The figure seen before casually turns and walks around a corner, out of sight, but Vic notices footprints pressed on the runner coming down the stairs and promptly moves out of the way, as does Hyrum. The steps are accompanied with no sounds or corporeal embodiment and end at the bottom of the staircase, apparently going no further.
After a few moment's hesitation, the deputies press on up the stairs, first entering a room filled with construction equipment and supplies, and then a series of rooms where the least damaged furniture and new fixtures and linens, etc., are being kept while the renovation was taking place. Seeing no need to disturb anything they have no right to, these doors are then shut and the party moved along to what appeared to have once been a small living quarter, abandoned for quite some time, with moisture and age-damaged linens left in a dresser next to a worn, sweat-stained cot. Further investigation of this chamber was interrupted by a woman's scream further down the hall, so the group exited this chamber and moved on cautiously.
The next room down the line seemed to be an observatory. The telescope ruined and smashed on the floor and the trapdoor that opens to the sky tied shut hints at the long disuse of the chamber. Seemingly bored, Elspeth took a runner and flung herself out of one of the stained glass windows in the room, narrowly avoiding falling to the rocky surf below by virtue of being pierced in the side and stuck fast by a weather vane on the canted roof below. Grimacing and casting Spider Climb, she limped back into the room and lay down in the floor, regaining her sense and moaning through the pain. Help was a friendly casting from Walt away, and after a few choice words for the house from the elf, the party continued on.
The next chamber, they assumed, held the reason for the hauntings, as a body of a woman was found, identified as the woman Walt danced with in the piano room and confirmed with the bruising at the neck. The body was left where she lie, without touching or prodding of any sort so as not to disrupt any more spirits than necessary, and the room left quietly, the door shut behind them as the band crossed the hall into what appeared to be a study, filled to the brim with all manner of pseudo-occult relics and esoterica, as well as plenty of maps and books of all types. Rissi and Elspeth discussed the ratfolk's wishes to travel some day as Walt flipped through some Pathfinder Chronicles and Vic gathered some of the maps before exiting this room, as well, backtracking through the house to check out one more room in the second floor.
There, passing beyond the gallery to the chamber beyond, was a bedchamber seemingly untouched save for a light covering of dust in the years that have ravaged the other parts of the home. The only odd feature, a dark stain on a desk to the side of the bed. Walt moved forward with Rissi, inspecting the stain as his ratfolk companion picked up an almost-imperceptable sliver of sharp wood that she claimed to have thought was a dagger before she picked it up. Seeing her error, and finding nothing else of note, the PCs moved on to the basement level.
There, after a short-lived tussle with a huge throng of rats, our heroes moved on to find a strong iron door, taking Natasha several tries before making it in, revealing what was obviously a workspace used by someone very interested in the occult or real magic, based on the various cues to necromancy found therein. While Walt was going about careful perusal and attempted mending of the tomes, Natasha pushed her way to the shelves and groped roughly at the spines, then just as suddenly lost interest. The rest of the group ran cautious eyes over the room, and knowing what they must do, ventured further, descending a great set of stairs leading from the workshop, despite Vic having a sudden vision of ghouls pulling him down into the darkness below.
Below, the group found a series of semi-natural caverns and began exploration, first encountering what used to be a dire bat, but with more ghoul on it. The thing had surprised the group when it dropped onto Vic, but posed only a minor threat to the party. The commotion, however, had attracted two small packs of ghouls to the group, and though they posed the threat of paralysis and disease, held no real threat, themselves.
Fortunately, the path they took through the tunnels led them only a short distance from their ultimate (but then-unknown) destination, upon which they entered the chamber, seeing at first a table strewn with various bits and odds and ends of Vic's possessions and trash, as well as a blood-stained chair that faced away with a table beside it on which was placed a silver tray of gobleted blood and raw hunks of meat. The ghoul serving it paused for his master to speak, telling the party that he had been waiting for them, and that it had taken far too long for them to arrive.
These things were actually said to Vic, but were addressed, generally, to the party, as the speaker was still seated, but then he rose, revealing him to be Aldern Foxglove...though a less alive version than Rissi, Vic, and Walt remembered from before. This parody of their friend slipped a mask on and no sooner was attacked, the group realizing that this was the foe they needed to stop, the murderer of (mostly) good people in Sandpoint!
Though the fight was joined by a small pack of goblins that had suffered the same fate as all in these chambers, and that Aldern had taken the facial features of Vic once he donned the mask, the battle was over almost as soon as it began, as Walt and Natasha had occupied the goblin ghouls while Elspeth, Rissi, Hyrum, and Vic neutralized Aldern and his butler.
As we left off, the group was pondering Aldern's downfall and obsession with Vic in his undead state, as well as questioning the usefulness and abilities of the mask and other items found on the dread ghast that once was their friend.
Cast of Characters
Walt Thrune, Chelaxian Human Cleric 7 (Merciful Healer) of Sarenrae - Paul
Rissi Scuttle, Ratfolk Alchemist 7 - Angela
Vic Alvaraz, Varisian Human Fighter (Mobile Fighter) 7 - David
Elspeth, Elf Wizard (Evoker) 7 - Tami
Hyrum Vassal, Chelaxian Human Tyrant (LE Antipaladin variant) 4 of Urgathoa/Monk 1 - David (secondary)
Natasha Caine, Chelaxian Human Rogue 5 - Angela (secondary)
4.11.2013
4.07.2013
Reconciling the Keeps, Part 2
A while back, I made a post about reconciling the original keep from Keep on the Borderlands (1979) with the keep as presented in Return to the Keep on the Borderlands (1999) and my own notes for my Pathfinder-driven Wilderlands of High Fantasy game set in the eastern reaches of the lands controlled by the City-State of the World Emperor. That original post can be found here, but contains no real pertinent information other than saying I was beginning to do this. This post is the fruit of that work.
The Keep, known to most as Bugbear Falls due to the culmination of a battle many years ago that took place on the cliffs where the place now sits. The name originally given by its founder is Dunkiel (dUHn-keel). The path to the place is unguarded but narrow and winding, stretching just a little across the chasm, leaving the keep's (normally drawn, of late) drawbridge to make the difference.
2. The Gatehouse Towers are manned by two sets of brothers, depending on shift (see Bailiff's Tower, below). After brief questioning by the pair, one goes down into his tower to lower the drawbridge, then when he reappears, keeps watch while the other disappears into his tower to raise the portcullis.
Both men are 3rd level Warriors, armored in chainmail with shield, and possessing shortbows and shortswords.
3. The Courtyard is protected by a new set of heavy double doors enforced with steel banding. Sabine Tikaf (Ftr 3; as statted in RttKotB) has ascended to the post of Corporal of the Watch after a string of promotions. She stands on the inside of the door, addressing any who enter through a barred window, letting only those who sheath and peacebond their weapons (or otherwise make a show of not wanting to cause trouble) enter. This dusky-skinned beauty in her early 30s became a widow during the siege of the keep by The Unbreakable adventuring guild (did I seriously not post about the siege?!), and has become bitterly distrusting of most adventurers who wish to enter her city now. She is always attended by a scribe (Com 1), who records all names, stated professions, taxes and tariffs, animals, etc.
4. The Common Stables will house the horses of any within the keep's walls at the cost of 5sp, or 1gp if a rubdown and grain are requested instead of hay. Reesen Ancel runs the stables for Rafe, who is also the smith for the keep. Reesen has been using Rafe's daughter, Tella (Rog 1; as in RttKotB), and the other half-dozen stablehands to build himself a nice little information network and budding thieve's guild.
During the famine that is taking place, the expenses for stabling have risen to 5gp and 10gp, and the stable master will offer 75gp and a quarter of the meat to any who wish to sell their horses to aid during the food shortages. Rafe set the price at 50gp, but Reesen has become grasping with this opportunity to make himself rich.
5. The Common Warehouse is normally used to hold all the kit and trade goods that visitors cannot usually take to their lodgings. Since the siege a year and a half ago, the Vuzughar has ordered it mandatory that all bags (including saddlebags and backpacks, but not belt pouches), boxes, crates, wagons, etc. be stored here until such time as the visitor leaves or makes arrangements for extended stay or residency. Sabine, the Corporal of the Watch, has the only key to this building.
6. The Bailiff's Tower used to be the traditional home of the Corporal of the Watch, but once Vic Tappas (Ftr 3; as KotB) took the office of Bailiff, he decided to keep the tower as his residence. The sleazy, gruff boor has made overtures to Sabine to share the residence, as they now share an office, with him on the upper floor, allowing for her to bring her twin sons, Sabir and Tahir along, if she would like.
The second floor of the tower is inhabited by Charl and Laurl, the day guards of the Gatehouse Towers, and Wort and Joop, the men assigned to nightwatch, while the third floor is occupied by 12 more members of the Watch and the fourth serves as a storage room and the Watch's armory. The ground floor serves as offices for the scribe that attends Sabine, Vic Tappas, and Sabine herself, as well as being the "base" for the Watch.
7. The Private Apartments are occupied by various members of society, detailed in the individual listings, below.
7a. The Jeweler, Samus Eip, and his wife reside here above the storefront he keeps on the ground floor. Samus' wife, Elsidor, and the two guards (War 3) they've had on retainer for years and years hide the fact that the aged merchant is showing signs of "mental wasting (Alzheimer's)", and are afraid what might happen should they have to close the doors.
7b. The Tailor, Cleg Weaver, and his wife Jocelyn, a tanner and furrier of no small skill, only celebrated their wedding a few short years ago, not even a year after the couple met, but the marriage and their mutual businesses, are going quite well as a result of their pairing. Jocelyn, in addition, used to be a hunter, and can give advice on several of the habitats of various wild creatures in the area.
7c. This Empty Apartment is legally owned by the last chartered members of The Unbreakable adventuring company that besieged the keep over a year ago. Formerly the property of one Elomir Nailo, a reputed elven sage, she came up missing shortly after her son was reportedly killed upon taking up the life of adventuring. In the months after, a member of The Unbreakable purchased the apartment and all things in it.
7d. The Cobbler, Reece, and his wife Asgrim make this apartment their home. Reece is said to have served the World Emperor in engagements in another part of the City-State's holdings, but the cobbler is quiet about his past, seemingly content in his simple life as a laborer. The couple have a son, Decius, and have just welcomed their second child, Nadya.
7e. The Schoolmaster & Scribe, Dubricus D'Ambreville (Wiz 1; as RttKotB), is an adventurer by trade, but since coming to the keep a few short months ago, has not been able to find an adventuring party due to the fact that he impresses that he should be leading such expeditions. To support himself, he has taken a job as a scribe and teacher, holding informal classes in his apartment for the children of parents that can pay his fee (1sp/day). He keeps his scrivening work to trade contracts, etc., in order to not interfere with government operation, and thus keep his head low (as he has learned that the rulers of the city do not like arcane casters).
7f. The Milkmaids, Neanne and Opal, as well as Neanne's daughter, Chandry, live here. Since the famine and blight that has affected everything, the sisters have pulled what non-tainted cows they had from their herd and, by virtue of Lady Dilana's good will, have housed the cattle in the lower floor of the Lookout Tower (see 12, below). In this arrangement, the ladies are able to continue their dairy operation at vastly inflated prices, due to shortage, and to cover the rent the Vuzughar charges. It is said that before the Stable of the Rider became the "state" religion of the keep, Opal led a small prayer group on some evenings, but no longer hosts such meetings.
7g. The Baker, "Brother" Martin, has not been a priest in many years. Recently come to the Falls, this middle-aged man spends almost all his time making beers and breads, neither of which are very good (he blames the quality of grain), but mostly whiles away his days drinking and eating his profits. If his religious calling is ever brought up, he becomes violent and chases any away who brought up the subject.
7h. The Woodworkers, Hobbin (a carpenter) and his brother, Asham (a cooper), live here along with both men's wives and their combined twelve children. The household is tense, with so many bodies cramped into one home, but with times as hard as they are, and with workable lumber in short demand after various fires in the area - including the one in Trenth which took Asham's home - the brothers have pooled resources to make due and support their families.
7i. The Bazaar stands empty after its owner, a southerner by the name of Rayyid, turned up missing after his visiting nephew made a supposed attempt on the life of Vuzughar Lago. The government, presumably, holds the rights to the building, but may legally have to wait for lease or some such to end.
There's the first seven entries of the keep proper. I anticipate two more posts before I get through the local map. This went a lot more smoothly than I anticipated when I was putting it together because anyone I hadn't introduced yet could be easily put in, and those that had been before could be altered slightly to fit my needs.
I'm not sure if this is useful to anyone but me, but hopefully someone out there will appreciate not having to look at Return, at the very least! I'll post the next installment as soon as I can. Hopefully right after my next AP post.
The Keep, known to most as Bugbear Falls due to the culmination of a battle many years ago that took place on the cliffs where the place now sits. The name originally given by its founder is Dunkiel (dUHn-keel). The path to the place is unguarded but narrow and winding, stretching just a little across the chasm, leaving the keep's (normally drawn, of late) drawbridge to make the difference.
2. The Gatehouse Towers are manned by two sets of brothers, depending on shift (see Bailiff's Tower, below). After brief questioning by the pair, one goes down into his tower to lower the drawbridge, then when he reappears, keeps watch while the other disappears into his tower to raise the portcullis.
Both men are 3rd level Warriors, armored in chainmail with shield, and possessing shortbows and shortswords.
3. The Courtyard is protected by a new set of heavy double doors enforced with steel banding. Sabine Tikaf (Ftr 3; as statted in RttKotB) has ascended to the post of Corporal of the Watch after a string of promotions. She stands on the inside of the door, addressing any who enter through a barred window, letting only those who sheath and peacebond their weapons (or otherwise make a show of not wanting to cause trouble) enter. This dusky-skinned beauty in her early 30s became a widow during the siege of the keep by The Unbreakable adventuring guild (did I seriously not post about the siege?!), and has become bitterly distrusting of most adventurers who wish to enter her city now. She is always attended by a scribe (Com 1), who records all names, stated professions, taxes and tariffs, animals, etc.
4. The Common Stables will house the horses of any within the keep's walls at the cost of 5sp, or 1gp if a rubdown and grain are requested instead of hay. Reesen Ancel runs the stables for Rafe, who is also the smith for the keep. Reesen has been using Rafe's daughter, Tella (Rog 1; as in RttKotB), and the other half-dozen stablehands to build himself a nice little information network and budding thieve's guild.
During the famine that is taking place, the expenses for stabling have risen to 5gp and 10gp, and the stable master will offer 75gp and a quarter of the meat to any who wish to sell their horses to aid during the food shortages. Rafe set the price at 50gp, but Reesen has become grasping with this opportunity to make himself rich.
5. The Common Warehouse is normally used to hold all the kit and trade goods that visitors cannot usually take to their lodgings. Since the siege a year and a half ago, the Vuzughar has ordered it mandatory that all bags (including saddlebags and backpacks, but not belt pouches), boxes, crates, wagons, etc. be stored here until such time as the visitor leaves or makes arrangements for extended stay or residency. Sabine, the Corporal of the Watch, has the only key to this building.
6. The Bailiff's Tower used to be the traditional home of the Corporal of the Watch, but once Vic Tappas (Ftr 3; as KotB) took the office of Bailiff, he decided to keep the tower as his residence. The sleazy, gruff boor has made overtures to Sabine to share the residence, as they now share an office, with him on the upper floor, allowing for her to bring her twin sons, Sabir and Tahir along, if she would like.
The second floor of the tower is inhabited by Charl and Laurl, the day guards of the Gatehouse Towers, and Wort and Joop, the men assigned to nightwatch, while the third floor is occupied by 12 more members of the Watch and the fourth serves as a storage room and the Watch's armory. The ground floor serves as offices for the scribe that attends Sabine, Vic Tappas, and Sabine herself, as well as being the "base" for the Watch.
7. The Private Apartments are occupied by various members of society, detailed in the individual listings, below.
7a. The Jeweler, Samus Eip, and his wife reside here above the storefront he keeps on the ground floor. Samus' wife, Elsidor, and the two guards (War 3) they've had on retainer for years and years hide the fact that the aged merchant is showing signs of "mental wasting (Alzheimer's)", and are afraid what might happen should they have to close the doors.
7b. The Tailor, Cleg Weaver, and his wife Jocelyn, a tanner and furrier of no small skill, only celebrated their wedding a few short years ago, not even a year after the couple met, but the marriage and their mutual businesses, are going quite well as a result of their pairing. Jocelyn, in addition, used to be a hunter, and can give advice on several of the habitats of various wild creatures in the area.
7c. This Empty Apartment is legally owned by the last chartered members of The Unbreakable adventuring company that besieged the keep over a year ago. Formerly the property of one Elomir Nailo, a reputed elven sage, she came up missing shortly after her son was reportedly killed upon taking up the life of adventuring. In the months after, a member of The Unbreakable purchased the apartment and all things in it.
7d. The Cobbler, Reece, and his wife Asgrim make this apartment their home. Reece is said to have served the World Emperor in engagements in another part of the City-State's holdings, but the cobbler is quiet about his past, seemingly content in his simple life as a laborer. The couple have a son, Decius, and have just welcomed their second child, Nadya.
7e. The Schoolmaster & Scribe, Dubricus D'Ambreville (Wiz 1; as RttKotB), is an adventurer by trade, but since coming to the keep a few short months ago, has not been able to find an adventuring party due to the fact that he impresses that he should be leading such expeditions. To support himself, he has taken a job as a scribe and teacher, holding informal classes in his apartment for the children of parents that can pay his fee (1sp/day). He keeps his scrivening work to trade contracts, etc., in order to not interfere with government operation, and thus keep his head low (as he has learned that the rulers of the city do not like arcane casters).
7f. The Milkmaids, Neanne and Opal, as well as Neanne's daughter, Chandry, live here. Since the famine and blight that has affected everything, the sisters have pulled what non-tainted cows they had from their herd and, by virtue of Lady Dilana's good will, have housed the cattle in the lower floor of the Lookout Tower (see 12, below). In this arrangement, the ladies are able to continue their dairy operation at vastly inflated prices, due to shortage, and to cover the rent the Vuzughar charges. It is said that before the Stable of the Rider became the "state" religion of the keep, Opal led a small prayer group on some evenings, but no longer hosts such meetings.
7g. The Baker, "Brother" Martin, has not been a priest in many years. Recently come to the Falls, this middle-aged man spends almost all his time making beers and breads, neither of which are very good (he blames the quality of grain), but mostly whiles away his days drinking and eating his profits. If his religious calling is ever brought up, he becomes violent and chases any away who brought up the subject.
7h. The Woodworkers, Hobbin (a carpenter) and his brother, Asham (a cooper), live here along with both men's wives and their combined twelve children. The household is tense, with so many bodies cramped into one home, but with times as hard as they are, and with workable lumber in short demand after various fires in the area - including the one in Trenth which took Asham's home - the brothers have pooled resources to make due and support their families.
7i. The Bazaar stands empty after its owner, a southerner by the name of Rayyid, turned up missing after his visiting nephew made a supposed attempt on the life of Vuzughar Lago. The government, presumably, holds the rights to the building, but may legally have to wait for lease or some such to end.
There's the first seven entries of the keep proper. I anticipate two more posts before I get through the local map. This went a lot more smoothly than I anticipated when I was putting it together because anyone I hadn't introduced yet could be easily put in, and those that had been before could be altered slightly to fit my needs.
I'm not sure if this is useful to anyone but me, but hopefully someone out there will appreciate not having to look at Return, at the very least! I'll post the next installment as soon as I can. Hopefully right after my next AP post.
Labels:
Design,
Keep on the Borderlands,
Wilderlands
Age of Worms, Session 22
Entrance to the Free City for our band went swimmingly well, with us gathering as many injured and sick as we could upon our wagon as a means of easing the ire of those we cut ahead of in the hours-long line to get into the city, then greasing the palms of a few gate guards to get expedited in without the hassle of searches and what have you.
The band first procured rooms, upon recommendation, from a place called The Crooked House, Cameron throwing 30 gold at the man to house them and their horses and sundry for a "few nights". Information gathering as they took a round of drinks and meal helped them to determine that their contact, Eligos - known to be a warrior mage(!) and great sage - lives in a nearby district, and so they set out for the man's house.
Eligos' manor was lined with well manicured gardens and hedges, and upon arriving, the party were met with an elven manservant named Pollard, who showed us in to a parlor and bade us wait for his master, who appeared quickly thereafter. The sage politely took in the information and materials presented to him and showed slight surprise at the contact being initiated by Allustan, claiming to not have been in contact with his old colleague for quite some time, but promising to look into things more deeply and get in touch with us within the week, suggesting perhaps we spend our time enjoying the Free City and mentioning a parade taking place that we might enjoy on this very day!
And so, there we went, as the streets were hard to navigate with all the hubbub, anyway, and the party were able to avert a disaster when we engaged an escaped chimera after Katain's attempts to negotiate with the thing to calm down failed. The battle was hectic but quick, and we came out smelling like roses (figuratively, of course...we have been on the road for days) when we not only subdued the beast for the arena company, but also had Able heal the wounds of the bystanders that had gotten injured in the fracas. Dairon quickly sprung to action, extolling the virtues of his master knight, and was able to recruit two men to Cameron's banner, promising glories untold in the days to come as Mullins heatedly debated the reward of our deeds and the cost of the chimera, which was rather prohibitive at roughly 21k gp.
At this point, the group split company. Mullins decided to return to Eligos to question him more on the quest, Katain returned to The Crooked House (since Tami wasn't there to play her character), Dairon went about his search for a church adept for holy aid and guidance for what he hoped was the start of rebuilding of an army for Cameron, and Cameron originally going to the inn, as well, but going to find bottles of drink when he realized Dairon had his booze. (As an aside here, I can't recall what David's characters were doing at this point, which makes me wonder if he had already left for the night - sorry if they hadn't!) After procuring a couple of bottles of fine vintage from a local wine shop, he began to make his way back when he heard the rantings and ravings of a seemingly mad prophet who turned out to be spouting what Cameron perceived to be glaring truths about the "Age of Worms"...
So he knocked him out cold with his maul.
Making the way back to the inn and tossing a few more coins the owner's way, he drug his "drunk" friend to his room, where he promptly gagged and tied him up to wait on his companions to get back. Katain, witnessing the ordeal, flew to Eligos' to warn Mullins of what had happened, and the rest of the characters came in from their various errands and explorations and gathered in the room over the proselyter to confer, with most of it being Cameron justifying to the others that the street preacher just knew too much.
When he awoke, the prosyleter was put to questioning and claimed to be the prophet of something called the Golden Eye, and that he was not part of any particular church or sect, but was granted visions and instinctively knew all that he did about the situation and circumstances, explaining that he cannot even grasp the full idea of what he says unless he speaks his rant in its entirety. At this, feeling that his prophecies could come in handy in the coming days, Dairon stepped in and gave him the "sales pitch" to join Cameron's growing band on their quest, to which he said he would think about it.
And there we left off. Things are about to heat up in the Free City, methinks.
Cast of Characters
Cameron val Dane, Human Knight 7 - Me
Dairon val Eite, Human Bard 5 - Me (cohort)
Mullins, Gnome Rogue 3/Wizard 3/Mirror Master 1 - Paul
Able Nightengale, Human Healer 7 - David
Caine Smithe, Human Marshal 5 - David (cohort)
Katain, Pseudodragon Warlock 2 - Tami
The band first procured rooms, upon recommendation, from a place called The Crooked House, Cameron throwing 30 gold at the man to house them and their horses and sundry for a "few nights". Information gathering as they took a round of drinks and meal helped them to determine that their contact, Eligos - known to be a warrior mage(!) and great sage - lives in a nearby district, and so they set out for the man's house.
Eligos' manor was lined with well manicured gardens and hedges, and upon arriving, the party were met with an elven manservant named Pollard, who showed us in to a parlor and bade us wait for his master, who appeared quickly thereafter. The sage politely took in the information and materials presented to him and showed slight surprise at the contact being initiated by Allustan, claiming to not have been in contact with his old colleague for quite some time, but promising to look into things more deeply and get in touch with us within the week, suggesting perhaps we spend our time enjoying the Free City and mentioning a parade taking place that we might enjoy on this very day!
And so, there we went, as the streets were hard to navigate with all the hubbub, anyway, and the party were able to avert a disaster when we engaged an escaped chimera after Katain's attempts to negotiate with the thing to calm down failed. The battle was hectic but quick, and we came out smelling like roses (figuratively, of course...we have been on the road for days) when we not only subdued the beast for the arena company, but also had Able heal the wounds of the bystanders that had gotten injured in the fracas. Dairon quickly sprung to action, extolling the virtues of his master knight, and was able to recruit two men to Cameron's banner, promising glories untold in the days to come as Mullins heatedly debated the reward of our deeds and the cost of the chimera, which was rather prohibitive at roughly 21k gp.
At this point, the group split company. Mullins decided to return to Eligos to question him more on the quest, Katain returned to The Crooked House (since Tami wasn't there to play her character), Dairon went about his search for a church adept for holy aid and guidance for what he hoped was the start of rebuilding of an army for Cameron, and Cameron originally going to the inn, as well, but going to find bottles of drink when he realized Dairon had his booze. (As an aside here, I can't recall what David's characters were doing at this point, which makes me wonder if he had already left for the night - sorry if they hadn't!) After procuring a couple of bottles of fine vintage from a local wine shop, he began to make his way back when he heard the rantings and ravings of a seemingly mad prophet who turned out to be spouting what Cameron perceived to be glaring truths about the "Age of Worms"...
So he knocked him out cold with his maul.
Making the way back to the inn and tossing a few more coins the owner's way, he drug his "drunk" friend to his room, where he promptly gagged and tied him up to wait on his companions to get back. Katain, witnessing the ordeal, flew to Eligos' to warn Mullins of what had happened, and the rest of the characters came in from their various errands and explorations and gathered in the room over the proselyter to confer, with most of it being Cameron justifying to the others that the street preacher just knew too much.
When he awoke, the prosyleter was put to questioning and claimed to be the prophet of something called the Golden Eye, and that he was not part of any particular church or sect, but was granted visions and instinctively knew all that he did about the situation and circumstances, explaining that he cannot even grasp the full idea of what he says unless he speaks his rant in its entirety. At this, feeling that his prophecies could come in handy in the coming days, Dairon stepped in and gave him the "sales pitch" to join Cameron's growing band on their quest, to which he said he would think about it.
And there we left off. Things are about to heat up in the Free City, methinks.
Cast of Characters
Cameron val Dane, Human Knight 7 - Me
Dairon val Eite, Human Bard 5 - Me (cohort)
Mullins, Gnome Rogue 3/Wizard 3/Mirror Master 1 - Paul
Able Nightengale, Human Healer 7 - David
Caine Smithe, Human Marshal 5 - David (cohort)
Katain, Pseudodragon Warlock 2 - Tami
Labels:
Actual Play,
Angela,
Dungeons and Dragons,
The Age of Worms
Rise of the Runelords, Session 13: The Skinsaw Murders
Our group changed schedule this week, moving the game to Monday nights instead of Wednesday, putting me almost two weeks behind on posting APs, let alone anything else I might want to push out (and there is plenty, believe me). I plan to be caught back up this week, but who knows. Regardless, with this post, I'll only be one week behind. Progress!
Anyway...when we picked up last week, our heroes made the choice to push out of the farmlands and journey immediately to the Misgivings, where most of the notes to Vic, and even the testimony of the crazed near-ghoul, Grayst Sevilla, has led.
The travel went uncontested and easily through the farmlands east, and riding across the near stretches of the Bleaklow Moor with no harassment, the party finally made it to the spot where the Lost Coast Road meets the path to Foxglove Manor, near the covered bridge across the Foxglove River. No sooner had they passed the formal road than up from the overgrown banks of the river rose a huge mass of animate vegetation, extending clasping maws like those of a venus flytrap several yards out, immediately snatching Vic from the back of his horse and enclosing him in one "mouth" while pressing the attack with three others.
The thing's sheer size and ability to fight on multiple fronts came to bear quickly, with the carnivorous plant scooping up Natasha and clasping down on a horse next. The fight was over almost as soon as it began, however, when after a barrage of spells and attacks, the thing slunk into the river, releasing its prey as it did, leaving Vic and Natasha near collapse and death, and leaving the horse and Elspeth with severe wounds.
Walt administered aid to the wounded and the group set off again, more wary of their surroundings as they approached the sea cleft, and the precariously perched manor that came into view after another hour of travel.
The squawk of crows perched upon a boarded up well next to the husk of a building burned out long ago greeted our party, and lent a little eeriness to the approach to the main building. As they drew near, however, they noticed new doors had been set in the front and side entrances of the building, no doubt the product of the renovations Aldern had mentioned to the original three party members.
After a courteous knock, the group heard a pair of small children laughing and running toward the door, one announcing "I'll get it", but no answer came to the door. Finding it locked, and then swiftly picked, the band entered the home in the dual interest of their investigation and a tiny measure of worry for their mutual friend (not really, as Walt dislikes the man, but Vic, I think, gets on with him well).
The entrance hall to the manor is, or would be if not for all the cobwebs and dust, a grand thing, with the hunting trophies of days long past displayed for visitors; the greatest of these, a fierce-looking (despite its present condition) manticore, stuffed full-bodied and mounted on a platform in the middle of the room. Once secure in the fact that the thing was not alive, the group decided to check out the rest of the house, moving into a door on the left, despite some of them hearing sobbing apparently from an upper floor.
In the next chamber they visited, the room was barren except for a once beautiful grand piano laying in a sad, mildewed and molded state in the corner, which Rissi could not resist and tinkled a few of the keys, which sounded in perfect pitch despite the condition of the instrument. At this same moment, Walt heard Rissi's masterful Varisian song and flung himself forward, into the arms of a beautiful woman he swore was not there a moment earlier, then just as quickly snapped out of his revelry, seeing the woman scream and then watch as her face darkened and bloated as if being choked. Everyone else stood staring at the priest for a moment as he began to dance by himself and then seemingly come to his senses, noticing that Rissi's talent wasn't even Chopsticks worthy.
Further investigation led Elspeth to enter what apparently was a washroom, holding a now-empty basin from which dissonant scraping sounds issued. Approach revealed a blind rat, its eyes and the rest of its body covered from nose to tail in tumors and lesions. Deciding to leave well alone, the group pressed on, hearing more sobbing, children giggling, and footsteps in the floor above as they then explored a lounge with an odd breeze though no windows were open, and on into a dining room with interesting stained glass and then back into the entrance hall, whereupon Elspeth suddenly caught on fire, claiming the manticore had singed her with its tail alight with flame, though none of the others witnessed it despite being in the room.
A cursory check of a musty drawing room was done before moving to upward-going stairs to the next floor, their footsteps sounding an instant later than they were taken. Exiting the stairwell, Walt led the way into what appeared to be a fairly well-kept child's room, wherein Vic saw his parents fighting amongst themselves, his mother weilding a torch and his father, tumor-riddled like the rat from before, clutching a long knife, the altercation getting progressively worse, but ending before concluding in the inevitable. The rest of the group, having seen nothing, continue on down the hall. Vic feels a little lost and hurt at this point, never wishing to have seen such a sight (Wisdom damage, ouch.)
A quick glance in at the next room on the right reveals it to have been a music room of some sort, with multiple stringed instruments resting in the corner, but Walt's description to the others of his previous peril in the piano room cause the PCs to move on (I think! I don't remember anything happening in this room, though I do remember giving a description to the group. One of my players should be able to clarify if I am wrong). The next room visited, in contrast to the last two being in fairly good repair, is caked with thick, black mold all over. Vic catches himself reaching for his face to pick at the mold he feels there, but dismisses the sensation as a reaction to the filth, and the party venture further down the hall to a washroom with a sagging floor, which they decide to avoid, for safety's sake.
Safety, however, becomes a concern when a new member of the party, the Chelaxian woman, Natasha, suddenly attacks Rissi as everyone is going through what appears to be the master bedchamber, though the furniture, including bed, is smashed to pieces and all the artwork is smashed or slashed apart, save for a single painting turned to face the wall. The attack takes places as other members of the group are inspecting the turned painting, Walt realizing that it's a portrait of his dance partner in the piano room as everyone is trying to subdue Natasha, who claims not to have known what came over her and that she felt compelled. The group accept this, seeing how they've all experienced at least something weird about this place, then enter the last chamber on the floor that isn't a staircase
The next chamber, a large one opposite the hall from the music room on the floor, turns out to be a gallery, depicting various members of the Foxglove family, stretching back a few generations, and including portraits of a young Aldern and his sisters, as well as their parents and other family of indeterminate connection. As the paintings have their dust and cobwebs brushed away, however, the room erupts in activity. Sheets of mold spread from the painting of Vorel Foxglove as the others seem to all have grisly fates take over their likenesses in the frames, and then just as suddenly, the room is back to normal. The paintings displaying the gorgeous portraits of the family, and relatively untouched compared to other rooms in the house.
The party, having satisfied their curiosity of this part of the house, venture up again...seeing a figure standing at the end of a short hall as they crest the stairs, upon which I ended the session.
The noises of children laughing, sobbing, voices, footsteps, etc. are heard by the party every little bit as they explore the manor. It's no wonder, a few PCs have voiced, that Aldern has not been able to keep laborers employed to restore the mansion under these conditions. At any rate, this has been a pretty fun departure from the usual linear dungeon, and I think we're all enjoying it.
Cast of Characters
Walt Thrune, Chelaxian Human Cleric 6 (Merciful Healer) of Sarenrae - Paul
Rissi Scuttle, Ratfolk Alchemist 6 - Angela
Vic Alvaraz, Varisian Human Fighter (Mobile Fighter) 6 - David
Elspeth, Elf Wizard (Evoker) 5 - Tami
Hyrum Vassal, Chelaxian Human Tyrant (LE Antipaladin variant) 4 of Urgathoa/Monk 1 - David (secondary)
Natasha Caine, Chelaxian Human Rogue 5 - Angela (secondary)
Anyway...when we picked up last week, our heroes made the choice to push out of the farmlands and journey immediately to the Misgivings, where most of the notes to Vic, and even the testimony of the crazed near-ghoul, Grayst Sevilla, has led.
The travel went uncontested and easily through the farmlands east, and riding across the near stretches of the Bleaklow Moor with no harassment, the party finally made it to the spot where the Lost Coast Road meets the path to Foxglove Manor, near the covered bridge across the Foxglove River. No sooner had they passed the formal road than up from the overgrown banks of the river rose a huge mass of animate vegetation, extending clasping maws like those of a venus flytrap several yards out, immediately snatching Vic from the back of his horse and enclosing him in one "mouth" while pressing the attack with three others.
The thing's sheer size and ability to fight on multiple fronts came to bear quickly, with the carnivorous plant scooping up Natasha and clasping down on a horse next. The fight was over almost as soon as it began, however, when after a barrage of spells and attacks, the thing slunk into the river, releasing its prey as it did, leaving Vic and Natasha near collapse and death, and leaving the horse and Elspeth with severe wounds.
Walt administered aid to the wounded and the group set off again, more wary of their surroundings as they approached the sea cleft, and the precariously perched manor that came into view after another hour of travel.
The squawk of crows perched upon a boarded up well next to the husk of a building burned out long ago greeted our party, and lent a little eeriness to the approach to the main building. As they drew near, however, they noticed new doors had been set in the front and side entrances of the building, no doubt the product of the renovations Aldern had mentioned to the original three party members.
After a courteous knock, the group heard a pair of small children laughing and running toward the door, one announcing "I'll get it", but no answer came to the door. Finding it locked, and then swiftly picked, the band entered the home in the dual interest of their investigation and a tiny measure of worry for their mutual friend (not really, as Walt dislikes the man, but Vic, I think, gets on with him well).
The entrance hall to the manor is, or would be if not for all the cobwebs and dust, a grand thing, with the hunting trophies of days long past displayed for visitors; the greatest of these, a fierce-looking (despite its present condition) manticore, stuffed full-bodied and mounted on a platform in the middle of the room. Once secure in the fact that the thing was not alive, the group decided to check out the rest of the house, moving into a door on the left, despite some of them hearing sobbing apparently from an upper floor.
In the next chamber they visited, the room was barren except for a once beautiful grand piano laying in a sad, mildewed and molded state in the corner, which Rissi could not resist and tinkled a few of the keys, which sounded in perfect pitch despite the condition of the instrument. At this same moment, Walt heard Rissi's masterful Varisian song and flung himself forward, into the arms of a beautiful woman he swore was not there a moment earlier, then just as quickly snapped out of his revelry, seeing the woman scream and then watch as her face darkened and bloated as if being choked. Everyone else stood staring at the priest for a moment as he began to dance by himself and then seemingly come to his senses, noticing that Rissi's talent wasn't even Chopsticks worthy.
Further investigation led Elspeth to enter what apparently was a washroom, holding a now-empty basin from which dissonant scraping sounds issued. Approach revealed a blind rat, its eyes and the rest of its body covered from nose to tail in tumors and lesions. Deciding to leave well alone, the group pressed on, hearing more sobbing, children giggling, and footsteps in the floor above as they then explored a lounge with an odd breeze though no windows were open, and on into a dining room with interesting stained glass and then back into the entrance hall, whereupon Elspeth suddenly caught on fire, claiming the manticore had singed her with its tail alight with flame, though none of the others witnessed it despite being in the room.
A cursory check of a musty drawing room was done before moving to upward-going stairs to the next floor, their footsteps sounding an instant later than they were taken. Exiting the stairwell, Walt led the way into what appeared to be a fairly well-kept child's room, wherein Vic saw his parents fighting amongst themselves, his mother weilding a torch and his father, tumor-riddled like the rat from before, clutching a long knife, the altercation getting progressively worse, but ending before concluding in the inevitable. The rest of the group, having seen nothing, continue on down the hall. Vic feels a little lost and hurt at this point, never wishing to have seen such a sight (Wisdom damage, ouch.)
A quick glance in at the next room on the right reveals it to have been a music room of some sort, with multiple stringed instruments resting in the corner, but Walt's description to the others of his previous peril in the piano room cause the PCs to move on (I think! I don't remember anything happening in this room, though I do remember giving a description to the group. One of my players should be able to clarify if I am wrong). The next room visited, in contrast to the last two being in fairly good repair, is caked with thick, black mold all over. Vic catches himself reaching for his face to pick at the mold he feels there, but dismisses the sensation as a reaction to the filth, and the party venture further down the hall to a washroom with a sagging floor, which they decide to avoid, for safety's sake.
Safety, however, becomes a concern when a new member of the party, the Chelaxian woman, Natasha, suddenly attacks Rissi as everyone is going through what appears to be the master bedchamber, though the furniture, including bed, is smashed to pieces and all the artwork is smashed or slashed apart, save for a single painting turned to face the wall. The attack takes places as other members of the group are inspecting the turned painting, Walt realizing that it's a portrait of his dance partner in the piano room as everyone is trying to subdue Natasha, who claims not to have known what came over her and that she felt compelled. The group accept this, seeing how they've all experienced at least something weird about this place, then enter the last chamber on the floor that isn't a staircase
The next chamber, a large one opposite the hall from the music room on the floor, turns out to be a gallery, depicting various members of the Foxglove family, stretching back a few generations, and including portraits of a young Aldern and his sisters, as well as their parents and other family of indeterminate connection. As the paintings have their dust and cobwebs brushed away, however, the room erupts in activity. Sheets of mold spread from the painting of Vorel Foxglove as the others seem to all have grisly fates take over their likenesses in the frames, and then just as suddenly, the room is back to normal. The paintings displaying the gorgeous portraits of the family, and relatively untouched compared to other rooms in the house.
The party, having satisfied their curiosity of this part of the house, venture up again...seeing a figure standing at the end of a short hall as they crest the stairs, upon which I ended the session.
The noises of children laughing, sobbing, voices, footsteps, etc. are heard by the party every little bit as they explore the manor. It's no wonder, a few PCs have voiced, that Aldern has not been able to keep laborers employed to restore the mansion under these conditions. At any rate, this has been a pretty fun departure from the usual linear dungeon, and I think we're all enjoying it.
Cast of Characters
Walt Thrune, Chelaxian Human Cleric 6 (Merciful Healer) of Sarenrae - Paul
Rissi Scuttle, Ratfolk Alchemist 6 - Angela
Vic Alvaraz, Varisian Human Fighter (Mobile Fighter) 6 - David
Elspeth, Elf Wizard (Evoker) 5 - Tami
Hyrum Vassal, Chelaxian Human Tyrant (LE Antipaladin variant) 4 of Urgathoa/Monk 1 - David (secondary)
Natasha Caine, Chelaxian Human Rogue 5 - Angela (secondary)
Labels:
Actual Play,
Pathfinder,
Rise of the Runelords
3.23.2013
Age of Worms, Session 21
Well, I was put in my place about Allustan being with us. He just
sent us on his fool's errand, because he's a wizard and far too busy
(even though we're probably higher level than he is now!), but yes...he
had just sent us, and thus should not have been with us when we almost
died, so no fault of his there! Further, everyone except Mullins gained a
level this session, and all characters have been updated, including
his, since I had forgotten what class he had taken a level in.
This week found us still on the road to the Free City of Greyhawk to visit Elistor, a colleague of Allustan (Hmm.. I've seen this episode of Avatar, there better not be any tricks.) and give him some samples and evidence of the worm infestation so that perhaps he can help us come up with a solution to the crisis.
The road, no matter if less or more traveled, however, certainly has its share of dangers, as before long, we were beset by a pack of worgs who did their best to kill some of our horses, then take down Cameron and Able in the process, but we ended up more than a match for them in the end, and only one of their number was able to escape once we started dogging them before they wolfed us down, as Paul put it.
And though we hoped that our canine friends were the last of our troubles before hitting the city, the felines got in on the action when four displacer beasts surrounded our camp and pressed the attack in hopes of tasty noms. In this, we did lose one horse, which was killed and dragged into the woods to the creatures before finally taking one down and having the other two bolt before their numbers came up, as well.
The displacement effect of the magical beasts made the fight a much tougher one than anticipated, much like the worgs' high hit points helped them immensely to give us a challenge, but in the end we prevailed...though barely in some cases. Angela's dice hate my primary characters, and Cameron was taken down to single-digit hit points throughout the two fights, and actually into the minuses against the worgs. David didn't have much better luck with Able in the night, either, though his ability to heal himself kept him (and us) relevant throughout.
With the Free City less than a day's ride away, we rested out the night in hopes of better luck once within the walls of Greyhawk.
Cast of Characters
Cameron val Dane, Human Knight 7 - Me
Dairon val Eite, Human Bard 5 - Me (cohort)
Mullins, Gnome Rogue 3/Wizard 3/Mirror Master 1 - Paul
Able Nightengale, Human Healer 7 - David
Caine Smithe, Human Marshal 5 - David (cohort)
Katain, Pseudodragon Warlock 2 - Tami
This week found us still on the road to the Free City of Greyhawk to visit Elistor, a colleague of Allustan (Hmm.. I've seen this episode of Avatar, there better not be any tricks.) and give him some samples and evidence of the worm infestation so that perhaps he can help us come up with a solution to the crisis.
The road, no matter if less or more traveled, however, certainly has its share of dangers, as before long, we were beset by a pack of worgs who did their best to kill some of our horses, then take down Cameron and Able in the process, but we ended up more than a match for them in the end, and only one of their number was able to escape once we started dogging them before they wolfed us down, as Paul put it.
And though we hoped that our canine friends were the last of our troubles before hitting the city, the felines got in on the action when four displacer beasts surrounded our camp and pressed the attack in hopes of tasty noms. In this, we did lose one horse, which was killed and dragged into the woods to the creatures before finally taking one down and having the other two bolt before their numbers came up, as well.
The displacement effect of the magical beasts made the fight a much tougher one than anticipated, much like the worgs' high hit points helped them immensely to give us a challenge, but in the end we prevailed...though barely in some cases. Angela's dice hate my primary characters, and Cameron was taken down to single-digit hit points throughout the two fights, and actually into the minuses against the worgs. David didn't have much better luck with Able in the night, either, though his ability to heal himself kept him (and us) relevant throughout.
With the Free City less than a day's ride away, we rested out the night in hopes of better luck once within the walls of Greyhawk.
Cast of Characters
Cameron val Dane, Human Knight 7 - Me
Dairon val Eite, Human Bard 5 - Me (cohort)
Mullins, Gnome Rogue 3/Wizard 3/Mirror Master 1 - Paul
Able Nightengale, Human Healer 7 - David
Caine Smithe, Human Marshal 5 - David (cohort)
Katain, Pseudodragon Warlock 2 - Tami
3.21.2013
Rise of the Runelords, Session 12: The Skinsaw Murders
This session saw the introduction of two new characters, one each
played by Angela and David, since Paul had taken a job whose hours
didn't guarantee his ability to play on a regular basis. News of two
more players possibly joining the group, however, might put these
characters on short careers for the time being, if the players so
choose.
Upon the road to the outlying farms, a horseman in billowing black robes and cloak rushed to them, setting the group on guard, but revealed himself to be an associate of Erin Habe, the good doctor at The Saintly Haven of Respite (the sanitorium). He claimed to have some working knowledge of the undead and how their maladies are communicated, and wished to find the source of the outbreak - positing that it may be a necromancer - and put a stop the spread of it. The players accepted his story (by virtue of his having a shiny PC nametag) and then continued on.
With haste, the deputized (other than Vic, who is a guardsman, and Hyrum, who is deputized by association, Vic decided) PCs ride to the outlying farmlands, at first coming across still-habited plots; the farmers there knowing some about the scarecrows that had come to life and killed others via refugees that had passed the story along, but had no further knowledge, nor had they seen the things, since they had sequestered themselves inside their homes.
The homes further into the farm country were less fortunate. Evidence of slaughter and evisceration were all around. Bloody puddles and smeared offal on homes...the farmers and their livestock, too. At one of these houses, the party met with Natasha, who had holed up in a home overnight and stayed there for a little longer after seeing her horse torn to shreds by the living scarecrows. The party offered her the safety of numbers if she didn't mind going with them while they finished an investigation, and agreeing, the group pressed on, finally coming to the center of the carnage: the Hambley farm.
As soon as the group approached the first fields of the Hambley property, they came in sight of a scarecrow upon a post at a juncture in the narrow lanes. Walt fired a bolt into the thing from his crossbow, and when a muffled groan issued from the thing, Elspeth followed up with a fireball, thankfully not setting the farm on fire, due to the heavy rains. Upon inspection of the body, including cutting the thing open to see what the vital organs of these things look like, they discovered that this had been a normal, living person. Perhaps a decoy or bait used to attract the real thing.
Upon seeing this, and expecting some of the monstrous scarecrows to be close, Walt took to the air with his magical wings and went a couple of hundred feet further to another scarecrow that he found lashed to a post. When trying to remove the hood of this one, however, it bit at him, revealing itself to be one of the true undead versions. It had yet to free itself fully when the rest of the group approached, but Walt made short work of the thing. Another scarecrow down the lane proved to be the cloth and straw variety, but did little to lessen the tensity of the situation as the blood-soaked Hambley farmhouse and barn came into view.
The troupe decided to inspect the farmhouse first, Walt leading the way in with the others following slowly behind, covering every possible angle in case of an ambush. In the kitchen/dining area, a male body was splayed across the table with the Sihedron rune carved into his chest and a note laid over it, addressed to Vic and taunting his inability to stop the murders. Walt called Vic in to see it, then went down the hall to clear the rest of the house. As he entered the first bedroom, he spotted a body in the bed which tried to attack when he approached, but his was not the only threat, as a mountainous man of dead flesh, almost seven feet tall and wearing the clothes of a day laborer began to enter the house and went for Natasha.
The fight in the bedroom was well managed by Walt, but in the front room of the house, the undead behemoth proved to be slightly harder to take down, especially when he bellowed for his fellows to join the fray, the pack of ghouls rushing from the barn to claim their meals.
Experienced in close-quarters fighting from their foray into the dungeon below Thistletop, and bolstered by new allies, however, the party made short work of the former farmers, and set to further inspect the farm when the session was called for the night.
Cast of Characters
Walt Thrune, Chelaxian Human Cleric 6 (Merciful Healer) of Sarenrae - Paul
Rissi Scuttle, Ratfolk Alchemist 6 - Angela
Vic Alvaraz, Varisian Human Fighter (Mobile Fighter) 6 - David
Elspeth, Elf Wizard (Evoker) 5 - Tami
Hyrum Vassal, Chelaxian Human Tyrant (LE Antipaladin variant) 4 of Urgathoa/Monk 1 - David (secondary)
Natasha Caine, Chelaxian Human Rogue 5 - Angela (secondary)
Upon the road to the outlying farms, a horseman in billowing black robes and cloak rushed to them, setting the group on guard, but revealed himself to be an associate of Erin Habe, the good doctor at The Saintly Haven of Respite (the sanitorium). He claimed to have some working knowledge of the undead and how their maladies are communicated, and wished to find the source of the outbreak - positing that it may be a necromancer - and put a stop the spread of it. The players accepted his story (by virtue of his having a shiny PC nametag) and then continued on.
With haste, the deputized (other than Vic, who is a guardsman, and Hyrum, who is deputized by association, Vic decided) PCs ride to the outlying farmlands, at first coming across still-habited plots; the farmers there knowing some about the scarecrows that had come to life and killed others via refugees that had passed the story along, but had no further knowledge, nor had they seen the things, since they had sequestered themselves inside their homes.
The homes further into the farm country were less fortunate. Evidence of slaughter and evisceration were all around. Bloody puddles and smeared offal on homes...the farmers and their livestock, too. At one of these houses, the party met with Natasha, who had holed up in a home overnight and stayed there for a little longer after seeing her horse torn to shreds by the living scarecrows. The party offered her the safety of numbers if she didn't mind going with them while they finished an investigation, and agreeing, the group pressed on, finally coming to the center of the carnage: the Hambley farm.
As soon as the group approached the first fields of the Hambley property, they came in sight of a scarecrow upon a post at a juncture in the narrow lanes. Walt fired a bolt into the thing from his crossbow, and when a muffled groan issued from the thing, Elspeth followed up with a fireball, thankfully not setting the farm on fire, due to the heavy rains. Upon inspection of the body, including cutting the thing open to see what the vital organs of these things look like, they discovered that this had been a normal, living person. Perhaps a decoy or bait used to attract the real thing.
Upon seeing this, and expecting some of the monstrous scarecrows to be close, Walt took to the air with his magical wings and went a couple of hundred feet further to another scarecrow that he found lashed to a post. When trying to remove the hood of this one, however, it bit at him, revealing itself to be one of the true undead versions. It had yet to free itself fully when the rest of the group approached, but Walt made short work of the thing. Another scarecrow down the lane proved to be the cloth and straw variety, but did little to lessen the tensity of the situation as the blood-soaked Hambley farmhouse and barn came into view.
The troupe decided to inspect the farmhouse first, Walt leading the way in with the others following slowly behind, covering every possible angle in case of an ambush. In the kitchen/dining area, a male body was splayed across the table with the Sihedron rune carved into his chest and a note laid over it, addressed to Vic and taunting his inability to stop the murders. Walt called Vic in to see it, then went down the hall to clear the rest of the house. As he entered the first bedroom, he spotted a body in the bed which tried to attack when he approached, but his was not the only threat, as a mountainous man of dead flesh, almost seven feet tall and wearing the clothes of a day laborer began to enter the house and went for Natasha.
The fight in the bedroom was well managed by Walt, but in the front room of the house, the undead behemoth proved to be slightly harder to take down, especially when he bellowed for his fellows to join the fray, the pack of ghouls rushing from the barn to claim their meals.
Experienced in close-quarters fighting from their foray into the dungeon below Thistletop, and bolstered by new allies, however, the party made short work of the former farmers, and set to further inspect the farm when the session was called for the night.
Cast of Characters
Walt Thrune, Chelaxian Human Cleric 6 (Merciful Healer) of Sarenrae - Paul
Rissi Scuttle, Ratfolk Alchemist 6 - Angela
Vic Alvaraz, Varisian Human Fighter (Mobile Fighter) 6 - David
Elspeth, Elf Wizard (Evoker) 5 - Tami
Hyrum Vassal, Chelaxian Human Tyrant (LE Antipaladin variant) 4 of Urgathoa/Monk 1 - David (secondary)
Natasha Caine, Chelaxian Human Rogue 5 - Angela (secondary)
Labels:
Actual Play,
Pathfinder,
Rise of the Runelords
3.17.2013
Age of Worms, Session 20
This session started later than usual, but we got about as much accomplished as we would have otherwise, as the first quarter of our playtime was spent provisioning and preparing for our mission accompanying Alustan to the Free City of Greyhawk.
After some exposition from our patron and Dairon pledging to Mullins the aid of he and his master on the quest to give the knight purpose again. During this time, Messrs Smithe and Nightengale made a pact of service in the name of St. Cuthbert to rid the world of the taint that the worms hinted at, while Mullins repaid a debt to his uncle and he and his girlfriend, Rosebud, decided that she would stay behind to tend a property that had been bequeathed to the group. The faerie dragon, we couldn't get rid of if we tried, so no one did, proving the point by default.
There was little progress made, and on the first night, the group was set upon by a group (parliament? sleuth?) of owlbears searching for an easy meal. This proved to be fruitful for the two closest to our horses and they snatched their tasty treats and retreated back into the surrounding woods, but the other four (yes, Angela rolled 6 - the maximum possible encountered - on the charts) also wanted appetizers with their meals, so decided the smaller humanoids were a much better choice of first course.
The ensuing combat had many a scary moment, as the beasts are insanely good grapplers, but in the end the group narrowly prevailed, almost suffering the fate of our mounts, but defeating all four remaining owlbears and writing our horses off as a loss. Able, Mullins, Caine, and Cameron took copious amounts of damage, but timely healing and pluses granted by Dairon helped win the day (night).
The fight was a grueling one, but the suspense never dropped, and though it was long, was well played and kept momentum throughout. Since the fight took us past our usual quitting time, we stopped there for the night.
Also, it just now occurred to me that our patron, the mage Alustan, should have been with us when the owlbears attacked, but apparently nobody, even the DM, remembered that part. I'm not saying that he would have swung things too far in our favor since we are 4th-6th level, but an extra magic missle or something of the like would have helped quite a bit.
AND, I'm doubly at fault, as I overlooked a bonus that my bard should have been granting to the party. I blame that on not playing a 3.5 bard since 2007ish, though.
Cast of Characters
Cameron val Dane, Human Knight 6 - Me
Dairon val Eite, Human Bard 4 - Me (cohort)
Mullins, Gnome Rogue 3/Wizard 3 - Paul
Rosebud, Gnome Warmage 6 - Paul (secondary)
Able Nightengale, Human Healer 6 - David
Caine Smithe, Human Marshal 4 - David (cohort)
Katain, Pseudodragon Warlock 1 - Tami
I think Mullins may have leveled up after this session, putting him at 7th, but I can't recall which class he took this time.
After some exposition from our patron and Dairon pledging to Mullins the aid of he and his master on the quest to give the knight purpose again. During this time, Messrs Smithe and Nightengale made a pact of service in the name of St. Cuthbert to rid the world of the taint that the worms hinted at, while Mullins repaid a debt to his uncle and he and his girlfriend, Rosebud, decided that she would stay behind to tend a property that had been bequeathed to the group. The faerie dragon, we couldn't get rid of if we tried, so no one did, proving the point by default.
There was little progress made, and on the first night, the group was set upon by a group (parliament? sleuth?) of owlbears searching for an easy meal. This proved to be fruitful for the two closest to our horses and they snatched their tasty treats and retreated back into the surrounding woods, but the other four (yes, Angela rolled 6 - the maximum possible encountered - on the charts) also wanted appetizers with their meals, so decided the smaller humanoids were a much better choice of first course.
The ensuing combat had many a scary moment, as the beasts are insanely good grapplers, but in the end the group narrowly prevailed, almost suffering the fate of our mounts, but defeating all four remaining owlbears and writing our horses off as a loss. Able, Mullins, Caine, and Cameron took copious amounts of damage, but timely healing and pluses granted by Dairon helped win the day (night).
The fight was a grueling one, but the suspense never dropped, and though it was long, was well played and kept momentum throughout. Since the fight took us past our usual quitting time, we stopped there for the night.
Also, it just now occurred to me that our patron, the mage Alustan, should have been with us when the owlbears attacked, but apparently nobody, even the DM, remembered that part. I'm not saying that he would have swung things too far in our favor since we are 4th-6th level, but an extra magic missle or something of the like would have helped quite a bit.
AND, I'm doubly at fault, as I overlooked a bonus that my bard should have been granting to the party. I blame that on not playing a 3.5 bard since 2007ish, though.
Cast of Characters
Cameron val Dane, Human Knight 6 - Me
Dairon val Eite, Human Bard 4 - Me (cohort)
Mullins, Gnome Rogue 3/Wizard 3 - Paul
Rosebud, Gnome Warmage 6 - Paul (secondary)
Able Nightengale, Human Healer 6 - David
Caine Smithe, Human Marshal 4 - David (cohort)
Katain, Pseudodragon Warlock 1 - Tami
I think Mullins may have leveled up after this session, putting him at 7th, but I can't recall which class he took this time.
3.01.2013
Rise of the Runelords, Session 11: The Skinsaw Murders
With the opening string of investigations by Rissi and Vic at a close, the pair decided to retire for the night and regroup with the others in the morning. During this time, Naffer filled in Walt on Katrine's death and they got to the work of building the caskets for her and Banny, as well as the three men discovered as the earlier victims of this new killer.
Once gathered, the four did a bit more investigation. The girls took local tracker and stable owner, Daverin, back across the river to see if he could follow the tracks of the killer there on the far bank, but to no avail. The assailant had used the waterway to good effect in hiding his trail, apparently. The guys went to the basement levels of the garrison, where the three bodies of the first victims still lay in state until the church of Sarenrae could get the coffins and graves prepared. There, Walt cast an incantation allowing them to speak with one of the slain men.
The three questions granted and their answers follow:
1. What did the person look like that did this to you?
A lord of the dead.
2. If he spoke in a language you understood, did he talk about anything in particular?
A man of greatness in the village.
3. What was the outcome of the torture he put you through?
We died.
(That third answer was just too good to pass up. I knew what Paul was trying to get at, but it was phrased without thinking.)
This didn't give the group much to go on, but they then spent a little time thinking through who the "great man" might be, though no one in particular stood out enough that they had a solid lead. Needing more answers fast, the then travelled to Habe's Sanitorium to speak with Grayst Sevilla, a man who had been found near the barn where the three original bodies had been discovered. There, the good Dr. Habe rebuked them twice, citing the mental frailty of his patients for reasons to not let the PCs in, even when the group showed a letter of introduction to the doctor from the sheriff.
Defeated for the day in that respect, the group then turned to some other information that they knew held bearing in the case, which led them to want to check out Chopper's Isle, both because it was the former home of a serial killer and might be the current base of operations of this new killer and because it had ease of access to the sea, and the killer had obviously been sticking close to waterways. Once they began to try and make their way onto the isle, however, the Sandpoint Devil touched down on the spur of rock and let loose a terrifying bay. This gave the heroes more than enough reason to give pause, but after their nerves had settled, they steeled their resolve and again made to gain progress onto the island.
The second attempt went unharried, with the Devil nowhere in sight, but the top of Chopper's Isle was unsettling, with almost every barren inch covered in birds of all types. A few loud noises and sudden movements proved that the birds were not going to attack, so the four compatriots began to excavate the mounds of rubble that used to be the Chopper's house, discovering the top of a stairwell that is filled with debris and rubble right before dusk, at which point they quit their digging to save for the next day. A minor crisis was averted when they began to leave as a group of citizens had gathered and began to ask questions. Elspeth let slip that there were multiple dead bodies about which began to cause hushed rumors to flit about, but Vic set the rumor mill right with a shaky story that the assembled townsfolk thankfully bought.
Those plans were dashed when Sheriff Hemlock wrote yet another letter for them to gain access to the sanitorium and pleaded with them to play nice. This (and a little bit of good rp) gained the characters access to talk to Grayst on the condition that Dr. Habe could call the conference short if he thought it was causing stress. All in agreement, the ladies took refuge in the foyer next to the fire, since they had been out in the rain all day, and the men went up to see the patient. He was obviously in bad shape and Walt asked the doctor if he could use magics to help heal the man. Once assured that no further harm would come of Grayst, Habe relented and Walt cast his magics, but the man's condition didn't seem to change much, and when he began to speak he became manic, directing his speech toward Vic, telling him that "His Lordship" had a surprise waiting for him at the Misgivings. He then snapped apart a buckle holding him in his straight jacket and began to attack Vic, screeching that he would not let the Master love Vic more than him! His assault was in vain, however, as the madman was quickly subdued and then the PCs rode back to Sandpoint, confident that they had learned all they could with Grayst and the doctor.
When they got back, the group went their separate ways for afternoon work and evening meals, but Vic and Elspeth had their meals interrupted when an old farmer burst in to the mess hall and began telling that the scarecrows had begun to eradicate all the farmers. Though his breath was heavy with the smell of alcohol, the two adventurers gave his story actual attention and decided to round up the group again.
We left off sometime around this, with the PCs facing a few avenues of investigation and a case out in the farmlands that appears to be unrelated to the rest.
Cast of Characters
Walt Thrune, Chelaxian Human Cleric 6 (Merciful Healer) of Sarenrae - Paul
Rissi Scuttle, Ratfolk Alchemist 6 - Angela
Vic Alvaraz, Varisian Human Fighter (Mobile Fighter) 6 - David
Elspeth, Elf Wizard (Evoker) 5 - Tami
Notes: This session was clunky. I had a long day before playing and my head just wasn't where it should have been. I felt that quite a bit of it fell flat, but in doing the writeup, it seems that quite a bit was accomplished. One player has already said they had fun, so I guess that's what matters if it was still enjoyable for some.
Once gathered, the four did a bit more investigation. The girls took local tracker and stable owner, Daverin, back across the river to see if he could follow the tracks of the killer there on the far bank, but to no avail. The assailant had used the waterway to good effect in hiding his trail, apparently. The guys went to the basement levels of the garrison, where the three bodies of the first victims still lay in state until the church of Sarenrae could get the coffins and graves prepared. There, Walt cast an incantation allowing them to speak with one of the slain men.
The three questions granted and their answers follow:
1. What did the person look like that did this to you?
A lord of the dead.
2. If he spoke in a language you understood, did he talk about anything in particular?
A man of greatness in the village.
3. What was the outcome of the torture he put you through?
We died.
(That third answer was just too good to pass up. I knew what Paul was trying to get at, but it was phrased without thinking.)
This didn't give the group much to go on, but they then spent a little time thinking through who the "great man" might be, though no one in particular stood out enough that they had a solid lead. Needing more answers fast, the then travelled to Habe's Sanitorium to speak with Grayst Sevilla, a man who had been found near the barn where the three original bodies had been discovered. There, the good Dr. Habe rebuked them twice, citing the mental frailty of his patients for reasons to not let the PCs in, even when the group showed a letter of introduction to the doctor from the sheriff.
Defeated for the day in that respect, the group then turned to some other information that they knew held bearing in the case, which led them to want to check out Chopper's Isle, both because it was the former home of a serial killer and might be the current base of operations of this new killer and because it had ease of access to the sea, and the killer had obviously been sticking close to waterways. Once they began to try and make their way onto the isle, however, the Sandpoint Devil touched down on the spur of rock and let loose a terrifying bay. This gave the heroes more than enough reason to give pause, but after their nerves had settled, they steeled their resolve and again made to gain progress onto the island.
The second attempt went unharried, with the Devil nowhere in sight, but the top of Chopper's Isle was unsettling, with almost every barren inch covered in birds of all types. A few loud noises and sudden movements proved that the birds were not going to attack, so the four compatriots began to excavate the mounds of rubble that used to be the Chopper's house, discovering the top of a stairwell that is filled with debris and rubble right before dusk, at which point they quit their digging to save for the next day. A minor crisis was averted when they began to leave as a group of citizens had gathered and began to ask questions. Elspeth let slip that there were multiple dead bodies about which began to cause hushed rumors to flit about, but Vic set the rumor mill right with a shaky story that the assembled townsfolk thankfully bought.
Those plans were dashed when Sheriff Hemlock wrote yet another letter for them to gain access to the sanitorium and pleaded with them to play nice. This (and a little bit of good rp) gained the characters access to talk to Grayst on the condition that Dr. Habe could call the conference short if he thought it was causing stress. All in agreement, the ladies took refuge in the foyer next to the fire, since they had been out in the rain all day, and the men went up to see the patient. He was obviously in bad shape and Walt asked the doctor if he could use magics to help heal the man. Once assured that no further harm would come of Grayst, Habe relented and Walt cast his magics, but the man's condition didn't seem to change much, and when he began to speak he became manic, directing his speech toward Vic, telling him that "His Lordship" had a surprise waiting for him at the Misgivings. He then snapped apart a buckle holding him in his straight jacket and began to attack Vic, screeching that he would not let the Master love Vic more than him! His assault was in vain, however, as the madman was quickly subdued and then the PCs rode back to Sandpoint, confident that they had learned all they could with Grayst and the doctor.
When they got back, the group went their separate ways for afternoon work and evening meals, but Vic and Elspeth had their meals interrupted when an old farmer burst in to the mess hall and began telling that the scarecrows had begun to eradicate all the farmers. Though his breath was heavy with the smell of alcohol, the two adventurers gave his story actual attention and decided to round up the group again.
We left off sometime around this, with the PCs facing a few avenues of investigation and a case out in the farmlands that appears to be unrelated to the rest.
Cast of Characters
Walt Thrune, Chelaxian Human Cleric 6 (Merciful Healer) of Sarenrae - Paul
Rissi Scuttle, Ratfolk Alchemist 6 - Angela
Vic Alvaraz, Varisian Human Fighter (Mobile Fighter) 6 - David
Elspeth, Elf Wizard (Evoker) 5 - Tami
Notes: This session was clunky. I had a long day before playing and my head just wasn't where it should have been. I felt that quite a bit of it fell flat, but in doing the writeup, it seems that quite a bit was accomplished. One player has already said they had fun, so I guess that's what matters if it was still enjoyable for some.
Labels:
Actual Play,
Pathfinder,
Rise of the Runelords
2.26.2013
Giving Life to a Wormy Cohort
Now, before I delve into this I would like to assure my DM that I do not want my character's cohort pre-infected with those zombie worms we've been dealing with! That would be gross...and mean.
This write-up was actually easier than Cameron's, but is for that character's cohort, Dairon val Eite, a minor noble scion well versed in matters of court who hopes to serve a boon to his master in helping the man return to greatness that he may rise to equal prominence as a knight in his own right.
This write-up was actually easier than Cameron's, but is for that character's cohort, Dairon val Eite, a minor noble scion well versed in matters of court who hopes to serve a boon to his master in helping the man return to greatness that he may rise to equal prominence as a knight in his own right.
1. What do you look like?
Dairon is, perhaps, the last person one would expect to find on a battlefield, as his lithe build is more suited to sporting fields and his aquiline features bear a look found only in the noble's court. His armor and rapier slung low on his hip make him look more a rake or fop than the warrior-poet that he styles himself as.
2. Where is your family, if any?
The val Eite family remain in Eltirr, safe in their castles and hosting their grand parties in sycophantic fashion for House Torquaan..
3. For whom or what would you make sacrifices for?
Elise, above all. Cameron, Eltirr and The Northern Kingdom follow closely, but he leaves off his family and their House Torquaan allies, since he feels he was betrayed by them when sent to Cameron's side when they knew he understood the circumstances of the knight's landing.
4. What is your greatest regret?
Not letting Cameron in on the fact that he was being duped when given his own holdings. That, or not marrying his childhood love, Elise, before he was sent off to join Cameron in his lands.
5. What are your greatest dislikes?
Those who stammer or seem ill at ease with themselves when speaking. Further, he has developed great distaste for those who abuse any substance.
6. What topics or activities fascinate you?
The histories of aristocracy and nobility, as well as warfare and those who have been key parts of both, so as to find what made them so memorable.
7. What habits do you possess?
Dairon knows his strengths as a speech-maker, and thus constantly is reciting or refining some statement or another so that one day, his words may carry on in posterity. Thus, it sounds like he's constantly muttering to himself.
8. What secrets do you harbor?
Dairon shamefully hides the fact that he was complicit in Cameron's exile, but in knowledge only. His family helped set up the young noble in the fief he was given as a bait to see how strong Delglath's forces really were.
9. Are you rational or passionate about your feelings?
Dairon is very passionate, but in a different way than his master. Where Cameron has, when sober, the demeanor of a Saint - reveling in the emotions and sharing them through example - the squire is much more overtly emotive, not just sharing his own emotions, but using his gifts as a bard to make others feel the same, ranging from quiet peacefulness to raging anger.
10. Are you superstitious or sophisticated beyond superstition?
One can hardly be sophisticated beyond superstition when he has witnessed the terrible powers of the dead. (A recycled answer, yes, but one that rings no less true for Dairon as it does Cameron.)
11. How strong is your faith in your patron deity?
Dairon's family were always the type hosting grand parties, galas, and balls, and put much faith into Zilchus, the god of wealth. Since his passing to Sir Cameron as page, Dairon has found that wealth is a privilege that must be won, and has begun to lean toward loose teachings of Heironeus.
12. How self-confident are you?
Though born into his role to serve as page and squire, Dairon has had his resolve shaken and feels that he will not attain the rank of knight, himself, if he cannot conquer the same fears that he secretly shares with Cameron.
13. What drives you to adventure?
Dairon's only real drive right now, as he is a dutiful squire, is to see the wrongs heaped on his knight and master righted, and to help destroy and put an end to the predations of Delglath's legions.
Khardthan Kritters: The Climatog
Climatog
This humanoid, looking like an odd breeding of a goblin and a frog, has skin that mirrors the colors of the sky and clouds above almost perfectly.Climatog CR 3
XP 800
CE Small monstrous humanoid
Init +5; Senses low-light vision; Perception +4
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DEFENSE
---------------------------------------------------------------------------------------
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 25 (3d10+3)
Fort +2, Ref +4, Will +4
Resist acid 5, cold 5, electricity 5
----------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------------------------
Speed 20 ft., fly 30 ft. (average)
Melee bite +5 (d6+1)
Special Attacks entropic weather, growing storm,
over-sized mouth
Spell-like Abilities (CL 3rd; concentration +5)
3/day - obscuring mist
1/day - gust of wind (DC 14)
----------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------------------------
Str 12, Dex 13, Con 12, Int 9, Wis 12, Cha 15
Base Atk +3; CMB +3; CMD 14
Feats Improved Initiative, Toughness
Skills Fly +4, Perception +4, Survival +4 (+12 weather related)
Racial Modifiers Survival +8
Languages Atog
SQ weather attunement, wind riding
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ECOLOGY
---------------------------------------------------------------------------------------
Environment any outdoors
Organization solitary, pair, gust (3-5), storm (5-20)
Treasure standard (items only)
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SPECIAL ABILITIES
---------------------------------------------------------------------------------------
Entropic Weather (Su) The presence of a (or many) climatog
causes the weather to worsen gradually over time until acid rain,
dangerous lightning storms, or whatever other weather condition
might be appropriate to the area occurs.
Growing Storm (Su) As the number of climatogs grows in any
given area, their synchronicity with weather also grows, allowing
them the ability to cast more weather-based magic. At the GM's
discretion, they may add an additional 1/day casting of a weather-
themed spell for every three climatogs in the area. The spell can be
an additional level above 1st for every three climatogs in the area.
The climatogs can be no further than 30' apart for this ability to
function.
Some recommended spells include Frostbite or Fog Cloud.
Over-sized Mouth (Ex) A climatog makes bite attacks as if it
were one size category larger.
Weather Attunement (Ex) A climatog gets a +4 on saves against
any ability or natural hazard that could be considered a weather-
related effect, such as extreme heat or the effects of a gust of wind
spell. This includes spells, spell-like abilities, and supernatural abilities.
Wind Riding (Ex) Climatogs may, if able to catch a draft, launch them-
selves into the air and ride the wind currents. This ability is not flight, and
the climatog must have some form of current or updraft to ride to remain
aloft. If no such currents exist, the climatog cannot use this ability and
remains grounded or, if in the air when the wind ceases, will descend for
one round under its own movement, then will begin to fall.
The climatog can use its own gust of wind spell-like ability to rocket
itself or others of its kind into the air.
Mean spirited and manic, climatogs live their lives in the toil of generating as much entropy in the local climatology and biosphere as possible. Resembling nothing more than the horrible union of a giant, warty toad and a goblin, which then caught the mange (looks shared by all atogs), these creature's skin takes on a chameleon mein, mirroring exactly the color of the sky and passage of clouds, snow, or ash overhead.
Legends on Khardtha relate tales of the atogs, in the guise of a halfling-like race from far distant lands, as the once-great masters and innovators of crafts both magic and mundane, and that those of their ilk who were first wronged by or had become jealous of these gifts twisted into the abominations now known as atogs, each only able to focus on the downfall and/or destruction of the thing they once held dear.
After reading the myths and legends surrounding the race, climatogs, it is reasoned, were once associated with powerful machines or magics that dealt with the weather in some capacity. One atog of any type in an area is enough of a problem for anyone nearby, but the particular sympathetic relationship that climatogs have with the weather can be disastrous for local farmers, as the longer climatogs are in a region, the worse the weather gradually gets, until you have once-fertile valleys wracked with drought or flooding, or continuously damaging acid rain storms.
Though often associated with gremlins due to their destructive natures, even one of those fey will take time out of their depredations to correct anyone on the matter.
Climatogs typically stand at a hunched 1-1/2 feet tall, but can rise up to 3 feet tall and usually weigh in at around 35 pounds.
Climatogs in Eberron
Climatogs can be found, perhaps not so strangely, dwelling in areas close to House Lyrandar conclaves, perhaps drawn by the House's own sympathy with the weather. Some have even said that powerful Lyrandar mages and druids keep company with climatogs, using them as familiars and companions, though this is unconfirmed.
Further, rumor has it that the choppy seas and horrible storms in and around Xen'drik are caused by mass populations of climatogs. Again, this is unconfirmed.
Climatogs in GolarionClimatogs were once a productive race, in fact they were the First Ones, who settled the planet Aballon and made use of its energies from the proximity of the sun and the vast mineral wealth to form a wondrous society and forge great discoveries from this bounty. Then, something changed. What it was is unknown. A breakdown of cooperation and progress fueled by rivalries and petty jealousy? A failure of some of their great technologies? A discovery the likes that should not be known?
Now, all that remains of their once-great civilization is the ruins of their cities. The droves of robots turned loose to do their last operative over and over. Some of the atogs escaped, scattering throughout the solar system, but there are still others left on Aballon. Perhaps some even remember their former glory.
-----------------------------------------------------------------
When I first created Khardtha back when I was in high school, quite a lot of the setting was informed by Magic: The Gathering, since it was actually the fantasy game (as well as novel line) I was most familiar with before I got into tabletop rpgs. This monster is an offshoot of the atog race featured in M:tG, and holds the basic premise of those kinds of creatures in that they exist simply to destroy something, be that the timestream (Chronatog), the mind (Psychatog), or even other atogs (Atogatog).
This is something new. I'd not created it back then, I created it yesterday, and I think it can definitely find a place in my campaign, should I ever revisit my homebrew.
Now that I've completed the monster, I'm not so certain I got it right. It has a lot of abilities, some of which are ill-defined and hard to do at the table, and having more of them create the power scale increase instead of having to destroy or sacrifice something isn't truly keeping with the spirit of what a Climatog card (which their isn't one) would do, but I feel like their abilities give a GM a chance to build a story around the creature, and sometimes that can be hard to do with only a one page writeup.
If anyone spots a mistake in my math, or otherwise has questions or comments, please share. Sometimes I feel like I'm talking to myself here.
2.25.2013
Giving Life to The Age of Worms Again!
For those of you playing along at home, you may have noticed that I put another character through the grinder in Angela's Age of Worms game. While it saddens me to see Sagt go (especially as he was my longest-lived character in the game), I had another character ready - mostly, see the recap for more - for the very next session.
The new guy is Cameron val Dane, Knight-in-Exile of The Great Kingdom of Northern Aerdy. I don't expect his backstory to come up during the course of play because Angela is running an adventure path and I'll not hijack her game, but I'm going to make a point of discussing it in-character to add flavor and use as roleplay hooks.
If anyone is reading this who is a Greyhawk canonist, I'm sorry. I'm simply not up on much in Gary's playground, and any flubs I may have made when it comes to place names, etc. is merely just me doing what I can with maybe five minutes worth of searching, and is done merely to add flavor to my character. Having said that, I did actually fret a little over naming conventions. Obviously, it's my character, and I can name him Fiddlecake if I want, but the val part of the name stuck with me from concept, though I've never seen naming conventions that include anything like that in Greyhawk official products.
It's apparent from the name of Cameron's cohort, Dairon val Eite, that I used val as a noble honorific, or something of the sort, but I honestly have no precedent for it, as stated above.
I might do this exercise for Dairon, as well, at some point, but I actually do have a few things I want to cover...if I even get to those. Sometimes, just the APs are hard enough for me to remember to post.
The new guy is Cameron val Dane, Knight-in-Exile of The Great Kingdom of Northern Aerdy. I don't expect his backstory to come up during the course of play because Angela is running an adventure path and I'll not hijack her game, but I'm going to make a point of discussing it in-character to add flavor and use as roleplay hooks.
1. What do you look like?
Cameron is a man of large build, standing around six feet tall, with wide shoulders and chest. His hair is a prematurely graying chestnut cut somewhat short and he wears the ragged and reddened facial features of a drunk, with heavy stubble and drooping eyes. If he could be convinced to clean up, or were to ever sober up, he holds a regal bearing and an intense look suited both for the battlefield and the noble's court.
2. Where is your family, if any?
Cameron has lost most of his family to clashes with Delglath "the Undying" and his hordes of undead, as well as seeing some scattered in exile like he was, or fleeing the area before the undead or crown took their turns. While searching for some family that fled, he was led to Blackwall to establish connections with the battle-mage, Marzena, whom had fought under another House Torquann-allied banner. Considers Dairon his family, but treats him somewhat poorly in his current drunken state, mostly out of misplaced anger at his own failures.
3. For whom or what would you make sacrifices for?
Those he has already lost. His family, the people of his fief, and the soldiers lost under his command all share a common fate in his eyes, and he would give anything to give them back the ability to live their lives. Dairon, though he is Cameron's squire, is someone else he would make sacrifices for, now seeing the young man as his only family.
4. What is your greatest regret?
Allowing hubris to rule his decision to take the post appointed by Prince Elkerst near the fallen city of Rinloru in place of the Torquaan knight that should have been given the fief. This eventually led to the destruction of all of Cameron's holdings and the death of most of the people under his rulership, as well as the slaughter of all but a handfull of troops that he led in a disastrous crusade into enemy territory.
5. What are your greatest dislikes?
Unjust rulership and the undead.
6. What topics or activities fascinate you?
Warfare, heraldry, and the history of The Great Kingdom...that is, when he isn't drunk. In recent times, his interests mostly lie at the bottom of a bottle.
7. What habits do you possess?
Cursing when entering battle, drinking. When sober, Cameron usually says a short prayer any time that one of the sacred weapons are drawn or displayed (one of Hextor's six favored weapons).
8. What secrets do you harbor?
Though it's the worst kept secret about him, Cameron would like to think that his reliance on his squire, Dairon, is masked well enough that most don't notice.
9. Are you rational or passionate about your feelings?
Cameron is a passionate man, and part of the reason he drinks heavily is to mask the despair and sorrow that comes to the surface. In better times, his mirth and resolve took the place of those feelings.
10. Are you superstitious or sophisticated beyond superstition?
One can hardly be sophisticated beyond superstition when he has witnessed the terrible powers of the dead.
11. How strong is your faith in your patron deity?
Though he once had a kind heart and looked upon the world with hopeful eyes, Cameron has always been a pious devotee of Hextor in his guise as patron of warriors, combat, and rulers.
12. How self-confident are you?
Cameron's self-confidence was nearly utterly destroyed when his people were massacred and he and his family were exiled for failure to protect the Principality of Atirr and the North Kingdom.
13. What drives you to adventure?
Cameron's current adventuring is as much by accident as anything else. After leaving his home under exile, he traveled to Blackwall Keep to seek out a former comrade-in-arms, the mage Marzena, in order to possibly recruit her and any possible followers she might have to aid him in his quest to defeat Delglath and his minions, reclaim his former lands, and restore face to his family. In his current situation, having met others with no small amount of power, Cameron is pondering if he can leverage a deal with these new adventurers wherein he will aid them on their quest if they agree to join his crusade against the undead at Rinloru.
If anyone is reading this who is a Greyhawk canonist, I'm sorry. I'm simply not up on much in Gary's playground, and any flubs I may have made when it comes to place names, etc. is merely just me doing what I can with maybe five minutes worth of searching, and is done merely to add flavor to my character. Having said that, I did actually fret a little over naming conventions. Obviously, it's my character, and I can name him Fiddlecake if I want, but the val part of the name stuck with me from concept, though I've never seen naming conventions that include anything like that in Greyhawk official products.
It's apparent from the name of Cameron's cohort, Dairon val Eite, that I used val as a noble honorific, or something of the sort, but I honestly have no precedent for it, as stated above.
I might do this exercise for Dairon, as well, at some point, but I actually do have a few things I want to cover...if I even get to those. Sometimes, just the APs are hard enough for me to remember to post.
2.24.2013
Age of Worms, Session 19
After a few weeks of not gaming, we jumped back in with The Age of Worms where we left off, with Mullins and Able negotiating safe passage and release of prisoners with the lizardfolk shaman. He bargains the disposal of the king's lieutenant for the betterment of his tribe, and upon agreement, leads the party to him, which swiftly leads to the start and end of combat and the PCs triumphant (with aid from a sneaky pseudodragon).
With that done, the group tends to the prisoners they have come to rescue, and secures their possessions from the lizardfolk. Further talks (I could be wrong, please correct me if so, Angela!) led to a discussion on the security of the eggs of the tribe, and Able decided to go check on the state of the hatchery, but the kobold guardians of the place attacked him and the lizardfolk shaman, prompting a call for reinforcements, where the party tried to join the fray, but the corridors were cramped, making things more difficult.
Once seeing that they were compromised, one of the kobolds split open a dragon egg (from the tribe's patron), allowing worms to spill forth and wriggle away. Quick thinking from Rosebud quelled their spread with precision magic that wouldn't hurt the lizardfolk eggs, stopping the spread of apparent zombie plague and earning more respect from the lizardfolk. Taking the victory with them, and given a boon in the form of an otyugh mount for the small members of the party while trekking the swamp, the group began their trek back to Blackwall Keep with Marzena and her band.
Once there, however, things were not as joyous as had been hoped, because the lower levels had been blocked off due to an infected inhabitant that they had held there in hopes of healing having further infected others. The quarantined area was delved by the party and though there were a couple of scares of possible worm-infection in the party, the group was able to put down the menace of the three worm-zombies.
Here, we left off for the night after a short discussion of plans to head to the Free City of Greyhawk!
Notes: I probably got some of this wrong. I did a slight no-no and got last-minute approval for Leadership at the table and spent some time making my cohort, so I wasn't the most attentive. Having distracted myself with that, it was hard for me to get into the groove of the second half of the session, but I was having fun by the end.
Having said that, my new character is a drunk, and he, his apologetic cohort, and the other characters had a good rp vibe going as soon as he was introduced. Also, it's kind of nice to have a child-like persona in the form of Tami's pseudodragon to play off the various amounts of stoicism and such in the party.
Cast of Characters
Cameron val Dane, Human Knight 6 - Me
Dairon val Eite, Human Bard 4 - Me (cohort)
Mullins, Gnome Rogue 3/Wizard 3 - Paul
Rosebud, Gnome Warmage 6 - Paul (secondary)
Able Nightengale, Human Healer 6 - David
Caine Smithe, Human Marshal 4 - David (cohort)
Katain, Pseudodragon Warlock 1 - Tami
With that done, the group tends to the prisoners they have come to rescue, and secures their possessions from the lizardfolk. Further talks (I could be wrong, please correct me if so, Angela!) led to a discussion on the security of the eggs of the tribe, and Able decided to go check on the state of the hatchery, but the kobold guardians of the place attacked him and the lizardfolk shaman, prompting a call for reinforcements, where the party tried to join the fray, but the corridors were cramped, making things more difficult.
Once seeing that they were compromised, one of the kobolds split open a dragon egg (from the tribe's patron), allowing worms to spill forth and wriggle away. Quick thinking from Rosebud quelled their spread with precision magic that wouldn't hurt the lizardfolk eggs, stopping the spread of apparent zombie plague and earning more respect from the lizardfolk. Taking the victory with them, and given a boon in the form of an otyugh mount for the small members of the party while trekking the swamp, the group began their trek back to Blackwall Keep with Marzena and her band.
Once there, however, things were not as joyous as had been hoped, because the lower levels had been blocked off due to an infected inhabitant that they had held there in hopes of healing having further infected others. The quarantined area was delved by the party and though there were a couple of scares of possible worm-infection in the party, the group was able to put down the menace of the three worm-zombies.
Here, we left off for the night after a short discussion of plans to head to the Free City of Greyhawk!
Notes: I probably got some of this wrong. I did a slight no-no and got last-minute approval for Leadership at the table and spent some time making my cohort, so I wasn't the most attentive. Having distracted myself with that, it was hard for me to get into the groove of the second half of the session, but I was having fun by the end.
Having said that, my new character is a drunk, and he, his apologetic cohort, and the other characters had a good rp vibe going as soon as he was introduced. Also, it's kind of nice to have a child-like persona in the form of Tami's pseudodragon to play off the various amounts of stoicism and such in the party.
Cast of Characters
Cameron val Dane, Human Knight 6 - Me
Dairon val Eite, Human Bard 4 - Me (cohort)
Mullins, Gnome Rogue 3/Wizard 3 - Paul
Rosebud, Gnome Warmage 6 - Paul (secondary)
Able Nightengale, Human Healer 6 - David
Caine Smithe, Human Marshal 4 - David (cohort)
Katain, Pseudodragon Warlock 1 - Tami
2.13.2013
A Hopeful Solution to New Character Levels
For quite some time, I have been mulling over how, exactly, I wanted to handle levels of new characters in my game, which I focused on in two posts here on the blog. Funnily enough, through my readings, I discovered that over at Save or Die, Nathan was thinking about the same things pretty close to the same time, and dedicated two posts of his own to the topic.
Like Nathan, my instinct is to begin new characters at level 1, especially since the 3.x/Pathfinder experience system is self-correcting, and that new character would catch up eventually, allowing the player to organically develop their character in-game and give a basis for roleplay for the other players, instead of just slapping in a fully developed character who should have probably already been on the PC's radar, if they are on par with the group's abilities (which usually outstrip almost everyone in a region fairly quickly).
As he also pointed out, and of primary concern to me because I'm currently running an adventure path, however, is that it's simply not feasible to put a 1st level character in a story-driven campaign (one with scaled encounters, as I spoke about before). In those types of games, sadly, the power curve is a meat grinder for low-level characters.
Similar to Nathan's way of doing things, I usually start new characters at 1 level below the lowest level member in the party. This chart-based system, however, will allow players the opportunity to begin play in my games (or replace their fallen characters) with characters of up to the highest PC's level.
For this, I think there's no reason to fix something that isn't broke, so I will make very few changes to what is presented on Save or Die. Characters, of course, have first level as a given and then will roll for each additional possible level on the following chart, making additional rolls and completing level-specific tasks rolled as necessary until they can no longer progress.
The mechanics are as follows:
For each level, roll once on the following table.
Skill Challenges consist of a test of three skills, each determined randomly. The success or failure of any of these checks determines the possible rewards, as noted below.
Please note that this could land any character made stuck at 1st or 2nd level, but it gives a fair chance at moderate advancement, and has the added bonus of treasures that a character made at the flat level might have, as these are in addition to the gold allowance at the character's starting level.
I realize that the treasure being in addition is not really the spirit of what is presented with this system, but I like the possible character it could present for some campaigns, like my Wilderlands, where having anything scavenged from dungeons makes you a veritable badass.
All in all, I find this to be a pretty good system, and I hope some of my players will chime in on their thoughts, as well.
Like Nathan, my instinct is to begin new characters at level 1, especially since the 3.x/Pathfinder experience system is self-correcting, and that new character would catch up eventually, allowing the player to organically develop their character in-game and give a basis for roleplay for the other players, instead of just slapping in a fully developed character who should have probably already been on the PC's radar, if they are on par with the group's abilities (which usually outstrip almost everyone in a region fairly quickly).
As he also pointed out, and of primary concern to me because I'm currently running an adventure path, however, is that it's simply not feasible to put a 1st level character in a story-driven campaign (one with scaled encounters, as I spoke about before). In those types of games, sadly, the power curve is a meat grinder for low-level characters.
Similar to Nathan's way of doing things, I usually start new characters at 1 level below the lowest level member in the party. This chart-based system, however, will allow players the opportunity to begin play in my games (or replace their fallen characters) with characters of up to the highest PC's level.
For this, I think there's no reason to fix something that isn't broke, so I will make very few changes to what is presented on Save or Die. Characters, of course, have first level as a given and then will roll for each additional possible level on the following chart, making additional rolls and completing level-specific tasks rolled as necessary until they can no longer progress.
The mechanics are as follows:
For each level, roll once on the following table.
Roll - Encounter TypeIf combat is rolled, check current level and randomize an encounter from the particular CR/EL rolled. Check the following chart for the result of this combat. Treasure gained is determined randomly for the EL of the opponent.
1-3 - Easy Combat (CR -1)
4-10 - Medium Combat (Equal CR)
11-13 - Difficult Combat (CR +1)
14-15 - Easy Skill Challenge (DC 10+PC level)
16-18 - Medium Skill Challenge (DC 15+PC level)
19-20 - Difficult Skill Challenge (DC 20+PC level)
Result - Reward
PC loses battle - Nothing
PC wins, but has lost over half hit points - 50% chance of level gain or treasure (player’s choice)
PC wins, but is wounded - Level gain, 50% chance of treasure
PC wins without being harmed - level gain and treasure
Skill Challenges consist of a test of three skills, each determined randomly. The success or failure of any of these checks determines the possible rewards, as noted below.
Result - Reward
PC fails all three skill checks - Nothing
PC makes one skill check - 50% chance of level gain or treasure (player’s choice)
PC makes two skill checks - Level gain, 50% chance of treasure
PC makes all skill checks - Level gain and treasure
Please note that this could land any character made stuck at 1st or 2nd level, but it gives a fair chance at moderate advancement, and has the added bonus of treasures that a character made at the flat level might have, as these are in addition to the gold allowance at the character's starting level.
I realize that the treasure being in addition is not really the spirit of what is presented with this system, but I like the possible character it could present for some campaigns, like my Wilderlands, where having anything scavenged from dungeons makes you a veritable badass.
All in all, I find this to be a pretty good system, and I hope some of my players will chime in on their thoughts, as well.
Labels:
Design,
Dungeons and Dragons,
Pathfinder,
Wilderlands
2.11.2013
Fifteen Games In Fifteen Minutes
Though I know I have posted my "Appendix N" before, the truth is that before I began playing D&D in '96, I hadn't had any experience with tabletop roleplaying games in the least.
This meme, stolen from here, is a more accurate depiction of my strongest game-to-game influences when I delved into tabletop rpgs.
Magic: The Gathering
Zelda games (most notably A Link to the Past) (NES/SNES/Gameboy)
Final Fantasy: Mystic Quest (SNES)
Illusion of Gaia (SNES)
Zork gamebooks (I honestly didn't know anything about the text-based pc game at the time)
Dungeon! boardgame
Chrono Trigger (SNES)
Eye of the Beholder (SNES)
Secret of Mana (SNES)
Shadowrun (SNES)
Breath of Fire (SNES)
Crystalis (NES)
Castlevania games (NES/SNES)
Altered Beast (Arcade/Genesis)
Golden Axe games (Genesis/Arcade)
This meme, stolen from here, is a more accurate depiction of my strongest game-to-game influences when I delved into tabletop rpgs.
Magic: The Gathering
Zelda games (most notably A Link to the Past) (NES/SNES/Gameboy)
Final Fantasy: Mystic Quest (SNES)
Illusion of Gaia (SNES)
Zork gamebooks (I honestly didn't know anything about the text-based pc game at the time)
Dungeon! boardgame
Chrono Trigger (SNES)
Eye of the Beholder (SNES)
Secret of Mana (SNES)
Shadowrun (SNES)
Breath of Fire (SNES)
Crystalis (NES)
Castlevania games (NES/SNES)
Altered Beast (Arcade/Genesis)
Golden Axe games (Genesis/Arcade)
2.10.2013
King Ghidora, Grant Me The Ability To Smite My Enemies!
In my readings of game blogs both active and defunct, I ran across a really cool resource. Over on Toho Kingdom, they have a page specifically for integrating Godzilla and his many frienemies into your D&D campaign.
Each kaiju is fully detailed with stats, short ecology, and detail of their worshipers and the domains associated with them. The site also features various other monsters, new spells, and equipment specific to the Tohoverse.
Each kaiju is fully detailed with stats, short ecology, and detail of their worshipers and the domains associated with them. The site also features various other monsters, new spells, and equipment specific to the Tohoverse.
Rise of the Runelords, Session 10: The Skinsaw Murders
This session had Paul and Tami out, but we continued on with our
heroes' triumphant return to Sandpoint after defeating Nualia and
stopping the ritual to release the goblin demigod Malfeshnekor.
Once in town, Orik heading to The Rusty Dragon on recommendation while Walt went to report to Naffer Vosk and Father Zantus, and Elspeth did...elfy wizardy things. *handwave away absences!* Vic and Rissi went straight to Sheriff Hemlock to report their doings. After making their report and receiving their weekly pay for guard duty, the Sheriff began to describe to them a gruesome crime scene down at the sawmill, explaining that two people were murdered and detailing evidence of earlier murderers he had discovered on his return to Magnimar, and re-deputized all but Vic (since he's a guardsman) to begin investigations on the case, urging them to keep things as tightly under wraps as they can so as to avoid panic that another serial killer is loose in Sandpoint.
The two of them quickly made their way to the sawmill and found the bodies of Katrine Vinder and Banny Harker mutilated and grotesquely slain inside. Further investigation led them to believe an undead of some sort played a part since their was evidence that someone walked on the walls, tread underwater while crossing the river, and a distinct rotting stench that was uncharacteristic for the crime scene, being as fresh as it was, permeated everything. Investigating the sawmill and the opposite bank thoroughly, the pair then went back to the Garrison and questioned Vin Vinder, Katrine's father, and Ibor Thorn, Banny's business partner at the sawmill, but deemed them both innocent.
Here we left off, since I called it early, but this murder mystery is shaping up to be a nice change of pace from the standard fantasy fare.
Cast of Characters
Rissi Scuttle, Ratfolk Alchemist 6 - Angela
Vic Alvaraz, Varisian Human Fighter (Mobile Fighter) 6 - David
Once in town, Orik heading to The Rusty Dragon on recommendation while Walt went to report to Naffer Vosk and Father Zantus, and Elspeth did...elfy wizardy things. *handwave away absences!* Vic and Rissi went straight to Sheriff Hemlock to report their doings. After making their report and receiving their weekly pay for guard duty, the Sheriff began to describe to them a gruesome crime scene down at the sawmill, explaining that two people were murdered and detailing evidence of earlier murderers he had discovered on his return to Magnimar, and re-deputized all but Vic (since he's a guardsman) to begin investigations on the case, urging them to keep things as tightly under wraps as they can so as to avoid panic that another serial killer is loose in Sandpoint.
The two of them quickly made their way to the sawmill and found the bodies of Katrine Vinder and Banny Harker mutilated and grotesquely slain inside. Further investigation led them to believe an undead of some sort played a part since their was evidence that someone walked on the walls, tread underwater while crossing the river, and a distinct rotting stench that was uncharacteristic for the crime scene, being as fresh as it was, permeated everything. Investigating the sawmill and the opposite bank thoroughly, the pair then went back to the Garrison and questioned Vin Vinder, Katrine's father, and Ibor Thorn, Banny's business partner at the sawmill, but deemed them both innocent.
Here we left off, since I called it early, but this murder mystery is shaping up to be a nice change of pace from the standard fantasy fare.
Cast of Characters
Rissi Scuttle, Ratfolk Alchemist 6 - Angela
Vic Alvaraz, Varisian Human Fighter (Mobile Fighter) 6 - David
Labels:
Actual Play,
Pathfinder,
Rise of the Runelords
2.05.2013
Age of Worms, Session 18
In search of the missing battlemage and her cadre, we traveled for what seemed like several days into the Mistmarsh, encountering predators both natural and unnatural, with the last, a group of ghouls and a ghast tearing Sagt to pieces once successfully paralyzing him.
The rest of the group won the day and escaped with their lives, pressing on to continue their mission after conducting hasty rites over the goblinoid, and before too much longer, were rewarded with finally founding the lair of the lizardfolk, which they entered without hesitation.
Therein, the group managed to quickly fight their way to the back of the enclave and find the chamber of the king of this tribe, a large lizardfolk with a trident enchanted to return to its owner's hand when hurled. The battle with him was fierce, but again, our heroes triumphed and claimed his magic weapon for themselves!
Shortly, a lizardfolk approached them, claiming to be the tribe's shaman, and offering to assist them if they would act against the king's lieutenant so that the tribe would not have to suffer under his rule. The PCs agreed, and had set off to find him when the session closed.
Cast of Characters
Sagt, Varag 5 (Racial levels) - Me (deceased)
Mullins, Gnome Rogue 3/Wizard 3 - Paul
Rosebud, Gnome Warmage 5 - Paul (secondary)
Able Nightengale, Human Healer 6 - David
Notes: This session report is short because it was fairly combat intensive, with a few random encounters, and then fighting the way through the lizardfolk compound. The brevity also stems from the fact that I wasn't the most attentive after Sagt died, as I was trying to construct a character that I have since decided not to play.
The rest of the group won the day and escaped with their lives, pressing on to continue their mission after conducting hasty rites over the goblinoid, and before too much longer, were rewarded with finally founding the lair of the lizardfolk, which they entered without hesitation.
Therein, the group managed to quickly fight their way to the back of the enclave and find the chamber of the king of this tribe, a large lizardfolk with a trident enchanted to return to its owner's hand when hurled. The battle with him was fierce, but again, our heroes triumphed and claimed his magic weapon for themselves!
Shortly, a lizardfolk approached them, claiming to be the tribe's shaman, and offering to assist them if they would act against the king's lieutenant so that the tribe would not have to suffer under his rule. The PCs agreed, and had set off to find him when the session closed.
Cast of Characters
Sagt, Varag 5 (Racial levels) - Me (deceased)
Mullins, Gnome Rogue 3/Wizard 3 - Paul
Rosebud, Gnome Warmage 5 - Paul (secondary)
Able Nightengale, Human Healer 6 - David
Notes: This session report is short because it was fairly combat intensive, with a few random encounters, and then fighting the way through the lizardfolk compound. The brevity also stems from the fact that I wasn't the most attentive after Sagt died, as I was trying to construct a character that I have since decided not to play.
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