens it a crack to tell Niss to buzz-off. Before he can, however, Niss and Ennostiel grab the door, swing it wide open and push inside. Niss casts a sleeping spell on the room causing all but the head Hadozee and Naomi, still invisible in the corner, to drop to the floor.
While Ennostiel and Naomi move to flank the remaining Hadozee, Niss works to shake Adrian awake. Naomi, dropping the veil of invisibility strikes out at her foe but misses and Ennostiel has similar luck. The Hadozee calls out for the guard to return, draws his rapier and tries to push Ennostiel out of his way, but the she holds her ground. Niss, taking a slightly more drastic approach, rolls Adrian off the table and onto the floor with a boom that resonates through the room; Adrian clearly still groggy and rather confused as to what’s going on, makes a run for it with Niss. Naomi, sensing it’s time to go, retreats from the room and follows Adrian and Niss as they leap from the second story window, though taking the fall rather badly. The Hadozee brutally slashes at Ennostiel with his rapier, and she, in turn, withdraws pausing only to pick up Oskias. The guards, answering the cry for assistance, try to batter Ennostiel down, but she eludes them and follows the other out the window, landing on the street below with a groggy Oskias over her shoulder.

END SESSION 9
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The old Jastermereel account seems to have been killed in an unfortunate email changing accident. I am an illegal clone manufactured on a little known island state off the coast of...well...never you mind. Pretend nothing happened and you won't have to face the combined wrath of the Guild of Calamitous Intent and the League of Awesomeness.
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PostPosted: Tue Feb 02, 2010 10:56 pm    Post subject: Reply with quote

Session 10

Setting: Bet Kalimar

Staggering to their feet, the party runs off to the Broken Anvil Inn with a groggy Oskias over Ennostiel’s shoulder. Naomi makes it to the steps of the Inn first and peeks in the door only to find Lord Jarasco talking with the bartender. She doubles back and reports to the others; Ennostiel is incredulous that he could have arrived here before they did. However, unwilling to abandon their gear, they set Oskias down in an alcove in the neighboring alley and proceed to enter the bar one at a time to avoid drawing attention: Nissram uses his cloak to sneak into the west wing of rooms, followed by Naomi and a surprisingly inconspicuous Adrian. Ennostiel, however, is noticed as she enters and walks towards the east wing of rooms ignoring Lord Jarasco’s commands to halt. As she enters the east wing, she can hear several chairs move as people rise, but none appear to follow her.

The other trio quickly gathers their belongings and those of Ennostiel. Niss peeks out into the main room, but Lord Jarasco has disappeared and the bartender is nailing up a message on the back wall. Disguising himself in a heavy cloak to avoid detection Niss walks over and peers at the note: Lord Jarasco has put a bounty on a traveling trio, a Catfolk, a strange gray behemoth, and their construct. On his way back to warn the others, Niss notes that a pair of men have moved from their tables to either side of the door, but don’t appear to be watching him. Leaving as quietly as they came, the trio sneak back out one at a time.

Once outside, they bring Oskias up to speed on what happened at the masquerade ball and the roaches the Hadozee had been implanting. Adrian takes him by the hand and starts off to the Andave’Cenda meeting place, but Niss and Naomi wait for Ennostiel at the bottom of the steps and in the shadows respectively. Neither waits long, however, as Ennostiel comes barreling out of the front door, having sprinted past the two thugs nearly knocking Niss over in the process. They take off towards the meeting place, but the ruffians, interested in the bounty, follow, and Naomi, unnoticed, follows them.

Elzedar lets Nissram, Adrian, and Oskias into the entry room. He initially looked displeased, having just started to hear about the chaos that broke out at the masquerade ball, but he is further angered upon realizing they’ve brought a stranger into an Andave’Cenda safe house. Ennostiel soon arrives and lets them know she’s been followed, sending Elzedar into a rage, turning his dark and mottled skin a deep purple color; he throws up his hands, drags her into the back room and tells Niss and Adrian to deal with the situation, before locking the door behind him.

A knock is heard at the door and, thinking fast, Niss replaces his disguise so as to appear elderly and infirm while Adrian hides to the side of the door. Upon answering the door, his appearance initially confuses the two thugs. However, while they do not recognize him as one of the targets, they can tell he's hiding something. Niss steps back, feigning fear, until Adrian slips behind the two thugs and cuts them down with a single mighty swing.

Ennostiel and Elzedar return from the back room and Naomi walks in the front door. While figuring out what to do with the bodies, Elzedar listens to their tale of what happened at the party and afterwards. While recounting the tale, Oskias recognizes the descriptions of those who were next to him in the back room; each lives and works at one of the shops near his.

When Naomi reveals the box she's been carrying, Elzeadar is shocked: the roach-like creature is only in the larval stage. Once ingested, it rapidly grows and consumes its host from the inside while preserving the general form. However, while it can walk and, with time, learn to talk as the host creature did, all of the host's memories are destroyed in the process. While it is unclear why Jorasco would be inflicting this fate on citizens of Bet Kalimar, the roaches' presence is a sign of worse news: as the larval form cannot survive long without a host, Jorasco must have a brood-mother nearby, possibly in the quarantined area of the city.

As Elzedar slips away to research further, Oskias explains to Ennostiel what he had only hinted at in the party. However, he appears to be under the impression that she is trained in the magical arts, citing the owl that followed her, acting as a familiar would. While Ennostiel explains that she is more martially trained, Oskias points to the runes in the mithral filigree in her armored body. He explains that while her kind are normally immune to magic, they are often unable to create magic of their own, but the intricate mithril work, clearly applied after she was built, were intended for magical purposes. Upon closer inspection, he recognizes the style and craftsmanship of Ma'ar'tha Ol'a'de, a powerful artificer whom he was in correspondence with until she abruptly stopped some months ago. Ennostiel recognizes the name of her “grandmother” and mentor and tells Oskias of how she was murdered. While both knew she was working on something big, neither can tell what it was.

Elzedar returns with news for Naomi. Kale had been keeping quiet for some time before he attacked Naomi’s people and disappeared again shortly thereafter taking the Crimson Talons with him. There have been rumors of him creating something larger, possibly connected to the trouble in the north. However, if true, her revenge will be more difficult than initially imagined; it is one thing to kill the head of a band of assassins, but quite another to take on a powerful warlord. While reluctant to deliver more bad news, Elzedar tells Naomi that amidst the rumors, there hasn’t been a single mention of her son, Troy.

With a bounty on three of their heads, they agree it would make sense to lay low, but Naomi wants to find out more of what's going on; she proposes that she and one other party member go to one of Jarasco's major offices, under the guise of having information on those he seeks, and once inside, giving him a truth serum they found some time ago. Furthermore, Oskias fears for what Jorasco's plot means for his neighborhood and, more directly, for his shop. While Elzedar, seeing in him a useful ally to the Andave'Cenda, offered to let Oskias might stay in their offices until the situation is resolved, Oskias still wishes to be escorted to his home in the morning to gather some of his things before Jarasco's thugs arrive.


END SESSION 10

Edit: Paragraph 3 modified.
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Last edited by Jastermereel on Wed Feb 03, 2010 11:22 am; edited 1 time in total
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PostPosted: Tue Feb 02, 2010 11:07 pm    Post subject: Reply with quote

Cool, I actually read this time. Only change is that Niss was the one that waited for Ennostiel by the main entrance to the Inn.

I feel like we are well accomplished...
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PostPosted: Mon Feb 08, 2010 4:41 pm    Post subject: Reply with quote

Pop Quiz!

Who can tell me:

A. What was the "smack talk" between the team and V'rath in the street outside Oskias's shop?

B. What did Niss say to the bounty hunters before hostilities began?

C. What, exactly, transpired between Adrian, Ennostiel and the Andave'Cenda when they returned?

Bonus points: Who wants to transcribe some of the details next time so we don't lose assorted details? Razz
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PostPosted: Tue Feb 09, 2010 7:27 pm    Post subject: Reply with quote

From what I remember...
Niss tried to convince V'rath to share info about Jurasco's evil plans in exchange for his life. V'rath in turn seemed disgusted that this "filth" was standing in the way of his master's plans. (until Adrian pummeled him the first time and took half his health, then he got nervous).

And I believe Niss was trying to diplomacy his way out of being captured by informing the bounty hunters that Jurasco was the evil one and that by capturing him (Niss) "one of the good guys" they were bringing themselves a lot of misfortune down the road.

Sorry, Naomi wasn't around for the other stuff.

Does that sound about right?
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PostPosted: Fri Feb 19, 2010 10:19 pm    Post subject: Reply with quote

Session 11

Setting: Bet Kalimar

In the morning, the five arise and prepare for the day with Ennostiel receiving and studying a spellbook given to her by the Andave’Cenda. Donning large cloaks as a precaution against casual glances from would-be bounty hunters, they set off toward Oskias’s shop nestled in the corner of the merchant district on the east side of Bet Kalimar. On route, they pass through the hustle and bustle of the marketplace, but by the time they can see the shop, traffic has thinned away. However, the shops near Oskias’s have their windows covered and persons dressed as beggars are slouched in doorways. A stench of sewage is in the air, but Oskias claims that it’s not so bad. “Living near the sewage maintenance tunnels, you get used to it. In fact, there’s a hint of lilac with it today.” The others exchange skeptical looks and enter the shop.

Oskias’s shop has been ransacked with papers and books strewn across the floor, but nothing appears to be missing. Oskias ducks into the back room, promising he’ll only be a minute, as he searches for a few important items. Ennostiel follows him in and is soon presented with a pair of leather gloves with glowing arcane runes covering the palms. Amidst the relative quiet, a noise is heard from the floor above them in Oskias’s loft. Nissram, peering out the windows, spots several of the figures in rags approaching, but with halberds drawn. A hadozee, seen last night in charge of those at the party, comes down the steps with rapier drawn.

Ennostiel eases out of the side room and blindsides him with a casting of Chill Touch, with her first magical act. While he cringes in pain, he does not seem weakened. Adrian strides forth and, with a mighty swing, misses the simian combatant. He retaliates withdraws up the spiral stairway a little. Adrian climbs closer to the hadozee and swings and misses again before he retreats fully into the rooms above. Nissram, more concerned with the gathering of armed men outside than the single foe by the stairs, slips over to the door. Peeking out the barely open door, he sees that some of the armed men have positioned themselves near the entrance to the shop and others just beyond them. He casts Sleep and the guard to the right of the door collapses, but the others are unaffected. Ennostiel, aids Niss’s efforts to clear a path by cutting down the guard to the left of the door. Oskias, finally taking the hint that the shop isn’t safe, follows behind Niss and Ennostiel into the street. Four of the halberd-wielding strangers stand in front of the store with the hadozee by their side. To the other side of the alley, down a thin set of stairs is the sewer maintenance entrance; strange sounds and light emanates from the edges of the door.

Adrian, frustrated by a series of misses, charges forth from the shop in a rage and cleaves one of the halberd-bears in twain, drawing a red line in the street between the two groups. Having seen three of their own dropped in a matter of seconds, the others thugs are reluctant to approach further. Naomi, still inside the building, eases open one of the windows facing the street and readies a crossbow shot.

Niss, feeling confident, demands to know Jorasco’s plans and, in exchange, offers the Hadozee and his men their lives. The Hadozee rejects the offer, disgusted that such filth would stand in the way of his master’s plans and demands his men attack. Adrian, seeming pleased at the lack of a peaceful resolution and still seething in a bloodrage, advances on the hadozee, slices clean through one thug and cuts the hadozee close to the bone. Realizing that he can’t take another hit like that, the hadozee takes off down the street, nimbly keeping away from the grey menace’s swinging sword. Naomi takes a shot, but misses him in his retreat. Ennostiel offers the two remaining thugs a safe escape and both take off; however, a frenzied Adrian doesn’t extend the same offer, charges off after them and cuts down all but the last thug with a single blow. Coated in and surrounded by the blood and entrails of his companions and boss, he justifiably soils himself and wordlessly surrenders.

The four adventurers, Oskias, and the terrified (and malodorous) thug, head off back to the hideout, but on route Naomi and Niss spot a sizeable lizard sitting near the entrance to an alley. Unlike other assorted animals and vermin of the city, it appears to be staring directly at the traveling band and, even stranger, it seemed to sparkle or shimmer. As they near the alley, however, it spins about and darts back into the shadows. Always the curious sort Niss follows it with Naomi sneaking quietly behind him. The rest of the band, intent on returning home continues on their way.

The alley continues for some twenty paces before ending in a brick wall with a small wooden door, under which Niss spots the lizard disappearing. From above him, a voice calls out to him. “You there, cat, surrender now.” A figure, making no secret of his arcane powers, stands on a small balcony looking over the alley. Near the end of the street, an armored human wielding a large mace steps out of a doorway. Niss tries to dissuade his would-be assailants, arguing that Jorasco’s plans are bad for everyone, but they are unmoved. The wizard tosses a small leather bag at Niss, coating him with a sticky sap-like substance that slows him as he bolts for the door where he saw the lizard. Finding it locked, he runs back towards Naomi. Trying a different approach, she “grabs” him yelling “gotcha!” in an attempt to convince the bounty hunters that she’s been beaten them to their prize. However they are only confused, for while they believe that Niss feels he has been caught, Naomi’s performance is somehow less convincing. Realizing the jig is up, she bolts for the alley entrance slyly ducking out of the bounty hunter’s flail. Unwilling to miss their true prize, the wizard Dazes Niss as his ally walks over, trips Niss and binds him for travel.

Niss tries several approaches to talking his way out of trouble by explaining the situation, but finds little success. He convinces them that he’s with a group called the Andave’Cenda and that they’d pay more for his return than Jorasco would pay for his capture, but, while they’re interested in this other group he mentions, Jorasco is a known power in the city and is not to be crossed. When Niss tries to convince them that he’s evil by explaining the plot with the roaches, but they aren’t concerned about the city, just the next job.

Naomi trails the trio from the shadows as they march off to Jorasco’s market office and then quickly doubles back to inform the others.

END SESSION 11
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PostPosted: Sat Feb 27, 2010 4:40 pm    Post subject: Reply with quote

Session 12

Setting: Bet Kalimar

Ennostiel and Adrian return to the Andave’Cenda hideout with Oskias and a prisoner in tow. They give Elzedar a quick explanation of what happened at Oskias’s shop and who the captive thug is. Before the pair head out again to check in with Naomi and Niss, Oskias gives them some of his possessions that he gathered from his shop, hoping that they’ll be of use to them.

On their way back to the alley, they run into Naomi who tells them of Niss’s capture and shows them Jorasco’s office, where he was taken. Rising above much of the rest of the market district, the three-story building is dotted with barred windows and looks solidly built. There doesn’t appear to be an easy way in except for the front gate, flanked by two guardrooms. Reluctant to waltz right in, Ennostiel and Adrian head off into the market in search of incendiary material Naomi watches the office for guard schedules.

Meanwhile, Niss has been brought inside and locked in the closet of what appears to be a library room. While he is able to slip free of his bonds, he is unable to pick the lock on the door. However, peering out the keyhole, he summons an unseen servant to scout the room for a key and, finding none, create a signal for the others by tearing pages out of a tome of old poetry and dropping them out the nearest window.

Niss isn’t left waiting for long, before Jorasco and a Hadozee guard come by; neither of them spot the book by the window. Jorasco demands to know about Niss’s employer, citing the Andave’Cenda by name, and why he had crashed last night’s party. Niss denies being an agent of any group and explains that the trouble at the party was due to one of the Hadozee trying to implant a bug in Adrian. Jorasco seems a little confused, and ends the interrogation, leaving Niss locked in the closet again. Niss hears a booming maniacal laugh with just a hint of a surprisingly girlish giggle mixed in come in through the window from somewhere out in the marketplace.

On a completely unrelated note, Adrian and Ennostiel, managed to procure a dangerously large supply of Alchemist’s Fire (40 vials) and returned to the offices. Just as they prepare to lob vials of the stuff through every window in reach, Adrian notices a small pile of papers at the base of one of the windows on the Eastern side of the building. Putting the firebombing plans on hold, Adrian scales the side of the brick building and calls to Niss and tries to break the window open. Sadly, after having expended so much energy and fury by Oskias’s shop, not a full hour ago, Adrian is unable to summon the strength to bend the bars open, even after quaffing a potion of Bull’s Strength.

This commotion doesn’t go unnoticed, and a Hadozee soon comes out of the front gate and demands that Adrian get down off the building. Not getting much of a response, he then asks Ennostiel to try to talk some reason into Adrian, explaining that they’re both invited to come inside to help sort this matter out. Two human guards join the Hadozee who, tired of being ignored, lobs a javelin at Adrian, missing by inches. Another one, investigating the matter from inside tries to knock Adrian away from the window but meets with little success. Adrian retaliates by trying to toss a vial of Alchemist’s Fire at the guard through the window. However, the toss goes awry, strikes the window’s bars, and succeeds only in lighting Adrian’s pants on fire. Further, as it is hard to combine clinging to the side of a building by one’s fingertips and putting out flaming pants, Adrian drops to the ground. After putting the fire out, Adrian stands, largely unharmed save for severely singed pants, and attempting to salvage a little dignity from the situation, acquiesces to the guard’s request and follows him inside, joined by Ennostiel.

Naomi, unwilling to be left outside, makes use of her new cloak (a gift from Oskias), vanishes from sight and slips in behind the others follows the duo inside in time to hear Adrian demanding the guards acquire a new pair of pants to replace those burnt by the fire. As the others are taken down a long hallway and into a larger room, Naomi checks out the various other rooms on the first floor. However, nothing stands out as being nefarious; mostly accountant types fussing over piles of trade documents.

Adrian and Ennostiel followed the guards into a large round room, with a spiral staircase circling around above them. On the second story balcony, Jorasco, flanked by guards, demands to know what their business is in town. Ennostiel claims that they have dealings with a merchant in the city, but haven’t yet found their contact. Jorasco, certain he has found agents of the Andave’Cenda, pries further at the alibi, asking about their presence at his ball, their scuffle at the north bridge. However, Ennostiel and Adrian explain that they had been given tickets by a friendly stranger at the Broken Anvil Inn and that the fight at the bridge was in defense of the man the perceived as being under attack. Jorasco, unsure what to think, glances above them to the third floor balcony where the Hobgoblin they met on the road to Bet Kalamar stands, and asks if they’ve recently spent time in Duvik’s Pass. While Ennostiel admits they were there, she explains that they simply cleared the town’s mines of some Kobolds before passing through.

Satisfied with the line of questioning thus far, Jorasco asks the pair if they might mind waiting upstairs while he tracks down some information about their merchant contact nothing that he’ll have their friend join them shortly. The two agree, and are placed in a room on the second floor. Meanwhile, Naomi, having scouted out much of the second floor, retreats into a corner of the library upon hearing footsteps climbing the stairs.

END SESSION 12
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PostPosted: Fri Mar 05, 2010 2:11 pm    Post subject: Reply with quote

Another quick question. In your exchange with Jorasco around the candle of truth, he invited a hadozee in at one point. Why? And what did he say?

I thought I'd figured out how to write all that up (the key points anyway) then realized after I'd forgotten that and couldn't figure out where it belonged.
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PostPosted: Fri Mar 05, 2010 4:01 pm    Post subject: Reply with quote

Hadozee was there cus we wanted THE TRUTH! about the mouth bugs. I think he said that Head Hadozee knew best and to ask him. We then told him that Head Hadozee was blood soup and he got mad and had to leave.
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PostPosted: Fri Mar 05, 2010 4:03 pm    Post subject: Reply with quote

I second that, can we roll next time to see how delicious the Head Hadozee Soup was?
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PostPosted: Fri Mar 05, 2010 4:49 pm    Post subject: Reply with quote

Session 13

Setting: Bet Kalimar

Unwilling to simply wait for Jorasco, Adrian breaks down the locked door o the meeting room, and goes hunting for Niss again. Entering the library, Adrian doesn’t see Naomi, but hears Niss hammering on the closet door. Adrian finds the closet Niss is in, unaware that Naomi is in the room. While Niss hammers on the door, Adrian charges towards it. Thankfully, for Niss, the door holds and he isn’t slammed backwards. Unfortunately, for Adrian, the clamor has alerted the guards who now stand in the hallway, unwilling to get too close to the angry barbarian. The guards ask Adrian to return to the room, but Adrian is unwilling to budge until Niss is released. The impasse continues for some time, until Jorasco makes his way upstairs and, after an equally fruitless exchange, escorts a guard to release Niss (which he would have done had Adrian acquiesced anyway).

Jorasco, Niss, and Adrian return to Ennostiel in the meeting room as several servants bring in a table, several bowls of stew and a candle. The trio are unwilling to trust the food and Jorasco, accepting that there is little trust at the table, lights the candle and explains that it has magical properties: that those around it are compelled to tell the truth. While Adrian and Ennostiel feel the aura around them, Niss’s will resists the enchantment.

Jorasco explains that, while he was unable to find the merchants mentioned in their last exchange, he did find a V’rath, his Hadozee agent, and a group of his men slaughtered in the market district. Niss, taking the initiative to act as the spokesperson, exclaims that while he and his friends did kill them, it was done in self defense after V’rath’s men surrounded and attacked first. While Jorasco believes him, he inquires further about a missing man; apparently it had been a team of seven, the hadozee and six others, but one is yet unaccounted for. Niss denies any knowledge of the man, but suggests he may have fled. So convincing are Niss words that Jorasco not only believes him, but doesn’t feel the need to ask the others much of anything.

In an awkward give-and-take, Niss asks Jorasco about the matter of the bugs V’rath was implanting. Jorasco, appearing both reluctant and compelled to speak, explains that he is attempting to resolve the plague in the docks faster. Much of his income relies on long distance trade, thus the quarantine is a sizeable disruption to his earnings. He also explains that, while the Hadozee are in his employ, they are not his men, but on loan from a distant ally. The trio demands that one of the Hadozee be brought before them to explain further. One is summoned, but soon learns of the death of V’rath. Jorasco quickly dismisses the Hadozee, who had become visibly angry, before anyone was hurt.

While Niss observes that neither Jorasco nor the Hadozee really answered his question, little else can be gleaned from the ensuing conversation, save that Adrian seemed disproportionately uncomfortable about being near the candle. Jorasco, apparently satisfied, permits his guests to leave, but gives them a small coin-sized disk “in case I need to contact you”. The trio head back down to the lower level, but loudly proclaiming their intent to visit “the pants district” of the marketplace, in the hopes that Naomi, whom they have not seen since they entered, is within earshot.

Naomi is indeed, and has been busily gathering up maps and papers from the library while the others met with Jorasco. While many are difficult to decipher, one is clear: a map of the city. Various districts are outlined and marked with dates. The docks' date has already passed whereas the greater part of the market has a date is just a few days off. Naomi assembles the most intriguing of the materials and, once the floor is again deserted, she sneaks from the library to the other end of the hall, picks a lock on a pair of balcony doors, and descends into the afternoon market rush unnoticed. She finds the others assisting Adrian shop for a proper pair of pants. Leaving Adrian with Jorasco’s token to limit exposure in case it can be used to spy upon them, the trio catch up and Naomi learns of the meeting and Niss and Ennostiel are shown the maps. In the interests of keeping their ally informed, Naomi splits off to take the findings to the Andave’Cenda, while the others, after a proper pair of pants is procured, search for a place to stay, after the Broken Anvil was compromised.

Naomi, taking care not to be followed, arrives at the Andave’Cenda hideout. Inside, she is met by Elzedar, who is covered in blood. He tells her not to worry and assures her it isn’t his. In fact, he has good news: the thug they took captive after the morning’s brawl decided to spill his guts, so to speak. The man was part of a team assigned to V’rath, the hadozee, meant to keep that corner of the market unoccupied. To what end, he was unsure, but there are other teams at work in the sewers. Elzedar appears worried when Naomi shows him the notes from Jorasco’s and he suggests that she and the others investigate further quickly.

However, after meeting with the others at the The Feral Dog Inn, a place more welcoming than its name, the group decides to opt for preparedness over haste and gets a good night’s sleep before heading underground.

Early the next morning, they return to the site of yesterday’s fight. While the bodies have been cleared away, much of the blood will remain until the next heavy rain. Using the entrance near Oskias’s shop, they head into the sewers, trying to ignore the vile stench. After decending a flight of stairs, they come to a tunnel half-flooded with egesta and waste-water flowing through an iron grate, past the stairs, and down past a series of large iron valves lining the tunnel, before meeting another branch and disappearing into darkness. Every few seconds, one of the valves regulating the labyrinthine subterranean waterworks opens with an eruption of filth shooting into the sluggish brown river. From around the bend, several voices can be heard – at least one has the grunting low tones of a Hadozee, while another sounds more human. Adrian, recklessly taking the lead, rounds the bend and comes nearly face to face with a small band: two hadozee, and several humans, some dressed far too well for the sewer, possibly even in costumed finery.

END SESSION 13
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PostPosted: Wed Mar 17, 2010 3:06 am    Post subject: Reply with quote

Session 14

Setting: Bet Kalimar

Spotting Adrian, the two hadozee at the front each hurl a javeline, but miss and flee past the others with them. One of the humans, better dressed (at least, before delving into the sewers) drops back a little ways as well, before diving beneath the surface of the sewage. The other three lumber forwards, less steady on their feet, and attack the interloper. Adrian slices through two without trouble, and runs past the third, off after the Hadozee down the dark tunnel.

Naomi narrowly dodges a jet of sewage from the wall and draws her crossbow. Niss, reluctant to step into the sewage, leaps from his ledge in the valve room to Naomi’s shoulders, but is too much for her knocking her face first into the feculence as he, realizing his mistake, springs back to the ledge, before sheepishly easing into the sewage. Ennostiel, steps forth to take down the last of the attackers and notices a fist-sized yellow and purple flower in the commoner’s hair. However, neither she, nor Niss (who steps forth to support her with his song) can pull it free and so simply run him through. Unlike Adrian, the remaining trio of adventurers depend on the light to see, so Niss casts Dancing Lights to guide them down the tunnel after their reckless comrade.

Having followed the two Hadozee to a side tunnel, Adrian peeks around the corner. The floor is slightly higher, sitting above the sewage, and the passage quickly opens up into a larger room. The two Hadozee, however, are waiting in ambush in small alcoves just before the maim room, though they don’t see Adrian. After waiting a moment, one flees deeper into the corridor and around a bend. Just as the rest of the team catches up, Adrian rushes in, pinning the remaining Hadozee in his alcove and cuts him clean through before venturing deeper. Niss follows, and loots a smaller room, finding an exotic botanical book, what looks like a page of ingredients and instructions, but in an unfamiliar language, and a handful of coins. Adrian, chasing down the fleeing Hadozee, passes through a room full of alchemical equipment, with various flasks and pipes bubbling away above open flames placed precariously on a large table. A pair of voices can be heard from the next room, with hushed angry whispers. Adrian strides in finding a pair of Hadozee protecting a small pedestal standing behind them in the shadows. Niss, having caught up, heals Adrian just as the Hadozee move to flank. However, both are cut down quickly, leaving their prize, a delicious pie [Editor’s note: this session took place on March 14th, Pi Day requiring the inclusion of an otherwise silly item of treasure].

Meanwhile, Ennostiel and Naomi, having just seen Niss run off to aid Adrian, catch a glimpse of something strange further up the tunnel. Where they expect only the darkness of the sewers, there appears to be a glistening translucent wall some thirty feet off, slowly approaching; if not for the Dancing Lights, it would be nearly invisible. As the wall passes and engulfs the lights, they briefly illuminate its whole form, a gelatinous cube, nearly fifteen feet on a side. Suddenly, something makes a grab for Naomi’s leg, and she is dragged under. She quickly rights herself and dodges an attack by the now sewage-covered human that ran from them earlier, who retreats again, diving under the surface back towards the entrance. Naomi and Ennostiel half-perusing, half-fleeing, leave their comrades behind and return to better-lit sections of the sewer.

Naomi manages to spot her submerged assailant near the door and makes a bee-line for him. Realizing he’s been spotted, he leaps towards the entrance leaving a trail of muck behind. Naomi keeps close behind, even as her quarry scales the side of an abandoned shop and scrambles into the second-story window. Climbing in after him, she finds the ordurous figure now twitching erratically. Suddenly, he tears his sullied flesh from his body revealing a man-sized roach-like creature inside. Naomi, not missing a beat, attempts to strike it down, but is outmatched; while both are nimble combatants, its claws find purchase more often than her rapier, wearing her down. In the nick of time, she has a flash of insight; activating her Vanisher Cloak, she disappears from view, quickly quaffs a potent healing potion, and strikes true, vanquishing the aberration.

Ennostiel, in the mean time, lures the ooze to the entrance of the sewers, but finding it unwilling to leave the darkened confines, brings the light to it with one of her many vials of Alchemist’s Fire. Recoiling, it retreats to the valve room, where a jet of sewage douses the flames, but clouds its form, making it easier to spot.

Niss and Adrian, having made short work of the pie, round the bend looking for their friends. Spoting the ooze, Adrian hands Niss several vials of fire. As Ennostiel and Niss bombard its vast form with the fiery fluid, Adrian runs forth with greatsword held high, but only manages a single mighty swing before the gelatinous cube lunges forth, engulfing the brash barbarian. To add insult to acidic-injury, an adjacent sewage valve opens up, spraying the enclosed Adrian with waste. However, one final vial of Alchemist’s Fire is more than the ooze can take; with a great shudder, it loses cohesion and sloshes out along the surface of the sewage, leaving Adrian soiled and burned, but still standing, though with slightly dissolved garments. Leaving the sewers to find Naomi, the group plans to return to The Feral Dog Inn to wash up and to return to market to find yet another pair of pants for Adrian.

END SESSION 14
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The old Jastermereel account seems to have been killed in an unfortunate email changing accident. I am an illegal clone manufactured on a little known island state off the coast of...well...never you mind. Pretend nothing happened and you won't have to face the combined wrath of the Guild of Calamitous Intent and the League of Awesomeness.
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PostPosted: Mon Apr 19, 2010 8:59 pm    Post subject: Reply with quote

Session 15

Setting: Bet Kalimar Sewers

After spending a little more on a pair of acid-resistant pants, Adrian and the rest scrub up at the inn, and check in with Elzedar, who is also cleaner than when last Naomi saw him. After Adrian finishes showing off the new pants, they consult with him on what they found in the sewers. The creature Naomi fought that was hiding the human flesh was a late-stage version of an implanted roach; however, it isn’t the only path in their lifecycle. Also, he confirms Niss’s earlier theories on the flower-wearers: the blooms are the sign of a seed within them, but also that a larger plant nearby that controls them. While that much is covered in the book of exotic botany, Elzedar cannot decipher the recipe Niss found near it. Anticipating that they might return to the sewers, he gives them a depleted Ioun Stone, a small grey rock that, when released, orbits around its owner’s head giving them limited illumination.

Taking the afternoon off, they rest up and head back down below in the morning for another look. Some ways past where they first encountered the ooze, they find a slightly raised side tunnel, much like the one with the lab, but with a channel etched away so that a small flow of sewage makes it’s way in, quickly flowing down a set of stairs to a lower level. Below, the tunnel opens up and splits off, and splits again, and again. While the sewage flows through just one path, most of the dry paths are marked with unusual glyphs on the floor. With a little work, they’re recognized as a ward of some sort, but against what remains unclear. However, the markings don’t appear to be harmful to the party, so they explore deeper, finding another set of stairs off one of the dry tracks, leading up to a room with assorted supplies, including some Mineral Acid, likely used to etch the sewage’s new path.

Following one of the tunnels out of the room, Naomi, following the sound of running sewage, explores down a darker tunnel. Peeking into a doorway to the side of the tunnel, she finds a large room, where an elevated floor has long since caved in, leaving only a few small platforms above a large pool of sewage. Faintly visible above the muck, a vast web stretches from wall to wall, supporting a pair of spiders of considerable bulk. Sensing it has been spotted, a bloated man-sized spider spits a blood-red web at Naomi, snaring her in the doorway. However, nimble by nature, she slips free and darts back down the hall before the other spider, a much larger and thornier beast, can take a shot at her.

Meanwhile, the others scout out a different path, but are attacked with two arrows whizzing by Ennostiel’s head. Another two harmlessly follow, seeming to come from a blank wall. The trio takes cover behind a set of pillars, and hears a voice call out, “Release them, abomination!” The catfolk, goliath, and warforged look at each other in confusion and ask which of them he’s talking about. “The clank, of course! We’ve seen your kind in the depths of these tunnels and you shall not take them like the others."

A figure appears, walking through the wall. He appears human, but with a feral edge. Describing himself as a member of the Wild Fang Guild, he explains that the guild was driven into the sewers after the surface was overrun.

Days after the first cases of amnesia appeared, the guard closed the gates to the docks district. However, the condition didn’t seem to spread like a plague. While people generally stayed inside, but no new cases appeared after the lock-down. Before anyone could petition the guards to relax the quarantine, the whole issue became moot. The isolated houses of frightened city-folk had made for easy pickings as the Yellow Musk Vine Creeper plants, with some assistance, converted them all. Within two days, the whole district was overrun with mindless hoards. The Wild Fang guild was barely able to fall back and make a temporary hide-out in the sewers.

He offers the traveling adventurers a deal: they can have the aid of the guild and access to a safe house in the docks if they reclaim some belongings of some of his fallen guild mates who were slain by one of the plants in the south tunnels. Agreeing to this temporary alliance, the group makes their way back to the flowing sewage. A little ways off from where they left it, the tunnel broadens into a wider corridor, where the sewage flows to the base of a huge plant, a vast expanse of ropey vines dotted with the same yellow and purple flowers seen on the commoners yesterday. More of the villagers, turned musk-zombies, stand in alcoves along the hall.

While the others continue onwards, Naomi hangs back to observe from the shadows. This time, however, her caution costs her; a small vicious looking creature lashes out from a dark corner of the room, and grabs hold of her throat with it’s ropey arms. Ennostiel and Niss double back to help: Ennostiel cutting the strangler badly enough to scare it off while Niss heals Naomi. Naomi, unwilling to let an assailant live, gives chase and cuts it down with furious anger.

Adrian lunges towards one of the alcoves, cleaves through two of the people under the plant’s control and runs to take the plant head-on in a rage. From within, it sprays a cloud of pollen, but it has little effect on the raging barbarian who slices through the side of it with a mighty swing.

Ennostiel attempts to finish off the last of the plant’s thralls and delivers a nasty blow, but leaves it standing so she can better aid Adrian. Naomi finishes what Ennostiel started, having caught up after her grudge-kill and cuts down the enthralled merchant. Niss stays outside of the plant’s range, cheering his allies on and tosses a pair of vials of Alchemist’s Fire. Before long, the plant succumbs to Niss and Adrian’s mix of fire and steel and the vines collapse to the ground, smoldering.

END SESSION 15
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The old Jastermereel account seems to have been killed in an unfortunate email changing accident. I am an illegal clone manufactured on a little known island state off the coast of...well...never you mind. Pretend nothing happened and you won't have to face the combined wrath of the Guild of Calamitous Intent and the League of Awesomeness.
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PostPosted: Mon Apr 19, 2010 9:01 pm    Post subject: Reply with quote

Session 16

Setting: Bet Kalimar Sewers

As the plant shrivels, the sewage more freely flows into the hole the vines had clogged revealing a steel shield, engraved with an image of the moon, faintly glowing from within and a small, knotted pouch – the items that the Wild Fang member was seeking.

Behind the group, from the tunnels they’d left, barking can be heard, approaching rapidly. Adrian and Niss rush to the rear of the tunnel and come face to face with a pair of angry brown dogs, each wearing a sturdy collar. Still in a blood-rage from dealing with the plant, Adrian swings, cleaves one dog in twain and then slices clean through the other – too cleanly. The blade passes through the dog’s space without harming it at all.

Two more dogs appear out of thin air behind Adrian and Niss, just in front of Naomi and Ennostiel, who were bringing up the rear after picking up the loot. Naomi takes a shot at the one, but her crossbow bolt passes through the dog as if it weren’t there.

Adrian, frustrated by miss after mighty miss, takes careful aim and brings the mammoth great-sword down between one dog’s eyes, only to have it hit the cold stone floor, splashing sewage on dogs those nearby. One leaps forward and takes a bite out of Naomi. Feeling she’s on the wrong side of the line of dogs, Naomi touches the clasp of her cloak, disappears from view, and moves behind Adrian and Niss. Now isolated, behind the dogs, Ennostiel weathers a storm of claw and fang as best she can, but finds it difficult to land a hit.

One of the dogs flashes nearer to Niss who, startled, pauses in his inspirational chant to take the scarab charm from his hair and throw it at the ground by the dog’s feet. A swarm of scarabs appears, surrounding the dog. However, the dog, clearly in pain, flashes away, towards Ennostiel, leaving the swarm behind.

Naomi grabs a healing potion from Adrian, downs it, takes aim and slays the dog, but breaking her own her invisibility. While the other dogs flee, the scarab swarm Niss summoned remains, and engulfs the newly revealed Naomi causing her considerable pain from thousands of tiny bites. Fortunately, she is able to flee the cloud of vermin and the others keep their distance until the magic that sustains it fades away and the scarabs disappear.

Adrian and Niss try to chase the remaining two dogs, but they only catch a brief glimpse before they blink away leaving only the diminishing echo of their barking. Badly injured but still standing, the group returns to where they met the member of the Wild Fang guild. From behind the wall, the voice asks them to set what they found down by the wall; Ennostiel drops the shield, but as Naomi approaches to set down the pouch, the voice asks her to come closer to the wall and whispers, “I know your kind. You are like us, are you not?” The voice, identifying himself as Fierenze, asks Naomi where she is from, and expresses regret upon hearing of the destruction of her clan, promising to aid her in what ways he and his clan can in her vengeance.

Having had his attitude of the adventurers improved twice in one day, Fierenze invites them in to rest. The wall that he had previously passed through fades away, revealing a hallway and several small rooms where he and, from the looks of it, several others, absent at the time, are taking refuge. Fierenze explains that a group of constructs, apparently intelligent ones, have taken up residence in the lower reaches of the sewers and had been working to turn the remaining population of the docks into thralls of the plants. “They’ve established a significant presence down the tunnels to the north, but there may be a back door. Years ago we used to make use of a tunnel to the east that ran through the older sewage lines. It wasn’t a pleasant path, but it’s since become unusable: two spiders have claimed it as their own and have resisted our efforts to dislodge them. However, if you can make your way past them, you might be able to catch this heinous band off-guard.”

After resting and mending their wounds, the quartet follow the eastern tunnel that Naomi had scouted earlier. Adrian shows little caution and leaps into the room, sword held high, but gets just a glimpse of the threat before the larger of the two spiders, hiding under one of the remaining pieces of the elevated floor, launches one of its fangs, hooking into the brash barbarian. Adrian, unable to resist its pull, is dragged forward over the ledge, into the muck, closer and closer until the spider can take a bite. Adrian, enraged by the spider’s attacks, hacks at it with great vigor, but gets seriously cut by its spines in the process.

Niss, nearer to the door, throws the last of his alchemist fire at the smaller of the spiders, but gets hit with its web. Ennostiel follows suit and also gets stuck. The spider seems largely unharmed and the fire dissipates as it hits the blood red webbing. Less inclined to fight, Niss slips free of the webbing, and scampers across the remaining pieces of flooring, running over a plank crossing a gap to get closer to the hole in the lower floor opposite the door. Thinking quickly, though perhaps not cautiously, he uses his magic to create a gap in the wall-to-wall webbing and leaps down, disappearing into the tunnels below.

Ennostiel also frees herself and continues to try and ignite the tick-like spider. Naomi, firing from the doorway gets a hit with her crossbow, sending a small spray of blood from its bloated body. Realizing its webbing has had little effect on the flame-throwing interlopers, it abandons its shelter and scuttles towards Ennostiel, but she runs it through before it can do serious damage.

Meanwhile, Adrian, who has been trading blows with the spider, finally gets the better of it, tearing off several of its many legs with a final powerful swing, but not before it gets a final bite and injects the raging goliath with its venom. While of stout heart, Adrian soon feels the numbing effect of the toxin.

Naomi makes a quick scan of the room, rightly assuming such a nest must have some loot from less fortunate adventurers, and finds some trinkets amidst some webbing-wrapped bones. Realizing that Niss has run ahead, the rest of the group quickly follows behind, though Adrian is clearly still woozy from the fight.

END SESSION 16

I may have gotten some of the blow-by-blow details wrong (especially with the dogs rapidly flashing about) so correct me if you see anything too out of whack. Next session I hope to try a new approach for combat note taking that might help with that.
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The old Jastermereel account seems to have been killed in an unfortunate email changing accident. I am an illegal clone manufactured on a little known island state off the coast of...well...never you mind. Pretend nothing happened and you won't have to face the combined wrath of the Guild of Calamitous Intent and the League of Awesomeness.
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PostPosted: Thu May 06, 2010 10:37 am    Post subject: Reply with quote

Session 17

Setting: Bet Kalimar Sewers

Regrouping after the battle with the spiders, the adventurers find themselves in a thin winding tunnel with a shallow river of sewage. While Fierenze couldn’t provide an up-to-date map of the lower complex, he had managed to give the quartet a fair idea of the layout and where to go. However, where once was a hallway, leading off from the tunnel, now was a passage clogged with thick vines denying entry. Attempting to keep the element of surprise, the party quietly moves further along the sewage tunnel.

Naomi, leading the way and, peering down a small side-tunnel, she catches a glimpse of a pair of small constructs similar to Ennostiel, but about half the size and with a less refined design. Signaling the others, she sneaks up and with some help from Adrian and Ennostiel, cuts the scouts down before they can make a sound. Ennostiel, taking a close look at the first thing to resemble her new form, finds a small repair kit, and then takes the scouts’ eyes.

A little ways further, the sewage runs into small holes by the base of the wall while the tunnel opens into a larger hallway, less choked by vines, with several doorways and passages branching off before a bundle of vines, emerging from the eastern wall at the far end, block the view. Fierenze’s directions suggested that the second passage to the right would lead to the main bundle of the Yellow Musk Vines.

However, Naomi opts to explore a little, easing open the first door to the west, spotting two construct guards, and gently closing the door before they notice her. Ennostiel, curious about her kin, re-opens the door with a little less care, catching their eye immediately. While their form is similar to hers, she is clearly of a more refined make, and, consequently cannot convince them that she has arrived with another team providing reinforcements. As they approach, she shuts the door and signals for Adrian to prepare. As the pair of guards opens the door, Adrian swings and cuts them down in one mighty swing. Still curious, Ennostiel picks through their shattered remains and finds a wand of Repair Light Damage, clearly used but still well charged, and gathers their eyes, adding to her collection.

Continuing on past the guard’s room, the party finds a series of smaller rooms and a long corridor – part of the larger complex Fierenze had warned them to avoid a direct assault on. Naomi opens a door to find a trio of the mindless thralls, formerly residents of the docks district. Previously a minor threat, but when bottlenecked by the doorway they can barely threaten Naomi before she cuts them down.

Meanwhile, Niss wanders off to the south, but finds rooms thick with dust, left uninhabited for many years. Ennostiel and Adrian peek out into a grand corridor, several hundred feet long and bending out of view to the northwest. Just outside the door, however, stand two further construct guards like those in the previous room. Ennostiel and Adrian attempt the same trick, luring them into an ambush, but one manages to land a solid blow on Ennostiel and calls out for aid before Adrian silences it and Ennostiel harvest’s its eyes.

Adrian crosses the hallway and peeks into the windows of a large rounded room revealing a bundle of vines and blossoms much like the one they’d fought some hours before. However, she stays out of its range and doesn’t engage it. Ennostiel, moving north to the limits of her vision, spots a guard, heftier than the others encountered thus far. Taking a chance, she calls attention to herself and “warns” him of the barbarian that killed the other guards; fortunately, her luck turns around and he believes her and thunders off towards where she pointed. Upon spotting Adrian, he lets loose a mighty bellow and charges ahead, but not before taking an unexpected attack from Ennostiel who slashes at him. While surprised, he continues his rush without hesitation and slams Adrian into the wall with a resounding crash. Nearly stunned but still ready to fight, Adrian strikes back and nearly takes him down. Ennostiel fires off a Ray of Enfeeblement and moves to flank, but Naomi, firing from the doorway makes the killing shot with her crossbow. While well built, it held little in the way of treasure, but Ennostiel still makes a point of taking its eyes.

After regrouping, the quartet heals their wounds and return to the original corridor where Fierenze had suggested. At the northeast end of the corridor, a broad set of steps lead to a pair of doors, sturdy but wrapped in vines. Not one to leave a room unexplored, Niss checks a nearby room, only to find more enslaved villagers. Slamming the door shut, he sings a song of competence as Adrian hews a piece of the vines lining the walls and uses it to bar the door. Naomi finds a similarly populated alcove, but works with Ennostiel to flank the doorway, rendering them nearly harmless, though still quite durable. While the pair slash at the first to emerge, Niss fires off a shot from his crossbow scoring his first kill. However, Adrian, having little patience for tactics and positioning, simply rushes up and cuts the next down, leaving the last for Ennostiel to finish up with a flourish.

With the nearby threats eliminated, the group stands before the vine-wrapped doors and prepares to enter.

END SESSION 17
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The old Jastermereel account seems to have been killed in an unfortunate email changing accident. I am an illegal clone manufactured on a little known island state off the coast of...well...never you mind. Pretend nothing happened and you won't have to face the combined wrath of the Guild of Calamitous Intent and the League of Awesomeness.
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PostPosted: Wed May 12, 2010 8:06 pm    Post subject: Reply with quote

Session 18

Setting: Bet Kalimar Sewers

Adrian throws open the doors and stands but a few feet away from a mountain of vines and flowers. Towering above the party, it stretches to the ceiling of the large hall, partially supporting its bulk with vines wrapped tightly around a set of pillars. Large bundles of roots stretch out and dig into the walls and floor, tearing apart ancient stonework. While it has no eyes, everyone feels its attention turn to them.

Naomi shouts out for the party to fall back and readies a gem from the Necklace of Fireballs she had found in the spider’s lair. Niss follows her retreat while beginning an inspirational chant. Ennostiel, once a safe distance away, lobs a vial of alchemist’s fire, setting the plant ablaze. Adrian, for the first time in memory, thinks twice about charging into such a foe and backs up down the stairs with the rest of the party. However, a burst of spores from the plant envelops the fleeing barbarian, turning anger into confusion and instilling a desire to approach the plant, welcoming its embrace.

Sensing the change in his friend, Niss thinks quickly and mercifully casts a Sleep spell on Adrian. With the party, safely back down the steps, Naomi lobs one of her tiny golden spheres which explodes on contact with the plant, filling the hallway with fire, stopping just short of the dozing barbarian. Encouraged by the sight of the gargantuan mass of vines charred and burning, Ennostiel and Niss each lob another bottle of alchemist’s fire while Naomi hits it with an even larger fireball. However, while she was able to dodge one cloud of spores, another catches Ennostiel full in the face and, despite her best efforts, infects her, clouding her thoughts and drawing her into the green embrace of the plant, which sends tiny tendrils to tunnel into her mechanical skull.

Realizing a new strategy is called for, Naomi draws her crossbow and lands a hit. Niss, less cautiously Niss calls out for his friend while charging straight into the core, getting slashed at by the flailing vines. While he manages to pull Ennostiel free of the tendrils working at her head, the green lashes take their toll and he collapses to the ground, still deep inside the plant.

Naomi stands alone. Adrian is asleep on the steps, mumbling something about the plant and Niss is unconscious and bleeding from tiny wounds covering his body with Ennostiel lies in a crumbled heap beside him, still dazed. Thinking quickly, she calls upon her primal heritage, manifesting faint reptilian features, runs to where Niss and Ennostiel lay, and with a touch of her cloak’s clasp, turns the three of them invisible. While the plant seems unfazed by her disappearance, slashing at her with its vines, she manages to drag Niss and Ennostiel to safety down the steps and just out of view of the plant, pouring one of the remaining potions of Cure Moderate Wounds into Niss’s mouth.

As Niss comes to, he heals himself further, leaps to the other side of the hall, and resumes his inspiring song. However, after Naomi’s daring rescue, the plant appears to have shifted its massive form to the side of the doorway, no longer visible from where the heroes sit in relative safety. Ennosteil and Naomi, slip up the stairs and into a neighboring room to get a better shot and lob fireball and bottle of fire alike, redoubling their attacks with a vengeance even as Naomi's subtle reptilian traits receed. Niss, running low on Alchemist's Fire, pickpockets half a dozen bottles from Adrian, accidentally rousing his slumbering friend as the effects of the spores wear off. Confused as to what has transpired, Adrian takes a cue from the others and starts lobbing bottle after bottle, drowning the abomination in a volley of sticky fire.

As the last of the blooms go up in smoke, the large bundles of vines extending into the walls shrivel into dried husks leaving crumbling holes in the ancient masonry. Naomi takes a moment to spit on the charred remains of a worthy foe before joining the others in digging through its deep recesses for the bodies those less fortunate, finding an assortment of acidic projectiles, explosive caltrops, and a small gray bag with tiny fluff balls in it.

As the others continue to hunt for loot, Adrian hears a noise from behind a large sliding stone door at the far end of the hall. After a short muffled conversation, assuring the other that the plant is dead and that the room is safe, Adrian heaves the door aside finding a slight figure, bearing a strong resemblance to Fierenze. Thanking Adrian, she identifies herself as Moonspeaker and explains that she had been part of a raiding party several days ago, but when the others died, she had no choice but to seal herself in the dusty tomb. Once the others explain that Fierenze sent them, she tells them how they might find the Wild Fang guild house, following the fresh air in the northern tunnels. Adrian also asks for help in contacting the Doderan people, wishing to report in after several weeks of traveling on a diplomatic mission. Moonspeaker mentions that, before the attack, there was a group of arcanists near the guild’s building, though they may have been captured or displaced since then.

Assuring the others she can make her way to Fierenze safely, Moonspeaker departs, quietly slipping a small sky blue crystal to Naomi with a knowing look of kinship. After she leaves, the party heads off in the direction she suggested. The hallway, once choked with vines is now clear save for some fallen brickwork, leading to rougher less used tunnels. After some time, the tunnel widens into a large dusty room with the tunnel continuing out from the opposite corner. Upon inspection, however, the party finds strange footprints in the dust; not those of a human, but of a bug of what must be monstrous size. Cautious, but eager to explore further, Niss darts down a side tunnel, little more than a hole in the wall, with Adrian close behind.

In the main tunnel, Ennostiel proceeds a little further before the light from her Ioun stone reveals just what made the prints: a brown chitin-shelled beast filling the tunnel with its form. Spotting Ennostiel, it charges towards her but she narrowly dodges its bite. Hearing the scuffle, Niss and Adrian rush back as Naomi readies her crossbow. However, with the party regathered in the cramped tunnel, the insect spreads its jaws wide and spits a jet of acid, burning all but one badly; Niss, spared from the spray, cheers the others on while readying his crossbow and taking cover in the side-tunnel. As Naomi and Ennostiel heal themselves, Adrian takes the lead and charges and nearly knocks the oversided insect’s mandibles off with a mighty swing. However, it still manages to retaliate with a powerful bite, ripping into Adrian’s Goliath hide. Taking careful aim, Naomi steadies her hand and fires clear through the bug’s gaping maw, killing it instantly.

Badly wounded, but reluctant to delay further, the party climbs over their fallen foe, following a faint breeze down another offshoot from the main tunnel, through a broad crack in the ceiling of the tunnel and into a large stone room, of more modern architecture. Keeping a careful eye on both the crevice they crawled from and a wooden door at the far end, the party decides to rest and heal their wounds.

END SESSION 18
Edited to remove Niss's pickpocketing causality and to note the end of Naomi's shifting. Changes also made in offline copy.
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The old Jastermereel account seems to have been killed in an unfortunate email changing accident. I am an illegal clone manufactured on a little known island state off the coast of...well...never you mind. Pretend nothing happened and you won't have to face the combined wrath of the Guild of Calamitous Intent and the League of Awesomeness.
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PostPosted: Sat May 29, 2010 5:39 pm    Post subject: Reply with quote

Session 19

Setting: Bet Kalimar - Docks District

After resting, the group does a more thorough search of their surroundings. In the adjoining room, amid broken boxes and broken bottles, Niss finds four intact cure moderate wound potions while Naomi, having a rogue’s eye for the color, finds 160 gold pieces. The rest of the storeroom appears to have been torn apart by bugs similar to the one encountered in the tunnel.

While the storerooms’ walls are smooth stone, the connecting tunnel, sloping upwards, is barely more than a cave, suggesting it existed before the rest of the building was constructed. The floor is covered with various shards of chitin, likely leftover from molting, and piles of droppings. While it isn’t currently occupied, it likely was not too long ago. Ennostiel, with a strange look in her eye, takes a mixture of the material and covers her gleaming mithral form with it.

Eventually, the tunnel ends at what appears to be the back end of a secret door, which the party silently slides open. Naomi scouts ahead and finds the front room of a tavern and, peering around the corner, sees a lone figure standing behind the bar. The rest of the party advances on him and asks where everybody went. The rotund man, apparently quite surprised to see anyone else, declares himself to be Jowan the Inkeeper, but his speech is littered with quiet clicking sounds. Before he can explain further, Ennostiel, still covered in assorted broken shells and droppings, rushes up to him, grabs him by the shoulders and shouts, “My good man! You’re just the person we were looking for!” Jowan’s surprise turns to uncontrolled shock and he starts flailing erratically as the clicking noise grows louder.

Naomi, still watching from the hall, recognizes the flailing from the bug she’d fought when the party first entered the sewers and calls out her suspicion to the others. A suspicion that is confirmed as pincher like claws poke through the skin of his hands and begin to tear the flesh from his body with an eerie wail.

Ennostiel, unfazed by this strange development, holds on to “Jowan” tighter, pushing him against the bar, but is cut by the flailing of the emerging roach. Niss leaps backwards, taking cover behind a table and draws his crossbow. Adrian takes a swing at him, but narrowly misses, and simply helps to remove the meaty disguise further. Naomi, charges up from her hiding place, leaps onto the bar and stabs the flailing foe, but her rapier barely scratches the shell beneath as her blow was blunted by layers of dead flesh.

Confident that his comrades can handle a single foe, Niss peers out the front door into the streets, covered in a dawn mist. The docks district’s endless variety of taverns and trading houses are packed together, built on top of one another connected by thin bridges crisscrossing above the thin twisted streets. In the distance he can hear a piercing wail echoing the cry of the false innkeeper. Long thin shadows creep towards where he stands. Niss, reconsiders braving the streets and decides to scout out rest of the tavern, but finds only a office with a bed, which looks like it’s been unused for quite some time.

Meanwhile, the others continue to struggle with the wailing flailing foe. While Ennostiel is holding it down, the loose flesh makes for a slippery squirming target and no one seems able to land a hit until Naomi, taking careful aim, stabs through its shell. It rears back in agony as its wails grow louder and end abruptly, when Adrian takes off its head.

However, the silence in the tavern is countered by increased calls from the streets. Realizing that the tavern offers no other escape except back into the sewers, the adventurers dash out into the mists. Ennostiel smears some of the blood and droppings encrusted on her form on a door across the street hoping to create a false trail, before following the others into a different building, a library’s reading room with a small fireplace.

Just as they close the door, the hoard arrives. Dozens of man-sized roaches, not disguised like the one in the tavern, skitter forward, swarming around the legs of several larger ones, like the one in the sewer.

While staying quiet, Niss and Adrian take a poker from the fireplace and try to jam the door shut while Naomi and Ennostiel, unwilling to simply barricade themselves in, search adjacent rooms for another way out. Finding a door in the back, Naomi peeks out into a rubbish-filled alley that opens onto another street, also teeming with a mass of oversized roaches swarming toward the source of the noise. Waiting until they pass, she sneaks out and hides in an alcove amidst the trash, quickly followed by Adrian and Niss, who didn’t feel the door would hold off the swarms.

Niss, feeling their situation untenable decides to find a more defensible position and sneaks deeper into the twisted alley until he finds another door. Inside another shop, in similar disarray, he finds a stairway leading to the second floor. Bodies lay strewn across the floor of the second-story hallway, cut to ribbons by razor sharp claws. Unwilling to dally amidst the dead, Niss runs past and through another door, leading out on to one of the bridges crossing the street.

Naomi, having waited until the bugs were out of sight, ran down the street they’d come from, and hunts for a new hiding spot, and whatever she can loot, from the broken storefronts. Most are empty, torn to pieces by the roaches. Whatever wasn’t edible was left broken on the floor, however an upturned cashbox reveals a few coins, but little shelter. Adrian, more out of impatience than a belief in stealth, decides to follow Naomi, but knocks over a pile of rubbish, including a large number of empty flasks, making a terrific racket.

A ear-piercing shriek goes out as the bugs find one of their own slain, and the tide reverses as they fan out to find the intruders. Unfortunately, the swarm reappears around a bend in the street, spotting the Niss just as he crosses the bridge. With a renewed need for haste Niss casts Expeditious Retreat on himself. Dashing through the door, he’s surprised to find a man, tired and thin but still fairly composed, waving at him, beckoning him into another room. Ever curious, Niss follows and finds a trio of men waiting in a room that is packed to the rafters with armor and weapons. Strangely, the three figures are wearing only simple robes and holding wooden staffs. Before introductions can be arranged, Niss pokes his head back out the door to the street, and, spotting two of his companions, sends them a silent message to follow him.

Naomi spots Niss above her, and sprints toward another bridge leading to his building crossing the street as the bugs draw nearer. While Naomi has little trouble, Adrian, who was a little further behind, barely makes it onto the bridge as the hoard arrives, with the larger ones nipping at the dangling heels of the Goliath. While the stonework is indeal for their pinchers, the man-sized roaches swarm up the wall while a larger one pulls itself up onto the bridge.

Hurrying them into the armory, one of the robed men makes an odd gesture and a door down the hallway slams shut. Gently closing the door, the room collectively holds its breath as the scuttling of the swarm passes by and continues down the hall following the misdirection.

The leader of the robed men identifies himself as Pitne and introduces his associates as Shial and Daveth. They explain that they are all that’s left of their order, to their knowledge. Since the attacks they’ve been on the run, moving about the district trying to find temporary safety. Ironically, while their current hideout, either the storeroom of a master armored or the residence of an obsessive survivalist, would be a boon for anyone else on the run, it’s nearly useless for a trio of scholarly arcanists. Shial gestures to a rack of masterwork rapiers saying, “You’re welcome to what you can use, but I’m sticking with my staff. It may not do much, but I’d likely take Daveth’s arm off with some fancy sword.” They’d previously had a fourth companion, Roy, but he got caught when their last hiding spot was found. Pitne offers up the spare spellbook, asking if there are any among the adventurers who are students of the arcane.

Remembering their missing ally, Niss peeks out a window and spots Ennostiel, hunkered down in an alley, watching as the bugs continue to swarm the bridge Niss had been on. Waiting until the bulk of the hoard passes, Niss gets her attention, coaxes her out of hiding, and has Adrian pull her up to safety. While they’d been willing to accept the strange trio, the arcanists recognize Ennostiel’s design as that of those involved in the attacks and they begin to object, until she shows them her collection of eyes. Both relieved at her being on their side and unnerved by her way of showing it, the room settles down again.

Figuring out their next move, the arcanists suggest that, while they don’t have the power to take down this threat, the ragged bunch of adventurers might. They explain that the center of the district-wide hive appears to be based in what used to be the university. If the source of the scourge can be taken down, it might be possible to have the guard retake the district.

As the group figures out their next move and digs through the supplies, Adrian thinks back to before all of the trouble with bugs, plagues and invading armies and remembers the tribal elder’s mission: to gauge opinions on an alliance between Kalimar and Dodera, the home of the Goliath people. While there’s been little in the way of dealings with the local government, Adrian asks Pitne, the oldest of the trio, if he might help to send a message North as a progress report. Pitne nods, explaining that he has an agent up north near the border that he could send a short message to who would, in turn deliver it to whomever Adrian wanted, but that it couldn’t be longer than twenty-five words and would take some time to send and that any reply might be days away.

While focused on plotting out routes, puzzling over missives and grabbing what martial treasure is to be found, the group fails to notice a thin line of tiny bugs crawling about the windowsill.

END SESSION 19

I thought this was a short and slow session, but the log was much longer than the average.
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The old Jastermereel account seems to have been killed in an unfortunate email changing accident. I am an illegal clone manufactured on a little known island state off the coast of...well...never you mind. Pretend nothing happened and you won't have to face the combined wrath of the Guild of Calamitous Intent and the League of Awesomeness.
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Jastermereel
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PostPosted: Tue Jun 15, 2010 6:58 pm    Post subject: Reply with quote

Session 20

Setting: Bet Kalimar - Docks District

While carefully crafting a message home, Adrian spots a line of tiny bugs on the room’s windowsill and brings it to the magi’s attention. They warn that they’ve been found and should prepare for a scouting party to attack shortly.

Adrian quickly settles on a phrasing and relays it to Pitne. As the wizard prepares to send the message, the others scout out the neighboring rooms. To the south of the armory, where Niss first spotted Pitne, is a large room with three doors; those to the east and south lead to elevated bridges, while the one to the west leads to a smaller room with one door leading out to another bridge. While there’s little of use in the debris strewn about the floor, Naomi finds a clay helm.

Daveth and Shial, reluctant to stand on the front line in the coming fight, brief the party on what they can offer: Shial spent his academy days working to bring out the inner strength in others, while Daveth tended towards flashier shows of force and power.

Several minutes pass in silence, save for Pitne’s arcane mutterings, before a distant scratching is heard. Naomi and Niss check the outer doors, to guess where the attack may come from. Hearing scratching from the western-most door, Naomi backs away, while Niss, at the southern door, decides to peek out onto the bridge. A chitinous arm pushes the door open and Niss finds himself face to face with a man-sized roach. Niss leaps backwards from his foe, suffering only a storm of criticism from Daveth who shouts at Niss “Hold the line!” as he tosses a small green glowing sphere that splashes on the roach’s carapace.

Realizing they may be surrounded, Naomi readies her Caltrops of the Captain, she had found in the sewers and shouts for everyone to fall back to the armory. Waiting until Daveth and Niss are safely with the others, she drops the lone caltrop in the doorway between the two southern rooms, joins the others, and commands it to deploy. In an instant, the floor is carpeted from wall to wall with tiny glistening glass caltrops. After slamming the door shut, the party listens to the sound of glass shattering followed by a loud boom. The sequence repeats rapidly for a few seconds before the room returns to silence. Before long, the room is silent again. Peeking out, the party sees a pair of roach corpses, charred and broken amid the glistening mines. Each appears to have pushed nearly halfway to the armory’s door from their point of entry before succumbing to their wounds; behind each one is a clear path leading to each door. Daveth, delighted with the explosive results, compliments Naomi on her defensive idea. Shial, while pleased he didn’t need to get involved, feels certain more are on the way.

As the minutes tick past, Ennostiel gazes idly out the north window and spots a tiny construct, like those she first saw in the sewers, standing on the bridge, trying not to be seen. She waves, but it runs off. However, before she can contemplate it further, the distant clacking and scratching sounds return, but much louder than before.

Niss, feeling more cautious than before, stands towards the back and tries to inspire the others, orating on historic fights against vermin. Adrian and Ennostiel move to flank the armory’s door and wait. The thunderous booming of the caltrops resumes growing nearer and nearer to the door, culminating in a final blast as the door is smashed in. In its place stands one of the more massive insects, announcing its presence with a piercing shriek. Behind it, more roach corpses lie scattered about the room, having cleared a path to the door. While the remains of the doorframe constrain its movement a little, it grabs hold of an awestruck Daveth with its mighty mandibles. Eager to save their would-be ally, Ennostiel, Naomi and Niss all take shots at the beast, but its armored shell deflects their blows.

Adrian lets loose a manly giggle as Shial casts Bull’s Strength, further empowering the towering barbarian who appears to grow in size while summoning a fierce fury from within. Drawing back with near unimaginable strength, Adrian swings the towering great sword in a wide arc and smashes clear through the doorframe, missing the vast vermin by inches and considerably widening the hole it had created. Undeterred by the other’s attacks, the giant bug cuts Daveth’s screams off abruptly as it waves him around like a rag doll. Naomi, unwilling to waste another chance to injure her foe, strides forth with rapier drawn and pierces the shell deeply, causing her foe to rear back a little. Niss, hoping that Daveth may yet be alive, leaps forward, uses his healing belt and is rewarded with the sorcerer’s renewed screams. Shial casts Bear’s Endurance on his injured friend, hoping to improve his odds while in the vermin’s serrated jaws. Adrian, confident that the great sword will not go astray as before, attacks again and beheads the towering foe in a single mighty swing, dropping Daveth to the ground, injured but alive.

In the quiet that follows, Shial works to further heal Daveth’s deep wounds and Adrian, appears to calm down with the bloody rage sated by the death of a powerful foe.

Without warning, the adjacent room is host to a flurry of activity. For a brief moment, a wide range of constructs pile in from every door, some caught explosively unaware by the remaining caltrops, but just as quickly as they appeared, they disappeared, shrouded behind a dense fog that filled the room, flowing up to the ruined remains of the armory’s door. Ennostiel tries to bluff the mob, claiming she’s got the situation under control, but a voice from the fog declares, “Ignore the imposter!”

Niss, confident his compatriots have the situation under control, decides to scout out their eventual escape route across the north bridge, which, according to Pitne, would lead to the university. In light of the new threat, Naomi asks Shial for a casting of Bear’s Endurance. Adrian steps away from the fog’s reach, hoping to see the new threat before it gets within striking range. In the next instant, two fairly simple constructs emerge from the mists, but don’t last long; Ennostiel chops one in twain and Naomi sends a carefully aimed crossbow bolt through the other’s head. Pleased with the results from the last fight, Shial renews the lapsed Bull’s Strength on Adrian, who readies a swing, catching a heavily armored warrior off guard as he clears the fog, cutting him down before he can act.

However, no sooner is he cut down than, with a thunderous rumbling, an immense construct looking like an armored gorilla charges into the room, trampling over the bodies of the fallen. His initial swing against Adrian finds only air, but his charge causes the mists behind him to swirl wildly revealing for the briefest of moments, a cloaked figure, a construct like the others, but with more elegant lines and etched runes, gesturing with a glowing symbol. A glowing warhammer appears floating in the air in front of Adrian and catching the Goliath off guard. Ennostiel lands a solid hit on the shoulder of the larger foe, cutting a deep grove into the armor, but a resounding clanging sound makes it clear that most of the force of the blow is deflected. Unsatisfied with that approach, Ennostiel carefully steps back, out of reach. Naomi, hoping for another solid hit, takes careful aim, but the bolt barely marks the thick armor. Daveth, having held back until now, raises his left arm and sends a jet of fire at the towering foe, melting some of the armor, and charring parts between gaps in the plates.

Adrian, typically unable to find inner strength so quickly after having raged, finds inspiration in such a powerful foe and enters into a bloody rage, once again, and hits with so great a force as to nearly shake the behemoth to pieces. However, another strike from the glowing warhammer and a shockwave emanating from the cloaked figure start to wear the powerful barbarian down; the vast armored foe rears back and swings a pair of oversized adamantine fists down leaving Adrian standing, but only just barely.

Ennostiel and Naomi seek to finish off the threat, fearing anything that could nearly take down Adrian, but neither manages to land a solid hit. Daveth raises his other arm and, taking aim at the cloaked figure, launches glowing darts from his fingertips, eliciting a grunt of pain as they find their mark.

Seeking a second wind, Adrian activates the Amulet of Tears, largely unused until now, and is suddenly unburdened of the effects of the damage just sustained, if just for a little while. As it turns out, it’s all that is needed. A terrible screech fills the air as metal grinds against metal and Adrian’s greatsword cuts the towering foe in two, dropping it to the ground with a thunderous clang. Unwilling to face such a resilient foe alone, the cloaked figure retreats silently into the fog.

Niss returns from scouting, just in time to see the battle’s end, reports back that the way is clear, and shows off a strange shepard’s crook he’d found, with the words “Beware Zed, Prince of Rams” carved inside the curved end. Taking stock of the situation, he strides over to Adrian and provides healing for some of the more egregious contusions. As the fog clears, revealing scattered bodies of half a dozen roaches and constructs alike, Ennostiel pries loose the eyes of the newly bisected foe and pockets them.

Pitne’s arcane mutterings rise to a crescendo as he completes the spell, making contact with his distant ally and conveys Adrian’s message:

“Adrian reporting to Chieftain LongFighter. Most unaware of Dodera; mostly getting strange looks. Doing noble quests to boost our people’s reputation. What’s happening with invasions?”

His energies spent, Pitne gathers Daveth and Shial to him, and the trio disappears into a puff of smoke. As if as an afterthought, his voice calls out from an unseen place “If we get out of this alive, I’ll be sure to contact you with the reply.”

Following Niss’s lead, the quartet head across the bridge, and upstairs into what used to be a warehouse. While clearly not the first to toss the room for loot, the party manages to find a few items amidst the piled boxes: Naomi discovered a three vials of spices, while Ennostiel stumbled upon a set of iron bottle stoppers, melted, with the inscription “Efreeti! – Do Not Remove” still faintly visible. Adrian picks up Niss, dropping him onto wide gray shoulders, and gazes out a window. Amidst the fading morning mists, groups of roaches patrol the streets below. Glancing a little closer, Adrian spots a familiar line of tiny bugs crawling over the windowsill into the room. Stomping on as many as possible, Adrian follows the trail to a heavy double-door.

Adrian throws the doors open to reveal a broad bridge stretching high above the streets for some eighty feet to a neighboring warehouse. The bridge is roughly twenty feet wide with shin-high guard-walls running along the edge. The trail of bugs ends halfway between the two buildings at the feet of a figure staring off into space. While clearly once human, it is now impossibly gaunt with pale, leathery skin stretched tightly over a shifting frame.

Not waiting for it to strike first, Naomi takes aim and lodges a crossbow bold in its shoulder. It slowly shuffles and turns to face the party. Ennostiel takes a more direct approach and charges towards the figure cutting through its tough skin. From the hole, dozens of tiny bugs crawl out and fall to the ground. Adrian sets Niss down and briefly contemplates the mortal danger of the situation, having nearly been knocked out just a few brief minutes earlier. However, the moment passes, and Adrian joins Ennostiel with a mighty shout, but misses the target.

The zombie-like figure silently swings with two fists, clumsily missing the brave duo, dropping bugs about it on the ground with every move. Naomi lands another arrow, but the others struggle to piece the thick hide. Falling back, Ennostiel lobs a vial of Alchemist’s fire, but the toss goes wide and the flames barely singe the target. Stepping forward, the zombie slams a powerful fist into Ennostiel’s metal frame dropping bugs on her form, but none find purchase and fall to the ground. From the doorway, Niss lands a bolt clear through it’s eye, but it appears unfazed. Ennostiel backs off and heals herself with the wand from the sewers, leaving Adrian to face the roach-zombie’s increasingly powerful attacks.

Standing strong against a series of surprisingly powerful blows, Adrian matches slam with slash, slicing deeply into the roach-zombie. However, even with some remote healing from Niss, the blows begin to take their toll. With a final solid slam with a rock-hard fist upside the head, Adrian is knocked out and drops to the ground at the roach-zombie’s bug-covered feet.

Naomi leaps into action. Activating her invisibility cloak, she sprints to her fallen ally, borrows a potion of cure moderate wounds from Adrian, reviving the groaning barbarian. Ennostiel, having had little luck with Alchemist’s Fire, moves to flank the sturdy foe with the aid of the Adrian. Not pausing even to stand, Adrian picks up the greatsword, and cuts the roach-zombie off at the ankles.

However, as it topples, tens of thousands of tiny bugs abandon their former host and pour out onto the ground, covering Ennostiel’s legs, and wholly engulfing Adrian. Naomi nearly runs back to cover, but, upon realizing that Adrian has blacked out and will soon be eaten alive, she summons great inner strength and drags her massive companion behind her while Ennostiel, also moving to cover, tosses vials of Alchemist’s Fire to cover their retreat.

Niss slams the door shut as the trio makes their way back into the warehouse. A deafening drone from the other side of the door suggests that there is little time to rest before the swarm gnaws through the only protection. Naomi grabs another of Adrian’s healing potions, and several vials of Alchemist’s Fire, before healing her ally into consciousness again. Each of the four readies a vial and tosses it as Niss opens the door a crack. In the brief moment before he slams it shut, the swarming mass is set alight. However, the gnawing continues, albeit slightly fainter. Figuring the plan worth another shot, a further volley is launched, and is followed by with silence. Niss cautiously opens the door, the base of which is little but charred splinters, and pushes aside a mound of charred roach casings.

Bruised and bleeding, the party still pushes onwards, fearing what might find them if they stay put. The neighboring building appears much like the last; little stands out as salvageable, though Naomi finds a hefty jar of what can only be liquefied Grick, gone slightly moldy.

END SESSION 20

Great googly-moogly. I thought the last one was long. This thing took forever.

Also, Adrian, we never really settled on the title/name of your recipient so we can consider this a placeholder for now.
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The old Jastermereel account seems to have been killed in an unfortunate email changing accident. I am an illegal clone manufactured on a little known island state off the coast of...well...never you mind. Pretend nothing happened and you won't have to face the combined wrath of the Guild of Calamitous Intent and the League of Awesomeness.


Last edited by Jastermereel on Fri Jul 16, 2010 5:52 pm; edited 1 time in total
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Jastermereel
Good Karma
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Joined: 10 Jul 2006
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Location: Right next to where I'm not.

PostPosted: Fri Jul 16, 2010 5:52 pm    Post subject: Reply with quote

Session 21

Setting: Bet Kalimar - Docks District

Finding the rooms on the other side of the bridge deserted, without trace of the infestation, the group pauses to catch their breath after the draining fight. While Adrian downs a pair of healing potions and the others count up their remaining few vials of alchemist’s fire, Ennostiel digs through the room’s piles of boxes. A few held a small quantity of coin, while a sizable one was empty save for packing straw and a cryptic bill of goods signed at the bottom with an ornate J. Ennostiel speculates that the box may have held the original source for the roaches in Bet Kalimar and were brought in by Jorasco. While Adrian and Naomi work at finding some coin of their own, Niss examines a large indoor cargo crane positioned above a hole in the floor, with a rope dangling down into the darkness.

However, he leaves it behind, following the others down a set of gradually curved stairway with slightly more ornate décor. Naomi and Ennostiel hang back on the bottom landing while Niss and Adrian scout ahead. After following a short corridor, the duo stands at one end of a large library. While the room is fairly well cared for and is without a trace of the bugs that have taken over the rest of the district, Adrian spots signs that suggest it’s been recently used, possibly lived in. Niss sees a wide set of stairs spiraling into a lower level and starts to descend further when he hears a low rumbling sound and thinks twice about going ahead on his own and ducks back to bring Naomi and Ennostiel ahead. Adrian, more willing to continue without backup, wanders towards the far end of the room.

A bolt of crackling eldritch energies flies out of a small alcove and slams into Adrian’s back. Thinking fast, Adrian ducks back around a corner, trying to take cover, but not before catching a glimpse of the assailant: a well-dressed hobgoblin last seen at Jorasco’s costumed ball. Kandar yells to Adrian, “You’ve meddled for too long. It’s time to bring this to an end.” From the rafters above, Adrian hears the rustling of a thousand crows taking flight.

Ennostiel, the first to the spot Adrian and the crows, yells back to Niss and Naomi who ready their weapons. Niss tries to cast Sleep on the swarm of crows before they engulf Adrian, but his magic has little effect. Having sized Kandar up, Adrian rushes towards him, and slices his fine attire to ribbons. He cries out in pain, but remains defiant, “If you’d kept out of the docks, we could have let you live, but you’ve seen too much.” With an arcane gesture, he darkens the room, and sprints towards a set of stairs behind him. Adrian manages to cut him badly, but not before the swarm arrives. With a thousand tiny landing a thousand tiny cuts upon the barbarian’s scalp, blinding and nauseating Adrian who runs from the squawking cloud, knocking over tables and chairs in the way.

Cautiously advancing, and fearing there might be back-up, Naomi hangs back, and instead peers out of a door on the side of the great hall. Outside sits a large courtyard, empty save for a few trees, surrounded by university buildings on all sides.

Ennostiel, unafraid of the swarm, wordlessly runs through the darkened patch of the room and slashes at the fleeing hobgoblin. Niss, less inclined to pass near the pecking flock of birds, sneaks between the rows of shelves nearby bookshelves and manages to get a quick shot off on Kandar, but it barely scratches his tough hide. Naomi, satisfied that he’s alone, joins Niss by the shelves. Kandar, in an attempt to detain his pursuers, summons a mighty stone fist from the library's tiled floor, which lashes out at Ennostiel, but does not land a hit before she, in turn, strikes him down with a final blow of her double-sided sword, sending him tumbling down the stairs.

After blindly fumbling for a time, Adrian finds and downs a healing potion and is able to see again. Niss, feeling boisterous, shouts at the bleeding and unconscious bugbear, “That’ll teach you not to let us mettle in your own business!” before running back to the warehouse to grab the cargo crane’s rope to secure the prisoner. While he’s gone, Adrian stops his bleeding, to keep him alive for later questioning, and rummages through his clothes for valuables finding a pair of Bracers of Armor (+1), a glowing red flask of Amorphous Fire, a mundane sickle and, most strangely, a small mummified elf hand on a chain about his neck (Hand of the Mage). After Niss binds and gags the prisoner, Naomi drinks an Elixir of Hiding and an Elixir of Sneaking, and, confident she won’t be spotted, descends the stairs Kandar had tried to run to.

Spiraling well below the library, the stairs open into a vast open room with a high ceiling. While there may once have been several enclosures and rooms, only rubble remains now. Where the library’s walls had ornate stonework, the basement’s walls have been reduced to raw stone deeply scored with great claws. One small building still stands to the side of the room, apparently a forge, as a chimney rises from the partially collapsed top of the shack to the ceiling of the great hall. Near Naomi’s entrance stands a tall ten-foot wide pillar, apparently meant to help support the ceiling, but it shows the same deep groves that cover the walls. Several doorways appear to lead out of the main room, likely connecting to other surface-level stairs; while there may be others, the remains of the walls and the piles of rubble obscure the far end of the hall. While there is a near-constant low rumbling, its source is not immediately clear.

Naomi cautiously approaches the dilapidated forge, and in peeking around the edge of the doorway, nearly comes face to face with one of the massive roaches. While it appears alert, it does not spot her. As the rumbling grows louder, Naomi looks toward the far end where the rubble covering the floor forms a low wave rolling across the floor as if something large, much larger than the other roaches, were tunneling below. Unwilling to face such a threat on her own, Naomi scurries back upstairs, careful not to attract any attention. Adrian, who had been exploring the courtyard, which appeared visibly depressed towards its middle, had been pushing a plan involving explosively demolishing the courtyard to access the chamber below, eventually reconsidered after Naomi relayed her findings.

Niss, apparently eager to lead the charge, takes off towards the far end of the room, beyond where Naomi had scouted, winding his way along the nearest wall. His curiosity takes a back seat to caution when he finds, and nearly runs into, another large roach resting behind the ruins of a wall. Naomi and Ennostiel take up positions on opposite sides of the large support pillar, carefully eyeing the room. Adrian, feeling bold but acting with some restrain, steps into the room and approaches where Naomi had seen the burrowing beast. However, barbarians are not known for their stealth, a fact that becomes further apparent as a large roach emerges from the dilapidated shack and screeches out an alarm.

From an alcove towards the far end of the room, a vast monstrosity appears, half again as tall as the others. Its mandibles, each as long and sharp as Adrian’s great sword, flank a cavernous maw, from which a stream of viscous acid pours creating a smoking hole in the floor. As Pitne predicted, this can only be the brood mother of the infestation. Rushing toward the lone intruder, she lets out a screeching wail that reverberates through the ruins, but Adrian stands undaunted. Naomi, using her best ammunition, peers out from behind the pillar and looses a corrosive bolt on the brood mother, showering her in acid. Adrian, confronting the mother of the vermin who have been an enduring source of pain and frustration, calls forth a inner rage and closes the gap, swinging the vast great sword in a wide arc and cuts a deep groove at the feet of the brood mother.

Meanwhile, at the far end of the room, unseen by the others, Niss tries to hide amid the larger rocks, but is seen the moment the large roach rounds the corner replying to the alarm. Bending low, it nearly cuts the lean catfolk in half with a single bite. Eyeing the tender morsel of flesh, it lingers for a moment before continuing on to defend its queen.

While Adrian seems eager to engage the foe alone, Ennostiel is less confident in the barbarian’s prowess and raises her gleaming metal hand, firing a coruscating ray of enfeeblement at the massively oversized vermin. The brood mother’s body sags noticeably, as if the thick shell was suddenly much heavier than before, but she appears no less determined to drive out the intruders. Hatching a plan, Ennostiel calls out to Adrian to keep the queen busy, while she searching for the explosive blasting disk from her pack.

The roach that first sounded the alarm charges towards Adrian, but is nearly cut down with a single blow from the raging barbarian for its incautious approach. The brood mother, enraged by the attack on its spawn, lunges, scything its razor-sharp mandibles together, but Adrian nimbly ducks aside. It cries out as injury is piled upon insult when another of Naomi’s corrosive bolts find its mark, and Ennostiel lands another ray of enfeeblement on the smoldering shell of the harried giant.

Adrian, reluctant to face two vast vermin at once, tries to finish off the lesser foe, but misses while attempting to avoid the relentless counter-attacks. While the guardian has the same difficulty, the brood mother takes advantage of Adrian’s split attention and bites deeply into goliath flesh, slicing through the tough hide as if it were jelly, raising her prize high in the air. Adrian, experiencing unimaginable pain, manages to pry apart the great jaws and tumbles to safety on the far side of the brood mother. Standing tall, the bleeding barbarian shouts a curse in the Gol-Kaa tongue, looking up to see the second guardian emerge from the rubble at the other end of the room with blood dripping from its maw.

Taking a more direct role in the fight, Ennostiel approaches the roach Adrian had weakened, and stabs clear through its armored underbelly. Enraged by the death of one of its own, the brood mother sprays a broad stream of acid at the gleaming interloper, dissolving the outer layer of Ennostiel’s intricate armored form. Naomi launches another bolt and while it misses, she attracts the attention of the surviving guardian who burrows under the ground as it approaches Naomi. Adrian, barely able to stand, yet appearing to enjoy the fight all the more, lashes out at the brood mother coating and, at long last, lands a hit. The vast great sword is dyed black as a foul-smelling grume pours forth from deep within the towering beast.

With all eyes elsewhere, Ennostiel, her form still smoldering from the acid, draws forth the blast disk from her pack, and sets it down near the base of the tall pillar. Grasping deeply within the downed guardian, she taunts the brood mother while draping herself with the remains. Turning to face the insolent metal foe who would so defile her loyal protectors, the queen launches herself at Ennostiel, tearing the warforged limb from mithral limb, leaving only traces of life in the pitted and battered shell, all the while remaining just outside the range of the disk’s magic.

The surviving guardian resurfaces near Naomi and locks on to her with a powerful bite. Unwilling to face such a foe head on, Naomi once again calls upon her primal heritage, drawing her repressed reptilian heritage to the surface, this time in full view of her comrades, and slips free of the roach’s grasp, though not without injury. Landing on the ground, she taps the collar of her cloak and disappears from sight.

Adrian, sensing an opening in the brood mother’s defenses, slips underneath, and opens the lightly armored underbelly open with a gash as long as a man, dropping organs without name to the dusty ground. However, the queen still stands. Screeching in agony and rage, it tries to retreat, not wishing to die just yet. Staggering away from Adrian, it plants a clawed foot clear through Ennostiel’s shredded torso, directly onto the blast disk.

A massive explosion rocks the underground room sending bits of the brood mother and warforged to the far corners of the room. The support pillar shudders, now missing a chunk near where the disk had been. Even as the echoes of the explosion die down, a new rumbling sound takes its place, louder and more ominous than the queen’s digging had been.

The remaining guardian charges at Adrian in a blind rage, undeterred by the chunks of stone falling from the ceiling, and receives a nasty backhanded slash with the barbarian’s bloodied great sword. Naomi, increasingly aware of the room’s instability, is filled with a sense of urgency and charges the towering roach, and skewering it with her rapier, piercing its heart with a perfectly precise lunge. The last of the giant roaches collapses to the floor, but its fall cannot be heard over the rising thunder of the rocky ceiling falling to pieces.
END SESSION 21
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The old Jastermereel account seems to have been killed in an unfortunate email changing accident. I am an illegal clone manufactured on a little known island state off the coast of...well...never you mind. Pretend nothing happened and you won't have to face the combined wrath of the Guild of Calamitous Intent and the League of Awesomeness.
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