Posts tonen met het label Hjotra. Alle posts tonen
Posts tonen met het label Hjotra. Alle posts tonen

zaterdag 12 november 2011

Indrodar and the acolyte

1618. Fire Season. Harmony. Windsday








Hund, a Humakti Acolyte, played by Ben
Hjotra from the Hiording - Colymar Tribe, played by Dominique
Gust, a Grey Dog noble youth, played by Bram
Hildigrim from the Grey Dog, played by Patrick


he murder on the Yelmalio Runelord has alarmed the Lunars. From Boldhome comes word that the culprit must be captured. Divination has revealed the deadly blow has been struck by a young Humakti and some of his acquaintances. The Lunar guard have serious suspicions the party is hiding at the Humakt Stead, as several of their informers have reported a party of adventurers arriving in the Grey Dog Tula late on the 9th, coming from the east. The Indrodar claim they are in the middle of a ceremony preparation and refuse the Lunars entry, and the prospect of facing three Swords does not entice the guard captain. So he decides to wait.
Meanwhile, inside the Stead, the high priest talks to Hund and his party. The Stead is completely surrounded, and there is no easy way out. One option is to break through the guard blockade, or fight to the death trying. Although this prospect seems a good one, the high priest sees another option, albeit somewhat unhumakti. But the unusual twist might just fool the Lunars. As Hund becomes more and more convinced that sacrificing his life to the Indrodar is his rightful path, the high priest proposes to pretend that Hund has admitted to have committed the murder against cult orders, and therefore has chosen dishonourable death.

o fool the Lunars, a secret potion is brewn, and Hund's body is presented to the Lunars. It takes some convincing, but finally they swallow the story, and the Guard Captain lifts the siege and departs, ready to report the demise of the culprit.Hund agrees to take the acolyte rites immediately, and his fellows decide to join him in the HeroQuest he faces. He must face his immortal enemy. The party are assisted by the Indrodar and enter the Hero Plane. They arrive on a barren plain, with not a living soul in sight. They head east, until they run into what looks like a copy of the Humakt Stead. Spectral flames make it look like the Stead is one fire. The party arrive from the east and arrive at a bridge, a dragon is standing on the other side. The dragon is floating, and looks more like a dragon statue that an actual dragon. As the mythical animal does not seem alarmed in the least by the approaching party, Hund carefully crosses the bridge, and touches the dragon. Immediately he is under attack from the dragon statue's powerful spirit.He quickly loses the spirit combat, only to find out he is not possessed by the spirit. When he opens his mouth, spectral flames spew forth, and Hildigrim, standing just in front, gets seriously hurt by the unexpected eruption.A sense enemies reveals that the Stead is full of them, and as soon as they approch, skeletons pour out to attack them. The lesser skeletons are easily dispatched of, and even the larger skeletons and a mummie quickly find eternal rest at the hands of our gang.

fter the fight, the party enters the duplicate Stead, and they find some weird characters in the basement. One of them turns out to be Elmal, one is Chalana Arroy, and one looks just like Delecti, assuming someone knows what Delecti looks like. It is clear the appartitions are mere spectral projections, but when Hund charges Delecti, he quickly learns even a shadow of the Lord of the undead is a formidable foe, and it takes an intervention from Chalana Arroy to save Hund from almost certain death. After taking care of Delecti, instead of returning, the party decides to venture further into the plane, they run into a bear, that probably got sucked up in the Heroquest because of their venture, and it takes a bit of luck to find an exit and return to the mundane plane in one piece. Hund returns an acolyte, and decides to have a long hard think about the rest of his life.

zaterdag 8 oktober 2011

Clash with the Baboons

1618. Fire Season. Harmony. Waterday


Hund, a Humakti Acolyte, played by Ben
Ragnar from the Orlmarth - Colymar Tribe, played by Maximus
Hjotra from the Hiording - Colymar Tribe, played by Dominique
Gust, a Grey Dog noble youth, played by Bram



The Baboons in better days...



After they killed the Yelmalio Rune Lord near Jonstown, our party decides to split up for a while and remain below the radar.  Hjotra and Ragnar decide to lay low in the Apple Lane area, and they meet up with two young Grey Dog nobles and decide to travel back to the Lismelder tribal grounds together.  They stay off-road, avoiding all contact with Lunar guards or Yelmalio patrols.

Around noon, they settle down for lunch, and just when they intend to start enjoying some nice roasted rat, Ragnar's backpack is stolen by a Baboon, who flees back into the trees at once.  The party gets up, and tries to shoot the Baboon out of the tree, but without much success.  This pulls a protective baboon shaman out of his cover, and all of a sudden the party is under attack from a Shaman and several wild Baboons charging at them.  The Shaman turns out to be a lot to deal with, and the spirits it summons hold Hund at bay for a long time.  When the spiritmaster is grievously wounded, hiss Fetch invokes a healing spirit. But his buddies are in trouble from very early on, and once they are dispatched, the Shaman cannot resist much longer and succumbs.  The party mercilessly slaughters all the Baboons and loots their pockets.

They take the Shaman staff along, and everything else that can make them any money, and advance towards the Grey Dog Tula.  Several miles down the road they meet up with a centaur patrol, but they are very careful not to upset the powerful creatures or do anything that might trigger a fight.  They are able to continue their trip unopposed, and find out Grey Dog is under direct Lunar control.  There are patrols everywhere.  Under the -hardly believable - guise of having to quench a Chaos threat, they patrol all the roads, enter the steads, and seem to be looking in the most impossible places for a Chaos threat that is rumoured to have been solved more than a week before.  They decide to avoid detection, and head north towards the Humakt stead, the only place the Lunars are not checking, officially because Humakti would never allow chaos on their terrain.

zaterdag 10 september 2011

Stalking the stalkers

1618. Sea Season. Truth. Wildday


Brian Boru, a drifter without tribe, played by David
Xaldin from the Orlmarth - Colymar Tribe, played by Anthonius
Ragnar from the Orlmarth - Colymar Tribe, played by Maximus
Hjotra from the Hiording - Colymar Tribe, played by Dominique
Hund, a Humakt initiate, played by Ben


The stone bridge near Jonstown




e find our adventurers in the middle of a fight with a trio of vicious Tusk Riders.  Xaldin, who found out his friends left for Snakepipe Hollow, quickly realized the peril they were getting themselves into, and decided to follow their trail, only to run into the Tusk riders at the exact moment they ambush the party's camp.  He arrives just in time to see how his clanfellow Ragnar is grievously wounded and loses his right arm by a charge from one of the tuskers, and does not hesitate.  By now the other adventurers have realized how bad things are: they might not live through this one.  The party focused their attention on the riders, but the threat comes from the tuskers, huge trained warboars with an attitude, and they deal some fearsome damage.  At the same instant Ragnar loses his second arm, and although he bravely keeps standing, all that remains there for him to do is to bleed to death quickly.  Hund casts his Humakti Truesword spell.  Xaldin enters the fray.  Between the two of them there is some serious damage potential, and slowly the fight turns, although it takes more divine magic from Hund to heal a crushed arm.  Brian tries a bit of acrobatics and jumps on one of the boar's backs.  Riding the bloody animal is another matter and he is thrown off seconds after, but the party prevails just in time to staunch poor Ragnar's wounds.  They loot the beastly bandits and realize the Dangerford wilds may just be a bit too dangerous for them at this stage.  They need decent armor, better spells, and more experience to survive the trip to Snakepipe Hollow.  They then return to Jonstown.

rian gets noticed by an Eurmal trickster, and decides to join the cult.  He fails the first spitting contest, but the second time around he gets accepted as an acrobat.  But Ragnar is still running around without any armor to speak off, and since a set of lamellar armor should be just about ready in Old Man Village, they decide to return to their stead and pick up the promised armor.  They take the old road to Runegate, and run into a Lunar Patrol at the river crossing.  The Lunars squeeze some good money out of our adventurers, but when the guards continue their travel, the party has a sudden change of heart.  From nearby, they attack the Lunar guard party in the back, and a fierce fight develops.  Xaldin immediately charges the Lunar sorcerer and prevents her from doing her magic, while Hund charges the guard commander, who turns out to be a Sun God Rune Lord.  Bad news!  The other party members take care of the two guards.

he Rune Lord immediately summons a salamander, which attacks our heroes, but Hund puts a lot of pressure on him, and manages to cut off his arm.  It looks as if the fight is turning to their advantage, but the Rune Lord miraculously heals completely, and presses home  another attack.  The party notice the allied spirit hawk in a tree nearby, and they feel the fear.  Is this the one fight too many?  Xaldin remains occupied with the sorcerer, unable to finish her off, but at least disallowing her to weave her spells.  Hund has a Bladesharp from the matrix he gathered from the Tusk Riders, and has cast his Truesword successfully, and with a superb blow he beheads the Rune Lord, making the salamander disappear.  The allied spirit tries a divine intervention, but fails, and the Rune Lord dies.  The sorcerer sees the fight is lost, and tries to gate out of the fight using a divine enlightenment, but the party use their hero powers to refuse the sorcerer exit, and finally they succeed.  Against all of the party, the sorcerer is killed in an instant.  The party is ecstatic and loot all the valuables, including a scroll for learning Auld Wyrm, a scroll for learning Mindspeech II, and four bronze runic coins with Lunar Runes on them.  A magical choker worn by the sorceress and a similar magical hairband, both adorned with a Lunar Moon Rune are looted as well.  The bronze armor makes some good money, and the party happily continues their travel to the Orlamrth Lands.  What will the empire's reaction be?  Will our heroes flaunt their new trinkets and get caught?  We can only wonder!
 

zaterdag 30 juli 2011

The road to Grey Dog Village

1618. Sea Season. Stasis. Freezeday

Characters partaking:
Aylwin from the Orlmarth - Colymar Tribe, played by Philip
Blanka from the Ernaldori - Colymar Tribe, played by Bram
Gunnar 'the devoted' Gunnarson from the Hiording - Colymar Tribe, played by Gunther
Hjotra from the Hiording - Colymar Tribe, played by Dominique
Ulic Qel-Droma, a Bagnot resident from Tarsh, played by Alexander


fter overcoming the gang of robbers eager to steal their goods, our adventurers empty their agressors' pockets and split the earnings. Then the party resumes their travel towards Grey Dog village.  Aelwin insists on driving the cart, but when he fires up the horses, Ulic, walking in front of the cart, stumbles and falls, and is ran over by the cart.  The wound is major, but not fatal.  Apart from that the trip is quite uneventful, and after a few hours they pass the Humakt stead, where they have a short chat with Aelbric Svenson, the retired Humakt Rune Lord, whose sole frustration in life is not to have died on the battlefield.  He feels he still has one good fight in him though.  Odd takes the opportunity to sneak around the stead in order to check whether the man is to be trusted, but sees nothing alarming.  Ulic uses intuition to determine Aelbric's true attitude, and sees the Humakti is up-front.

hey take to the road again, and fail to notice how a gang of duck is leading them, then changes direction to meet them head on.  The duck pretend to be friendly and invite the party over to share dinner, and our gullible friends gladly accept.  They follow the duck off the road towards what they call their Stead.  This turns out to be a cave.  In the entrance room two barbarians are roasting a boar, and the duck invite the adventurers in.  Now the adventurers start to have a bad feeling about the invitation, and Ulic casts his intuition spell and reads that the Ducks are definitely having ulterior motives.  He feels that the Duck have a plan, and they are annoyed because things are not happening as they planned it.  That's the instant the shit hits the fan.  Ulic raises the alarm and casts fireblade on his sword, and in reaction to this the ducks standing outisde charge forward.  Within seconds the scene turns into a battlefield, with Hjotra and Aelwin holding off the ducks outside of the cave, and Odd using his stealth skills to quickly recon the cave complex.  He runs into more ducks, charging into the fight, and casts darkwall into the corridor.  a short fight in the dark ensues, and the ducks retreat.


eanwhile around the campfire in the entrance room heavy fighting takes place as well.  One of the robbers in bashed into the campfire and is unable to regain his footing, he dies in the flames, screaming in agony.  The brave adventurers charge into the fight, and when two humans charge out of one of the corridors, they are met promptly.  Odd has retreated to the main room as well, and enters another corridor, only to run into the same ducks.  He tries the same tactic, casting darkwall, but this time the ducks cancel the magic, and he is under attack. Before things turn ugly though, the remaining ducks realize they have been beaten, and they retreat into the caves.  The party keeps the pressure on, and the retreat becomes a rout.  The Duck commander manages to flee, as does his human second in command, but they do not have time to take along their stack of cash and potions.  The gang healer who retreated into the hidden cave is brutally decapitated by Hjotra.  After the fight, the adventurers find Gunnar who managed to keep wurming through a narrow passage in the rock and is unable to retreat.  Just when his companions consider whether they should leave him there for a few days so he loses some weight, someone manages to pull him out using troll ear wax as lubricant.  As the feathers come to rest on the cave floor, the extent of the slaughter becomes visible: heads and limbs are strewn all over the place, thick red blood follows the striae in the rocky floor, and bodies are in every cave.  The lone survivor is quickly and brutally dispatched.


ut in the open in front of the cave entrance, Aelwin is waiting near the cart when someone takes a shot at him with his bow.  He is unable to see where the shooter is firing from, but Ulic, who climbed up the ladder inside the caves appears on top of the mound and sees a human firing his bow.  Within seconds, the archer is overcome with palsy, and runs for his life. The leader is nowhere to be seen.  After a lucrative day, the party loads the bags and crates of stolen goods and all the weapons they managed to retrieve on the cart and head for Grey Dog village, where they arrive late at night.  They check into the hotel where they are supposed to meet their contact, and hit the hay.
 

zaterdag 25 juni 2011

Clearwine Fort

1618. Sea Season. Stasis. Freezeday

Characters partaking:
Aylwin from the Orlmarth - Colymar Tribe, played by Philip
Blanka from the Ernaldori - Colymar Tribe, played by Bram
Gunnar 'the devoted' Gunnarson from the Hiording - Colymar Tribe, played by Gunther
Hjotra from the Hiording - Colymar Tribe, played by Dominique
Ulic Qel-Droma, a Bagnot resident from Tarsh, played by Alexander

The Starfire Ridges: the Upper Ridges

he adventurers enter stage in Clearwine Fort, Nymie Valley.  The lowlands of the Nymie Vale have good farmlands but much of the better farm land is claimed by the Ernaldor clan. Ancient standing stones can be found throughout the valley, many are associated with the goddess Orane who found shelter in this valley. Sacrifices to Ernalda are made by the clan priestess at Orane’s Loom. The flanks of the valley are very fertile, the soil is clay and limestone, which makes for exceptional wine.  The Nymie Vale was once an important settlement of the Empire of Wyrms Friends and the remnants of the draconic empire can be seen throughout the Vale. Chief Colymar defeated the draconic guardians of Clearwine Fort and shattered their power over the Vale when he settled the valley with his Black Spear Clan, but many ruins are still avoided by the locals.  The village of Clearwine is filled with farmers, crafters and petty traders. The streets are mostly mud, only the road up to the sacred hill was paved in stone; another road was paved with wooden planks. Pigs, sheep and even cows wander through the village, accompanied by their herders.

lanka's aunt and uncle used to be important people in the Ernaldori clan, but have lost most of their influence since Kangharl Kadragusson became king instead of Leika Ballista.  This Colymar king is a thane who allied with the Lunars to seize the tribal kingship. Although few support his Lunar associations, he is still respected as a warrior and warleader. Kangharl is also increasingly feared by his enemies, who call him “Blackmoor” (an ancient slur against those kings who serve foreign overlords). The son of Kagradus Korlmhysson of the Taraling clan, Kangharl served his uncle King Kallai Rockbuster as thane and warleader. He was exiled following Starbrow’s Rebellion in 1613, but returned in 1615 to seize the tribal kingship from his kinswoman Leika Ballista.

he party is confronted with a crime: a gang of robbers entered the Longhouse of Blanka's family and stole various valuable heirlooms and a large amount of silver coins.  The gang was described to consist of some goblins, ducks and humans.  Blanka's uncle tried to fight off the robbers, but got wounded gravely doing so.  The Lunar guard seem to be doing very little effort to solve the crime.  Blanka gathers some information, but seems uninspired to help his family members.  Instead, during a visit to the White Grape Inn, they run into a gentleman who offers them a job.  After some haggling they agree to transport a cart full of goods to the village of Grey Dog.  Grey Dog village is the clan center of the Grey Dog clan, belonging to the Malani tribe.  The Malani tribe are not the Colymar's best friends, but this has not overly worried the adventurers.  They meet the next dawn, and leave for Grey Dog Village.  The weather is cloudy but dry, and the party travels expeditiously.

uring a short break, they notice a bear with cubs entering the clearing they are sitting in.  The animal notices them, and it gets nervous quick.  Aylwin decides it is time to go and drives the cart out of the clearing fast, the other party members clinging to the side of the wagon.  The rest of the morning the travelers enjoy the surroundings, and they fail to notice a band of robbers trying to set up ambush until one of them is noticed.  The party opens fire, and soon it becomes apparent that the band of robbers is bigger than initially expected, but it is too late to flee.  Through some very effective magic and ranged fire they manage to subdue the robbers, and win the fight.  Now what to do with them?  Carry them to Black Spear tula?  The facts happened on their lands.  Hand over the robbers to the Lunar authorities?  They would surely end up in one of the Lunar slavefarms.  Maybe they need to find out more...