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Author Topic: DM Korth - Seekers of the Lost Tribes (PM)  (Read 3161 times)
korth
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« on: April 03, 2010, 06:12:24 PM »

Session: #1
DM: korth
Players: Brook, Dorgaz and Isthurin
Casualties: 6 Feral dogs and 2 Rabid dogs.

Trip Ticket:
We meet our heroes as they guard the gate for the City of Carleon: Dorgaz Craghammer, a dwarven cleric of Hesneen paces his post restlessly, and the strange hooded figure of Isthurin stands stoically in the drenching rain, both keeping an eye on the outside.

Suddenly to the north, the sound of yipping dogs precedes a less-than demonic frustrated scream, which signals something approaching from the wilderness. As they watch, a figure comes running; at times like a man, at others like a beast on all fours, struggling to keep away from the feral and rabid dogs at its heels.  Isthurin and Dorgaz both step up to kill the dogs with fire, frost and maul, while the odd stranger fires at the dogs with arrows.

They dispatch the dogs with some difficulty, both Isthurin and Dorgaz being bitten in the fray. Dorgaz heals the wounded and asks the newcomer to provide identification for entry into the city. The half-feline/half-human comes complete with a long tail, and states her name is Brook, as if that should be enough.

Upon return to the city walls, the trio are asked why they shouldn’t be charged with aiding and abetting a demon, as surely Brook is an intelligent demon, come to kill of the populace. They manage to talk their way out of a hanging by calling upon skills of diplomacy, healing, perception and knowledge. Eventually the Captain of the Guards sees the wisdom in not hanging the creature, and they move off into the city of Carleon to register her as a citizen.

Exclaiming the wonders as she goes, Brook irritates Dorgaz to no end by being hopelessly rural.  Isthurin helps the dwarf by explaining everything in terms she understands, "Snake waits. Strikes when weak. So does law. So does city. Be on guard, Mystery River."

The city gawks as the shifter is led through, and the shifter gawks at the city. They pass by the gallows, the bodies still hanging from their respective ropes.

The three deposit themselves at the front of the line and cause the clerk behind the desk a small heart attack as he looks up to see a strange, bloodied creature, and two clergy members, one a Dwarf, and the other a hooded and cloaked Eladrin.  Eventually recomposing himself he directs them to take her to the Silverblade School to be tested for aptitude into society.
« Last Edit: July 17, 2010, 08:15:06 AM by korth » Logged

"I'm a man and I can change.... if I have to.... I guess." Red Green
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« Reply #1 on: April 03, 2010, 06:17:03 PM »

Session: #2
DM: korth
Players: Norivia, Brook, Dorgaz and Isthurin
Casualties: 2 Dretches, Fell Taint Pulsar, Poisonscale Collector

Trip Ticket: The testing continues, much to Brook's chagrin.  During the testing Norivia is sent with a mission from one of the local Magistrates to accompany her back to Celusia and report to a captain in the Order of the Sword.  The group wastes no time in ensuring they are equipped and out of the gates.

After a restful night the group notes a small grouping of demons on a nearby hillock and decide that it is better to engage them then have them follow.  The battle is quick and bloody with both side scoring hits, but the group coming out on top.
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« Reply #2 on: April 06, 2010, 11:51:53 AM »

Session: #3
DM: korth
Players: Norivia, Brook, Dorgaz and Isthurin
Casualties: 1 dust devil, 2 clay scout (homonculi), 1 poisonscale magus, 1 poisonscale slitherer, 2 poisonscale savages, 1 spitting drake - ran away 2 dust devils
Rewards: Treasure! (100gp, Bracers of the Perfect Shot (lvl 3), Bracers of Mighty Striking (lvl 2) ), 1 action point (after re-reading the rewards section should have been but the party rested anyhow)
Length of Session: This was not the regular session length, we started somewhere around 6:45pm local and ended at about 3am

Trip Ticket: The party continues to move forward and during the same day find themselves facing down three whirlwinds and 2 clay scouts.  The dust devils are mobile and make the combat field a whirling scene as they dodge about between the group, often knocking one of the adventurers to the ground.  Finally, after some seriously hard work (at least 2 action points used) and most of the group becomming bloodied, the dust devils start running away.  The group is quick to take advantage of that and finish the combat only a few seconds later.

Injured and hurt, the party takes a short rest and heals what they can, getting Brook to lead them further towards Celusia and find a safe place to rest out the night.  While taking their short rest Isthurin notices that the water isn't running quite properly and finds a small cubic waterproof box; which the party is able to open when they take their extended rest.  The morning dawns with no combats through the night and the party continues past the half way point.  At about the 55 mile mark they find themselves once again in a combat with more creatures.

A poisonscale magus, thought to have been brought here from the feywild to fight native thardferrians, and his body guard slitherer attack the group in a quick and vicious fight; for the two attackers it is very quick and they find themselves quite dead.  This won't be the last of the poisonscales as the group figures out that this seems like an army encampment for the purpose of raiding caravans which will seriously disrupt the way of life for both of the sister cities.  They move to avoid the encampment, though they know it will add more time onto their journey and take note of where it is to tell the captain when they reach Celusia.

As they rejoin the primary path/road they are set upon again by more of the poisonscale lizard folk, two savages and their pet spitting drake.  After putting the finishing touches on the creatures' deaths the party continues along the road.
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« Reply #3 on: April 11, 2010, 12:38:38 PM »

Session: #4
DM: korth
Players: Norivia, Dorgaz, Isthurin, Brook
Rewards: Fine Fur Cloak, dressed deer carcass

Trip Ticket: The party rests in a small, sheltered defile, within sight of Celusia's city walls. Isthurin sends up a flare to tell the city of their position and soon a cloud of dust appears as riders approach, still a day or so away. As soon as a small fire is made, a long, low howl is sounded through the night that sounds very familiar to Brook. She leaves the firelight and after some discussion with an unseen person, she comes back into the firelight and advises the party that there is a pack of shifters wanting to come and share their fire. The alpha longtooth, Roblyn, starts off a trade between the shifters and the group. They trade a dressed deer carcass for the use of the fire and a fine fur cloak for a poisonscale tipped spear that Norivia had acquired from the last fight. Roblyn suggests trade between the walled cities and the shifters, and Dorgaz agrees to speak with the clergy in Carleon, but warns them that the city may try to take advantage of the shifters. Roblyn seemed unconcerned.

The shifters stay the night and with the first light are off to their own Tribal Meeting, while the group makes ready and goes to meet up with the riders that are still approaching in the distance. After a bit of travelling, the group is met by Goliath Charlois, a great, big beast of a man, and are given mounts. While Isthurin rides easily, Dorgaz and Norivia ride a little less easier and Brook is completely at a loss as to what to do with the animal. After travelling for a day, they stop and rest the horses. The continue on again at midnight and reach the walls by the time the sun starts coming up.
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« Reply #4 on: May 06, 2010, 03:27:31 PM »

Session: #5
DM: Korth
Players: Norivia, Dorgaz, Isthurin, Brook and StormCrow
Rewards: Quest xp, dinner, baths and breakfasts.

Having gladly made it to Celusia alive, the group splits up to go about their individual tasks. Dorgaz visits the Shrine of Hesneen to see if there is any manual labour or tasks that he can perform. Norvia heads to the palace to deliver the message that brought them to Celusia in the first place. Isthurin and Brook are left to their own defenses and wander about the city, Isthurin showing her what a city is and does.

Later in the afternoon, they meet back up at the Temple of the Blade: Norivia had successfully delivered the message to the Magistrate and Dorgaz was told to “Go into the world and seek out justice.” from his sponsor. Having nothing much else to do, they make their way to a local inn for a bath, a night’s rest and a meal.

At the inn, they meet up with a dragonborn called Al-Hazran StromCrow, who is anxious to hear their tale of being outside the walls. After introducing everyone, they share a meal until everyone leaves for baths and bed.

In the morning a young human wearing scalemail, with no particular symbol or show of status on him, summons them during breakfast. He asks that after breakfast, everyone is to meet him upstairs. Once there, they are given a choice: continue with regular duties, or they could also go on a special quest to find any cities left after Moonfall.

Their first target, given to them by the young man identified as Alexander Cobbledoc, is to find Hillstownforge, where rumor has it the city may have survived. It would mean 800 miles or so of uncharted, demon-ridden traveling. Signed on as voluntary scavengers, the small group would be on their own once outside the city walls.

Our heroes are shocked into stunned silence. Yet eventually all of the members sign up, though some shiver at the thought. Alex hints that this could lead to finding other cities as well, but leaves it at that. He tells the group to go out and gather the things they will need for a lengthy campaign, for indeed it will be a lengthy campaign.

written by Airyn
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« Reply #5 on: May 06, 2010, 03:29:06 PM »

Session: #6
DM: Korth
Players: Norivia, Dorgaz, Brook, Isthurin and NPC Alex
Rewards: a short sling and 2 special bullets, 6 javelins and 50 silver pieces, a gold ring, a blank book and a holy symbol of Hesneen (Symbol of Hope +1), Battleforged Plate +1.

Trip Ticket: Having rested the night, our heroes wake to begin their new occupation: scavenging for usable materials under the tutelage of Alexander Cobbledoc. After suggesting they move into an abandoned part of the city, everyone agrees and is on their way.

The first place they come to is a series of houses fallen to disrepair and rubble from Moonfall and lack of attention. Some places are destroyed down to the foundations, whereas others are almost in good repair. Pits and boulders litter the area and the road in chaos.

Just as Norivia goes to inspect a useful metal hinge, a Darkling with a sling attacks the party. Dorgaz rushes forward just in time to fall in a cleverly hidden pit hiding an angry Fire Beetle. Just as everyone else avoids the pit and kills off the Darkling, more come up the road. Dorgaz gets himself out of the hole to help with the rest of the creatures, and they are quickly dispatched.

The group starts scavenging again, entering into the house to find a couple footlockers with a golden ring, a blank book and a holy symbol of Hesneen in one, and a bunch of old toys in another. In another room, they find some ancient Dragonborn armor and a staff that StormCrow reported felt cold to the touch.

Eventually they get all the scavenged materials into cloth sacks and drag them back to the tower wall, where they were hauled up the side.

The group decides to make one more foray into the abandoned district to look for more. What will become of our heroes? Find out next time in our Trip Tickets!

written by Airyn
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« Reply #6 on: June 11, 2010, 01:21:53 PM »

Session: #7
DM: Korth
Players: Norivia, Dorgaz, Isthurin, StormCrow, Brook, Alex
Rewards: Bastard Sword of Frost +1, Resounding Maul, Everlasting Provisions and two suits of plate armor, one mundane, the other Battleforged, 300 gp.

Trip Ticket: The group heads back from the walls and re-enters the abandoned district. They move to the next house in the line and begin scavenging again. Dorgaz notices a few rats as StormCrow hears scurrying sound coming from the building. Norvia kicks the door down to find an empty room and a giant centipede waiting for her over the doorframe.

As soon as the group manages to kill off the centipede, the sounds of scurrying erupt into swarms of rats that try to devour the heroes. The battle is fierce and trying, but eventually they manage to kill off all the rats. They heal up and move to the next house in the line, on the lookout for more rats.

Finding no rats, they do find plenty of materials and things they could find useful. In the derelict rooms, they find a sword, a maul, and two suits of platemail that were roughly about the same size, an odd basket and a pouch with some gold coins. Soon after, they gather everything together and head back for the walls with the loot they’ve found.

The thunderheads gather as they make their way back to the walls. Once the nearest entrance is in sight, a bloodcurdling screech echoes from over the wall. A horn call follows the screech accompanied by a yell, “BLOODHAWKS!!”

Written by Airyn
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"I'm a man and I can change.... if I have to.... I guess." Red Green
korth
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« Reply #7 on: June 11, 2010, 01:22:52 PM »

Session: #8
DM: Korth
Players: Alex, Brook, Dorgaz, Isthurin, Norivia, StormCrow
Rewards: None.

Trip Ticket: As we left our heroes last time, they had come back to the city only to find the walls beset by bloodhawks. Closer inspection on the creatures revealed they were deadly raptor-type creatures, their claws dealing wounds that continue to bleed, and their flying attacks making them difficult to engage. They came over the walls and momentarily disappeared as their coats camouflaged them with the colour of the walls, but they quickly come shrieking along the surface to strike.

Everyone reacts instantly, attacking the deadly bloodhawks amid bloody scratches and flashing lighting. The folks on the walls are doing their best to make sure no more of the deadly birds get in at the populace. Eventually, between the both groups, they manage to kill of the invading flying force. Immediately after the battle, the group runs to the shelter of the gate structure, and eventually makes their way back to the inn for the night.

Amid ales and camaraderie, our heroes take a well-deserved night off. Dorgaz and StormCrow give Brook her first taste of ale, and everyone else discusses what kind of equipment they will need to head out beyond the walls.

Written by Airyn
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"I'm a man and I can change.... if I have to.... I guess." Red Green
korth
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« Reply #8 on: June 11, 2010, 01:23:38 PM »

Session: #9
DM: Korth
Players: Alex, Brook. Dorgaz, Isthurin, Norivia, StormCrow
Rewards: Sylvan Leather Armor +1, Potion of Healing, Rebuking Chainmail +1, Vicious Longsword +2, Flaming Longbow +1, Wand of Enfeeblement +1, 3 gems (100 gp ea.) and 100 gp.

Trip Ticket: The group wakes up to find an unarmored Alex moving about. He soon leaves to find some arrows and javelins for the group while they eat breakfast. Discussion soon turns to the war between the Tieflings and the Dragonborn until Alex gets back. They wait awhile for StormCrow, who seems to be so hung over from the night before, that he’s unable to join in the festivities of the day.  Eventually the dragonborn comes down the stairs, but acts as rearguard for the time…. not quite up the loud noises that a full-scale battle with produce.

Once at the district, the group spreads out carefully to avoid any more surprises that might wish to eat them. The first house is looted without too much of a problem, bringing forth a strangely charred bow shaft and a wand, accompanied by someone’s life savings, 900 gp. They pile everything up and move onto the next, and last, house.

Norivia open the second door to find a party of Zombies inside, looking just as surprised as Norivia. They waste no time, however, in attacking our heroes. The big one, a nasty Thoughteater, immobilizes most of the group while the zombies try their best to eat adventurer brain. After many injuries taken and more given, they finally manage to finish off the zombies and the Thoughteater.

Warily, the group approaches the last house, wondering what kind of surprise it has in store. Not finding any enemies, they quickly set about to scavenge the house and finish their section. They find a chest, which Dorgaz opens. Inside they find a suit of chainmail, 3 gems and some random gold pieces.  Inside another they find leather armor and a longsword. They gather everything and start the journey back to the walls again.

Once within sight of the walls, they come across yet another raid happening, although this time, it’s taken care of before they get there. As they figure out who gets what armor, StormCrow meets back up with them just as Brook decides now is as good as any time to change into her new armor. The sight of the Shifter undressing so casually upon the walls causes a bit of a stir, although she’s oblivious to it.

Finally the group disperses and heads back to the inn to see what the day will hold on the morrow.

written by Airyn
« Last Edit: June 13, 2010, 12:06:29 PM by korth » Logged

"I'm a man and I can change.... if I have to.... I guess." Red Green
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« Reply #9 on: July 17, 2010, 08:16:44 AM »

Session: #10
DM: Korth
Players: Alex, Brook, Dorgaz, Isthurin, Norivia, StormCrow
Rewards: None

Trip Ticket: The day being Fifth-Day, and therefore, a militia-training day, the group has most of the morning to themselves. StormCrow goes to find a tabard to dull the shine of his armour, Dorgaz is asked to check the names list, and the rest simply wait and warm up until the militia training can begin.

In the afternoon, the group meets up to begin hard sparring against rookie members of the guard. Brook is sent to begin basic escape training, while the rules of the training are being explained to the others in the group. As they will be fighting other members of the junior guard, they are not to attack a downed opponent, but can use whatever tools they have at their disposal to fight with.

Hard sparring begins, and the group quickly shows the junior members where they need work. A few of them are intimidated by Norivia’s terrifyingly Tiefling countenance, and run away with a loss of face. A bit of healing and a brief rest, and another spar is set.

Brook returns from her escape training, exhilarated from her success in the basic training. Once the rules are explained to her, they begin the second round of hard sparring against militia, skirmishers and a mage. The mage causes some difficulty to the group, but finally, our heroes finish off the group, and the healers take to the field to heal the injured members of the defeated patrol.

The group rests after their fight, taking up places on the grass as the sun begins to dip below the walls, signaling the end of the training exercise.

written by Airyn
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"I'm a man and I can change.... if I have to.... I guess." Red Green
korth
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« Reply #10 on: July 17, 2010, 08:18:59 AM »

Session: #11
DM: Korth
Players: Alex, Brook, Dorgaz, Isthurin, StormCrow
Rewards: A visit from the Princess of Celusia

Trip Ticket: After a short rest, our heroes return to Fifth-Day militia training. Twelve militia form ranks, while a guard with a halberd and two dwarves with crossbows take up the rear of the formation. Dorgaz and the dwarves exchange battle salute and soon the battle is started.

Isthurin tries to put the militia to sleep, while Dorgaz tries to purify them with flames, StormCrow, Brook and Alex trying to work their way through the wall of militia. All the while, the militia fights back…with a measure of success. Suddenly the bolters let loose on Dorgaz, almost killing him within a few shots. As everyone tries to make their way to the guard and the bolters, heavy casualties are inflicted upon the group. Eventually, in fine Seekers style, they manage to turn the tables on the battle, and set to upon the guard and the dwarven bolters.

And after a few moments more, in spite of their injuries and wounds, our heroes finally manage to take down the dwarven bolters and the guard. Normally militia practice would continue for the rest of the day, but the Princess of Celusia declares the remainder to be a holiday in honour of the valiant battle fought. Impressed by their fighting skills, the Princess comes down from her tower where she was watching the battle and is quickly introduced to the group. After congratulations and formal greetings, the Princess is escorted away from the training field, and our heroes return to the Inn to enjoy the remainder of the day.

written by Airyn
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"I'm a man and I can change.... if I have to.... I guess." Red Green
korth
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« Reply #11 on: August 15, 2010, 10:50:58 AM »

Session: #12
DM: Korth
Players: Alex, Brook, Dorgaz, Isthurin, StormCrow
Casualties: Dorgaz’s hat
Rewards:  XP

Trip Ticket: We find our heroes sitting around the Inn, discussing their foray into the wilderness. Alex explains that Goliath is going to teach them to ride horses, and everyone except Isthurin feels rather intimidated by the prospect.

Nonetheless, they venture into the unknown and within a week are able to ride the horses without much difficulty. Eventually, they move out into the Wilderness, testing their expertise as they move ahead of the caravan and Goliath’s Cavalry. Pacing along, they come to a fast-moving river and set out to scout the area. After test their various skills, they eventually determine that across the river are some foul-smelling cooking pits filled with what smells like skunk meat. When it appears there are no creatures on the other side of the river, Brook decides to swim across quietly to find out more information about the pits, finding it odd that nothing is around to guard the pits from the crows.

She loses her footing, and gets swept down the river, a waterfall falling unknown to her a few feet downriver. Dorgaz quickly jumps in to save the wayward Shifter and sinks like a stone to the bottom. In the meantime, Isthurin spots some Lizardfolk moving back toward the pits they had apparently left behind. With a new urgency to get the Shifter and Dwarf out of the river, StormCrow throws a grappling hook under the water to catch hold of the dwarf, the Shifter having already been carried downstream a ways.

Unbenounced to everyone else, Dorgaz starts swimming along the bottom of the river, pulling the grappling hook with him. He manages to catch hold of Brook’s hand just as StormCrow ties the grappling hook to his horse and pulls them both out at the same time, spluttering and coughing onto the shore. It is at this point that Dorgaz notices his beloved tri-corn hat missing, and floating down the river toward the waterfall. The four heroes manage to avoid detection from the incoming Lizardfolk and, with Dorgaz grieving over the loss of his hat, make their way back to Goliath and his lancers.

As they reach the lancers, Brook snaps at Dorgaz for saving her and thus endangering the rest of the group by doing so. Dorgaz, still feeling the loss of his hat acutely, tells her that he wasn’t going to leave her behind for the demons to find, and goes back to his hat-grief, effectively cutting off any more conversation. StormCrow tries to explain that the dwarf’s actions were actually heroic, getting a confused look from the Shifter. Goliath and his lancers move to change the trail so that the caravan will avoid the demons and the river our heroes have found.

written by Airyn
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"I'm a man and I can change.... if I have to.... I guess." Red Green
korth
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« Reply #12 on: August 27, 2010, 06:59:52 PM »

b]Session:[/b] #13
DM: Korth
Players: Alex, Brook, Dorgaz, Isthurin, StormCrow
Casualties: (1st battle) 2 Slitherers, a Savage, and a Magus.
                   (2nd battle) 2 Myrmidons, 2 Magus, a big ol’ Panther and StormCrow (almost)
Rewards: Having a group member survive a near-death experience, and lots of XP

Trip Ticket: Our heroes go back out to the river to do a bit more scouting and to find a good campsite for Goliath’s lancers to set up camp. After finding a good spot for a camp, everyone heads back out to the riverside to figure out where the Lizardman camp is and how many are there.

They all pass their reins to Alex, who ties the horses with a quick knot designed to hold, but be released quickly. About thirty minutes away from the cavalry camp, Isthurin spots about 25 lizard folk while the rest follow along the south edge of the creek. They find a type of small defile, or canyon, that appears to be the main camp of the evil demon Lizardmen. Creeping carefully along the top, Brook and Isthurin lead the way around the camp, while StormCrow and Dorgaz follow along behind them, making sure they don’t get themselves unexpectedly killed. One of the horses dislodge a piece of shale that clatters down the side, giving them all a near heart attack as Isthruin covers up the noise with a smoke-and-mirrors spell, making it seem as though a random wild wolf had made an appearance. After a while, they manage to get a fairly accurate count and start heading back to meet up with Goliath and the cavalry.

After a bit of tactical planning, Goliath determines that StormCrow would make good bait to draw out the Lizardfolk so they can fight them in a time and place of their own choosing. A bit more planning and they set out to clear the area of bad guys. The bolters and archers go out first, keeping the creatures occupied as the cavalry storm in and starts clearing the area in a bloody battle.

Our heroes get caught up in the fight and before they know it, they’re separated from the rest of the group and looking at some mean and nasty Lizardmen. The two Slitherers and the Savage keep their Magus protected as they try to fight their way to freedom. But our heroes, being our heroes, manage to take care of the diversion and cut their way through just in time to spot a very large, intimidating Panther plodding up over the ridge.

The fight begins in earnest, Isthruin getting attacked by the Magus and being slid closer to the ridge, where more Lizardmen await to hack and slash. The two Myrmidon fighters call both Dorgaz and StormCrow into a fierce combat, preventing them from helping any of the others in the group. Eventually, from all the attacks, StormCrow falls unconscioius and is saved only by the healing skills of Dorgaz.

The last Lizardman to die speaks through bloodied lips in common, saying, “You’ll never stop him, the prince shall fall upon your puny cities with vengeance. You shall beg for mercy before he takes over, as we have done before you.”


Written by Airyn
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« Reply #13 on: October 16, 2010, 06:38:59 PM »

Session: #16
DM: Korth
Players: Alex, Brook, Dorgaz, Filo Gilmat and StormCrow
Casualties: A Magus Lizardman
Rewards: 1000 gp, Dynamic Belt, Blood Cut Leather Armour +2, Circlet of Authority, Cloak of Resistance +2, Ritual Book, 4 Potions of Healing and XP.

Trip Ticket: The light is fading from the sky by the time our Heroes are able to get the magus tied and ready for travel. Alex asks Brook to find a safe place to sleep for the night, and she leads everyone up a small cliff and into cave nestled behind a waterfall. After a quick exploration through the cave, they find it unoccupied, and ready for living in. It has hearths set up near the entrance, and a few bags that were left behind by the last travelers. A quick search through the bags revealed many items that our heroes could use for the upcoming travel.

Brook gets a fire going, and the magus is propped up against a rock and the interrogation ensues through the thick tension in the cave. StormCrow does most of the asking, and the magus replies in what appears to be truthfulness, telling them everything they ask for, and learning a lot about the Magus and where he comes from. His was a tribe that the Prince had conquered, and had forced all of the warriors to fight for his cause, keeping their women, children and old men behind as a safe guard to ensure they carry out the orders he had given them. The magus was the last of the warriors, and chances are, the Prince has already killed what left of his tribe.

The Magus continues with some prodding from StormCrow and Filo, telling them of how his tribe was captured. There was a servant of the Prince’s, one having the power over electricity and many chaotic creatures that fought for him. The numbers were overwhelming, and eventually the LizardFolk were taken and brought to the fortified town of Venimore Keep, about 60 miles from Celusia. Their womenfolk, children and elderly were taken away from them, and they were forced to fight for the Prince to keep their relations alive.  He says his warriors were warned of dragons that ran from Venimore Keep to Celusia and sent on their way to conquer the city.

The Magus exhausts his information and awaits his fate at this point. Brook is very willing to end the creature’s life, not wanting one of their enemies at their back. StormCrow, Filo and Gilmat seem to not wish to kill the creature, and instead let it go to lead it’s own life. After some arguing back and forth, where eventually, Filo and Gilmat leave the cave, Alex agrees with Brook and leaves the cave as well, letting the others deal with the execution. The magus agrees, saying that he would not be foolish enough to leave a live enemy behind and bares his chest to be killed. Dorgaz reluctantly agrees and insists on a honourable death. StormCrow gathers his courage and says a few words of prayer before he plunges the sword, giving the lizardman magus a quick and painless death.

Just before the sword plunges home, the Magus warns, “Those the Prince has summoned and those that have come to this plane are drawn to his power.” Brook drags the body to the back of the cave and everyone else starts to fall asleep, fighting with whatever conscience they had, replaying the interrogation in their minds.

Tune in next time to find out what our heroes plan to do! Will they go back and tell Goliath of the encounter, or will they continue on to the almost certain death at the towns of Venimore Keep and Hillstownforge?
Logged

"I'm a man and I can change.... if I have to.... I guess." Red Green
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