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kluu
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« Reply #75 on: September 13, 2004, 08:20:55 PM »

Wednesday Group: Heroes of the New Dawn

DM: Kluu

Session: Leaving Danville
Time:
Players Present: Dinmet, Gul, Swaniff
Thardferr Dates: ?
Major NPCs: dracolin
Treasure Earned: none

Location: The plain/brushlands west of Danville Branch
Casualties: none
XP: Dm keeping track

Low points: Dinmet and Gul being attacked by unknown creatures
High points: The dracolin killing what looked to be a Sythian ranger

Following up on Guls search for a capillar mentor, the group heads west towards Bohrss. They cross the river on the ferry, continuing their vigilance both for danger and finding the dracolin. Upon departing from the ferry landing, the adventurers decide from Swaniff’s advice to opt for the quicker and less noticeable travel upon a cross county game trail instead of the wagon road. Though usually blending and moving well through the terrain, Gul’s new iridescent scale armor reflects a sheen as pointed out to him by Swaniff. Gul quickly removes the shiny armor, but thinking momentarily, he adjusts some of the pieces and puts it back on.

The travelers move across country through the hill lands, the hills eventually becoming more steep. After some time of cautious but quick travel, the group suddenly hear a rush of air and a thud from behind their position. Turning in a defensive reaction, they see a dracolin landed nearby, and what looks to be a crushed human shape beneath. The three recover from their surprise and approach the dracolin, who divulges that he had spied from the air this human taking aim at the group from behind. The travelers search the evident assassin carefully, finding no markings telling of his origins. Gul and Dinmet discover poison tipped crossbow bolts, and a message case containing small papers and writing materials. A small pouch containing a few gold coins is also found. Swaniff too takes note of what looked to be falconry bracers on the man’s arm. Swaniff, suspecting this man to be a similar man of the wilds, begins circling the area and quickly picks up the man’s trail, discovering the man’s trapline. The dracolin also tell of evidence of what looks to be a large predator hunting the area, from a large bear carcass that had also been spotted from the air.

After some discussion about the possible whereabouts of this predator, the dracolin, Frahzer, calls to his mate, Debroah, and upon her arrival, the group takes to the air upon the mighty creatures. The group continues their travel westward. The flight proceeds until just late afternoon and the weary and sore three, have the dracolin set down in a sparsely wooded dell. Swaniff quickly scouts a circuit of the area, finding nothing out of the ordinary. With Swaniff’s return, Gul and Dinmet also notice in the nearby hill face an abandoned quarry that has slowly been reclaimed by vegetation. Thinking it to be a possible camp site for the night, the group moves forward to investigate. Upon looking closer, several cracks leading inwards are discovered, one being large enough for even Gul to enter. Swaniff checks the area for signs of use, but finding none, the group enters for further exploration. Dinmet and Gul, using their infravision, traverse the downward sloping cleft fairly easily, while Swaniff, though used to moving in the dark, must travel with greater caution and a slower speed. After traveling roughly 150 feet into the tunnel, the three confer and decide to push further on. Swaniff, however, knowing he would be virtually helpless in the inky blackness of the tunnel, turns back to the surface to get a small fire going. Dinmet and Gul continue downward another 300 feet or so, and discover hewn stone along the tunnel walls. Gul suddenly remembers Solonius’s stone and he holds it forth as the light of Kreaon shines forth from it. The new light makes evident a now squared hewn tunnel, with a recurring bias relief of what looks to be an elven warrior along the walls. Evidently a life story or monument to the warrior. Dinmet and Gul continue on, investigating the well sculpted pictographs, and after another 500 feet, the tunnel opens into a wider chamber, the floor of this new chamber 10 feet vertically down. Swaniff in the meantime, lets the kindled fire die down into warming coals, and wonders what is delaying his friends. He eventually goes out and finds a suitable limb for a torch.

Dinmet and Gul pause at the entrance to this new chamber, noticing part of the floor below is covered by water and in each of the wall of the chamber are additional tunnel entrances, similar to the one the two are in. Swaniff prepares his torch as one of the dracolin spits some of its viscous blue goo on the ground nearby. He rolls a piece of cloth in the substance, attaches it to his torch and as it is held to the fire, a blue flame erupts. Swaniff starts back down the tunnel holding his torch, with concern for his friends. Dinmet and Gul meanwhile decide to press on, and they both lightly drop down from the tunnel to the chamber’s floor. Swaniff just arrives at the tunnel opening to the chamber as Dinmet and Gul begin their wary search of the new room. Gul moves over to the pool of water, and takes up a handful of the water, testing it slightly in his mouth. Finding it stagnate, he spits it out. Swaniff remains at the tunnel entrance 10 feet above his friends, and Dinmet looks on from standing nearby to Gul. As Gul turns to Dinmet to inquire of the meaning and use of this place, the water erupts as several humanoid forms leap from it, attacking Gul and Dinmet.....
Logged

-- "And in the end, the love you take is equal to the love you make." --
kluu
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« Reply #76 on: October 08, 2004, 01:13:54 PM »

Wednesday Group: Heroes of the New Dawn

Session: The Banshee

Time:9/8/04 and 9/15/04
Thardferr Dates: 4-7-735

Players Present: Dinmet, Gul, Swaniff, Willow

Major NPCs: the banshee, dracolin

Treasure Earned: none

Location: The Freehills
Casualties: none permanent, Gul paralyzed, Dinmet pinned

XP: Dm keeping track

Low points: Gul and Dinmet being overwhelmed by ghouls, Swaniff and Willow run and cower in fear
High points: The benevolent Banshee appearing and speaking with the Dinmet.

Gul and Dinmet fight for their lives as multiple humanoid figures burst upon them from the water. Swaniff readies his bow from his vantage point above. Gul is clawed by the obvious undead and his body collapses in a paralyzed heap. The ghouls, seeing one of their victims fall, pounce on the orc warrior, rending and tearing with their claws and teeth. Dinmet several times attempts at getting spells cast, but each time his cantations are cancelled out by the ghouls striking him. Swaniff releases a few arrows, with poor effect only slightly wounding two of the ghouls. Gul watches in a paralyzed fury as Dinmet is overwhelmed and finally pulled down as he completes a prayer. The ghouls swarm on their seeming prey, suddenly halting their attack as if by a command. An eerie, cold draft rolls upwards from the floor, even reaching Swaniff who is still 12 feet above his friends with his longbow poised. The water pool on the chamber floor takes on a skim of ice.

Gul begins to shake off the paralyzation, but is still held firm upon the floor by foul hands. Solonious’s light stone seems to dim and finally go out, as if covered, when a deeper dark shape appears. The chamber is thrown into a blackness, two greenish hued eyes appearing, which divulge the fine features of a beautiful elven maiden’s face. The three adventurers almost immediately recognize the terrible beauty of the elven face as being the warrior depicted in the murals on the walls of the tunnel. The elven spirit speaks in an old elvish dialect, recognizable to Dinmet and Swaniff, though less so to the ranger. The banshee looks and evaluates each of the three, unsure if the adventurers mean evil. Gul looks to Swaniff or Dinmet for an understanding of the conversation in elvish, but the two, unsure if it would bring more harm, do not translate at this time.

As the others are in the presence of the banshee and ghouls, Willow arrives on a dracolin, her dracolin steed picking up the scent of the other two dracolin that are near the cleft entrance. She dismounts and taking up her battle axe, starts down the tunnel. Dinmet and Swaniff continue speaking with the banshee, trying to convey they mean no harm. Willow casts a spell just before coming upon the seemingly dire scene. Her unexpected arrival is a surprise to the others, especially Swaniff who turns with his longbow drawn at the noises behind. Willow quickly greets her stunned friends, and gains a fast handle on the situation. The banshee turns its gaze upon Swaniff after one of his attempts of conveying no harm meant, apparently trying to judge his trueness. Swaniff, however, falters under the cold and piercing gaze and flees back up the tunnel in blind fear. Willow casts another spell, bless, and jumps down into the chamber. Holding her symbol of Thr before her, she sees Dinmet standing anfter being released by the now retreated ghouls, that linger around the walls of the chamber, except those stillholding Gul down on the floor. The banshee turns her attention to Willow, and as Swaniff, the fearful presence is too much, and Willow curls up in a ball in the farthest recess of the sunken chamber having no where to flee. Dinmet and the banshee continue speaking. The banshee reveals that a book showing the way to truth is or once was hidden in these tunnels. Also the murals of the banshee’s once living deeds are also depictions or a message of this mysterious truth of Kreaon.

Gul is finally released from the ghouls after the banshee commands them. He, with Willow, climb out of the chamber and start out. Swaniff, his fright over, meets the two as he makes his way back down. Swaniff and Dinmet, eventually again joined by Gul, question the banshee until she warns of the coming night and the danger of herself and the ghouls. The group heeds the advice and head back out, Dinmet moving slow as he tries to interpret the murals on the walls. He finds that a message is ingrained into the depictions. With the urging of the others, however, Dinmet picks up his pace and the group mounts upon the dracolin to distance themselves from the cleft for the night.

((see details of following TT for arrival in Bohrss and events leading up to those below))

Swaniff declines Gul’s suggestion of going into a temple of Kreon and decides to head back to Willow in the abandoned tower. He finds her in prayer, and himself settles in for some rest after the trying day. After completing her prayers, Willow suggests that they try to open a door that is blocked by a rubble pile. Swaniff reluctantly agrees, but upon further evaluation, the two see the blocked door much more work than first thought. Swaniff listens at the door and hears a scratching sound. The two warily back off, now thinking the door is best left alone for now. They abandon the attempt and Swaniff returns to catching some sleep while Willow watches, the plan being to trade off in four hours. Dinmet returns to the tower and also lays down to sleep.

After some time, Willow notices the door becoming discolored. She moves to look into it, and touches a finger against the door. At the touch, the door, now having become soggy, shatters and throws Willow backwards. Swaniff wakes at Willow’s dwarven cursing. Dinmet, who also had returned to the camp, is just coming out of his sleep when a carrion crawler moves from the rent door and attacks, effectively paralyzing him. Swaniff and Willow both leap to the defence, the creature turning its attention to Willow. Willow lands several light wounds to the creature’s vulnerable underside with her battle axe, while Swaniff’s blows from his swords are largely ineffective. The creature over and over tries to contact Willow with its tentacles, one finally hitting her leg. She shrugs off the creature’s paralyzing poison and continues her attacks. Finally, the crawler, slowed and near death by the multiple ax wounds, turns and goes back through the door to escape. Willow throws a flaming brand from the fire after it. Dinmet is dragged to safety and the three recoup themselves. Swaniff moves back to the door, and sees a rotten and treacherous flight of stairs leading down and what looks to be papers scattered around below, several of them smoldering from Willow’s thrown brand. Not wanting to be trapped below, and at the caution of the others, Swaniff backs off. Obviously unsafe to remain in camp at this tower, it is decided to go into town to the temple of Kreaon to look for refuge. Swaniff has unspoken misgivings of staying in the Kreaon temple, and knows of himself, he will not enter. The three, doing their best to conceal Willow, due to orc - dwarf skirmishes in the area, move down the hill towards town, hoping to locate Gul and some semblance of rest for the night
Logged

-- "And in the end, the love you take is equal to the love you make." --
kluu
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« Reply #77 on: October 08, 2004, 01:15:25 PM »

DM: Kluu

Session: The tower at Bohrrs
Time:
Players Present: Dinmet, Gul, Swaniff and Willow
Thardferr Dates: ?
Major NPCs: Gwila, Marcus, Rasten
Treasure Earned: none

Location: The town of Bohrrs west of Danville Branch
Casualties: none
XP: Dm keeping track

Low points: Dinmet bein paralyzed and unable to help
High points: Gul finds Gwila a Capilar Master

The group exits the room as the banshee keeps the ghouls at bay. Heading back up the tunnel they encounter Willow heading their way. Informing her of the dire need to leave before sunset they turn and begin to move with haste. Dinmet lags behind studying the murals, he relays to the group that there is some message in the pictures but cannot make them out. After continuous urgings from the other members, Dinmet picks up the pace and they exit the cavern.

With the sun quickly setting, the group discusses their plans for the evening and it is decided they will mount the dracolin and fly to the town of Bohrrs. The flight is not a long one but the travelers are weary from flying the great beasts without harnesses. As they feel they cannot hold on any longer they dracolin begin their descent. Landing the group finds themselves on a hill just east of the town. Atop the hill is an abandoned tower, the dracolin state they sense nothing in the area and Swaniff does a quick scout to make sure. Finding nothing they decide that Willow will remain with the dracolin as the three other members venture into the town.

As they approach the town they come across a hafling farm where they notice a most peculiar sight. One of the goats in the pen is wearing a coat. Gul sees the sight and believes it just to be his tired eyes playing tricks on him. It isn’t until Swaniff voices his disbelief that the orc realizes the goat is actually wearing a coat. Gul begins to relate similar quirks about halflings as the continue their approach to the town. Their conversation is halted as three orcs approach them with spears drawn demanding to know who they are and their business in the town. Gul steps forward and states they are searching for clanless orcs that know how to teach the ancient art of claw magic. After some discussion the orcs permit them to pass. They let Gul know that the leader of their clan will be made aware of his presence in the town. They then suggest they check the temple of Kreaon or tavern, as these are the only establishments still open. Gul asks Swaniff to accompany him to the temple of Kreaon but the ranger declines and heads back to Willow with Dinmet.

After Swaniff declines Gul’s invitation to the temple of Kreon he heads back to Willow in the abandoned tower. He finds her in prayer, and himself settles in for some rest after the trying day. After completing her prayers, Willow suggests that they try to open a door that is blocked by a rubble pile. Swaniff reluctantly agrees, but upon further evaluation, the two see the blocked door much more work than first thought. Swaniff listens at the door and hears a scratching sound. The two warily back off, now thinking the door is best left alone for now. They abandon the attempt and Swaniff returns to catching some sleep while Willow watches, the plan being to trade off in four hours.

After some time, Willow notices the door becoming discolored. She moves to look into it, and touches a finger against the door. At the touch, the door, now having become soggy, shatters and throws Willow backwards. Swaniff wakes at Willow’s dwarven cursing. Dinmet, who also had returned to the camp, is just coming out of his sleep when a carrion crawler moves from the rent door and attacks, effectively paralyzing him. Swaniff and Willow both leap to the defence, the creature turning its attention to Willow. Willow lands several light wounds to the creature’s vulnerable underside with her battle axe, while Swaniff’s blows from his swords are largely ineffective. The creature over and over tries to contact Willow with its tentacles, one finally hitting her leg. She shrugs off the creature’s paralyzing poison and continues her attacks. Finally, the crawler, either wanting easier prey, or for some reason known only to itself, turns and goes back through the door. Willow throws a flaming brand from the fire after it. Dinmet is dragged to safety and the three recoup themselves. Swaniff moves back to the door, and sees a rotten and treacherous flight of stairs leading down and what looks to be papers scattered around below, several of them smoldering from Willow’s thrown brand. Not wanting to be trapped below, and at the caution of the others, Swaniff backs off. Obviously unsafe to remain in camp at this tower, it is decided to go into town to the temple of Kreon to look for refuge. Swaniff has unspoken misgivings of staying in the Kreon temple, and knows of himself, he will not enter. The three, doing their best to conceal Willow, due to orc - dwarf skirmishes in the area, move down the hill towards town, hoping to locate Gul and some semblance of rest for the night

Meanwhile...

Gul heads to the temple and upon entering says a silent prayer before proceeding up to where he sees a human lighting candles. Introducing himself as Marcus, he inquires what he can do for the orc. Gul explains what and whom it is he is seeking. Marcus states he’s not sure if there is any orc in the town that knows the art but does offer Gul some healing. Giving a one crown donation to the temple, Gul receives a healing from Marcus. Gul then describes some attributes of a Capilar Master to Marcus. The man tells him that the only one that even comes close is a female orc named Gwila that works in the local tavern. Gul thanks Marcus for the information and then inquires if the human can determine any magical properties of an artifact he has obtained.

Producing a statuette of a rabbit, Gul offers it to Marcus. The human inspects it as Gul tells him what he already knows of it. Marcus gives his opinion of the object and the magic it emanates but admits he is only guessing. Gul takes the statuette back but before he can thank Marcus the man disappears through a trap door in the floor. Unsure of what just happened Gul decides he will return at another time to speak with Marcus. Leaving the temple he heads to the tavern to find the female Gwila.

Entering the tavern he notices there are many halflings milling about as well as orcs having a merry evening. He approaches the bar and is stopped by a halfling. They little one speaks and as Gul returns the greeting he is called out by another orc. Turning to see who calls him the voice identifies himself as Rasten, the leader of the Darkborn clan. Rasten invites Gul to his table to share a drink. Gul accepts the invitation and sits with Rasten and his company of halflings, slags and assistants. Rasten inquires what Gul is doing in the town and Gul relates the matter of the unification of the clans and the coming council. It takes some convincing but Rasten is made to believe that their small tribe is not just welcome but invited to the council of orcs. After having a bit if fun with Gul, Rasten permits him to seek out Gwila. He goes to where she was at the bar and notices her leaving the tavern.

Following the female outside he finds her coming from around the side of the building. He inquires of her if she knows the Capilar Master he seeks. She states that she does not know him but she could help Gul find him. She tells Gul that she will help find the Capilar Master if Gul will take her from this place and make her one of his clan. After some discussion Gul assures Gwila that though he will not marry her he will teach her to fight and make sure she is accepted and respected in his clan. Gwila then reveals that she is the daughter of the Capilar Master and will take Gul on as her first student. But she advises that he will need to either purchase or challenge Tressack for he has claim to her.

They enter the tavern once more and Rasten once more calls for Gul. Gul advises Rasten that Gwila is a member of his clan and tells him that he is bound by honor to bring her back. Rasted tells Gul that it is a family matter and he will not interfere. Gul then approaches the halfling owner of the tavern and lets him know his intentions to purchase Gwila and the halfling tells him that it is a matter for Tressack. Gul approaches Tressack and presents him with an ultimatum, either let Gul purchase Gwila or he will challenge him for claim to her. Tressack agrees to sell the female and Gul pays for her with two of the five gems given to him by his friend Horace. After another drink with Rasten and his company Gul bids the clan leader farewell and leaves to go back to the others.
Logged

-- "And in the end, the love you take is equal to the love you make." --
kluu
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« Reply #78 on: November 11, 2004, 04:49:35 AM »

Wednesday Group: Heroes of the New Dawn

Session: The Ruined Tower and Ancient Tomb

Time: 10/?/04
Thardferr Dates:

Players Present: Dinmet, Gul, Rhade, Swaniff, (Willow(npc’d))

Major NPCs: the banshee, dracolin, Marcus Methos, Hagrimat his orc acolyte, Gwila

Treasure Earned: Sythian documents and books, one emanating some kind of magic, 3 magic belts, 2 magic (?) footmans picks

Location: The old Sythian tower at Bohrss, and back to the old quarry and its hidden tomb

Casualties: none

XP: Dm keeping track

Low points: Rhade falling in the pit trap
High points: Dinmet discovering the switches to reset the traps and the secret wall

Rhade is approached by an orc acolyte of Kreaon named Hagrimat, sent on an errand of help by Marcus, the priest of Kreaon in Bohrss. After a short conversation and telling of undead stealing off citizens of Bohrss, Rhade agrees to lend her assistance. The two travel over a few days back to Bohrss. Marcus is at first taken aback at his acolyte's wisdom in gaining the help of a Diadria priestess, but eventually accepts the fact that assistance is best where it happens to be found, in this case, Rhade. She accompanies Marcus up to the ruined Sythian tower, where the remainder of the group is in camp at rest, after Gul had returned with Gwila during the night and told the others of his findings in town.

Upon approach to the tower, the sentries, Swaniff and a dracolin, both notice the newcomers approaching. The dracolin lets out a warning “honk” and Swaniff prepares for possible defense. Upon recognizing Marcus as Gul had described him, Swaniff steps out of concealment in greeting. Rhade, meanwhile, seems apprehensive at the dracolin’s menacing appearance. After reassurances that the dracolin mean no harm to those friendly, introductions are made as the remainder of the group wake.

The group tells of their recent tale of the meetings with the ghouls and banshee, and both Rhade and Marcus are anxious to return to the abandoned quarry to deal with them. First off, however, the others wish to make a try to gather the loose Sythian papers and books from the tower chamber down the stairs, deeming them to be of possible value. After a brief preparation, Swaniff goes cautiously down the rotted stairs, tied off to a length of rope in the event a quick escape is needed. He enters the lower room without incident and begins sorting through and collecting the hundreds of loose papers and the several bound books. Not knowing what to look for and unable to read the strange writing, he asks Dinmet to also come down. Dinmet enters the room in like manner, tied off in a rope harness, and casts a spell to detect magic. One of the “fancier” bound books emanates magic upon Dinmet’s spell being cast, along with a group of footman picks under the stairs. At the same time, it becomes apparent that the loose sheaves of paper are singed and scattered, as if a flash explosion had occurred. The two proceed with caution in their collecting, expecting magical traps. Discussion occurs above between the others about how this tower was used by a Sythian mage before being defeated. Rhade discloses that she can read the Sythian language, so Swaniff climbs back up the stairs, giving his place below to Rhade who could possibly gain more insight. Upon joining Dinmet in the chamber, she leafs through the papers, initially finding multitudes of notes on the local climate, flora and fauna, and general information of the surrounding area. She and Dinmet also each take a pick from beneath the stair. Dinmet also collects up three odd looking belts of a bumpy, rough hide. With their task complete, they return above and disclose what they had found in the chamber.

Dinmet shows the belts to Gul and Swaniff, each of them further investigating the strange objects. Swaniff puts one on, and immediately feels dim - witted, yet powerful and long enduring. The others notice the blank look on the man’s face, especially after he asks what is next to do, when they all had just been discussing their next actions. Dinmet joking requests that Swaniff go and fight the Sythian army single - handedly, a request that does not seem odd at all to Swaniff, even achievable. He begins to head off until Dinmet removes the belt, which then restores Swaniff to normality. It is determined that though these belts give great strength and endurance, the wearer loses command of their free will. With this “test” over, the group mounts upon the dracolin, and head off back towards the tunnels of the banshee. Rhade, unaccustomed to riding the great creatures, manages to hang on during an uncomfortable journey.

The group alights at the crack entrance that leads into the tunnel. Marcus casts a light spell upon Swaniff’s shoulder, enabling the human to see and Rhade also casts several spells in expectation of facing the undead. The group, ready, yet apprehensive, travels into the dark following the same path as their previous exploration. They continue past the murals of the female elven warrior and enter the “sunken” chamber. Gul sets a piton and a rope, the hammering echoing loudly in the lonely chamber. The group climbs down and preparing themselves, Gul splashes the water pool of the chamber’s floor. As before, the terrible yet fair face of the banshee appears and rushes immediately to Dinmet screaming in ancient elven for them to leave , and leave quickly. The group try to ask the spirit why, and she replies, there are things more terrible here, and then she flees with the inexact words, “he is come, let you hope he looks for me and not you”. The eerie green glowing eyes of the benevolent banshee are quickly replaced by the contrast of menace. A half materialized form appears holding a darkly glowing mace, its eyes turning to the group as it seems to evilly relish that the living are so near. Dinmet is climbing the rope as the others crowd about, either preparing to climb, or make a defense. Rhade suddenly breaks from her usual unemotional self, and frantically claws at the rock face of the well, trying to flee upwards. Dinmet begins playing a song of peace on his lyre, hoping to affect this evil spirit. Gul, Marcus, Swaniff and Willow prepare for a seemingly inevitable attack. This new spirit approaches, anticipating feasting upon the living, but is suddenly halted, unable to close on the group due to Rhade’s protection spell emanating from her. Being thwarted this time, the ghost turns aside and seems to pursue the banshee down into the water pool where she disappeared. Rhade, meanwhile, just gains the top of the tunnel and flees back upwards, halting halfway to collect her self as the smothering fear recedes.

The group discusses the next course of action as Rhade finally rejoins the others in the “well” chamber. She is obviously furious at her actions and looks to unnecessarily redeem herself to her new companions. Swaniff investigates the other thus far unexplored tunnel entrances 12 feet above. Noticing claw marks from where ghouls must have scaled the wall, the man leaps upwards, trying for a handhold. He instead launches upwards, landing on this new tunnel’s entrance with ease, discovering another apparent benefit from his magic boots. The others are helped upwards, Gul hoisting from below and Swaniff pulling from above. The group proceeds cautiously down this new tunnel, new murals also being discovered. Dinmet lags somewhat, delving into the depictions, seeming to gain a partial meaning from them. After a short distance, Dinmet pauses, lightly handling an area of the mural, when a section of it swings outwards, blocking the way back, but opening an apparent secret way. The group goes over the option of following this new tunnel or delving deeper downwards in the main tunnel. With the way back blocked and thoughts of ghouls and the not too distant night, a way out of this place becomes paramount in many of the groups’ minds. Deciding that this new tunnel does not at least head downwards, that way is decided upon. Rhade casts another spell, allowing herself to detect traps. Swaniff proceeds a short distance down the new passage, searching for signs of passing in the thick dust. Finding this tunnel at least apparently unused for sometime, the group proceeds.

With just a short distance traveled, Rhade detects the presence of a trap ahead, one that precludes falling and piercing. Having this extraordinary sense for the time being, she is tied off on the length of rope and cautiously moves forward. She halts suddenly, sensing the trap at hand. One of the adjoined 10 foot sections that make up the tunnel spins upside down, the floor becoming ceiling and Rhade is cast into a pit, the opening becoming sealed with the shifting of the floor. Gul and Swaniff yank back on the rope, Gul with such a desperate force that Rhade is smashed into the pit wall. Now suspended by the rope and sealed off, Rhade calls for help as she sees deadly spikes waiting her fall below. Swaniff and Gul rush forward, trying to open the trap. Gul puts on one of the belts Dinmet had found, and taking up one of the picks, tries to pry up the floor/covering of the pit. In his extraordinary strength, he smashes the pick into the floor, chipping a sizeable piece off, and tries to pry up the covering. The pick’s handle cracks, threatening to break. Instead of prying, Gul continues smashing at the covering, each time chipping more and more away until an opening is made large enough for Rhade to climb out of.

The group passes this trap, the trap being stabilized with its being tripped and partially broken. They continue onward through the narrow passage until Rhade again detects a trap ahead. Her sense warns of being crushed. After many searches of the area, no switch is to be found. Gul again dons the strange belt, Marcus having removed it previously and throws Dinmet wildly across the supposed span of the trap. Dinmet lands heavily from the heave, and while he is shaking it off, Rhade is also thrown across, though with less fervor. The two cautiously move onwards, shortly coming into a new chamber. This chamber seems to be a burial place, with a sarcophagus in center, and multitudes of mural depictions of the female elven warrior. Dinmet and Rhade search about the area, Rhade warning of the sense of a trap emanating from the sarcophagus and raised dais. Dinmet finds several switches, which he deems disables the traps and releases the secret door that bars the return up the main tunnel. With the assumed crushing trap disabled, the others of the group join Dinmet and Rhade in this new room. Dinmet is enthralled in his further investigation of the murals and enters several things into his magical record book that relays findings to Magmaville. Rhade repeatedly warns to keep back from the sarcophagus and dais, sensing suffocation and piercing at hand through a trap. The group mulls over how best to unlock the secrets of this burial room, without having this become the room of their own burial......
Logged

-- "And in the end, the love you take is equal to the love you make." --
kluu
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« Reply #79 on: December 19, 2004, 03:26:28 AM »

Wednesday Group: Heroes of the New Dawn

DM: Kluu

Session: Like kids at Christmas
Time: Mid day
Players Present: Dinmet, Gul, Jandoire, Rhade, Swaniff, Willow
Thardferr Dates: 4-11-734
Major NPCs: dracolin, Marcus

Treasure Earned: Goods of the group’s from Navelorn (Spider silk cloak, potions of healing, potion of Giant growth, Dracolin steel grey leather armor male human size, Dracolin steel grey scale armorhumanoid/orc size, Dracolin steel grey leather scale armor gnome size (the hide is AC5, the scale is AC 4), Dragonscale shield, Dweomerblade +1 short sword, +3 vs undead. light 10' rad. Detects undead in 30" glows brightly., 4x +1 to hit quality daggers, Sythian priestess garb, Black Hide armor Female size, small stoppered White Skull with healing potion, +2 Scythe, +1 red silk Sythian sorri

Location: Near the Free Hills and near by Danville Branch
Casualties: none
XP:

Low points: The short skip of hearts as a wight lunges at the group
High points: Getting a lot of quality/magic equipment

Dinmet remains engrossed with the murals. He pieces together parts of the apparent story of a female warrior - hero. The multitudes of pictographs range from the recording of her burial in this place to her combating Diadrian forces. One man in particular seems to recur in the murals as her enemy. The exquisite story is told out, evidently the female warrior finally hunted down by a cult led by the man in some kind of perverted service to Diadria. Dinmet records many of his findings in the magical recording book from Magmaville. The group investigates the tomb chamber carefully, finally Dinmet looks closer at the dias and the sarcophagus. Warily, he investigates ancient writing along its edges while the others repeatedly warn of the traps. Marcus and Rhade discuss the possibility of putting the female warrior’s spirit to rest, as Gul and Swaniff cautiously watch the others and discuss how best to thwart the traps on the dias.

Dinmet proceeds forward to the dias, against all warnings from the others. In his circling of the dias, he finally pulls out the recording book and reads aloud, first in ancient elven, then in common, an inscription he found so it is recorded and sent to Magamville.


The message/riddle:

Seven items thou must (can't make this out, or translate the final word)
Together (properly, judiciously, orderly, not sure) a mix
four (unknown) these are buried thusly amongst the tomb of the faithful undead
The last (unknown) are (unknown) and hidden

One is fast in the heart of Edilar, the second is fallen into the (well?) of the first race
the final piece is most (unknown) of all as it is hidden where none can go
lest the (unknown) of the (god, or gods or creator?) should show

Then (the creator, Kre-at, a god?) will return

The first is here.

As Dinmet finishes the last line, the dias shifts slightly and a stone moves outward, revealing a dark opening under the dias and sarcophagus. The group discusses possible meanings of the riddle and Rhade finally moves forward to investigate this new opening with Dinmet. Gul and Swaniff prepare to watch the doorway, in the event a trap is triggered to close them in. After exhausting ideas on thwarting the probable trap near to the opening, the group decides to head back to Danville to search out a trap expert. Dinmet lingers long in his continuing investigation of the murals in the halls as the group heads towards the surface. Swaniff tries to brush out any of their tracks in the cave dust to conceal their discovery of the secret passage. Rhade heads forward and again enters the sunken chamber, going down the stairs she had shaped into the stone with her spell. The pool of water begins to bubble as the group nears and Gul readies his axe for a defense. Swaniff leaps up to the tunnel mouth, readying his longbow. A vile humanoid creature with fangs and swiping clawed hands bursts from the pool (a wight). Gul prepares a hard strike at the creature, but before he can, Rhade brandishes her holy symbol and the creature flees up an opposite tunnel. With the creature at bay for the time being, the group climbs the rope out of the well and heads to the surface.

The group quickly greet the dracolin and welcome the open air again. After brief discussion, they mount upon the dracolin and head towards Danville Branch in search of a trap expert. Marcus and his acolyte head back to Bohrss on foot, obliged to keep the shrine to Kreon there. The dracolin carry the group for roughly four hours of flight, and then spiral downward upon seeing another dracolin seemingly waiting below. In closing the distance, Rahn, the dracolin leader is recognized having returned to the group from Navelorn. With heartfelt greetings at their long parted friend, Rhan tells of relative peace at Navelorn and improving relations between the bugbear and the elves. The great creature also directs the group towards where several bundles of packages have been set down, presumed to be the long awaited equipment from Navelorn.

The group eagerly heads over to look into the equipment and is greeted by a newcomer, an elf name Jan’doire, recently come from Navelorn. Greetings and introductions are made to Jan’doire and Gul begins looking through the packing. He first finds a letter from Lalina along with one vial of healing potion and two vials of holy water.

Lalina’s letter:

I am hope this letter finds you well. It brings my hope to all of you for your mission that I imagine is closer to completing then last we met. Unfortunately, as you can see, I have not returned with Brehta. I have been called to another duty and another mission; I am creating places to heal the eventual wounds that the coming war will inflict on both people and our land. This is important work and I plan to accomplish it. Know that I will have help in this endeavour; I hope you have found help in yours. Horace and I have done some work to help our land unite and work together in the coming conflict. There is a lot of animosity and internal divisons and I, and others, hoped to get others to work together but I am unsure if the effort was successful. considering my visions and other things, I suspect another attack from the Syth soon, though I know not where. I hope that whatever dangers you may face, there is enough light in you to overcome them. To this end, I have given what I could to aid you. The potion is a healing draught and will restore you vitality upon consumption. The vials are of water blessed by holiness and goodness. I hope they may provide some aid to you in the upcoming trials. I am to remain in Coopersville Forge for some time, gathering support and taking care of some other things. My destination afterwards will likely be home to Windtown, where I hope to begin my project of creating places of healing to aid people in the coming trials. I am providing you with this information so that you can contact or reach me, if need be. Know that I will always consider you all friends. May Celenia smile upon us all and provide our spirits with healing and hope.

Rhade takes the time to once again go over the Sythian papers taken from the tower as the others go through the bundles. The group investigates each item, taking immediate note that the items are of uncommon quality.

Equimpment list:

Spider silk cloak
potions of healing, potion of Giant growth,
Dracolin steel grey leather male human size
Dracolin steel grey scale armorhumanoid/orc size
Dracolin steel grey leather scale armor gnome size
Dragonscale shield
Dweomerblade +1 short sword, +3 vs undead. light 10' rad. Detects undead in 30"
glows brightly.
4x +1 to hit quality daggers
Sythian priestess garb
Black Hide armor Famale size
small stoppered White Skull with healing potion
+2 Scythe
+1 red silk Sythian sorri,


Gul and Swaniff find the long awaited dracolin hide armor and each done their respective suits, while Willow begins drafting letters for Mahdia, Horace and Lalina. Rhade puts away the Sythian papers as the Sythian priestess garb is seen and goes closer to investigate. Swaniff asks several questions of Jan’doire as the ranger takes up the special looking shortsword. Gul takes note of the time of day and decides he has time to carry an important message to Traemar in Danville Branch. Taking up a newly bundled package containing the gnome sized dracolin armor and Willow’s letters, Gul and Gwila set off in a fast and seemingly tireless pace. With the offer of the others, Jan’doire moves over and takes up several of the high quality daggers while Dinmet dons the spidersilk cloak. He discreetly place a ring he had been toying with upon his finger and as he does so, those near him hear a slight whisper seemingly from thin air. Curiosity abounds about the whisper, but as nothing comes of it, the questions pass. Willow puts the vials of holy water and healing potions from Lalina readily accessible in her pack. With the additional items sorted out, and the unclaimed once packed away again, the group goes into camp for the night.

Furthur discussion with Jan’doire occurs, filling him in on the recent happenings of the group, and the need for a trap expert. Jan’doire offers his skills in dealing with such things and is gladly accepted to travel with the group. Willow prepares a fine meal for the group and a few hours after dark, Gul and Gwila return from Danville. Talk concerning how the group intends to proceed and further getting to know Jan’doire occurs into the evening until they all settle in for rest under the guard of the formidable dracolin.
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« Reply #80 on: December 20, 2004, 03:13:25 PM »

Wednesday Group: Heroes of the New Dawn

DM: Kluu

Session: With age comes a price
Time:
Players Present: Dinmet(npcd), Gul, Jandoire, Rhade, Swaniff, Willow (npcd)
Thardferr Dates: 4-12
Major NPCs: dracolin, briefly Marcus’s acolyte Hagrimat

Treasure Earned: none
Location: Near the Free Hills, the ancient quarry
Casualties: Gul, Swaniff’s, and Willow’s age
XP: DM keeping track

Low points: The severe aging of Gul and Swaniff
High points: hmmm....lucky to be alive

After a nights uneventful rest, the group packs up and heads back to the old quarry and the tunnel entrance via riding on the dracolin. At the tunnel mouth, the group speaks on the course of action. Swaniff and Gul quickly scout the surrounding area. Swaniff finds many barefoot tracks, presumably ghouls, but oddly a set of boot tracks mixed in. The two return to the others and find a dracolin had arrived carrying one of Marcus’s acolytes. The acolyte tells of an attack on Bohrss the past night by many ghouls. They were repelled, however, namely due to the actions of Marcus and the keepers of the temple to Kreon. Marcus was wounded during the battle and seemingly drained of power. Given the new information, the group is especially wary.

The adventurers seem cautiously confident of success with the new high quality equipment and their new friend, Jan’doire who professes to know a bit about traps. They quickly make their way down the tunnel to the now familiar sunken well room. Once at the floor of this seemingly chamber of undead, Rhade melds a cap of stone over the pool of water with a stone shape spell, in the hopes of sealing in the undead that seem to rise from it. The group cautiously proceeds up the stairs to the right that Rhade had also created out of the stone wall, and head further down the tunnel to find the secret passage once again. Swaniff watches for the signs the group had left before and after a short time, realizes they had gone beyond the secret door. The group backtracks and Dinment and Jan’doire coordinate their efforts and once again discover the hidden entrance. As before, the wall shifts, sealing the main passage off, revealing the narrow tunnel of traps. With Jan’doire’s expertise in dealing with traps, he takes the lead, momentarily wondering at the wisdom of his action. The others of the group advise Jan’doire of the location of the traps, the first one being fairly easy to discover due to the remaining hole from Gul’s effort in freeing Rhade. With this trap bypassed and disabled, the group proceeds to the next threat, the trap that was thought to be a crushing type.

Jan’doire evaluates and searches the area carefully for a way to defeat the trap, but to no avail. As he does so, a terrified scream from Willow echoes through the narrow tunnel. The group immediately turns to meet a supposed threat and sees Willow running away, with the malevolent spirit the group had met before turning in pursuit after her. Dinmet too attempts to rush away back up the tunnel in a blind fright. Gul, in a frenzy tries to move hurriedly past the others to help Willow, but the group, namely due to Dinmet’s panic to flee, hampers each other in their movements in the narrow tunnel. Gul, almost in a rage to get to Willow, manually moves Dinmet and finally runs after her and the spirit in pursuit. Rhade too, follows Gul to deal with the spirit. Dinmet finally turns and attempts to flee headlong further into the tunnel, heedless of the deadly trap before him. Swaniff and Jan’doire tackle him in order to prevent his suicidal panic. Gul and Rhade follow the spirit and Willow deeper into the main tunnel, into an area the group had not been. Swaniff is torn between helping his friends in pursuit and remaining with Dinmet and Jan’doire in the event the spirit or another appears near them. Jan’doire reassures Swaniff that he can keep Dinmet contained and tells the ranger to go help the others. Swaniff also heads off in an unsure pursuit of Willow, the spirit, Gul and Rhade.......
.................as told through Swaniff’s thoughts and actions.........

I didn’t want to leave Jan’doire an Dinmet there all alone, ‘specially the way Dinmet was an all. But Jan’doire seemed like he was confident he could handle things, so off I ran after Gul and Rhade down the stinkin darkness of these tunnels, into who knows what. I heard Gul’s mighty bellows for Willow from the depths, so it wasn’t like it was hard to follow ‘em, I jest hoped I got there in time to help. Oh what a fool I was chasin after a spirit, that same one that looked to want our souls the last time we were here, but my friends were in danger, sos off I went. In catchin up with ‘em all,....a sight that near froze the marrow of my bones.....the spirit or ghost or whatever had turned and faced Gul and Rhade, lookin like he wanted to take the life right out of ‘em. Rhade was gettin herself all wound up in some one of her spells, even with all those protection spells as she called ‘em, she had laid on us. Sos I drew that new shortsword and my trusted bastard sword. I had to take a quick glance at that new fine one, it was glowing somethin fierce, I s’pose bein so near to that spirit an all. Well all of a sudden Rhade gets this flame in her palm and the ghost jest laughs. Now that didn’t make me feel so good on how this’d go, but Rhade lets loose with that flame of hers at the ghost, not seemin to even harm the thing. An I felt bad about this before.....

Gul seemed to just bunch up and spring at this thing with that big axe of his, it was as mighty an attack as I’d ever seen him have at something. It looked to me like Gul’s attack would do a good hit on the thing, but tough as Gul is, his axe passed right on through it. It didnt even flinch, jest sort of grinned at us, I swear I could feel the evil flowin right out of the thing. Well, I had at it, taking a couple of good swipes, sure that that new sword of mine’d do something....if I could hit the inside of a barn with the doors closed that is....,almost tripped over my own feet I did, and at a fine time too. With me stumblin like that, I guess I looked to be a easy target, and I felt the spirit grab my by the throat. It takes alot to scare me, but this did it, no question. It didnt feel like it was chokin me, or even wanted to, but I felt parts of my very life rushin from me, like a spring creek after first bein freed from ice up. It let go after Gul tried to attack the thing again and as Rhade wound something else of hers up...all she did was seem to go up an touch the thing and she looked to hurt it, though obviously at a cost to herself. I felt odd after it let go, jest a bit slower in my movements, anyways I lit into the thing again, and again missed my strikes. It singled me out again, probably wantin to finish me off and did it ever...almost. That time it was like I jest breathed out and felt my life exhale from me in the passage of seconds. After it let go of me that time, I felt ragged, my new armor felt heavy. I jest happened to get a glance at one of my hands as I was scramblin away from the ghost an I saw it was all thin...old lookin...way too old for me. My breath came shorter, the strength and quickness I was use to was...gone. I caught Gul and Rhade’s eyes and noticed they were lookin in shock at me. Somethin wasn’t right...much as I hated to I had to get out of there, so I started backin up the best I could. As I retreated, I saw Gul grab up Rhade’s staff. He looked awkward with that stick in his hands, but s’pose I wouldn’t have done any better. To guard my retreat, my mighty friend tried a hard swing at the spirit, but with the miss, I could tell Gul wasn’t handlin that new weapon well. Rhade still had at that ghost, still keepin on touchin it, and I could tell she was takin a toll on it, but would she give out before it did? I kept on stumblin slowly on back up the tunnel, until Gul came an threw me over his shoulder in a carry, but he didnt seem like hisself neither....

...end of Swaniff’s first hand knowledge of the battle with the ghost.....

Rhade and Gul continue their attacks on the ghost, beginning to realize that they are having little effect on this formidable enemy. The ghost taunts them, an eagerness in its eyes for the life of the living. As it did Swaniff, the ghost grasps Gul and too steals much of his life away, seeming to feed on it. Too like Swaniff, Gul immediately grows old before the very eyes of Rhade. Given orc life spans being relatively short, he seems aged to a point of being venerable. Rhade yells at Gul for he and Swaniff to retreat. With the aid of the magic belt, Gul throws Swaniff over his shoulder, and regretfully heads up the tunnel. Having seen first off what happened to Swaniff, Gul realizes that much of his great strength is gone with his years and only with the aid of the belt is he able to carry Swaniff.

Rhade weakens fast, her repeated contact with the ghost weighing heavily on her. The ghost dismisses Rhade’s efforts, telling her that he is more in Diadria’s favor, being a direct servant in his old life and continuing on now. With the group severely weakened, the ghost turns to further pursue Willow, its original prey. Rhade sees what the ghost is attempting and runs on past it, finally finding Willow huddled in a fearful crouch at the end of the caved in tunnel. The caretaker quickly wraps her elven cloak around Willow and casts an invisibility to undead spell to conceal herself. The ghost appears, and takes a puzzled moment to watch the seemingly empty area. It finally disappears into the wall several feet from Rhade and Willow. Rhade quickly leads Willow back upwards towards the others, with nervous glances behind her.

Gul finally puts down Swaniff at his request just before coming back to Jan’doire and Dinmet. Jan’doire looks in shock at his two severely aged comrades. Swaniff gives Jan’doire the Dweormerblade and a word of grave caution. Jan’doire heads down the tunnel, hoping to help Rhade and Willow. As he unknowingly nears the area where the ghost entered the wall, the Dweomerblade begins glowing brightly. Rhade suddenly appears, guiding Willow who seems to “blink” in and out of sight as she moves, due to the elven cloak wrapped about her. Rhade warns Jan’doire of the nearby ghost and the three as fast as possible head up the tunnel. Once united again, the group, obviously the worse for wear, wisely decides to retreat from this failed attempt at discovering the tomb’s secrets. Dinmet gets into the sarcophagus room and resets the secret door, thus allowing the group exit. Gul and Swaniff, once in the prime physical condition of their lives are almost shells of their former selves, Gul appearing to be in his late 50’s and Swaniff in his mid 80’s. The group again enters the sunken chamber room. They notice the stone cap that Rhade had create over the pool of water is cracked and as Jan’doire begins his ascent up the rope, many dark forms are seen closing on the group from several opposite tunnel mouths. The ghouls have found them...

   
    
Rhade

Joined: 12 Aug 2003
Posts: 595

   
Posted: Mon Dec 20, 2004 5:00 am    Post subject:    
Nice memory. Rhade used her Death Urge SP ability to attack the ghost, you described it well IC'ly. She cast Invis to Undead to run past the ghost. And she was basically carried like a bag by Gul-Shad out of the narrow tunnel in pursuit of the ghost.
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« Reply #81 on: December 28, 2004, 08:30:39 PM »

Wednesday Group: Heroes of the New Dawn

DM: Kluu

Session: (two sessions combined) Free from age
Time:
Players Present: Dinmet, Gul, Jandoire, Rhade, Swaniff, Willow (npcd )
Thardferr Dates: 4-12 to 13- 734
Major NPCs: dracolin, Marcus

Treasure Earned: none
Location: Near the Free Hills, the old quarry and Bohrss
Casualties: Gul and Swaniff

Low points: The deaths of Gul and Swaniff
High points: Defeating the ghost

The group makes their way with the severely aged Gul and Swaniff upwards. They gain the sunken chamber room and Jan’doire gains the higher level of the tunnel after climbing the rope, while the others remain in the sunken chamber. Suddenly, many sounds of running, bare feet can be heard, echoed through the rock tunnels. Multitudes of ghouls begin swarming out of the tunnels, one quickly scales the chamber wall and heads directly for Jan’doire. Rhade displays her holy symbol and destroys several of the ghouls, while Dinmet begins one of his songs of peace. Both of the priests seem able to keep the ghouls at bay for the time being. Gul and Swaniff, though aged to advanced ages, still have the fire of battle in their hearts and each draws their weapons ready for a defense of their friends. Dinmet continues his song, the group and the ghouls seemingly at a stalemate, the group wanting to just get out with their lives, the ghouls obviously wanting those very lives. Jan’doire fights for his life from above as he engages the ghoul coming at him. The strain of his song is beginning to show on Dinmet as he holds the ghouls at bay. The group attempts to figure a way out of the stand off with a minimum of danger to them, but as Dinmet steadily begins to weaken, alternatives are quickly disappearing. Jan’doire defeats the ghoul that had attacked him, and Swaniff, not knowing how to get Dinmet out of there without his friend being attacked, leaps to attack the few remaining ghouls, the ranger moving between them and Dinmet. With Dinmet’s spell of peace broken at the attack, the ghouls likewise turn on their intended prey. Rhade begins chanting and she begins a morphing into the appearance of the undead themselves. Free of his song, and somewhat weakened by the great effort, Dinmet climbs the rope upwards as the melee occurs below. Gul jumps into the fray, swinging his deadly axe at the ghouls. The attacking ghouls are quickly dispatched, Rhade also joining the attack, having mutated to looking like a walking corpse.

Once free of the immediate undead menace, the group quickly leaves the chamber as the sounds of many feet are again heard nearing. They exit the tunnel and gather momentarily to evaluate the next course of action. At the shock and request of the others, Rhade’s begins to restore her appearance. Gul and Swaniff can more closely be observed now and what use to be upright, young warriors, physically weakened, wrinkled old men stand in their place. Swaniff yet seems able to move quickly and easily only by the aid of his magical boots, but Gul currently has no such advantage. With this failed attempt at unlocking the tomb’s mysteries, and the obvious setback of Gul and Swaniff, the group decides to travel by dracolin back to Bohrss to consult Marcus.

Once arriving and meeting again with Marcus, the group questions him about his knowledge of restoring Gul’s and Swaniff’s youth. Marcus, though wounded and weakened by his fight with a wight and ghouls the night before, entertains the group’s questions and offers his knowledge. He tells them the ghost not being of the kind generallyknow might not have such a hold ontheir life essence but instead will consume the life essence of the men by the hour, and the only way to stop and hopefully reverse this is to kill or put to rest the ghost. The group unwaveringly accepts this as the course of action, but goes into a lengthy discussion. They speak of either immediately heading back to confront the spirit while it is somewhat weakened, or to rest the night, going back the next day fully prepared with a full compliment of spells. Jan’doire questions the wisdom of heading back now, when the undead will be their strongest with night coming on, and the priests of the group having few spells remaining. The banshee is also spoken of, the group realizing that as she herself has told, she will be most dangerous at night, unable to control the evil that resides in her cursed form. Gul finally stands firm on the proposal to heading back as soon as possible, knowing that the years lost through the hours overnight would leave him too weak with age for the expected upcoming trials and war. Rhade and Marcus discuss the best way to handle the spirits. Rhade idea of trying to put the spirits to rest seems the most plausible, and it is decided upon to at least initially try. Just as the group is preparing to leave, a new dracolin and rider spiral downward and land. Off hops the gnome and friend Horace. Gul, Dinmet and Swaniff greet their long parted friend with joy and quickly tell of the immediate quest. Jan’doire and Rhade observe the stranger to them, and impatiently, yet rightly wish to get moving. Horace does not recognize Gul and Swaniff at first, but with initial greetings and explanations made, he offers his help to his long time friends.

The group solemnly heads back to the tunnel upon the dracolin, the time of 12 hours having passed due to travel and discussion. Marcus also selflessly accompanies the group to lend his aid. The group wastes no time and heads back into the tunnels again to confront the undead. Gul and Swaniff, perilously near to death by old age, remain outside near the tunnel mouth to avoid facing the powerful spirits. The group again enters the sunken chamber and as they enter are set upon by multitudes of ghouls. Horace, Marcus, and Rhade all step boldly forward with their upraised holy symbols and the ghouls either are destroyed on the spot or they flee. The group nervously makes their way to the secret tunnel entrance, though this time they have difficulty in finding it. Dinmet and Jan’doire finally discover a semblance of a lever, but as Dinmet is about to activate it, Jan’doire warns of a trap. The two elves had evidently discovered yet another secret passage of some sorts. Wanting to locate the spirits as quickly as possible, this new passage is left for now but marked with chalk. The group backtracks and finds the correct passage, however, upon opening the tunnel, Marcus is cut off from the others as it seals off the main tunnel with its opening.

The group is somewhat disgusted at the lack of foresight, but having few options, continues on down the narrow tunnel of traps. The adventurers bypass the several traps, having now been through this area several times, and enter into the sarcophagus chamber. Horace, feeling that Gul and Swaniff should be near for the ghost’s aging effects to be removed, activates his cloak of flying and heads back upwards after the secret door had been released from its locked position. Jan’doire finally gains the chance to investigate the dais and sarcophagus, with additional warnings from Rhade about the traps. He skillfully prods and searches the object, and with a quick turn and slight of hand, causes a side panel to open. In it he finds a mysteriously dark orb, just slightly larger than his hand. He cautiously picks the object up in a gloved hand and places it in his pouch for investigation at another time. The elf again looks closer at the dais and after several minutes of cautious testing, he trips a lever. The dais tilts up and actually slides to the entranceway of the chamber, sealing it off. Exposed now is a hidden flight of stairs leading downwards where the dais once was. A new hole providing an exit is created by stone shaping spell where the room entrance had been sealed and allows air to flow in where it may not have before. Marcus joins the others again, having gotten through the passage after Dinmet reset the door by the levers in this sarcophagus room.

Jan’doire again, warily begins investigating the new stair. As he heads downward step by step, he discovers several traps. He disarms the first few, but suddenly feels a quick stinging stab. Quickly, yet not quick enough, withdrawing his hand, he sees a small hole where an evident pin had struck him. He almost immediately feels faint and as he goes to his knees, he is pulled upwards by the others. Rhade quickly looks to Jan’doire, but deduces her healing magic is of no help. Marcus lends his expertise and is able to seemingly stabilize the elf. After a tense few moments, Horace reappears leading Gul and Swaniff. The gnome quickly looks to Jan’doire, and applies his medicinal knowledge. With Horace’s aid, Jan’doire regains his strength and is able to again proceed. The group proceeds with double caution on down the stair with JAn'doire finding and disarming all other traps.

Once at the bottom, the perfect remains can be seen of a female elven warrior dressed in fine armor with an ancient mace at her side standing in the cneter of a large round high vaulted chamber. Rhade takes one step towards the body and realizes it is actually a carved statue in the base of a pilar holding the cneter of the ceiling and from it suddenly the all too familiar glowing green eyes of the banshee appear. Knowing full well from her own warning that she hates all living creatures during the night, the group steadies themselves for what comes. Horace, unable to face the terrible form flees up the stair in a flight of horrible fear, while dropping several vials on the floor. His spell of flying still active he soon disappears Jan'doire also flees in terror thought he normal way by foot.  Swaniff pleads to the banshee in elvish to let the group be, as Marcus and Rhade step forward, brandishing their holy symbols again. The banshee hesitates momentarily, yet continues on towards the group, an evil form in her state. Gul picks up Horace’s dropped vials, and dousing his hands and claws with the unknown liquid, attacks the horrible spirit with bare hands. His mighty blows only pass through the flowing form. Swaniff brandishes the brightly glowing Dweomerblade, and with sorrow, lands a solid blow to the spirit. The banshee pauses, her eyes narrowly and malevolently focusing on the group as she lets out a horrific keen. Gul and Swaniff’s eyes go wide with stifling fear and they feel their breath escape them in terror as they fall, dead. Jan’doire rushes over and pries the Dweomerblade from Swaniff’s locked muscles. Marcus and Rhade attack the spirit head on, and combining Jan’doire’s attacks the banshee disappears, apparently defeated. Rhade looks with concern to her fallen comrades. Knowing there is no hope for them currently, she quickly moves to the pillar and performs the rites of Diadria, finally putting the hero’s spirit to rest, and concecrating the tomb to Diadira. The back of the carved pillar is then agaisn shaped by spell to open and reveal the true remains which Marcus reverently packs away in order to give a proper burial of a great elven warrior. He takes all she has but a helm of bone which he says is not heres. Rhade takes this and looking intot he now empty pillar finds an old worn hide case of si\ome kind which she finds to hold scultping tools of some dark matel with ivory handles.

As Marcus is carefully packing the remains and armor, another form is seen coming from the stairway. This spirit is the now all too familiar ghost, though it seems strangely more material now. Brandishing a huge glowing mace, it looks with pleasure upon the living, seeming to revel in new life to consume. Horace and Jan'doire, in the meantime had recovered from their flight of fear and return ont he tail of the dark spirit. They arrive upon the scene of battle and are surprise as Marcus lands a heavy blow with his own mace upon the spirit. The ghost seems in shock and confusion as it feels the hard strike against its now partially material body. Rhade and Jan’doire attack the ghost with renewed vigor. Thoughts race through minds that the ghost’s purpose in life through hunting the banshee is gone with the sanctification and it is now more vulnerable. Horace finds an opening and picks up the elven hero’s mace laying next tot he only partially packed away remains and strikes the ghost a hard blow. With the blow, the ghost disappears in an explosion of energy.

With the ghost obviously defeated, the group recovers from combat with two formidable spirits. Horace places, or even is seems compelled by it, to place the powerful mace back with the remains of the female warrior. The group looks to the fallen Gul and Swaniff, finding that indeed with the destruction of the ghost, their years had returned excepting the hours the ghost had consumed. Marcus states that upon return to Bohrss, he will use the favor he had been given of Kreaon and try to raise Gul and Swaniff. Rhade asks then of the helm of bone. Marcus points out that the helm is constructed of some kind of skull, not at all what would be normal for an ancient elven hero and may be part of what kept her soul trapped all this time. With this among many things on their mind, the group heads back to the surface, knowing that the further mysteries of these tunnels will have to be unlocked in the future.

................................Played out on the IC boards............................

The group makes Bohrss upon the dracolin without incident. Marcus takes the bodies of Gul and Swaniff to his temple, while the others of the group discuss the next course of action. The next day, Marcus is seen approaching followed by the now fully alive Gul and Swaniff, though each appears somewhat older (13 years lost to the ghost). New greetings and thanks are given for each and all for their part in restoring the relative youth, and lives to the warrior and ranger. Horace gives his goodbyes again and takes flight upon the dracolin steed, heading east in the hopes of recruiting more dracolin from the Hordelands to combat the Sythians. The group discusses the next course of action, wanting to move forward in their part in unifying the orcs against the Sythians.
Logged

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« Reply #82 on: February 13, 2005, 04:46:42 PM »

Group: Heroes of the New Dawn

DM: Kluu

Session: One Night in Cleftville
Time:
Players Present: Dinmet, Gul, Jandoire, Rhade, Swaniff, Willow
Thardferr Dates: 4-15 through 4-18, 734
Major NPCs: dracolin, Gwila

Treasure Earned:
Location: Cleftville
Casualties: 3 dracolin? and many giants
XP: DM keeping track

Low points: Several dracolin killed
High points: Staying alive, and salvaging the remnants of the dracolin

After a short discussion, the group decides to head north, to scout the Breaking Stone area to secure it for the anticipated orc chieftain meeting. The travel by the usual dracolin flight, making good time. After several days of travel, the dracolin begin to tire, needing their period of rest to regain their full strength. After another uneventful evening camp, it is decided with the consultation of the dracolin that the group will try and press on, moving as far north as possible before halting to rest. That evening, the group see lights of a town below and in the distance. Judging by their course, the group assume it has to be Cleftville. Wary of the dracolin causing alarm, the group sets down some distance away north of  town to walk in, the dracolin move to take cover near to the river and marsh, hopefully to gain a little rest.

As the group heads into Cleftville, they do notice there is oddly a lack of livestock about, and signs of battle on the town walls, recent or old it is difficult to tell. The group enters the town, but are halted and questioned at the onset by the captain of the gate. At first, the group is elusive with their answers, not wanting to divulge the true nature of their mission. This only adds to the guard’s suspicion as it is found giants and possible Sythian agents have been about. The tense situation is further heightened because of the hostilities between the orcs and dwarves when the guard discovers the dwarf, Willow. Gul attempts to calm the situation by passing off Willow as a prisoner, but the observant guard notices she is well armed and armored. With the nearing of all out hostilities, Swaniff tells the guard the truth, that Willow is a great and trustworthy friend and would not be treated as otherwise. The guard seems to accept that fact better than the mistruth, and allows the group entrance to the town but it is evident that the gate captain is having his men keep an eye on them.

The group meanders about, Jan’doire very watchful, and Gul soon strikes up a conversation with a nearby orc. As another orc joins in, one of them looks startled while looking at the sky, seeming to have seen something. Gul persists on asking what was seen, the group suspecting a dracolin had just coursed over. With concerns the dracolin are searching for the group to tell of something, they follow these couple of orcs as they again are led back to the guard post. The orcs tell the captain of the large object being seen in the sky, and Gul also tries his best to at the same time bring out what was seen and conceal the group’s knowledge of the dracolin. One of the orcs claim to not know what Gul is talking about, and this rouses suspicions of the man being a spy. The orc captain, tiring of this group of adventurers that seem to have suspicion following them, is about to detain them when a warning is sounded from the outskirts of town. Just about everyone rushes to the top of the wall in time to see and hear that the grist mill is again being attacked. Blue flame is seen gouting from the sky, downward, the group knowing worriedly that the dracolin are in battle. Streaks of lightning rip across the sky, seemingly back at the source of the blue flame.

As the orc captain rallies his forces, Swaniff and Gul volunteer to scout the enemy. Rhade also volunteers to go out, in order to provide a defense for the two should a quick retreat be needed. They head out quickly, Rhade staying at her determined point and Swaniff and Gul stalk forward. As they close the distance, they are able to see large humanoids, giants it appears, indeed raiding the grist mill, the meager orc forces trying to drive them away. Blue dracolin flame again and again streaks downward into the adjacent marsh no more than a mile off, now very nearby to the two scouts. Some of the giants can be seen throwing large dirt clods skyward at the dracolin. Having at least found a little information, the two head back and report to the captain as he moves forward with his forces.

The group decides to make their way across the Connecting River and marsh, in order to find the dracolin and help them, Gwila is left behind. A deep ford is located and Jan’doire and Willow are helped across the river, due to their apprehensiveness at the water. The group is soon plastered with mud and soaked, Swaniff even becoming more so as he scouts ahead and falls into a deep area of watery mud. He is quickly helped up, no harm done excepting the chill air begins to be felt even more so. The group fights their way through the thick vegetation and vines and soon come into a trampled area, finding a giant’s charred body along with ripped up chunks of sod. The group follow the trampled area, bypassing several more burned giants until they come into a larger area where a dracolin (Ahmen) lies. Dinmet, Rhade, and Willow quickly go to the severely wounded creature. It sees the figures nearing and feebly tries to gain its feet and unsuccessfully light off its breath weapon. The group reassures Ahmen and he settles back, obviously in dire need. The healers cast several spells on the creature, healing it to a point where it can at least move about once again. The group finds out through questioning that the dracolin were set upon in their resting place by scores of giants in the marsh, and the ensuing battle occured. It seems that two mages riding upon a hybrid between a dracolin and wyvern also were fought in the skies above, with at least one of them being killed, but not until after several dracolin were also apparently downed. With the wounded Ahmen following, the adventurers continue warily following the trampled trail, eventually coming to another large, beaten down area, with a muddy mound in the center. A fallen dragon -like creature is partially exposed from the marsh here also, along with again several charred giants. As the muddy mound is investigated, several dracolin rise up from their place of concealment in the mud itself Ahmen quickly asks of his missing mate, but other than a general direction where she was last seen, little is known of her whereabouts. The new dracolin divulge that they had hidden here, along with the severely wounded Rhan, in order to protect him. The group is both glad and saddened to find Rhan, though after looking to his wounds, the healers have little they can do for the great creature. Rhan passes away before everyone’s eyes, each of the group showing their emotions differently, though revenge weighs heavily on Gul’s.

Shouts from what are assumed to be giants are heard not too distant, and Ahmen takes flight, while the group move as quickly as possible towards the sounds. Before the group can reach the area, Ahmen is heard letting out roars of obvious rage and more blue flames engulf the area just ahead of the group. Coming into yet another trampled area, an obviously dead dracolin (Ahmen’s mate) shows beginning signs of mutilation by the giants, but a couple new and still smoking giants lay nearby. Ahmen lands and is obviously in grief and anger for the loss of his mate. As the adventurers take in the area, Swaniff notices the surrounding water moving as heavy footsteps sends ripples as they near. Just as they go for cover, the group is assaulted by thrown clods of heavy mud and sod. Swaniff takes several heavy hits. Gul charges forward, followed by Willow intent on destroying the giants. Jan’doire casts a fog spell, suddenly engulfing the area, creating very limited sight. Rhade also tries to close on the giants, wanting to use the reverse of a healing spell on them. The giants continue throwing mud clods and also engage Gul and Willow in a damaging melee. Ahmen continues with almost no regard for himself to hit the giants with his breath weapon, each time providing a quick glow of light for the archers of the group to shoot at targets as the dracolin's breath seers away the fog. As the battle wages, Gul and willow are heavily wounded and they are forced to a fighting retreat, as they are hounded by attacking half giants or ogres of a kind no onw remembers ever seeing before. Rhade touches a giant and damages it with her spell, it seeming to be greatly frightened or surprised by the simple attack of touch. Jan’doire casts another spell, this time an illusionary one, creating several dracolins which further confuse the giants’ attacks. Finally, after losing several of their number, mainly due to Ahmen, the giants fall back, one of their number talking loudly in Sythian, seemingly to Rhade to which she responds.

With the damaging loss of several of the dracolin, the adventurers reform back to where the mud mound area had been, after standing off and providing a watch for Ahmen as he goes through the cremation ritual for his mate. Once back to where Rhan lay, the group knows the remaining three dracolin will likewise go through the same ritual for their fallen leader, thus dangerous time will be spent yet in this embattled area. As they did with Ahmen, the group stands back, paying their respects and taking up sentry positions while letting the dracolin perform their rites.

After a long time of watching the area, Swaniff finally does detect movement in the flooded rushes, not too distant. He raises his bow in a warning, the others of the group also readying themselves. A smaller looking giant breaks from his concealed position of observing and is met by a salvo of arrows, effectively downing it. The group again takes up an unnerving watch, waiting for the remaining dracolin to gather strength and finish their funeral rites. Once ready, all proceed to move out of the marsh, northwards, this time looking for a suitable campsite to gain severely needed rest and healing.

The group moves on foot as they head north towards the area of the Breaking Stone, in order to detect any signs of passing or others approaching the area. After several uneventful days of travel, coming approximately a day out from the Breaking Stone, the group sets up a camp, mainly to rest the dracolin and give the spell casters time to rejuvenate. Given the mission of securing the area of the Breaking Stone, Swaniff and Gul continually scout the area in ever widening circles during the couple of days layover. On day two of the ranging about, Jan'doire also accompanies Gul and Swaniff as they actually come very near to the valley of the Breaking Stone. With Gul utilizing the orc's natural ability for concealment and Swaniff using his elven cloak, only Jan'doire is occasionally visible to any observer. The scouts near the top of the rock strewn ridge of the valley whre the mounds of the ancient orcan chieftains are buried and Swaniff kneels near a rock to take a position of observing the downslope. The "rock" suddenly moves, taking the shape of an orc, and several others previously hidden are suddenly evident. They immediately converge on Jan'doire, suspicious of the seemingly lone elf.
Logged

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« Reply #83 on: February 13, 2005, 05:07:26 PM »

Group: Heroes of the New Dawn

DM: Kluu

Session: First Maht of Ruch
Time:
Players Present: Dinmet, Gul, Jandoire, Rhade, Swaniff
Thardferr Dates: 4-18 through 4-21, 734
Major NPCs: Many orc Reps, Gwila, Gyrun (DM dalan NPCing)

Treasure Earned: Allies
Location: The Breaking Stone
Casualties: Two orc representatives, many undead.
XP: DM keeping track

Low points: The seeming ambush ready for the Orc Moot.
High points: HAving the Orcs join to gether as a untied force.

Short Synopsis: The group goes to where the many orc clan representatives gather to talk about a united army against the Sythians.

Long version: While others are scouting the breaking stone, it is decided that it may be better to have Willow, a dwarf, to leave before she is seen by any of the other orcs planned to come to this arranged meeting. She takes Elihsee, the dracolin she has been riding since they first began their association with these great beasts, and head back to teh mountains of the dragon and let him know of what has occurred and arrange posible future alliance.

The group finally reaches the gully surrounding the breaking stone and begins to scout the area. They surprise a group of orcs who are doing the very same thing and a tense stand off ensues. Jan'doire is held and threatened unless immediate identification is given. After some general questions are asked and answered the orcs realize the group is no threat and welcomes them to the area.

A general question and answer period commences and the group learns that several other clan representatives have arrived. Deciding that the area is safe for the time being Swan and Jan depart to retrieve the dracolin and Rhade. During their trek they discover tracks of someone other than an orc scouting the area and decide this information is too important to let slide until later. They quickly double back, return to the orc encampment and advise them of their discovery.

Days before the meeting is planned...

All the representatives and some not expected have arrived except for those representing Tantor cliffs and the Redskull. The Blood Fangs had come and gone reporting the new Sythian attacks in Blood Fang territory. They informed those in attendance of a united goblin and orcs army against their mutual foe. They also report that the Sythians had come to take the city of Rattletown and that it is likely to happen. The Blood fang, though stating they would be for a unification did not have time to stay and officially vote for this. Instead they ask for immediate mobilization of their allies to send help against the Sythain forces. With no time to waste they did not remain.

The others camp behind their ancient clan leader and king's tomb mounds outside the Breaking stone circle. Those tribes or clans with no ancient mound use a mound that no longer has any clan to claim it. The camps are small, two to three people each except for the Drudge skull which has the members of Gul-Shad's traveling companions. He has not seen any of his own clan arrive and fears that they must not have made it. This sets him as the official representative of the Drudge Skull if they are to have any say in things.
A few more days pass and the group reunites once more. With all in attendance the group once again begins to discuss plans and possible threats to the coming meeting. The day before the meeting is to take place Gyrun and Gwila arrive and many in the group sigh relief at their sight.

Gyrun goes to the mound of the Redskull ancestors and Gwila goes to meet the members of the party. She explains what transpired after their separation and pleasantries are exchanged. Gwila advises the group that Gyrun will light a campfire once he is ready to receive them as guests. They briefly discuss the happenings before their meeting and the discovery of danger to the plans of unification.

Gyrun lights the campfire and the group moves quickly to him to advise him of the danger present and the possibility of an attack. Quick discussion leads to Gyrun suggesting that all the clans be made aware of the apparent Syth presence and to make preparations for a possible attack. Gul notifies the other clan leaders and to garner support for Gyrun as the leader of their united forces against the Syth. Gyrun advises the group that it is best to let the other clan representatives know so that they are able to prepare for a possible attack. He explains that if an attack is to happen and none are made aware it will be thought they were led to a trap and hence ruin any chance of unification. Gul moves out to inform all the other clan representatives.

That final night before the meeting, some alliances are made, there seems little problem with the clans present. Most are already aligned with either the Tantor or Drudge skull. With the Blood fangs not being there only their allies are sitting neutral. Most of what is to transpire the next day is talked over and worked out over the campfires this night. All that remains now is for the politicking of the morning and the jockeying of position to power.

The thing needs only be finalized in the morning and some ceremonial actions taken to bind the treaty, this too is talked about and will need to be settled in the morning. As it is discussed the hope is that only some bloodletting and perhaps combat will be needed but mostly in a ceremonial way.

With the warning of outsiders interfering, each camp heightens it's guard. But with only a few people per camp and some with only a single person, this causes some discomfort. The idea of only allowing a few people was the initial intention, in that no clan will be able to cause too much of a problem for another. With everything pretty much decided and settled among the clans the stage is set for the ceremony and the coronation of the King of Ruch.

As the day dawns the group rises and prepares as best they can for an event that has not happened in the memory of any in attendance. The clan representatives are all awaiting the beginning of the ceremony. Though none know exactly what is to happen. Tuurgan, clan champion and son of the Clan Leader Tremear of Tantor Cliffs is speaking to Gyrun. They stand between their two clan mounds on an unclaimed mound- nuetral ground. They are obviously trying to be seen by the others. From their group of followers one runs off around the circle falling and rising on the surrounding mounds until they reach the mound occupied by the group that is companions to the representative of the Drudge Skull clan. Others begin to also stand upon their mound some tlaking to others, some alone. A few do not show themsleves.

Tuurgan and Gyrun then seperate and the bodyguard of Turrgan releases the ties of a great oriflamme and raises it upon the Tantor Cliff mound. The great banner catches the wind and flutters open like a sail tied on the cross beams of its frams. The Tantor colors are shown and then the bodyguard sits and begins to steadily and slowly beat a drum. Tuurgan stands in front of the fluttering oriflamme while all the other reps either stand and watch and a few send runners to see what is happening.

Meanwhile the runner reaches the drudge skull camp. Gwila goes directly to Gul and tells him of a plan for Gyrun to gain control of the meeting and make claim to leadership. Tuurgan is going to make claim of first clan here on matters of being closest clan and because his father sent out messages to the other clans. Others will likely make claims that they are closer, such as the Shale Smashers of Shangle or the HeartEaters. She further explains that though these may be closer it was the Tantor clan that sent out the call for the meeting to these two. She tells Gul that he should claim leadership because the call first came from Drudge Skull. Tuurgan will begin to argue and there will be contests. She states that what is desired to happen is to have Gyrun make a case of himself being first clan as this is rightfully Redskull land. Regardless if the Redskull put it aside as a holy place. Tantor and Drudge skull should then decide to accept this rather than fight each other. She further advises that Gul and Tuurgan may need come to blows first. And in this case, both should make a good show of it but not try and defeat the other. It should appear to be a draw and so give Gyrun a reason to intercede. Once Gul and Tuurgan agree to Gyrun being leader of the meeting, this should get all allies to agree and so place Gyrun as leader and on his way to claiming leadership of the united clans. With the plan set in place she heads back around the mound and goes to the Dripping Blood camp.

Gwila leaves the Dripping Blood camp again running around the circle and is lost form sight until she walks up top the mound of the Red-Skulls. She produces a large round shield, gilded with a red skull painted on its face. She hangs it form a pre-existing stone pillion on the mound. The Tantor cliff's drummer stoops almost immediately and the Tantor clan champion runs up on his mound, looking anxiously and seems to be questioning why the drumming stopped. The drummer points out the shield.

Tuurgan stands for a moment staring and silent then he moves forward and down the mound walking into the circle, breaking the invisible line that , other than the tracks you have found, had not been broken. He stands there until all is quiet and every representative is standing where they can see him and hear him. He does not walk to the center around the breaking stone only into the area in front of his clan's mound and there begins to speak. Loudly and forcefully he states his claim to become leader of this meeting though right of being the largest clan present, being the closest to this ancient holy site in territory and because his father the great Chieftain of the Tantor cliff's clan, Treamar Wolfslayer called the others to this meeting. Then he takes the large pole axe from off his back and stand s defiantly.

A very brief silence follows as most wait to see if he is going to go on or has more to say and then an orc shouts out. It is Tebi Yuvesh, Sub chief of the ShaleSmasher clan. He challenges the claim stating that though Traemar Wolfslayer sent messages to meet he has more right as a sub-chief to lead. Tuurgan looks at both Tebi and Gul and then crosses to Tebi he drops his weapon half way there and then stops right in front of him almost touching him if he lunges forward his face would hit Tebi's. He speaks to him loud enough for all to hear and reminds Tebi of the oath the Shale Smasher chieftain took vowing allegiance to the Tantor clan. Tebi Yuvesh stands his ground through this seeming tirade and then after it is over takes a step back and let lose a great punch into Tuurgan's face. The blow connects soundly and you see Tuurgan take a step back, shake his head and put his hand to his mouth, it comes away red with blood.

With little hesitance, Tuurgan then returns this seeming attack to Tebi with a blow of his own to the others face. Tebi seems less rocked by the blow but still falls back a step. He stares into Tuurgan's eyes and though it seems Tuurgan lowers his gaze first Tebi lowers his head and bows. The sub-chief then calls out for all to hear that he defers to Tuurgan and his right to claim leadership.

Gul files suit according to the plan and utters his own challenge and claim to leadership. He spouts off some of his accomplishments and how it was he who began the movement so many months ago. As others await the next challenge to occur, another orc steps out from between two mounds and towards the others in the area around the Breaking stone. He is a fierce looking orc very large and dressed in the typical manner of a sub-chief and champion of the Dripping Bloods clan. This clan is known for its fierceness in battle and lack of any control of the orcan berserker tendencies. Kuugesh Rognor over shouts any others as he speaks not allowing anyone else to be heard. He calls Gul’s challenge a joke. Kuugesh then proceeds to insults his abilities, his name, his clan and even the friends he travels with.

Gul makes no facial recognition of the insult but instead marches over to Kuugesh and attacks him. His first blow misses horribly and Kuugesh begins to laugh, fueling Gul’s rage. He quickly fires another blow that lands squarely on the sub-chief of the clan hated by his own. This silences Kuugesh but only for a moment as he counters with double blows of his own.

Gul-Shad takes the double blows from the sub-chief. His eyes fill with rage and he clenches his fists. Standing straight up he plants his feet and looks defiantly at Kuugesh. He loudly shouts for all to hear..."I stand my ground under your blow. I do not yield my claim!."

Gul-Shad then launches another full out blow in the face of Kuugesh. The blow lands square on his chin. Kuugesh Rongor spins and falls to the ground with a thud.

Swaniff stands watching, somewhat alarmed at what is going on, he looks to Rhade and asks what is going on. Rhade grimaces at the first set of punches Gul-Shad throws, and again as Kuugesh retaliates. Her expression, however, seems to ease with Gul's fire and confident shout after taking the beating. She then explains what is being said between the two orcs just before Kuugesh falls.


Kuugesh lays there on the hard packed ground around the breaking stone for a few rounds until rising up again slowly pushing himself up on one arm and then jumping to his feet. Gul-Shad stands looking at Kuugesh. A faint smile creeping across his face as satisfaction warms him.

Kuugesh acknowledges Gul and his right to challenge Tuurgan for leadership. Gul attempts to offer the forearm of friendship in light of the situation and in the effort to unify and get beyond clan aggressions. Kuugesh want's no part of it however and turns his back to Gul.

Off to the side, Dinmet Thaliondil silently applauds Gul's show of strength. Swaniff momentarily turns his eyes from the excitement of the blows, back to watching the mounds and area for danger. Rhade conceals a look of contempt as her dark eyes follow the defeated orc. She looks back at Gul-Shad, shaking her head subtly as the orc makes a conciliatory remark. Sensing it as a weakness as she feels might rule here, she nonetheless recognizes Gul-Shad's angle to unite the orcs.

Gul-Shad, wanting to get things moving along moves over to the son of the Tantor Chief. He makes a big show of swinging but at the last moment pulls his punch. Tuurgan attempts to dodge the hit but is unsuccessful. Gul-Shad makes a big show of hitting Tuurgan but he puts no mustard on the blow.

Tuurgan only barely moves from the blow. Taking the assault to his face he tells Gul to take some time to heal. He states that he wants no questions about the challenge. Gul agrees and goes to sit and wait a while before continuing with the plan.

Gul moves back to the mound where Swaniff and Rhade are. As he stands tending to his wounds he wonders if Gwila had an opportunity to speak with Tuurgan about the plan. Swaniff turns from watching the area for a moment and looks to Gul, somewhat confused at what has just happened

After moments pass and no one else makes a challenge Tuurgan returns to his weapon and picks it up and stands looking upon the breaking stone. Others then start to enter the circle and position themselves in front of their respective mound after the Shangle rep does this and seemingly gives a signal for his allies to do so also. HE still seems to be heading up some of the maneuvering here. Tuurgan watches this but does nothing but nod to Tebi once when Tebi gives him a slight glance for approval.

The group watches the happenings and concerns are voiced about the plan Gwila laid out and it seemingly not going too well. Rhade offers congradulations to Gul on his dealing with Kuugesh and offers healing. Gul refuses stating that it would look to be a weakness by the other clan reps. Gyrun and Gwila enter the circle and move towards Tuurgan. gyrun takes a place at his right Gwila behind. Gwila is eyeing the group with a confused look.

With nothing else happening bu tmore of the clans entering the area around the breaking stone the group moves back to the circle around the great stone as well. Gwila notices Gul looking at her and give s a little shrug of not knowing back at him.

Rhade looks at those gathered around and smiles again. Leaning close to Gul, she advises him that Tuurgan is more wounded than he shows. She tells the orc that if he so desired he could likely win the challenge. She also acknowledges Gul's insistance that Gyrun be leader of the orcs and so cautions him to be careful with his blows.

The orc reps once organized in the circle begin to look around and stir a bit, Tuurgan stands still waiting. Seemingly patiently. Tuurgan signals his second to come to him and hands him his weapon and then picks up some dirt and rubs it in his hands. He calls Gul out and offers him a chance to back out of the challenge for leadership. Gul accepts and though he declines backing off his claim he offers the same to Tuurgan. With neither of the orcs backing off the final challenge begins.

Gul-Shad takes a deep breath and then launches a fist in the face of Tuurgan hitting him squarely in the chin. Tuurgan rocks with the blow but doesn't lose his footing, He shakes it off and stands his ground. He says loud enoug for all to hear: "Come is this a challenge or are we cubs playing at our father's knee."

Gul-Shad smirks a bit as he stands staunch waiting for the blow he knows is to come. Tuurgan hauls off and wallops Gul in the face. Gul-Shad takes the blow and makes a show of staggering back a step. He spits blood and faces Tuurgan once more.

The other orcs are watching closely after having seen Gul K/O the Dripping Blood. Tuurgan offers Gul once more to give up the challenge and Gul defiantly declines. He gives a quick look to where Gyrun is standing and seeing no sign he blasts Tuurgan in the face once more.

Rhade watches the challenge with interest, sensing Gul's first blow to hurt Tuurgan more than it showed. Silently, she wonders about the possibility of Tuurgan falling, and if he did so, whether Tebi would dispute Gul-Shad's claim to lead.

Tuurgan's head spins at the solid blow and blood appears once more at his lip. He grunts and with a bit of red froth as his mouth swings back. His blow connecting solidly with Guls snub nose.

Swaniff finds himself leaning just a bit forward in excitement at the trading of blows, a fire in his eyes. He catches himself and turns back to what he should be doing . He mentally scolds himself for not paying attention to the surroundings rather than the brutal fight going on right in front of him. The surrounding orcs are starting to get more interested as each seems evenly matched

Gul-Shad takes the blow and it shows on his face. He spins his head around and as he does so he looks to Gwila and Gyrun expectantly. Facing Tuurgan once more he looks the orc over.

Tuurgan's eyes flick towards the redskull chieftain as well after Gul looked there. Gyrun gave an almost imperceptible shake of the head and Tuurgan then looks at Gul more seriously and moves in to strike. He steps into he blow and strikes before Gul has a chance. He connects with a right hook to the left cheek of Gul-Shad.

Gul-Shad takes the blow and stammers back a few steps this time. He brings a hand up to his face and shakes his jaw. He stands and lets out a guttural AAAAAAAAaaaaahhhhh and charges Tuurgan. Gul-Shad doesn't punch Tuurgan he instead tackles him. Grabbing him by the arm he twists Turgan around into a loose hold.

As Gul charges Dinmet Thaliondil can be seen scribbling notes into a pocketbook as to the momentous occasion and the reason as to why this is occurring.

Tuurgan grunts with pain and asks if Gul wishes to stop him from thrashing the young orc further. He then twists and moves to grapple Gul back. Gul responds that Tuurgan laid blows out of turn and in doing so dishonored Gul. Gul further states that such an insult will not be tolerated. Before he can further spout off Tuurgan sweeps his legs around Gul's and brings him down into a leg lock. After calling out in pain Gul-Shad threatens death to Tuurgan for his insult.

As they tussle on the ground Gul whispers a question to Tuurgan if he knows of the plan. Tuurgan calls out loudly that in a challenge for leadership when a blow is struck does not matter. Then in a whisper he replies to Gul that he does indeed know of the plan but points out that thier brawl must look real if it is to work.

Tuurgan turns Gul over into the ground still holding on and twists to grab his head and drive it into the ground. But Gul is able to throw him off. Tuurgan rolls and gets back to his feet as Gul-Shad leaps to his feet and squares off once more.

Both orcs look equally bloodied and disheveled from their roll on the ground. They are looking each other over waiting for the other's move before trading blows once more. The moment stretches as the orc gathered hold their breath to see what will happen next. Each combatant is breathing heavy and appears to be barely holding back their berserker rage. The Dripping Blood watches closely as does Tebi of the Shalesmashers.

Gul-Shad pants trying to catch his breath. His eyes look to his friends, then to Gyrun and finally back to Tuurgan. Swaniff seems to be looking off over the others at the area, missing Gul's glance.

Gyrun stands before the mound as the two seem about to fight. Suddenly between them he throws a spear that drives into the ground halting them closing on each other. His voice rings out: "The time for Orcs battling Orcs is over! While the Tantor's may be the largest and closest clan, the Drudge Skulls the ones who made this possible, there is no reason to battle each other with the Sythians at our gate! I Gyrun, of the Redskull clan, make claim to be the leader. It is our clan that originally owned this land, and it was our tribe that set it aside for all other Orcs."

Tuurgan looks from the spear suddenly stabbing between his opponent and himself and follows it back to the orc speaking. Gul-Shad stops his panting and stands upright listening to Gyrun. Tuurgan questions the meaning of this, as they are not finished with their challenge. And Gul-Shad furrows his brow as he looks and listens.

Gyrun waves the objection away. "True you have not, for the challenge is ahead. The Orcs, not just one clan or another have an enemy we all must fight. The Sythians have already attacked the Bloodfang Clan, the strongest of us all, and from what we have heard, have turned them back. Can any other clan stand against them if the Blood Fang cannot?"

Tuurgan responds to Gyrun saying "Tantor Cliffs are not like the BloodFang, though they are stronger they do not live within a walled city. IT would take much more for the Sythains to topple the Tantor Cliffs clan. But in deference to your claim of these lands. I will hold my claim on this challenge until you have finished speaking"

Kuugesh shouts from the edge of the circle taking a few steps forward as he does: "What claim does this Gyrun have. He is not even leader of a clan. What is left of the RedSKull is scattered and no longer holds any lands."

Swaniff narrows his eyes at the orc as Kuggesh again steps forward, distracting him momentarily from his vigilance. Rhade for the first time notices Swaniff looking on with incomprehension, and she quickly recaps Gyrun's words, and then translates Kuugesh's more exactly.

Gyrun looks unfazed by the challenge, and replies softly, though his words carry far beyond what you would expect: "You all know the legends, only the rightful king may enter and take what is his without the shades of our ancestors killing him. I can prove my claim, or die trying."

Gwila is looking at gul and when she catches his eye she looks at Kuugesh and then at Gyrun and nods. Swaniff looks alarmingly at Rhade as she translates this last, then at Gul.

With his answer hanging in the air Gyrun turns to the mound beneath him, opens the sealed door with a heave, and enters the darkness of the barrow without a sound.

Gul-Shad annouces that if Gyrun enters and takes something out then he will withdraw his claim to leadership. The orcs around murmur many drawing weapons and looking about them, fear seems almost palpable on their faces. Even Gwila looks a bit afraid and clutches at her own holy symbol.

Rhade continues to translate, and then frowns, trailing off as Gyrun enters the mound. She looks over at Swaniff, her dark eyes searching his for information. Swaniff draws the dweormerblade just a bit, looking to see if it is showing the nearness of undead. Gul-Shad follows to the edge of the barrow looking in with infravision and listening carefully.

The sound of another stone seal moving within is heard. perhaps that of a sarcophagus lid. Gul-Shad peers into the darkness watching and waiting. Swaniff eases the blade back down, seeing no tell tale glow, his hands remain on the hilts however. Swaniff looks around at the orcs, not wanting to insult them. Seeing Gul near to the mound entered, he moves up near to Gul as if to aid in protecting his friend. He again partly draws the dweormerblade. The sword drawn form Swaniff's sheath shows a slight greenish glow.

Many minutes pass by, and still more. Finally there is movement at the base of the mound. Gyrun returns, holding a large metal scepter, pocked and rusted with age. Those looking closely can see tears and a strong look of awe on his face. Still speaking no words, he raises the scepter up to the sky in triumph, finally yelling in loud, awesome battle cry.

The battle cry continues for several seconds, before Gyrun turns to the assembled Orcs. Those who knew him before do not recognize him. His presence, commanding already, now seems almost royal. "Those champions among you who wish to honor your clans, prove yourselves worthy to be in this holy ground and enter the mounds of your ancestors! We once were brother under one leader and we once more be thus is we are to defeat the Empress and her Sythian Horde!"

Swaniff looks knowingly at the blade, then at Gul and Gyrun as he lets the blade fall back into the scabbard again. He too steps back and around to behind Gul.

Tuurgan calls Kuugesh out saying: "This, this is from t he tomb of the RedsSkull king. Kuugesh do you still doubt that Gyrun is not a true clan leader and these are his lands. Could you do the same?"

Kuugesh responds: "I am a true sub-chief of long lineage of my clan, I will do this and prove my worthiness. I would still have claim to speak and will not let any take that form me by some trick. These legends are only that there is nothing to fear here."

Kuugesh Rongor then walks around the breaking stone and to the open entrance to his own clan's mound. He enters into the darkness. "My blood is as true as any other of my clan I am also a sub chief and will prove I have equal voice as well."

Swaniff takes a half step, raising his hand partially as if in a warning, too late as the mound is entered. He warns Gul that the mound just entered is near to the one where the tracks led. Rhade allows a few dreadlocks to fall across her face as her eyes watch the proceedings attentively.

Kuugesh Rongor then comes out of his mound, he is holding an axe of grunt with a bronze shaft but he backs out swinging. after him comes three dark cloaked figures. They wear armor form head to foot and wield swords of dark gray steel. gaps in the armor show only pale white bone. And as they push out form other mounds come similar creatures and dark flying shapes, shadows and other less armored skeletons.

The group and the gathered orcs scramble for their weapons and move for defensive positions around the breaking stone. Rhade and Gwila begin to call upon their gifts to turn undead as the others do what they can to destroy of fight off the undead orcs. The orcs seem reticent to attack them also. The symbols of the clans on the arms and shield facings can be seen on them. The orcs attacking also do not seem to be able to do them any damage.

The shadows seem to have been easily destroyed or turned. But there is 8 armored skeletal warriors of orc bone structure and armor, ancient clan leaders or kings that continue their attack. Gyrun warns the others that the representatives of the clans must be protected. If any fall then their clan can make charge that they were led here into a trap and then there will be no unification. He then disappears back into the tomb stating he has an idea.

The battle continues for some time. The group fends off as many as they can as the other chieftains, sub-chiefs and champions deal with theirs. Clans that have had long emnity can be seen working together to defend agains the undead orcs. As the battle rages on some notice something strange about he Breaking stone. Swan, having stayed behind and watched the obelisk in the desert many times thinks it might be about to be used.

During the meele the Split Heads Belark Martok is killed. Gul-Shad moves to the mound and calls out for Gwila and Gyrun. Gwila comes out of the RedSkull mound. She has a look of excitement and terror on her face. She states that somehow Gyrun has the ability to command undead. As Gul begins to understand what she is saying Gyrun emerges wearing a tall carved obsian crown inlayed with precious metals and jewels. It is the ancient crown of the orcan kings. There is no tale of it having any kind of magic power.

Gyrun RedSkull in a commanding voice that stops all the fighting states: "Listen to me. Hear my command as the rightful heir to the RedSkull crown on these the lands of the RedSkull clan. Listen to me all orcs of all clans later formed and those who are equals in formation with the Redskull, The DarkBron and the Tantor Cliff The dripping bloods and the DreadMArsh, you were all there in the beginning and elected to be ruled under one leader the clan leader of the Redskull. Though others came later and now may be greater in number and power. IT is to this first forming that we must now come as one. Stop fighting. We are all orcs alive and dead. We are all one race, the greatest race. Come now under one leader and join against our enemy."

The fighting drifts off as he speaks the undead skeletons seem also to lower their weapons and look to the speaker. Though some orcs use this to strike them others stop them after the first blows and another skeleton is dropped. The skeletons then hold their weapons to their chest and bend to one knee in salute to the king. The other sub chiefs begin to call out cheers hailing the first Maht of Ruch this lands king.

Swaniff rushes to Gul warning him that the obelisk is about to be used. And as the orcs follow suite all agreeing to follow Gyrun the obelisk erupts in a violet, white light blinding al around it temporarily and when their eyes adjust...They see a large group of creatures. large creatures. Giants and half giants, ogres and some kind of dark skinned half giant that seems to be casting a spell.
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« Reply #84 on: February 16, 2005, 01:23:16 AM »

Current XP

Dinmet -  203822              
Swaniff -  151596            
Gul       -  107894                  
Rhade -    110103              
Willow -    69314                    
Jan'doire - 15786 / 16138
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« Reply #85 on: March 27, 2005, 02:01:51 AM »

Wednesday Group: Heroes of the New Dawn

DM: Kluu

Session: Attack on the Breaking Stone
Time:
Players Present: Dinmet(NPC‘d), Gul, Jandoire(NPC‘d), Rhade, Swaniff,
Thardferr Dates: 4-21-734
Major NPCs: Gyrun, Klarg, dracolin
Treasure Earned: Several magic items from Ogre Magi and ogre gaurd
Location: The Breaking Stone
Casualties: Several of the orc leaders and champions, dracolin
XP: DM keeping track

Low points: The “unified” orcs fighting one another
High points: The apparent unification of the orc clans

Everyone in the area is momentarily blinded by a radiant violet-white light that emanates from the obelisk. The group blinks their vision back into focus and sees a force of ogres, half ogres, giants, orcs and a dark ogre forming up and picking targets. The dark ogre casts a spell and immediately splits into four as a circle of ogres close in about him in a defensive perimeter. The dracolin fly down from a nearby hill and land to assist their friends. The giants ready large rocks to hurl at the group and the assembled orcs. Jandoire casts a spell that creates a bank of fog around the ogres and giants, to obscure their view and hopefully prevent their attacks, jsut as one of the Gaint's thrown rocks hits him and takes him to the ground. The ogres in the perimeter kneel in order to see below the fog which was cat off the ground to allow the normal sized people to see. The orc representatives are in unorganized groups and take the brunt of the initial thrust from the enemy orcs, and are barely able to hold their ground. Swaniff, through the use of his elven cloak, attempts to sneak inside the defensive perimeter of ogres in order to attack the ogre-magi, while Rhade projects fear onto several of the enemy orcs. Gul and the orc champion Klarg both rush ferociously into the fray, swinging their respective grunt axes with abandon. Gul and Klarg are soon surrounded by enemy orcs and fight back to back, dropping enemies.

As the desperate combat wages, the enemy orcs and half ogres slowly make their push towards Gyrun, who is shouting commands. The orcan undead ancestors also join the battle, seemingly unable to be harmed by the enemy orcs. The dracolin take to the air, hovering over the fogged area, just as the ogre magi completes a spell and the fog bank disappears. Two land near the right flank of the enemy forces. Rhade begins another spell towards the giants who are now ready to throw rocks with the fog gone. Swaniff sees no way to get inside the defensive perimeter and falls back, drawing his longbow to shoot at the ogre-magi when an opening arises. An ogre sees the bow appear from nowhere as it comes from beneath the cloak, and it steps forward, belting Swaniff back several yards with a heavy blow form its large spiked club. Swaniff feels his left arm hanging useless, broken. Gul and Klarg are crushing enemy after enemy with single blows, while the orc representatives are fighting off the initial push by enemy orcs and half - ogres. The dracolin fighting on the ground are attacked by several of the ogres from the perimeter, the ogres dealing blows but themselves soon engulfed by blue dracolin flame in response. Several of the ogres fall burning, as well as one of the ogre-magi images disappears. The flying dracolin swoop onto the giants, the giants turning their attention to the new threat. THe flying dracolin unknown to the enemy as well as the allies are onlyillusions being controlled by Jan'doire who had not been knocked unconscious but figures staying low and playing dead might be the best way to aid the fight by distracting the ginat artillery. Rhade completes another spell, effectively causing a half-ogre to halt in mid stride and remain unmoving. The ogre circle and the ogre-magi move to put the obelisk between themselves and the dracolin on the ground and the magi arcs a lightning bolt into the dracolin’s midst. Gul and Klarg, having killed those orcs nearby or been left behind by their main push towards Gyrun, rush upon the giants in a full attack. Swaniff recovering form his attack draws his bastard sword and attacks enemy forces from behind, trying to get to Gyrun.

As Gul and Klarg each engage a giant, trying to get to the ogre-magi, the orc representatives continue their desperate fight, many being wounded and a few beginning to fall. Rhade engages the enemy with her staff, while Klarg calls upon Sembral in casting a spell for aid in battle and a new fog bank appears. The combat seems to wane with the fog as foes lose sight of each other until a new blast of flame from an unknown source burns much of it off. Swaniff continues his fight at the backs of the orcs attacking  Gyrun, while Rhade also continues her attacks on half-ogres with her staff. A fireball cast from the ogre-magi suddenly explodes in the area near to Gyrun. Shouts of pain and death cries are heard, with Rhade herself heavily burned.

Gul and Klarg continue their attack on the giant, each orc taking hard blows from the giant. Gul turns to fighting barehanded for a time, but Klarg with several heavy return blows on the creature, finally downs it. As the giant is downed, several others step forward to attack Gul and Klarg, and the orcs are hit hard once again, each one seeming to waver from injuries. Rhade, smoke rising from her charred form, moves to the half-ogre she had held and with a touch, transfers some of its vitality into herself. Swaniff, having fought his way partially to Gyrun, tries to get the orc leader to bring the orc forces back into one body, but as is evident by the small group fighting, much of the orcs are yet to be united under Gyrun. Gyrun commands the orcan undead ancestors to attack the ogres and ogre-magi, while Gul and Klarg try to get back to Gyrun and his defense. The ogre -magi casts another spell and a sheet of ice appears above Gyrun’s position, dropping on him. Rhade casts another spell towards the ogre-magi, but sees no effects.

Gul and Klarg attempt to fall back to Gyrun’s position as Rhade casts another spell. The giant Klarg had been attacking looms over the orc champion, and seems to be ducking just as the fog turns blue and the giant screams in pain from a dracolin breath attack. Swaniff sees the ogres occupied by the orcan undead ancestors and once again uses his cloak for concealment. He rushes towards the ogre-magi, attempting to engage him in the confusion. The ogre -magi seems to cast a spell and directs the remaining ogres forward, towards Gyrun’s position. Swaniff successfully makes it to the ogre-magi and attacks, an image disappears. Gul rushes forward to engage the ogres, one seems to be screaming a battle cry, but no sound is heard. A giant throws a stone, hitting Gyrun, causing him to fall. Dinmet and another orc each rush to ply their healing spells which allow Gyrun to regain consciousness. Rhade moves forward, touching the seemingly silenced ogre with her death urge, though she is heavily attacked in return. Swaniff pauses, watching the ground for tracks the real mage would leave, and through this, he locates the actual mage. Klarg heals Gul and they both rush back to the attack on a giant. Though as they see the flying, and unknown to them illusionary, dracolin dealing with them, the two orcs switch tactics and decide to close on the mage.

The ogre magi casts another spell towards Gyrun’s position and much of the orcs, along with Rhade suddenly seem to become confused. Some of the orc representatives just wander around, some begin fighting each other, while others fight the remaining half-ogres, al lthe orcs now either fled or dead. Rhade feels the need to attack anything, and with an ogre being the nearest being, she resumes her attack. Swaniff successfully lands a blow on the ogre-magi, just as Gul and Klarg arrive. Gul rushes upon the magi to tackle him. Rhade’s head finally clears after killing the ogre, but only for a short time, she turns her attacks upon a remaining half-ogre.

The dracolin continue their attacks upon the giants, though one of the great creatures falls from the sky. Rhade kills her opponent, but one of the orc representatives turns on her to attack. Gul, Klarg and Swaniff rain blows down upon the ogre magi, disrupting his spells, but doing no apparent damage. With the flurry of blows, the mage breaks and runs for the lingering fog bank, towards the obelisk. Rhade projects an aura of fear once again but then seems to fall back into the confused stupor. Gul strikes at the fleeing mage with his axe, hitting but still with no visible effect. Klarg casts a spell as Gul and Swaniff begin to give chase. As Klarg completes his spell, the fog disappears and the mage is seen standing near the obelisk. Gul bears down upon the mage as Swaniff shouts a warning to not touch the mage to avoid traveling through the obelisk with him. Heedless of the warning, Gul lowers his shoulder and smashes into mage, buckling the ogre-magi’s knees and throwing him clear of the obelisk, just as it seemed to engage. Klarg returns back to the main battle to assist in dealing with the remaining ogres and half-ogres. Rhade continues wandering around in confusion.

Gul pummels the mage senseless, and with the mage having lost its lingering protections, he continues tearing into the enemy. Swaniff sees the mage is hanging onto life by a thread, and hoping to save him for information, calls out for a healer. The confusion of the mage’s spell finally expires, but a few orcan representatives continue fighting amongst themselves. Gyrun wanders back into the area, trying to regain control of the clans. No healer is found in time for the heavily beaten mage, or the healers think their skills are better used on their own rather than an enemy. As control is regained over the area, the carnage is surveyed.

After some immediate healing is done and at least three of the orc representatives of different clans are saved or brought back from the edge of death, there is 5 of 21 clan representatives left dead, two are unconsxious and in shock and all but one is heavily wounded. Only one Dracolin survives as does four of the original 8 ancestors.
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« Reply #86 on: June 20, 2005, 11:24:00 PM »

The Sythian War begins in earnest and the group jumps ahead a month with the orc unification in the background. Their next mission is to free up the threat against the far east clans so that they can march on the Sythian held parts of Ruch. Thus the group heads to Edilar to plan an assault on the Fortress that the Sythians had built on the Edilar Ruch border. They find that the elves and orcs of the area had already been moving on the fortress and that they are given a deadline to help with the attack.

"The Edilarian Offensive"

Written By: Nyrhtlyk the Dark
DM: Kluu / Colgere
Group: HotND & BD
IC Date: 4-14-734 to 4-25-734
RL Date: 3/9/05 - 5/11/05
PC's Present: Daigotsu, Damian, Drenth, Dinmet, Gul-Shad, Jan'doire, Lalina, Rhade, Swaniff, Thragnar, Vinny
NPC's Present: Brinon (Fire Gate onward), Skrot (Fire Gate), A troop of Thri-Kreen (Fortress river camp onward)

Location:
1) Magmaville
2) Fire Gate
3) Edilarian Treehouse and River Camp
4) Sythian-Allied Fortress

Short Version:
Brought together by Lord Hammar in Magmaville. The HotND is introduced to the BD for their prior knowledge of the situation with the Sythian foothold in Edilar. After discussing the best solution, the group decides to spend a day dealing with the Firegate, before moving onto the Fortress itself, hoping that information revealed from the Firegate will help them overthrow the fortress with the assistance of both elven and orcish allies. The group manages to learn the secrets of the Firegate, penetrate the defenses of the Fortress, and leave the front doors open for their allies to storm the fortress, removing the immediate Sythian and possible underdark threat in Edilar.

Long Version:
Sitting upon the windswept plains of Ruch, the remaining trio of BlackDaggers sit upon a hillside, surveying the terrain around them. Already, countless battles have been fought upon these plains, and the bodies of the dead seem to draw a limitless supply of carrion birds and worse to the area. Still, undaunted, Damian, Thragnar, and Vinny survey the scene, knowing that they'll soon need to relocate to the next encampment and begin preparations for yet another battle. A prospect that has the Sembralites excited, though their skulking leader, Damian, is already wary at the prospect. Still, the events of their evening is interupted as Damian notices a new posting on his Edilarian Scroll. Reading over the message, he realizes it's a summons from Lord Hammar and he makes his arrangments with the others for the morning. In the morning, they arrive in Magmaville.

The trek to Magmaville proves short and uneventful and upon arrival, they make themselves at home once again within the elvish enclave which has welcomed them several times in the past. It doesn't take them long to find the reason for their summons as another intrepid group, led by a large, brutish orc seems intent upon pushing towards a sore spot within the Edilarian borders. A spot which has grown consistenty since being uncovered first a few years ago by Damian and others. Knowing the reason for their visit is primarily information, Damian offers what he knows and what he's learned from others to the HotND members (Dinmet, Gul-Shad, Jan'doire, Rhade, Swaniff) and their allies (Daigotsu, Drenth, Lalina). However, as it becomes apparent of their need for speed given the arrival of orcish troops, the BD offer their services as additional mercenaries for the task, relishing the chance to put an end to a thorn in their mind for so long. In agreement, the groups spend the night in Magmaville, taking a welcome break, but also gleaning some supplies and allies from the elves for the morrow. The only conflict about the morning seems to come from the ranger, Swaniff, who is opposed to the whole prospect of the Fire Gate and it's dubious value. However, his voice is drowned out by others who are more insistent so reluctantly, he agrees to go.

In the morning, with everyone gathering. The mercenary, Damian, instructs them into an odd circle and goes about an elaborate setup as he prepares everyone for a strange ritual and reduces them to roughly 20% of their original size. Once, everyone has been shrunk and is carefully joined together, he invokes the odd ritual which transports them through space to arrive near the entrance to the Fire Gate instantly, saving them several days of travel. There, they quickly break into their groups again and resume their normal size before venturing into a large cave, one which seems to stretch on into the darkness and the group continues in darkness, wary of alerting the inhabitants. However, for all their vigilance and caution, and even a small bit of forewarning by Vinny, the group sets off an alarm and debates what they will do. Finding their actions limited, Thragnar quickly disrupts any obscuring magics in the tunnel and the group gives chance to the guards, eager to find their masters and halt the alarm if such is possible. After several minutes of running, the alarm finally ceases, but not before it's reasonable to believe that everyone in the complex is alerted to the presence of intruders. Still, venturing deeper, there is no repercussion to the alarm, a strange thing indeed.

Some are cautious in this turn of events, as Damian and his fellows along with the orcs and Celenites brought linger near the back of the group along with Jan'doire. The rest rush ahead somewhat, led by a reluctant Swaniff and an eager Gul-Shad. It's there, that Drenth uncovers a secret section of the wall and although the rest are wary of a trap, the paladin sprints through, starting into motion a surprise battle. The battle is brutal and short, as Lalina's spells and the the agression of the others overpowers the defenders, but not without a lot of magic being expended. Collecting the people without killing them, the group retreats back to a secured room and begins to interogate the prisoners. Here, the conflicting styles of Damian and Lalina come to terms in the interogation of the prisoners and causes the whole process to come to a grinding halt, if not for an eager betrayal by one of the overcome foes. Leaving Jan'doire and the others to explore this level and the rooms here for a time, they hastily take things of value and set off a strange, dust trap though no injuries seem to occur from that trap at the time. When they are settled, the group descends into the hole in the secure room, descending deeper into the complex and leaving the Celenite and orcs to guard the prisoners on this level.

Below, the group encounters a band of bugbears, eager to discuss their plight against the men who have invaded their caverns in years past. Finding unlikely allies, the bugbears negotiate a pack of nonagression, letting the group slip past provided that they deal with the Fire Cabal below. Slipping through uneasily, the group moves to the ladder at the end of the bugbears territory and descend deeper, feeling the heat rise as they venture below. Once down below, magic begins to have fits as if blocked by something and the group warily advances, or rather, unwarily as they venture into a hole and immediately encounter resistance. As glyphs go off around Vinny in the lead, he's thrown back whilst the others group too closely together to get past the bottleneck and become prime targets for magic and spells meant to slow them horribly. As magic strikes through their ranks, affecting minds more than bodies, it's quick to see that this conflict may be far more brutal than anything upstairs. Before them, three Fyrrians are arrayed and their brother, a mage from higher ground above. On each side, the undead are amassed, led by titanic bloated things of disgusting nature. Still, the group presses on as those capable charge into the frey, targetting the Fyrrians first and foremost. Yet, even as they charge, the bloated undead explode into a mixture of pus and noxious gases, almost overcoming the front lines. And as magics fly through the air from clerics and mages to assail one another, the warriors brandish their weapons seeking to cut down the total number of foes they face. It's through Damian that the magics of the mage are reduced upon the group, granting them all their minds and Vinny rushes forward to pin one of the Fyrrians in combat. Another is held by Dinmet and yet another engages in battle with Lalina as the group advances, the undead crumbling to bone beneath their feet. Yet as the tide turns, the Fyrrians prepare to flee. Something that can not be allowed to happen. Using magic to try to stop it, Damian transports himself to the top of the altar of Fyrre intent upon confronting the mage, even as Daigotsu and others rush as well. Finding himself disoriented by the attack, the mage takes advantage of the moment and pushes Damian forward towards the flaming pit of Fyrre, but is dragged along by the mage who pushes off as well. Flying over the pit, the flames reach up, engulfing the two and burning them horribly, but Damian lands just on the far side of the pit, tumbling past and onto the floor below as the mage flies screaming into the fires, a rumbling starting from the temple. By then, elemental servants of Fyrre have appeared, Efreeti and a massive elemental of fire who eagerly battle the dwarven warrior, Thragnar, even as Lalina rushes to Damian's aid. Yet, with the mage gone, the battle is quickly turned as the servants vanish and the group regains control besting their foes.

With the surviving Fyrrians bound, Jan'doire begins to search their quarters as the group contemplates fleeing the tremors in the volcanic area they are within. However, the tremors soon cease, as does Jan'doire's breathing as he finds a large fire trap upon one of the chests. However, Lalina fixes up the damaged elf in a hurry and after finding an opening beneath the altar of Fyrre with the help of an apparently charmed Fyrrians named Skrot, the group descends. Passing through a long tunnel, they pause before a wall of fire and lava, before finally finding a passage through. There, Gul-Shad is pushed forward to talk to the Stone Giants, quickly setting up the reason for their arrival and the freedom of the giants. Hammering out the details, some of the group exits the Firegate with the stone giants through the stone, whilst others take the longer route to the surface, checking for the missing mercenary they brought along and the results. Along the way, Vinny slaughters a few bugbears that weren't paying attention, but no immediate repercussions from that follow as well. Finding the throats of the other Cabal mercenaries slit up at the top, the group knows who has escaped and after quickly searching through some lingering remnants of the caves, and gathering some last bits of treasure, the group goes outside to meet with the others who are already waiting on them. Once there, they speak at length with the stone giants, before finally finding one of them, a young adult, to journey with them to help free the rest of their tribe held in the fortress itself. It's with some difficulty, but Damian finds a way to transport the bulk of their prizes and excess from the Temple and they group sets up for an Edilarian patrol to come and claim the area before they all leave and teleport to Damian's treehouse, a spot less than a day's walk away from the Fortress itself, but heavily hidden.

It's here that they spend a few days recovering from events in the FireGate, though their timetable is slipping already. Lalina casts ample protections upon the group, but when it's all said and done, she has to depart and take with her Daigotsu. Though, Drenth decides to remain with the group for now, helping them in a seemingly impossible task. For, although they are aided by elven and Celenian magics, their task is to steal into the fortress and open the front gates, so that the armies of Edilar and orcish allies can storm the Fortress proper. Without the gates being open, there is the possibility of failure and the possibility of the elven forces being shattered completely against this war anvil for the conflicts to come. So, with minimal pressure upon them, the group prepares for the next task as best they can. Damian departing early to see that a group of allies, the Thri-Kreen are safely teleported to a location near the fortress itself. The rest of the group rejoins him later that night, and Gul-Shad goes about the difficult task of communicating with the strange insect-men. After several hours of sleep and a few more of prayer and preparation, the group slips on further to their goals, moving quickly and quietly with the aid of magic and the Thri-Kreen. Eager to avoid most patrols, they succeed for the most part when they shrink themselves and are carried by the agile Thri-Kreen over most of the obstacles. Once, they encounter a fire giant and his patrol, but a quick spell of fog quickly covers the area and the group escapes, slipping into a tunnel that seems too convienant on the side of the Fortress.

It is too convienant as it soon turns into a series of magical traps, murder holes and other things to be wary of. Still, slipping on through the traps as best they can and avoiding too much injury, they finally reach a door, which they manage to open with a combination of magical and physical might. As the door allows them to pass, they encounter a room full of fire giants, and hobgoblins. As Vinny arrives to deal with the giants, the group lunges into the room, eager to finish this terrifying array of foes. Yet, even as it seems they are gaining the upper hand, horror lurks just out of sight and a BEHOLDER emerges into the room, it's many eyes flashing as each of the group feels the wash of the Beholder's powers over them. Most escape without incident, but Swaniff quickly becomes a pile of ash as he screams and Thragnar ceases to move as he is encased by stone. Enraged, Gul-Shad, Drenth and Vinny rush the Beholder and in a flurry of blades, they cut it down before it has another chance to act. In the aftermath, the group gathers what they can from the battle, before quickly leaving, anger upon the face of Gul-Shad about the fate of Swaniff, determination and tears upon the faces of others.

Slipping further into the fortress, the group encounters a barracks full of soldiers and slips past, sealing it behind them with a magical wall to prevent any attack from the back. But as they advance beyond that, the run afoul of a second barracks and the magics of that group quickly damage and hurt the group, even as they charge forward and are pulled into another hall. Yet, even as they deal with the fight there, another force of Sythians advances from another hall, threatening to end the group altogether, trapped between two such forces. In the end, it was a measure of magic, and a measure of might that saved the group. Drenth, Gul-Shad, and Vinny were relentless in their attacks upon the first group, cutting them down, whilst Brinon, Rhade, Thragnar, Jan'doire and Damian held the second attack party back through magical means, with Thragnar overcoming his stoning for a time to participate in part due to Damian's assistance. It's through luck and bitter determination that they survived, winning against horrible odds and taking the time to heal their many injuries from the battle. From here, they continued on, unsure, but knowing that they have to complete their task. It's then, that they encountered some Stone Giants who were reassured by the ally the group brought along. With the Stone Giants aid, the group opened the main gates and made it possible for their reinforcements to arrive. And throughout the fortress, they continued, attacking and doing what they could to push through the enemies forces, sacrificing their strength and nearly their lives in the task until the fortress was freed from the Sythian taint for the time being. A strange monolith in the heart of the fortress being their prize and concern for the time being. Yet, leaving that in the hands of the elves, the group teleports back to Damian's treehouse, eager for a few days of rest and healing after their harrowing ordeal.

Session length:
1) Firegate - 24 Hours
2) Fortress - 20 Hours

XP: As Determined by Kluu (Fortress) and Colgere (Firegate)

Treasure: Magical Weapons, Magical Armor, Spellbook, Potions, Scrolls, Miscellaneous Items, Monetary Gains

NPC Casualties:
1 Beholder
2 Bugbears
3 Exploding Ghouls
3 Firegate Cabal (Priests of Fyrre)
5 Firegate Mercenaries
8 Fire Giants
16 Hobgoblins
12 Ogres
1 Ogre Captain (escaped)
12 Skeletons
56 Sythian soldiers
1 Sythian captain
4 Sythian elite guards
4 Lesser male Sythian mages
2 High male Sythian mages (one escaped)
2 Priests of Syth
1 High Priest of Syth (escaped)
1 Dominator knight of Syth (villian)

PC Casualties:
Jan'doire (Bombed) - Better, thanks to Lalina
Swaniff (Dusted) - But he's better now
Thragnar (Stoned) - Much better now.

After this the group will jump to after the Sythian war. Scionist will be running the group for a few months while I am busy.
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kluu
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« Reply #87 on: November 03, 2005, 07:25:27 PM »

Wednesday Group: Heroes of the New Dawn

After the Sythian War

DM: Kluu

Session: Regrouping after the War
Time: Wed, Oct 26, 05
Players Present: Damian, Gul, Swaniff, Vinny (Damian’s NPC sidekick)
Thardferr Dates: ~8-1-735 to 9-1-735
Major NPCs: Giants of the Tower of the First Gods

Treasure Earned: Information
Location: Coopersville Forge and quickly into the Hordlands
Casualties: none
XP: DM keeping track

Low points: desperately needing additional PCs, and finding out about a demi lich....
High points: Figuring out the next course of action

War wearied adventurers filter into and out of Coopersville Forge, many as a summons from the emperor in order that due awards are given. The reputed inn of Mnuxm seems to be a focal gathering point for many. The long friendship of Gul and Swaniff is reunited again after a divergence of paths for the war, likewise the acquaintance of Damian and Vinny is too remade. The four discuss much of what happened to each during the conflict, comparing new gifts, and in Gul’s case, giving great gifts to Swaniff. They talk about what quest should be taken up next. Gul and Swaniff pass the report from Magmaville on the mysterious black orb they had found before the war to Damian. The mage, fluent in multitudes of languages, reads aloud the elven report so the other three can understand it. After a bit of speculation, it is decided to head out to the Hordelands, to the tower of the old gods, and its giants. The four make preparations for leaving tomorrow, Damian going to study in order to use his teleportation.

Aided by Gul’s captured Sythian map, Damian teleports the group fairly close to the tower. Gul and Swaniff recognize the area from their previous travels in the area and start to lead off. Swaniff discovers several tracks of large wolves, and the group moves as stealthily as possible through the wilds of the scrublands. The group sees the foothills of the mountains looming nearer and as the afternoon wanes, a dark, unidentified shape is seen at a long distance going into the shadow of the hills. Gul and Swaniff scout forward, but Damian and Vinny are set upon by the hunting wyvern. The wyvern clutches Damian, without damage due to his protections, but carries him off into the sky. Vinny launches a barrage of arrows into the creature, deeply wounding it. As the wyvern banks away from Vinny, it flies over Gul and Swaniff’s position. The two shoot their arrows, finally killing the creature. Damian is released midair, yet walks back to the ground as if descending an easy flight of stairs. After watching the area momentarily for more attacks, the four move onward towards the tower until nightfall, where Damian conjures a shelter for the night.

Before the group finally settles in for the night, it can be observed in the distant night a line of apparent torches, many of them, moving in a line towards an unknown point. The next morning, the group heads off , in a circular course in order to intercept the trail of the mysterious light - bearers of the previous night. The trail in indeed cut, but given the depth of grass, Swaniff is unable to determine who or what the makers are. Giving this mysterious trail over to another day, the four swing back to a course to take them to the tower. They finally reach their destination, the stone formation familiar to Gul and Swaniff. It is evident from the altar immediately outside the entrance, the gnolls had recently been there with their gruesome sacrifices. Gul petitions kreon with an offering of one of his finely made bows and it is consumed in a burning sunlight. A giant appears, recognizing Gul and Swaniff, and Damian and Vinny are introduced. The group is led inside the tower to the altar room while they await the arrival of the high priest. There is a central altar in the room, with three-side chambers, shrines, to the three main dieties. Damian looks on with studious interest, while Vinny is offered the opportunity to make his petitions inside the shrine of ballog. The warrior refuses, shortsightedly stating he only has the faith for Sembral. Gul and Swaniff enter their respective shrines, Gul into kreon, Swaniff entered that of ost, as the giants call the old god.

Gul and Swaniff go through their meditations and Gul at least emerges from the shrine. Swaniff, however, is delayed. Damian, Gul and Vinny move off, Vinny finally stating the thing most on his mind besides battle. The warrior would like to “share bedchambers” or as he stated, “knock boots” with a giantess. The giants surprisingly are honored at this request, having little to no young in many years. Damian makes this all possible with his enlarge/reduce spell. Meanwhile, Swaniff had finished his meditations, and his mysterious experience while in the shrine and rejoined the others. The group inquires of the head priest of the tower as to the riddle from the Bohrss tunnels and the report on the black orb. The priest thinks that the orb possibly could be part of an artifact that had imprisoned a deity. He divulges his interpretation of the riddle, however, many questions remain. The three are given leave to the tower, excepting locked doors, and over the course of next few days learn more of this wondrous place where time runs at a slower pace. One oddity that catches the group’s minds is the discovering of a human sized tunnel into the lower reaches of the tower, a tunnel long closed off. Over these days, Vinny, in his duties, finds that in due time, he will become the father of a half giant, half human.

((Gul not present IC)) With many questions of the riddle still at hand, Swaniff and Damian look to inquire of the priest of ballog. They send a serving giant in the request of a meeting, and move to speak with an acolyte of the ballogian sect. They get little from him but dogma and turn expectantly at the final appearance of the head priest of ballog, a fierce some giant, wearing black armor and a helm made from skulls shaped to demons. Proper and quick respects are made and the two tell the priest of the riddle. Questions are asked and the priest divulges his understanding of the riddle. The faithful undead that are entombed, can only mean the banshee, vampire, lich, and deathknight. These four abominations must be encountered in one way or another in order to gain additional pieces of the artifact. At a shocking statement, the priest divulges a lich has been bound in chains beneath this tower, in the crypts, the human sized tunnel being the initial route. It is learned it has not been visited by another for hundreds of years, and is only bound here by the power of the priests of the tower. The priest assures the Damian and Swaniff that the lich cannot attack as long as it is bound, nor can it, or should it be attacked. The ballog priest offers magical protections to the group through ritual when they are ready. The head priest gives his leave, having answered all he could or wished to. Damian voices his distrust of the ballogian priest. Swaniff reassures the mage of the overall goal of balance in this place that would seem to prevent a plot. The two next send off yet another serving giant, hopefully to gain a meeting with the head priestess of ost. The group hopes to find confirmation to the state of the lich and additional information.

The priestess of ost arrives, mainly addressing Swaniff as he shares somewhat the same faith. Before answering the group’s questions, she demands to know why the group, or seemingly Swaniff, wishes to gain this sought after artifact and free an unknown deity and whether she should aid the group or stop them . Swaniff fumbles with his words as he is wont to do, and Damian eloquently states the group’s position of hoping to gain this artifact before others with ill intents do. The priestess seems to accept the explanation of, if it is discovered that freeing a new deity could upset the balance, the pieces to the artifact would be scattered and hidden. The priestess brings up the fact that Krysta ((the former banshee of the Bohrss tunnels)), while still in her full life, visited this lich some 300 years ago. She also points to the fact that Krysta, in her following kreon, did have all the pieces to the artifact, yet declined to use it. This fact, did not fall on deaf ears of Damian or Swaniff. Once seemingly satisfied with the group’s intent, the head priestess divulges that the lich had long ago grown tired of its material form and withdrew into itself, now in effect a demi lich. This news seems to shake even the customarily confident Damian. This demi lich for an unknown reason decided to remain in its crypt below the tower, even though it could have left many years ago. The priestess also tells of the need to possibly gain the pieces of the artifact that represent the four main elements. The giantess looked on at the two and feeling she has told all she too wished or actually knew, departs with a warnful, be careful. With her departure, a mysterious thunderclap and flash similar to lightning occurs in this chamber, bringing additional concern as to its meaning. Damian and Swaniff, head off to locate Gul and fill him in on this new information.
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-- "And in the end, the love you take is equal to the love you make." --
kluu
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« Reply #88 on: November 13, 2006, 05:49:00 PM »

This is a cuick catch up statement. details hopefully to come.

Meeting with the Lich (Talking to the Lich)
The group using the shrine int he tower of the old gods speaks tot he lich to gainmore information. Marcus Methos is nearlypossessed butt he group gains some insights.

Hot Night for Hot Dogs (Hot Dog Adventure)
Meanwhile Gul and Horace go out to see what is going on outside thetower and encoutner strange irnolike wolves that breath fire. They make a deal to buy them off their hunting in the dragon Kuli's terrotory for a sixaalbe amount of iron ore, which it seems they eat.

A Jaunt in the Woods (Arrive in Elven Village)
The group heads to the Elven forests around handletown seeking the heart of Edilar. The group gets to Handletown and encoutners the locals

Meeting with the Queen (Talk to Dylsara)
The group mainly horace, meets with Dylsara who has moved to her ancestralhome to claim her rightful title as queen of Edilar. She gives the group her favor and permissoin to continue intot he heart of Edilar, a place normally not allowed to outsiders by the elves.

Into the Woods (Wandering Lost)
The HEart of Edilar is a difficult place to find and many encoutners keep the group from finding it, nto to mention the enocutner with certainFey that confounds the gorup especially Thragnar.

Joint Session with Paks
Finly reaching the Heart of Edilar, being led by a fey named Britz, the group encoutners other adventurers. (paks has the trip ticket written up for this form his groups point of view.

A Hard Day's Ride (Magmaville to Termid)
The group find more info and heads towards Magmaville to see if it may lend more help in solving the puzzle.
Once more the flalen paladin of old comes intot he tale, and it may be that Termid mayhold one of the artifacts.

Fight in the Forest (Morning Ambush)
Before reaching their goal, the group is attacked by a group of sythian diadrian cult members seeking the artifacts themselves.

Fleeing the Fight in the Forest (Morning Ambush finished and ran from)
The fight continues with the group fleeing for their lives. though they have donemuch damage to their persuers.

An Encounter with Brambles (A talk with Termid)
reachig the Dark hill where Termid now resides, Horace is unsuccessful inpeacfully envocopuntering the one time foe then ally, and it seems now foe again.

A Discussion on the Future (A session on the future)
The group discusses its next move and the riddles and where to go or what to do next.

Sleepover at Dylsara's :) ((Meeting with Brinion, planning for future.))
once more inhandletown the group meets Dylsara and stays at the Edilar palace. More discussion wen meeting with Brinoin who says that he gave the item they think might be an artifact peice,tot he Druid of edilar.

In the Glade of the Great Druid
The group travels onc emore to Magmaville to meet with the druid who holds worship in a glade near by. They discuss their plans and the druid agrees to aid them if only to cleanse the corrupt spoirit formthe Dark Hill.

Return to Dark Hill
The group once more travels to the Dark hill but while camping in wait for the next day and their encoutner with Termid, the forest tree creatures attack. Returning to the village of Briarford horace finds out that in the village near the dark hill whre a half elven child he had helped to rescue after the Torin-Dylsara wedding, has disappeared.

Little Girl Gone
The Sythain cult has taken the girl and wil ltrade here for the one item they know the group has. The group returns the girl and the cult for now in the area is destroyed.

The Dark hill again
Arriving again at the Dark Hill, the group, mainly the priests use their divine powers to detroy the corrupted forest around the dark hill and they fight the undead tree creatures that protect it.

What termid needs
Nyr arrives after having left to check on his personal affairs and brings Thragnar what may be able to defeat Termid. The group decides to work on this plan and so they need a token of the fallen dawn\knight in order to defeat him. They group travels to keytown to retrieve the swrod of Termid.  They are told that they wil only be given the ability to 'borrow' the sowrd if the knight that brought it is there to oversee their use of it, The group goes to Coops to speakto sir Alvuval.

I'm hoping that my group members wil lwrite thes up in a better format but I wanted to get at least soemthing down to show the cours of the group's prgress.

Current XP
 
Mahdia -  275k (500k) / 275k (440k)  (semi retired)
Willow -   74,849 (110)
Horace -  228,400 (450k) / 228400 (440k)
Swaniff -  191,800 (300k)
Gul       -  277,670 (600k)
Rhade -  11,1763 (225k)
Tehfin - 74,004 (110k) / 74004 (125k)
Damian    - 1,004,327 (1,125k)
Vinny       - 549,927 (750k)
Thragnar - 338,260 (450k)

The above is based on my records and research, if any player can show how ths is not representative of your complete XP, please let me know.
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-- "And in the end, the love you take is equal to the love you make." --
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