zondag 10 maart 2013

The Lunar Slave Farm


The party lacks focus... (c) David Dunham
From Whitewall, the travel to Orlmarth territory is quick. The sorcerer's magic enables the party to keep running at a Leopards speed, and they arrive in Clearwine at sunset. The party get a Room in the Ram's Head Inn in Clearwine, and drink more than is good for them. They meet a Thane, Osric, who is also drinking heavily, and complaining about the Lunar oppression in general and the decadence of the Seven Mother Cultists in particular. The party make some good acquaintances and spend a heavy night.
The next day, at a a dying Red moon, the party starts investigating, but it is as if their spirits have left them. Nobody takes any initiative, and before noon, already they are sitting in the Inn, drinking the local wines, ciders and ales rather than preparing a plan of attack. Some of the party members find nothing better than pretending to be in the wine business in order to get some free drinks and samples, and they particularly annoy Alembic Curcuricson, a local major wine trader, with their drunken talk. It takes until the evening before they think of having a meeting with the Ernalda High Priestess, and by then their minds are less than clear. Still, the High Priestess recognizes their quest and tells them the story of the Colymar Council, and the banishment of Benava Chan and Kallai Rockbuster. That night the party goes to bed in a sombre mood. The Orlanthi still are reluctant to spring into action, although a full day has passed, and Jaya of Yelorna is getting restless.


Some secret information from an ancient tome...
The third day of the Dark Season, and a black moon rises. The party seems to be paralyzed with indecisiveness and unable to act. Herculon is ready for action, but without a plan. Raiko and Daerius further investigate the business opportunities the wine trade offers, without finding out much useful information. By nightfall, the party is once again in the Inn, a silent mood has taken over the heroes. Jaya, however, refuses to wait for a battle plan, and feels she must act. She manages to sneak up to one of the guard towers around the Slave Farm unseen, and attempts to surprise the guard. For several heartbeats it looks as if she is going to kill the three guards, but then bad luck hits, and she drops down, bleeding to death. With her last breath, she invokes her power of Yelorna, and makes sure what she has learned is transmitted to the rest of the party. This information, as will later become apparent, is the difference between life and death.
Alarmed by their vision of Jaya dying, the party finally springs to action. They learn of the earlier purpose of the Slave Farm site: a Issaries trading compound. They find an underground tunnel to the Slave Farm and manage to get in unseen. The second they are spotted, they find themselves in a large cave, and through the exit overhead several Lunar soldiers are preparing to open a large trellis, behind which the party can hear shrieks and furious howling. Before the Lunars manage to open the door to the monsters' lair, Giomanach manages to holdfast the locking mechanism, making it impossible to release the beast without powerful dispelling magic.
The party now quickly escape the cave through the opening, and after some brutal killing, they have managed to make a foothold for themselves. The building nearby has a balcony, on which a class of Lunar students is preparing a Lune spell. As more and more guards pour out of the door, and Herculon, Raiko and Daerius go butcher style, Giomanach is having a hard time keeping the troops channeled. Still, they manage and seem to start getting the advantage, when out comes a full Lunar Sorcerer. This fellow turns out to be a serious threat, and Giomanach exchanges a few spells, but the guards prove to be no match for the brutal combat experience of this party, and before the Lunar Mage can do more damage, he finds himself opposing five furious opponents. The Mage shapeshifts to his Griffin form, and, after looking Giomanach in the eye with a look full of revenge and hatred for a few seconds, flies off beyond reach.

zondag 3 maart 2013

Herculon becomes a Storm Acolyte

1622, End of the Earth Season

The reception committee

The party is received in the great hall, and encounters a number of famous Orlanthi. The High Priest tells them about the underground maze, and the acolyte challenge, and Herculon decides to take the test. The tunnels are magical in nature, and tend to change layout depending on the situation. They can lead to the evil town of Karse, into the Troll Woods, or into the ancient chaos remnants underground. The party decides to aid Herculon - passing the test of leadership - and they descend into the catacombs. Most of the threats are taken care of without too much trouble, but a headhunter poses a big problem. The beast carries a sorcerer's head and it has Daerius marked. The monster attempts to cut of the party using darkwall, but this is averted three times in a row, and the party understands they have no choice but to advance - passing the test of strategy - and hack the evil being to bits.

 

Skeleton agression.

The party then advances into another room filled with skeleton remains, and they rightly expect a trap - passing the test of insight - and walk in anyway - passing the test of courage. Sure enough, the bones form into skeletons, and it takes the party quite a bit of trouble to get the better of the undead, with Herculon narrowly escaping l;osing a leg and prematurely ending the examination.Herculon distinguishes himself with four decapitations. Daerius also fights bravely, and separates two skeleton heads from their bodies. After the fight the party returns a magical sail to the High Priest, and Herculon becomes a proud Acolyte of Orlanth. The party has some opportunity to do business with some of the traders in the temple, and Giomanach puts in an order for a silver dwarven axe with Ironmound the dwarf. The party also finds a master leatherworker that can turn the dragonscale skin into armor.
After the test and ceremony the party decides to continue their travels, and they take the tunnels to the Troll Woods. There, they are quickly spotted by Troll patrols, but the haste cast by Giomanach makes them too swift for any opposition to organize, and they make it out of the dark troll woods in a record time. As they re-enter Heortling territory, they run into a village with a peculiar visitor. A talking wyvern has convinced some of the villagers to become his followers, and this creates enmity in the clan. Things get out of hand, and a fight ensues, in which Giomanach suffers a serious wound. The wyvern is slain, and another dragonscale hide is looted.

 

Beware of false prophets!

The party take the road to Whitewall, the last bastion of Orlanthi freedom, and here they find another leatherworker. The last day of Earth Season, the party spends in Whitewall.

 

zondag 24 februari 2013

The Old Air Temple

1622, End of the Earth Season

 

After their encounter with the evil Shaman, the party takes some well deserved Recovery in Swenstown. During the evening outing the party runs into a bunch of Lunar soldiers, and they barely avoid a bar brawl. The next morning they leave Swenstown, en route for the Old Wind Temple, when they run into a Lunar worker hamlet. Raiko and Jaya decide to sneak into the campment, but Jaya is spotted, and three guards head forward. When the guard realize who they are up against, they change plans, and although Raiko and Herculon finish off one guard each, they third one escapes through the portal.

A wyvern Patrol: this might hurt

The party does not want to wait around for the rest of the Lunar garrison to arrive, and they make a run for it. They are spotted by a wyvern rider, but manage to escape nonetheless, until they take a false turn and stupidly run into a Lunar Patrol with two wyvern riders. The lunar sorcerer immediately start casting a Red Lune, but is burned to charcoal seconds later by Herculon's lightning spell. The rest of the guard charges, and Jaya barely escapes death when one of the wyverns take a bite out of her. The other beast attacks Daerius, who fails his parry. By this time, Giomanach is casting palsy, and manages to down one of the beasts. It takes two more lightning spells from Herculon to finish the fierce dragonbreed off. The victors take home the nice scale hide.

 

A good mood.

The party now tracks back, and finds the correct road to the Old Wind Temple, but are spotted by a Marble Phalanx Patrol, who block the road to the temple just outside the reach of the temple magic. Another fierce battle ensues, and again the party is unable to shove aside the powerful warriors, until Giomanach starts throwing around stones with his Animate Stone sorcery. The Lunars understand they might actually get in trouble, and decide to fight another day. Our heroes gain access to the Old Wind Temple.

 

 

zondag 17 februari 2013

Across the Plains of Prax


 
Jhonen's caravan en route to Swenstown
Our heroes have felt the wrath of GimGim the Grim and escaped with their lives, albeit with some help from Sun Lord Yelanda. That is an achievement in itself. Their loyal newtling sidekicks have escorted them out of the town, and out of harms way, with the aid of some riverfolk friends and a reed boat. The party decides to seek refuge at the dwarf knoll oasis, where the run into Jhonen, a merchant seeking protection for a trek to Boldhome. Our adventurers decide on the spot. They wil escort Jhonen to Swenstown, then travel south to the Old Wind Temple. From there, they will head to the Ernaldori lands and liberate Herculon's captive brother.
The party heads west from Dwarf Knoll, using Tada's as a reference point, and steer clear of Moonbroth and the ever-increasing Lunar presence there. They make it to Pimpers block in one day, then decide to press on to the hamlet of Thorsen, on the road to Swenstown, so they can have a good night's sleep. Jhonen the merchant is no unknown in Thorsen, and his arrival causes some excitement from the locals. Jhonen's goods are eagerly inspected, and business is good, and the Issaries merchant invites his guards for a drink in the Obese Hog's Inn that afternoon. Of course our heroes accept, and Raiko once again ends up rather drunk by sunset. In order to get his head clear again, he orders a banquet, a clear indication of the level of luxury this party has become used to during months of training and no adventuring.
At dinner Giomanach notices one of the locals looking at Jhonen in a funny way, and that same evening there is some noise in the hallway. Giomanach investigates and finds the same local threatening Jhonen with a knife. The sorcerer intervenes, and the local scurries off.
The next day, travel goes a lot less quickly, and the mountain roads prove hard to negotiate with four wagons of goods. When the road is blocked by large boulders, the party has no choice but to clear the road, and before they are back on their way it is getting dark. They decide to set up camp on a clearing on the top of the mountain. As they do this, they notices a pack of wolves on the slopes, and during the night, the wolves stay near the camp looking for opportunity. The party sets up a perimeter of torches to keep the canines at bay.
The next day, after only an hour of travel, the party is attacked by a group of archers. They quickly deploy, only to find out there is a second half of robbers attacking them in the rear. The situation is less than ideal, and things would look ugly if not for the hardened adventurers: Giomanach quickly dispatches some crowd control, and Herculon, Daerius, Raiko and Jaya make the thieves see the error of their ways. They are no match for the veteran warriors and are quickly dispatched. If Jhonen noticed the use of vile sorcery, he does not let on: after the fight he congratulates the group for their efficiency.
The chaos monster unleashed
The last village to visit before arriving in Swenstown is Aylesford. The party arrives at the village perimeter and notice corpses everywhere. Clearly something is very amiss here. As they roll into the market square, they notice the buildings, with the chapel being particularly gruesome. The door has been pulled out of the hinges, and inside lie most of the villages women and children, brutally slaughtered. Giomanach starts barking orders to Jhonen's men, in order to create a safe zone quickly, while the rest of the party start tracking. They find weird tracks leaving the village and follow them. After a few minutes they run into a clearing and notice a group of men around a crackling fire. Two leather tents are standing near the fire. Our party manages to sneak forward and launch a sneak attack, and within seconds several of the warriors are dead. Still, one manages to open a large cage, liberating a chaotic being halfway between a bear and a human. The monster charges out, howling, and runs into Herculon. In the same second, a shaman crawls out of the tent.
A fight ensues, the shaman summoning his fetch, a spider- like spirit, and several haunts. The players have a lot of trouble getting the better of these guys, and it takes the arrival of Giomanach on his speed enhanced mount to make it happen.

vrijdag 8 februari 2013

A cover blown...

1622, End of the Earth Season

The party has been spending their hard earned cash on training and all kinds of expensive entertaining, and they have become a bit complacent as of late. With their renewed reputation as river voices, their obvious good fortune, and some generous buying of drinks for the locals, our heroes have become the mainstay for some of the local taverns, and most popular among the average Pavis barbarian. With the harvest at its end, and a good one thanks to our heroes aid in freeing Heler, the city is basking in the Earth season summer sun, with that particular atmosphere of goodwill, massive ale consumption and occasional tavern brawl so typical of this time of year.
The Sun Domers save the day!
At one time during the dinner someone notices a small group of Lunar guards on the market, but this worries noone, and at the end of the dinner banquet, the party, in high spirits, heads for the inn. The long stay in civilized Pavis having blunted our champion's excellent perception skills, they fail to notice a dark figure on the roof of one of the houses bordering the market square. A poisoned crossbow dart hits Herculon, and luckily he resists the poison, still suffering considerable damage. The assassin is reloading his crossbow, but this plan is foiled by Giomanach casting holdfast on the crossbow. As a consequence, the party, rather than running for cover into the dark alley where the rest of the assassin troupe is waiting for them, charges forward.

The party leaves Pavis behind and takes to the desert.
From said dark alley 5 figures appear out of the shadows, forced to advance and initiate combat. A red mask assassin holding a net tries to catch Giomanach, but only succeeds partially. A brutal fight ensues. Soon the party notices these opponents do not die as readily as most opponents do. Jaya almost loses an arm, before being able to even attack her opponent. Raiko summons his ancestor and attacks, and Giomanach has to palsy another assassin heading for him with a flask of nasty acid.  If not for Daerius' impressive resilience against the fierce assassin attacks and his first rate armor, the party might well have been wiped out by the steady damage output and high skill of this adversary. When another assassin starts casting Sever Spirit, in an attempt to banish the ancestor and kill Raiko in the process, Raiko needs all his cunning and luck to stay alive. By now the party realize they are facing a very powerful opponent: all damage done by Herculon is divided amongst the opponents, making even his blows mere scratches, and they realize their luck is about to run out. As they prepare for a retreat attempt, a Lunar guard unit enters the square, boding more trouble, and just when things start to look desperate, their two newtling allies appear on the scene, with Sun Lord support. The stalemate allows our friends a very narrow escape, and they decide to quickly leave town, head for Sartar, and leave Pavis behind them for a while until things have cooled down.

They head for the Moonbroth Oasis, and luckily find a caravan heading to Boldhome that is still looking for guards. It looks like their luck has turned for the better again: a safe trip and getting paid in the process!

zaterdag 22 december 2012

The Aftermath...

1621, Third Day of the Sacred Time


After the fight with the Broo, the party are checking for wounded, looting the dead, and trying to revive collapsed Herculon.  They are too busy to notice the scorpion man sneaking up, until the evil creature is within charge range.  The scorpion man emits sleeping waves as a chaotic feature, and the entire party, with the sole exception of Giomanach, falls asleep.

The scorpion man chasing Giomanach.
The scorpion man notices Giomanach remains standing, and charges forward to skewer the lightly armored mage.  Giomanach is clever and scared enough to run, increasing the distance between the scorpion man and the rest of the party. Raiko and Jaya come to their senses, as does still wounded Daerius.  The latter attempts a first aid.  Meanwhile, Giomanach is under attack from the scorpion man, and desperately blocks as much as possible.  He gets lucky and blinds the scorpion man, buying himself some time.  In the meantime, Raiko summons an undine and makes it head towards the scorpion man,


Herculon, in the meantime, is still trying to wake up, but after a few seconds of awareness he loses conscienceness again.  But now, the party has a much better chance:  the undine has enveloped the beast, and the sleeping rays are filtered out.  Between the three of them, the party would still have had a hard time, will both warriors out of action, but the undine saves the day.  The scorpion man drowns.


Once the dust settles, a party of riders appears.  These are the guards of Duke Raus of Rone, who have come in aid of the fort, with some delay.  They have been informed by Tameh, the rescued kid, and are thankful the party took care of the broo and the scorpion man so efficiently.  The party is invited to Ronegarth, and receives healing and shelter for the night.


he next, fourth day of the Sacred Time, the party leaves Ronegarth, heading north on the Zola Fel.  As they approach the north Bog, they are recognized as the River Voices, and are made to feel very welcome.  Raiko enchants the crowd with his stories.  They meet the Naiad, get acquainted to the catfish Zola Fel Priest Bright-Eye, meet a Agimori warrior, kill a gorp or two, and then continue their voyage to Pavis, taking along a severely wounded newtling, called Ge'hechya and a dead newtling, by the name of Ma'Char.

During their stay with the Naiad and Bright-Eye, Raiko has taken the vows as a Cleansed One lay member.
  Now, when heading north, they sail into a rare sight: on the left bank the fishermen villages, on the right sight, high up the bank, a huge encampment from the Sun Dome Templars.  The adventurers notice a huge ballista on the bank, and for a moment they think they're running into an ambush.  Then the River Barge hits the huge gorp lying in the Zola Fel.  The crash is so unexpected, that several party members are catapulted into the water.  It takes some aid from the driver undine to get everyone out of the water safely.  In the process, the boat is ripped in two.

They notice Yelanda, now a Rune Lord, standing amongst the commanders at the command tent.  Jaya returns the crown of Yamsur to her, making a friend for life.  Yelanda speaks for the party, who want to resurrect the newtling Ma'Char, much against the inclination of the Sun Domers.  The party get their way, and Ma'Char and Ge'hechya leave for their hometown, after making a promise of returning and serving the party for one year.  The party tells the Sun Domers all they know about the Gorps, the Breeder Gorps, and their experience in trying to kill them.  This Breeder is huge.

he next day, the Sun Domers have gathered tens of wizards, and with the aid of a troop Humakti and the party, they intend to kill the chaotic breeder in one blow.  The plan fails, and hundreds of little gorps escape, but the backup plan that is in place works: the entire area is cleared out, only few are wounded, and only lightly, and the scourge of the Zola Fel is lifted. The Sun Domers are grateful, albeit with the usual reservations.  They allow teh adventurers to restock damaged weapons and supplies, before offering them another boat to get back to Pavis.  They hook up with their friend, Storm Voice Ademin.  He has been loyally waiting with their goods, and bids them farewell after they loaded the 7 crates onto the Sun Domer boat.  Ademin continues south, after advising Herculon to become an acolyte as soon as possible, and learn consecrate.  Services too Orlanth are necessary, and much too rare these days.  As the barge sailed north, Ademin sung a song of storms and winds.  If only the Sun Domers would realize exactly what the cargo was...

zaterdag 8 december 2012

Up the Zola Fel

1621, Third Day of the Sacred Time

 
The party has investigated the mudshark den, and returns with a plan.  With some trouble, they manage to get up into the cave.  Good thing though, they manage to get in unheard.  Raiko and Jaya  enter the rightmost cave, and discover a mudshark sleeping.  Raiko sneaks up to the monster, and kills it silently in its sleep.  The rest of the party heads the other way, and alert a next of younglings with a female mudshark.  The creatures attack at once, but prove no match for this hardened party.  They hardly manage to threaten the adventurers, and within seconds the mudsharks are dispatched and the mission accomplished.  When they return to Sa'ar, the Zola Fel priest, to report a successful mission, they are received as heroes.  All along the town they get congratulated and hailed as river voices and heroes of Corflu, Zola Fel favorites.

Sa'ar has arranged a boat with a pilot and undine for their travel north, and after a night of heavy partying and drinking, the adventurers head for Lokazzi and beyond.  On the second day, along the Zola Fel, they are hailed by a young boy accompagnied by an otter.  The boy requests their help with getting rid of a gorp in his cave.  The party helpfully complies, and follow the youngster into his narrow cave, where they discover a gorp in the water indeed.  Using their Zola Fel River Eye, they quickly spot the creature in the murky water, and a few disruptions and fire arrows take care of the chaos abomination quickly.  The grateful fellow gifts Jaya with a bronze and golden shield that lights up in the dark.  Then the party accepts his invitation to visit his homestead.  The adventurers follow the young boy through the marshes, through murky pools, mangrove trees, and finally arrive at a ramshackle collection of huts in a clearing amidst the trees.  The homesteaders receive the heroes with respect, and offer them a meal and lodging.  The next morning the party returns to the river, and heads north against the Zola Fel current again.  The banks become more and more overgrown with vegetation as they head up north.  They arrive at a homestead close to the bank, and are hailed by a lady inside the walls of the stead.  She is in despair, as a gang of broos have just kidnapped her young son and adolescent daughter.  Her husband and brother have left only hours ago, in a futile attempt to follow and kill the Broo and rescue the children.  According to the woman, the Broo were ten, led by a shaman.  Our heroes do not dawdle.  They quickly find the trail and head off into the woods on a rescue mission.

It takes them a few hours, before they hear sound of melee in the distance.  When they check out the situation, they see the two Rivermen, surrounded by ten or so Broo.  The children are kept in check by one of the Broo, the Shaman is overseeing the events, and the 8 other Broo attack the two helpless men.  Herculon, in his typical idiom, charges forward, followed, after some hesitation, by Raiko.  The rest of the party, however, fails to respond as quickly, creating a dangerous situation for our heroes.  The charging heroes cannot avoid the brutal murder of the two tribesmen.  Within seconds, Herculon and Raiko face 7 Broo, while another one charges forward in an attempt to prove his exceptional valor.  The Shaman starts casting Malia's scourges upon the party members, who quickly learn Avert is no remedy for Malia's terror theism.  At first, Herculon seems to buckle under the pressure from 4 Broo, but he withstands the attacks, and in his berserker fury, after suffering several wounds, he manages to cut one broo in half through the chest.  The other Broo keep hacking at him, and the suffers several other serious wounds, which he barely notices in his Berserk fury.  Raiko has three opponents, and defends himself bravely, but lacks the destructive power of the berserker.  The last Broo is intercepted by young Daerius, and after a short fight the Talastaring prevails.  The aid allows Herculon to decapitate two other Broo quickly, and after about half a minute, the situation is already looking a lot better.  

As the Shaman notices the change, he retreats, accompanied by two surviving Broo, and taking the kids along.  Our heroes sense the danger, and start sprinting.  Raiko, with a useless right arm due to a very serious wound, summons his ancestor spirit, and in the guise of Hadrath, summons a large water undine.  He binds the undine and commands it to envelop one of the Broo.   Herculon, bleeding out of half a dozen of serious wounds, blindly follows the Shaman and his helper, and Jaya and Daeriius follow suit.  They discover the fleeing Broo, homing in on the heartbreaking cries of anguish from the children, as the Broo have already initiated the breeding.  Shocked, our party attempts to stop the brutality, but prove very inefficient in doing so.  The young girl suffers the worst fate, the young boy's assailant dies in the act.  Then, exhausted, Herculon falls to the floor, his several serious wounds now taking effect with a vengeance...