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#1
Game Log / Episode 18: The Cliffside Crypts Part 3
March 09, 2008, 04:07:05 PM
Episode 18: The Cliffside Crypts Part 3
[Sat 23 Feb 08 Foxboro]

Bastion: Matt
Haf: Jim
Maal-Brengain: fraz
Mel: Steve
Ragnor: Rob C.
Severen: NPC

Intro Bastion:
-Bastion arrives in Threshold and meets Julius
-Julius shows him to the Temple
-Bastion and his acolytes clean up temple

Duthash Gyth Basque [May 29]:
-rest & recovery
-Maal-Brengain & Haf are both still weakened [-1 STR]

Duthash Gyth Aryor [May 30] Morning:
-party meets up at Lander's Cliffside Tavern
-introductions with Bastion

-party descends into the crypts
-party passes by Galavan MacConnal's tomb

-Party arrives at large 30' chamber
-Bastions recognizes this area as a death cult area
-Severen investigates area closely
-Maal-Brengain gives him the dagger that they found here on the altar
-Severen asks: where is bowl?
-Maal-Brengain indicates that the bowl was left on top of the trap door in floor
-she notices that the bowl has moved
-this would seem to indicate that someone passed thu the trap door

-Wolf growls as he becomes aware of something
-Mac notices that there are Shade Wolf tracks in the dust upon the floor
-party descends stairs

-Marching Order:
Mac & Wolf
Haf
Bastion (carrying torch)
Maal-Brengain
Severen
Ragnar

-arrive at ceiling trap door
-Bastion detects aura of evil from above
-Haf throws trap door open and ducks down to let Mac & Wolf leap up through the hole

[round 1]
-Bastion holds action
-Ragnor: elf eyes
-Mac & Wolf leap up into chamber of darkness
-there are three sets of glowing eyes which turn out to be more phantoms
-Mac casts spell on self: Barkskin
-Haf leaps up thru hole and rolls aside
-Maal-Brengain leaps up thru hole and rolls to other side
-Severen begins to chant
-Bastion moves up thru hole

-phantom strikes wolf with phantom claws

[round 2]
-Bastion casts Bull's Str on Maal-Brengain [+4 STR]
-Ragnoruses psionic energy missile and hits two
-Severen moves up thru hole and flashes his unholy symbol
-purple ray calms them
-he calls them to him
-party looks around at large storage chamber filled with debri
-there is an exit on the north wall (20' from east)

-discussion on the phantoms: what should be done with them?
-Severen suggests that these things must be either destroyed or locked up in his temple until he can dominate them (Severen's order = Order of the Living Night)
-decision: Severen will take them to his temple
-party waits in storage chamber while Maal-Brengain escorts Severen with the phantoms to his temple
-Maal-Brengain and Severen make it to temple unseen and Severen locks the phantoms within

-Mac and party find food and water in storage containers
-Maal-Brengain & Severen return

-continue on down north corridor
-room w/ two sets of glowing eyes which approach party

[round 1]
-Bastion fails a turning
-Haf holds action
-Severen pulls out his spiked chain
-Maal-Brengain hits phantom01 [8]
-Bastion turns both phantoms
-Maal-Brengain hits phantom01 [7 on attck of opp]
-Severen hits phantom01 [attck of opp]
-both phantoms flee quickly to NE before anyone else can attck

-Mac listens at door which opens inward toward party
-open corridor to the north is dark
-Mac opens the door, revealing North/South corridor

— to be continued —
#2
Game Log / Session 27: Garachi
February 18, 2008, 09:04:30 AM
Forest Keep
Episode 27: Garachi
[Sun 17 Feb 08]

Arlen: fraz
Belwar: Matt
Farramore: NPC
Himo: Rob C.
Mirri: Jim
Zurn: Drew

Sprouting Grass/Egg 26 Night:
post battle:
Himo loots everything in sight
Arlen clears area around bonfire with hopes that it will burn itself out

Loot:
Ettins: Large, yucky skins. Large, crude flails. Large, crude slings. Large sack full of bastket-ball sized stones that were apparently ammunition for the slings.

Orcs / Bugbears: Crappy weapons and armor...nothing worth dragging away.

Himo discovers that one of the round stones has a shiny glint
he brings it over to the fire for closer look
it is reflecting a lot of light - shiny
Himo calls Belwar over to investigate
Belwar determines that this stone is a very dirty uncut Amethyst (~30 pounds or so)! They stow it in Hemo's backpack.

All return to camp
Farramore has never seen or heard of the antmen before
rest for remainder of night

Sprouting Grass/Egg 27: Morning
break camp and continue on southwestward
arrive at area of temple ruins
Zurn recognizes looming mts further south and east

Farramore leads party to a tree that has grown over an ancient stone archway
A stone door with a large "Z"-like rune engraved upon it's face blocks the entrance
the ground in front of door is trampled, although there are no distinct footprints in the ground.
Belwar notices statue of dwarven warrior that has fallen over. The warrior appears to be trying to draw his hammer while looking over his shoulder.
Belwar sets the statue back upright.

Zurn recognises the "Z" glyph as an ancient rune of Moradin

party cannot find any way to open door
they mill about looking for a trigger and investigating the general area

the door suddenly swivels open
an antman appears - but he is surprised by the party's presence
he quickly turns about and flees back inside
the stone door begins to close
Belwar tries to hold it open with his arm, while talking to the antman
there is no response...
the force of the door is too strong and he is forced to let it go

party mulls about some more
they find a strange cone-ish pile of very light stone-like material (ant-poo?)

the door opens again
an antman emerges with a large round egg-looking stone
he presents the party with the stone
Belwar immediately recognized the stone as a geode.
Zurn gives them the giant amythyst in return
no-one can communicate with them
the antmen again retreat inside and the door again closes

Party finally gives up and makes the return journey to the keep without incident

Flower/Opal -1 Midday:
arrive at keep
old man [Davas] is again sitting next to a stone unicorn smoking his pipe
belwar talks to him a bit, but he doesn't seem to have any useful info
he is from a place called Sulward (on the far side of Oerth)
say farewell, he replies that we should look for him in the tavern later

enter keep and talk to Coris
Belwar explains the discovery of the temple and antmen and all that has happened. Coris indicates that he has never heard of these creatures, but suggests that the gruop talk to Trillomore, who is a keeper of knowledge of sorts.

Walk to Trill's apartment
Trill invites the party inside to chat
Belwar explains the discovery of the temple and antmen and all that has happened
Trill will spend some time researching their discoveries
He also offers to help them by providing a spell that may help them communicate with the  antmen
Himo talks to Trill about learning spells

Belwar visits the blacksmith

Relax at tavern:
Davas comes by for a drink
Targyl finds Himo and gives him scrolls
one scroll is Tongues (3rd lvl spell of communication), which Himo will need to read at the time of the casting
the other scroll is Charm Person which Himo intends to learn
Arlen asks Targyl for some parchment & ink and Targyl agrees to fetch this for him

Flower/Opal 0 Morning:
Himo spends the day studying Charm Person
Targyl finds Belwar and brings him to Trill
Zurn & Arlen accompany
Mirri goes outside of keep to practice her skills

Trill reveals what he has learned from his research:
The rune that the companions described to Trill is that of an ancient dwarven empire called "Droung'Knaqt" (Drown-Nacht). Generations ago, there were four such outposts to that empire.

These outposts were used for a few reasons, one of which was the cannonization of the Kharan'Juhl (Kah-Rahn-Jewel), who were special agents of Moradin.

The Varn'Khor were soldiers of Moradin.
The Nicht'Luraw were the Magi of Moradin.
The Marin'Thar were Scouts of Moradin.
The Tareen'Phol were Dispatchers of Moradin.

The outposts were also built with Bale Fires that could send messages rapidly across mountain ranges.

Trillomore continues, telling the companions that in order to tell which arm of Kharan'Juhl this outpost was dedicated to, he needs more information. Each Caste of Moradin's agents would have had two symbols in addition to what the companions described to Trillomore. Find the additional symbols, and Trill will be able to definitively tell which group this outpost was dedicated to.

He further explains that the antmen (antar) are called Garachi. They are a race that usually occupies mountains much further south. He has was unable to find any record of them coming so far north. They generally live in great subterranian networks around the desert.

The Garachi are universally known to be highly territorial, and aggressive.
Party thanks Trill and departs

Belwar collects equipment for constructing a rough bridge over the river

Later at the tavern:
drunken loudmouth [Gravin] picks on Davis
Belwar pays him 1 gp to shut up (which he doesn't actually do)

guards finally escort Gravin out
Mirri & Arlen chat with Davis

Himo studies deep into the night

Flower/Opal 1 Morning:
Himo is done studying - he has learned the spell, Charm Person
Arlen and Belwar hire two men to escort the donkeys back from the river
party departs, returning to the recently discovered temple

Afternoon:
Arrive at river chasm
Belwar, Mirri & Farramore build rope/log bridge

Flower/Opal 2 Morning:
continue bridge building
send donkeys and extra men back to the keep
cross river and travel onward

Flower/Opal 3:
arrive at the temple of Moradin

the door is open and there are lots of garachi milling about doing whatever garachi do

That made me laugh!

Himo casts the Tongues spell from the scroll (the writing vanishes from the scroll) and approaches
the first garachi, unsure of his intentions, flees from him
but he is finally able to touch one and complete the spell
Himo speaks with the garachi about the door and tunnels explaining that the dwarves created this place long ago as a temple to their god
the garachi claims that they have been here for thousands of generations

Himo asks to speak to the queen or leader
they stiffen up at mention of "queen"
the burlar (leader) arrives and speaks to Himo through the "translator"
Himo tries to give him a spear as an offering of friendship
the garachi explain again that this is their ancestral home
and that they have been here for thousands of generations
they explain that party is not allowed inside - there simply is no room

but the burlar does acknowledge the party rescued some of his people and offers his thanks
the burlar explains that they will be looking for a additional space to add to their growing population (implying that they are outgrowing the current one)
say farewell

party makes the return journey to the keep again

Flower/Opal 5:
arrive at keep
talk to Davas again
he is an old man who likes to collect and tell stories
Arlen mentions that he would like to trade stories with him sometime

enter keep
talk to Lady Corryn
maybe the garachi (who seem to be running out of space in the ancient dwarven temple) would relocate to the chasm
Lady Coryn likes the idea, as this could set up the garachi as possible allies in a good strategic position

Partially Updated - Feb 19, 2008
Significantly Updated - March 21, 2008
#3
Game Log / Session 26 - Crossing the River
February 17, 2008, 03:16:40 PM
Forest Keep
Episode 26:
[Sat 02 Feb 08]

Arlen: fraz
Belwar: Matt
Farramore: NPC
Himo: Rob C.
Mirri: Jim
Saul: Rob R.
Zurn: Drew

[starting from when PCs arrived at keep and split up]

Morning:
there have been upgrades to many of the buildings within the keep during PCs absence
inn now has 2nd floor

Afternoon:
-Mirri awakens
-Himo awakens and leaves in to walk about the keep

-Arlen awakens and enters tavern to get food
There is a halfling entertaining folk in the tavern with pennywhistle

-Saul awakens and goes to weaponmaster: buys weapons

-Zurn awakens and checks on acolytes in temple

-Belwar awakens:
enters tavern and talks with Arlen, Mirri, Saul
Belwar would like to lead expedition to ruined temple of Moradin (after Danobar's funeral this evening)
Arlen asks how we will find it (it's only about a day away) and there is a scout (Farramoree) here at the keep that can guide us
Belwar explains
Zurn returns
Himo returns

Evening:
All attend Danobar's funeral

Zurn returns to temple with folks
Saul follows

Belwar, Arlen, Mirri & Himo return to tavern
festive atmosphere has spilled outside into street
men wrestling
Arlen tries to entertain them?  hrm
Belwar talks with Farramoree (guide)

rest during night

Morning:
Belwar talks to Coris about temple tunnel

Departure:
Farramoree leads party out of keep SW

Reach river chasm:
there is a log suspended across the river
there is about a 35' drop from bank to water
Farramore bounds across the log with no problem and secures one end of a long rope
Belwar crosses next
He threads the rope through his belt and secures it to a tree on the bank
but the plan goes awry when he slips off of the log and ends up dangling helplessly
after some discussion, Zurn eventually produces another rope
one end is thrown to the helpless dwarf and he is reeled in
after much trial and hub-bub the rest of the party eventually gets across

Night:
Saul hears sound during watch
like a band of grey dwarves having a great time
Saul awakens the rest and all stealthily approach the sound
gargun!

There is a group of orcs and bugbears with several antmen prisoners
two of the antmen are chained together with a large bonfire in between them - they constantly pull on each other as they try to avoid the burning flames
two ettins watch from the sidelines, enjoying the show

Belwar leads a charge directly at the ettins
he hopes to eliminate the leaders first and thus demoralize the others

Round 1:
Belwar misses ettin01 [1]
Saul misses ettin01 [1]
Mirri hits ettin01
Arlen moves into postion behind a tree fires and arrow into the melee: missing ettin01

Round 2:
Belwar hits ettin01
Saul misses ettin01
Mirri hits ettin01
Himo casts mirror image (there are now 5 Himos)
Zurn casts entangle on bugs
Arlen sings a song of courage

orcs attack Himo (2 fake Himos disappear)

Round 3:
(Arlen's song of courage round 1)
Belwar hits ettin01
Saul hits ettin01
Mirri kills ettin01
Himo casts mage armor (attack of opp 2 fake Himos are killed)
Zurn casts heal on Saul (it fizzles in combat after failing concentrate)
Arlen fires at ettin02 and misses

bugbearears attck Himos
orc arrow strikes tree next to Arlen (and orc has out-flanked him)

Round 4:
(Arlen's song of courage round 2)
Belwar hits
Mirri misses
Saul uses psioncs on his mace
Himo casts magic missile (attack of opp) [12 pts on bugbear]
Zurn casts heal on Saul!
Arlen kills the orc with an arrow!

Round 5:
(Arlen's song of courage round 3)
Belwar hits
Belwar is hit twice
Himo is missed
Arlen is hit by bugbear w/ scimitar
Saul misses
Mirri hits
Arlen drops his bow and draws his sword: misses bugbear
Belwar hits w/ attack of opp & kills ettin02

Round 6:
(Arlen's song of courage round 4)
Belwar charges and kills bugbear and hits Arlen's bugbear too!
bugbear misses Belwar
Saul crushes bugbear
one orc is fleeing
Mirri leaps into midst of tangled bugbears
Mirri is hit by attack of opp [4]
Mirri misses
Himo fires at fleeing orc [misses w/ 1]
Zurn fires bullet at fleeing orc: misses
Arlen fires arrow at fleeing orc: misses

Round 7:
(Arlen's song of courage round 5)
Belwar runs and throws his axe at entangled orc
bugbear02 hits Mirri: 14
Saul shoots entangled bugbear02 w/x-bow
Mirri misses
Himo casts MM at bugbear02
Zurn fires sling bullet but misses
Arlen fires arrow at bugbear3: miss

Round 8:
Belwar kills orc
Saul misses
Mirri kills bugbear2
Himo fires bugbear5: miss
Zurn releases spell
Arlen casts Comp Lang as he removes a blindfold from a bound antman
Farramore is free and charges forward into "battle"

Round 9:
Belwar kills bugbear5 [22]
Mirri misses
Himo fires at bugbear3: miss
Zurn searches the ettins for keys but finds none
he moves to free the chained antmen, who are tangled in the trees and blindfolded
Arlen unties and frees the bound antmen as he speaks to them in common
Zurn frees the chained antmen - they flee wildly into the forest
Arlen is able to retreive one spent arrow
Belwar sharpens axe

#4
Game Log / Episode 17: The Cliffside Crypts Part 2
March 18, 2007, 11:47:57 AM
#5
Game Log / Episode 16: The Cliffside Crypts Part 1
March 11, 2007, 08:20:00 PM
#6
Episode 13
Return to the Rivercliff Keep

[Saturday 22 Jul 06 in Randolph]

Cast of characters:
Dale: Blackspear
Aelath?ha (elf): Dray
Laren: Matt C.
Jarmok: Johan
Maal Brengain: fraz
Ragnor: Himo
Sayer: Phin

---------------------
Aelath?ha?s intro [read by GM]

Julian hires Aelath?ha and tells him to join the Protectorate in the morning.
Aelath?ha sees a ragged and tired party enter the inn and retire for the evening.

Sythus [Spring]
Valley Year 237
Duthash Dracum Fehy [14 May]


Morning:
Aelath?ha introduces himself to the Protectorate.
He sits down with Sayer and Maal and eats breakfast.
Jarmok arrives and the group leaves.
They follow the path out of the town towards the keep.
Jarmok takes the lead, scouting ahead.
Sayer, Dale & Maal explain the details of the destination to the new recruit.

Mid-Day:
Arrive at the keep.
Jarmok notes that the ogres did not leave the keep by the same path (there are no exiting tracks).
Jarmok & Laren scout around the outside of the keep, while the others wait around.

They can see two ogres throwing bodies off of the cliff down to the river and report back.

Plan attack:
Laren, Dale & Sayer will attack from north through gate.
Maal & Ragnor will attack from the east.
Jarmok & Aelath?ha will attack from the west.

Laren will initiate attack on the ogres with sneak attack with bow.
Others will follow from their positions.

Sayer rolls his bones for a reading.
Results are favorable [each character receives a +2 bonus on any one roll].
The group spreads out, taking their positions.

round 1 (surprise round)
Laren hits
Jarmok hits
Sayer holds action
Aelath?ha charges forward jumps over wall and fires his bow - he hits with a psionic focus on the arrow.
Ragnor hits
Maal screams and hits with thrown spear (from long range).
Dale hits

round 2
Laren misses
Jarmok hits
Sayer holds
Aelath?ha misses [1 - not crit]
Ragnor misses
Maal misses
Dale misses

Ogre#1 advances towards front gate and attacks Laren: miss
Ogre# 2 hits Maal?s shield with thrown rock [13 dam!]

round 3
Laren hits [crit 21] killing ogre#1
Jarmok hits with arrow: kills ogre#2

Jarmok listens for approach of enemies, but hears nothing.
Jarmok approaches door to inner keep.

Laren loots the ogre bodies and collects treasure:
7 pp
30 gp
60 sp
150 cp
2 gems

Enter the keep (marching order is as follows):
Laren
Jarmok
Maal
Dale
Ragnor
Aelath?ha
Sayer

[color=darkblue:5bcb66fc5a]You open the door and a trace stench comes from beyond. ahead is a set of stone stairs descending into dusky darkness.the weak glow of light reflects off of the musty stone worked walls revealing a landing at the bottom of the stairs.

Around the landing the stairs continue. The ceiling above the stairs slopes with the angle of the stairs but not enough for you to be unable to see that the stairs end at a flat. shodows can be seen moving about but you are unable to distinguish any features.[/color]

Descend stairs.
Stairs widen.  There are two short corridors leading off to either side.
Laren & Jarmok enter and attack Zombie Trogs in passages.

round 1
Laren misses
Jarmok hits with bow
Zombie Trogs attack Laren & Jarmok
Laren is hit with spear
Laren inhales mist upon being hit
Jarmok is attacked and missed
Maal enters and attacks 3rd Zombie Trog in center - misses
Maal deflects spear with shield.

round 2
Laren misses
Jarmok misses
Dale misses
Aelath?ha fires arrow and misses
Ragnor mind thrusts

round 3
Laren is poisoned by purple mist [-2 Con]
Laren hits
Maal knocks aside an attack
Maal misses with both attacks (antler & shield)
Aelath?ha misses with arrow
Ragnor misses
Jarmok hits

round 4
Laren hits
Maal makes Fort save
Sayer holds
Maal hits with antlers (using +2 from Sayer's earlier reading)
Aelath?ha hits
Jarmok hits
Jarmok is hit (saves)
Dale misses
Ragnor hits

round 5
Laren hits
Sayer holds
Maal blocks spear
Maal misses with antlers and shield
Aelath?ha hits with sword
Jarmok finally destroys one!
Dale hits and destroys one
Ragnor misses

round 6
Laren hits
Maal misses 2x
Sayer holds
Aelath?ha hits with arrow and destroys it

Looking down the stairs, the group can see and opening overlooking the river.

A door is chosen and Jarmok opens it.

[color=darkblue:5bcb66fc5a]You open the door and a glowing purple mist billows out enveloping all of you. Within the room you see six figures in the room. the figures are half eaten and their eyes are rolled to the top just below their eyelids. Their bellies have been ripped out and bloody gore hangs from their chest cavity. You see that there are two shorter individuals that appear to have been children. the other four look to have been common adults but with the lacerations and tears all over their bodies it's a bit hard to tell.[/color]

Aelath?ha and Dale breath in the purple mist [temp loss of Con]

6 undead figures approach the doorway
4 adults and 2 children (the missing dead folk from the mines!)
They are each missing several teeth!

round 1
Aelath?ha generates a psionic shield around himself
Jarmok hits w/ axe
Maal hits 2x (with antlers and shield)
Jarmok easily fends off a couple of attacks
Sayer holds
Aelath?ha fends off an attack
Dale hits
Laren hits
Ragnor hits killing a zombie child
Aelath?ha is missed

round 2
Aelath?ha hits
Jarmok hits
Maal misses 2x
Sayer watches the rear - holding action
Jarmok parries a fist w/ shield
Dale hits with staff
Laren misses
Laren is missed
Ragnor hits destroying another zombie child

round 3
Aelath?ha hits with sword
Jarmok hits splitting zombie into a pile o? guts
Maal stabs zombie in eye with antlers and destroys it
Sayer holds
Dale hits
Laren hits
Ragnor hits with axe

round 4
Aelath?ha hits
Jarmok hits
Maal hits with antlers destroying last one

[color=darkblue:5bcb66fc5a]On the west end of the room is a large marble statue of a magnificent dragon.The statue is augmented with platinum highlighting the edges and ridgesof the dragon. The head of the dragon has been defaced and placed upon where the face should be is a large symbol with eyes at each point of a pentagram.

In front of the statue ia a large carved altar with dried rivers of blood creeping down the edges. The legs of the altar are carved wingless dragons reared up holding the altar with their front legs. On the altar are three naked bodies. the bodies have no injuries on them with the exception od a large hole cut in their chest where their heart should be. On one end of the altar is a large obsidian bowl with a soft angled rim. the outside of the bowl is etched with various symbols and inlaid with silver. In the bowl are three piles of ashes.

Upon the walls of the room are a multitude of exquisite reliefs in marble and inlaid with platinum. The ceiling is vaulted from corner to corner with cryptic divine symbols on the dome above.

On the north wall are two doors at opposite ends of the room.[/color]

2 doors on north wall
several folks listen at the doors
nothing is heard

Jarmok opens the east door

[color=darkblue:5bcb66fc5a]Opening the door you see that there is a 10' foyer leading into a 20'x20' room. In the room are two beds, chests, and desks. the frames of the beds appear to be in good condition. Both of the mattresses are musty and stripped down. the lids of the chests are opened and the chests are empty. The desks are also in good condition as are the pushed in chairs that accompany them. the tops of the desk are bare and there are 2 drawers on either side of both desks.[/color]

Laren finds a hidden compartment in floor
he detects no traps and opens it
a poison dart fires past him
he finds a small chest
he opens the chest and finds 2 scrolls and a ring
[color=darkblue:5bcb66fc5a]the desks are searched and three sheets of paper and three ink wells are found.[/color]

Dale investigates area and is able to determine that this temple was converted to temple of Takhisis from a temple of Paladine

Jarmok opens west door

[color=darkblue:5bcb66fc5a]Opening the door you see that there is a 10' foyer leading into a 20'x20' room. In the room are two beds, chests, and desks. the frames of the beds appear to be in good condition. One of the beds has been stripped down and the other appears to have been in use. Opposite of the used bed, upon the wall is a symbol resempling the one hanging on the statue in the temple. the lids of the chests are opened and the chests are empty. One of the desks has the chair pushe in and the other is angled out. The tops of the desk are bare and there are 2 drawers on either side of both desks.[/color]

Jarmok searches room for tracks/activity
it has recently been occupied
Laren searches/ransacks room
Laren finds another compartment in the floor here
he finds no trap and opens it cautiously
he finds a coffer containing 5 vials

retreat back out to stairs
Jarmok opens other door
hallway
turns to right (south) and angles left
door on north wall
south corridor (right turn) ends in door
left angle opens into chamber
Jarmok opens north door:

[color=darkblue:5bcb66fc5a]Opening the door you see a 10' foyer leading into a 20'x20' room. The room looks to have been burned out long ago. along the walls are piles of cinders. soot lines the walls and ceiling and placed about the room are six burned orc skeletons.[/color]

follow south passage
opening on right

[color=darkblue:5bcb66fc5a]The room open to the hallway has many tables and benches thrown aside to the walls. Many arrows stick out from the wood furniture and several of the skeletons that were once on the ground have been tossed upon the wood rubble. A few tables and benches look to have been in recent use with the ornamentation of dirty plates and utensils.[/color]

continue on to south door

[color=darkblue:5bcb66fc5a]Beyond the door you see a kitchen. There is a cooking hearth with many pans and pots scattered about. A soot covered chimney is cut into the stone wall and extends up.[/color]

Laren searches
exit on left:

[color=darkblue:5bcb66fc5a]This is a 20'x20' room filled with barrels and crates. it looks to be a pantry and storeroom for the kitchen. the stores are young and the containers speak of an age much younger than the rest of the trappings in the underground.[/color]

Dale removes stoppers on kegs draining the liquid onto the floor

leave and check out north chamber

[color=darkblue:5bcb66fc5a]This open entry room is lined with empty cobwebbed weapon racks. At the end of the room are target bails with multiple holes in them. The floor is smattered with bones speaking of a battle long over. The skeletons are that of humans, dwarves, and orcs. Hanging in the room is a purple cloud. within the cloud are 8 short upright skeltons with battle axes sporting a thin skin of rust.[/color]

8 dwarven skeletons in old chainmail approach

round 1
Laren attacks with club - misses
skeleton misses Aelath?ha
Dale misses
Aelath?ha misses
skeleton misses Ragnor
battleaxe bounces off Maal?s shield
skeleton misses Jarmok
Jarmok misses
another skeleton misses Maal
Maal attracts two attacks off opportunity as she grabs a heavy mace
Ragnor is missed on attack of opportunity
Ragnor grabs a mace from the wall
Sayer moves to safety

round 2
Laren withdraws out through the door
Aelath?ha is missed
Dale withdraws out through the door
Maal is hit for 5
Aelath?ha withdraws
Jarmok blocks with his shield
Maal is hit again
Maal tells Jarmok to retreat - she will cover the their retreat
Jarmok holds action and tells Maal to go first
Maal again tells Jarmok to go and attacks - misses
Jarmok ignores her request and attacks and hits
Ragnor uses energy missile to launch a firebomb - it explodes and damages a few, but none fall
Jarmok is missed
Sayer withdraws

round 3
Dale gets an empty barrel from the pantry and rolls it towards the armory
Jarmok is missed
Maal is missed
Maal is hit  and falls to the floor unconscious [crit for 16]
Jarmok quickly feeds Maal a potion, inviting several attacks of opportunity, but he is missed every time
Maal recovers and regains her feet [9 hp]
Ragnor controls object on a mace and flings it at a skeleton, hitting it in the head [3]

round 4
Jarmok is nicked
Maal is missed
Jarmok is missed
Maal is missed
Dale yells out a warning to Jarmok, Maal and Ragnor as he gets the barrel into position.
Maal finally withdraws (knowing that they are hopelessly outmatched and realizing that Jarmok is too stubborn to go first).
Aelath?ha withdraws.
Jarmok withdraws, but doesn?t pass Ragnor, as they retreat up the corridor.
Dale waits to roll the barrel.
Maal and Jarmok pass Dale (and Jarmok passes Ragnor who stops to help Dale).
Dale and Ragnor roll the barrel at the skeletons.
The barrel rolls over the skeletons and Dale and Ragnor retreat.

grab dead priests
everyone retreats outside
burn ogres
leave keep
walk to threshold with dead priests
#7
Game Log / Episode 11: A Council Complete
April 13, 2006, 03:43:43 PM
Episode 11
A Council Complete

[Saturday 18 Mar 06 in Randolph]

Cast of characters:
Dale: Blackspear
Kit: Dray
Laren: Matt C.
Jarmok: Johan
Maal Brengain: fraz
Ragnor: Himo
Sayer: Phin

---------------------
Sythus [Spring]
Valley Year 237
Duthash Dracum Voldyn [13 May]
Morning at the Ruins of Rivercliff Keep:


Dale climbs up to the top of the ruined fortress to keep watch.

He also uses the time to count out the collected loot.
Total money gained from the ruined Rivercliff Keep (36 lbs):
30 pp
600 gp
1200 sp
1500 cp (Dale dumps this aside, as he cannot carry it all)
All the coins are of Vychian mintage.

Sayer & Ragnor lead the council members away into the woods for safety.

Jarmok, Kit, Laren, and Maal descend into the keep.
The stairs u-turn south as they descend.
Light filters up from below through a purplish mist (similar to the mist surrounding Severen's temple.

Jarmok scouts ahead quietly.
He sees stinky lizard feet in the mist ahead - at least four.

Kit, desperate to find the missing priests (one of which she knows!), tries to charge down the stairs.
Jarmok grabs at her to stop her, but misses
Maal also makes an attempt to stop her, but misses (crit miss).  She loses her balance and begins rolling down the stairs.
Laren manages to grab Kit as Jarmok grabs Maal.
However, as Laren touches Kit he blacks out momentarily.
Kit suddenly drops to her knees in severe pain (lower back).

Jarmok sees three troglodytes ascending towards them.
The troglodytes are surrounded by the eerie purplish mist.
Jarmok: "RUN!"
The party quickly retreats up the stairs and out through the door.
The door is quickly barred behind them.

Dale joins them as they exit and they all retreat out to the woods to find Sayer, Ragnor, and the coucilmembers.
They all quickly follow the trail back to town.

Jarmok scouts ahead out of sight to watch for enemies.

Ragnor takes point.
Dale covers the rear.

Kit asks Laren about his healing potions...
Maal interrupts...  She doesn't want to waste valuable resources when they are heading back to town.  If Kit can just make it there, then Ashe can take care of her.

Meanwhile, Jarmok discovers a pit trap in the ground.  He exposes it and then navigates around it, continuing on.

A bit later, Ragnor approaches the exposed pit.
He is confused by the open pit... and investigates by thowing stones (looking for an illusionary walkway by which they can cross).
However, the others pass him and easily walk around the pit.

During the journey, Sayer talks quietly with the councilmembers.
[color=green:0b410bc939][Fill in more details here - anyone remember what was said?][/color]

Noon:
Jarmok hears a deep voice ahead speaking another language.
Jarmok returns and reports this to the party.
He suggests splitting off from the trail and circling around the strangers.
The party follows Jarmok.
Dale, in the rear, can see a couple of large (8-10' feet tall) figures walking on the trail towards the runined keep.

Once safely away from the area Dale reports what he's seen.
The party trudges onward and eventually rejoins the trail.

Kit's pain is intensifying [she must make fort save].
Clenching her teeth, she continues onward.
As Jarmok finally approaches Threshold, he falls back momentarily to check on the party.
He then bolts ahead to report to Julius.

Approaching the town, Kit finally collapses in excruciating back pain.
Laren checks on her... he looks at her back, but can see nothing wrong, though it is painful to the touch.
Ragnor carries her to Ashe's house.
Laren follows.

Maal, Sayer, and Dale escort the councilors to Julius.

Jarmok finds Julius in his office and quickly reports.
He then rushes to Ashe's house (still ahead of the others) and reports to Maccabeus and Ashe.
Maccabeus and Ashe leave immediately and meet Ragnar (still carrying Kit) and Laren outside.
Laren heads to the Stump while the others bring Kit inside the house.
Jarmok does not stay long, though... he hurries back to the council house to meet the others.

Meanwhile, Maal, Sayer, and Dale arrive at the council house with the council members:
All of the councilmembers are finally gathered together.
All of the races are represented:

Julius Hawkhaven, the human
Karock, the dwarf
Nimblin, the halfling
Bareth, the half-orc
Svenia Goodwink, the gnome
Rainfire, the elf
Avalon Sythuswind, the half-elf

Julius to the other council members: "I?m glad that you are alive."

Svenia explains their story:
They left Kurr with three priests and a garrison of soldiers (three other priests stayed behind and are planning to come at a later time).
All of the soldiers were killed in the attack.
The council members and priests were taken as prisoners.
The council members were locked up in the room in which they were found, but the priests were taken down into the dungeons beneath the keep.  There was a dark priest who was in charge.

Discuss the ruins of Rivercliff Keep.
Maal reports the similarities of the purple mist at the keep and at the temple in town.

Meanwhile, Ashe and Maccabeus tend to Kit.
Kit finally leaves on her own two feet and heads to Thornhedge for a relaxing bath.

The council meeting ends.
Jarmok, Maal and Dale head to Ashe's house for some treatment.  Maal even agrees to drink some of Ashe's brew...  there is talk of returning to the keep on the ?morrow, and she wants to be as fit and rested as possible.
Maal and Dale recover as they sleep off the effects of Ashe's brew.

Afterwards they return to the Thornhedge where Dale counts out the collected loot.
Total money gained from the ruined Rivercliff Keep (36 lbs):
30 pp
600 gp
1,200 sp

Laren, drinkin' ale at the stump, talks to Garret about the hook.

Evening:
Dale discreetly hands out pouches to everyone containing their share of the loot:
12pp and 5gp to each person.
Sayer asks Dale about the pouch and Dale explains that it is money that he collected from the dead enemies at the keep.
Sayer hands it back and tells him to keep the money and use it to buy supplies and equipment for the Protectorate.

The party meets at the Thornhedge Inn.
Discuss plans.
They agree that they should return to the ruined keep the very next day to clean it out and destroy it if possible.
The meeting ends and folks rise to leave.
Kit suddenly collapses unconscious!
She is convulsing on the floor!
Ragnor grabs Kit and heads immediately to Ashe's, leaving behind all of his belongings.
Jarmok runs off ahead to awaken Ashe.

Laren and Dale head to the Stump.
Maal collects Ragnor's discarded equipment.

Ragnor arrives and Ashe examines Kit.
There is now a large oval blood blister on kit's lower back!
Ashe looks very grave.
He asks Jarmok to stay overnight to help him out and Jarmok agrees.
#8
Game Log / Session 21 - Loose Ends
April 08, 2006, 12:43:34 PM
Session #21:
Loose Ends
[Sunday 04 March 06]

Sprouting Grass/Egg 8:

Arlen and Mirri hang out in the tavern.
Arlen continues to act strangely. He nibbles on cheese and constantly twitches his nose whilst looking about nervously.
Mirri is concerned for her friend.

Arlen notices an Orc in the tavern socializing with the humans. How odd.
Arlen eats and then plays music and tells stories to the patrons.
He and Mirri retire for the evening to a shared common room.

Meanwhile, Valen finishes his report to Coris.
He and Zurn finally leave.
Zurn checks on Himo and Belwar who are still unconscious.
They are under safe watch in the infirmary (which is connected to the chapel).
Zurn rests.

Sprouting Grass/Egg 9: Morning:
Arlen does not sleep well and is up too early.
He tries to awaken Mirri, but she will not get up.
He heads down to look for breakfast.
All is quiet. It seems that no-one is up yet.
Arlen pokes about looking for cheese.
He is still acting strange.
Urgrosh the Orc hears someone moving about and enters the common area to investigate.
Arlen turns to find Urgrosh watching him.
They introduce themselves.
Arlen plays music to awaken innkeeper... He is hoping that once the innkeeper is up that he will fix up some breakfast.
The innkeeper appears to investigate the noise. He asks Arlen to stop, promising some breakfast soon.
Mirri rises and goes outside to exercise.

Meanwhile:
Zurn awakens and heads to the inn.
He finds Arlen, who introduces him to Urgrosh, the Orc.
Zurn is quite surprised and suspicious to find an Orc here within the keep's walls.

Meanwhile:
Valen meets Coris in courtyard.
They exchange pleasantries.
Valen searches for Lady Corryn.
When he cannot find her he decides to head to the infirmary instead, but comes across the chapel of Ehlonna (which he did not know about).
He stops to pray to Ehlonna.

Meanwhile:
Mirri returns to the inn to find Arlen talking about shape changers with Zurn.
Arlen whispers that the innkeeper could be the shape changer. He surmises that it would be the best location/identity for a spy, since most of the soldiers must come through the tavern at one time or another.
Arlen eyes the innkeeper suspiciously.
Mirri cannot believe what she's hearing...
There is definitely something wrong with her friend.
Mirri decides to leave, intending to find help for her friend who is acting very oddly.

Valen looks up from his praying to find lady Corryn in the chapel.
They talk.
Valen sits to meditate some more.

Mirri enters and stops in to check on Himo and Belwar (who are still unconscious).
Mirri approaches Valen and addresses her concern about Arlen.
Valen introduces Mirri to Lady Corryn.
Mirri: "Meow"
Valen asks Corryn if she can come and investigate Arlen's strange behavior.

Valen, Mirri and Corryn go to inn where Corryn introduces herself to Arlen.
They talk.
Arlen is increasingly suspicious of everyone.
He states that she could be a shape changer.
Any of them could be a shape shifter...
Arlen himself could be one!
Corryn asks Arlen if he will come to the infirmary.
Arlen refuses... he likes it at the inn - it is safe.

He asks for more cheese.
Corryn goes to help the innkeeper.
Arlen is suspicious of them. He whispers to Zurn that they must be leaving together to conspire.
Zurn suggests that he listen to them so that he'll know that they aren't plotting something.
Arlen follows them and listens from around the corner.
When they return with the cheese he moves quickly back to his seat.
Corryn casts remove disease.

Once outside, she explains to Valen and Zurn and that they may not know until the end of the day if the spell has worked or not.
Valen is concerned about leaving Arlen at the inn, but Corryn is not willing to force the half-elf to go anywhere against his will.
She suggests that he talk to Commander Bob.

Valen talks with the commander, but the soldier is unwilling to take Arlen out of the inn by force.

The day eventually passes and all retire for the evening.
Arlen finally sleeps soundly that evening.

Sprouting Grass/Egg 10: Morning:
Himo finally awakens!
He is very weak and eats and drinks some water.

Valen, Zurn and Urgrosh pray in chapel (they all worship Ehlonna).
Valen talks with Lady Corryn.
Brother Degan enters and announces that Himo has awakened!
Zurn goes to check on him.
They talk.

The mage reports back to Valen that both of the pendants are magical.
The wooden one (with Joshua Tree) seems to be tailor made for sorcerers [1 extra spell per day].
The other one is more powerful - it's origin is unknown.
It has a powerful dweomor, but he cannot tell exactly what it does.
it could take a long time to determine its actual use.

Arlen awakens and feels well-rested and normal again.
He goes to check on Himo and Belwar.
He then reports to Coris and apologizes for failing to deliver his request for reinforcements from Gorna.

Zurn exits the keep and collects an acorn from outside the walls.
He returns and plants it in a dirt area of the courtyard.

Sprouting Grass/Egg 11:
Rest & recover.

Sprouting Grass/Egg 12:
Himo is fully recovered now.

Belwar finally awakens - he is weak and continues to rest.
He talks to Degoba.
Degoba helps retrieve a drinking skin out of Belwar's bag for him.
Belwar explains that it is special Dwarven water - but it is really beer, of course.

Valen talks to Coris and Corryn again.
Seeking for the 'Vortok'[?] priest, Danobar
Coris and Corryn explain that "Danobar was a peaceful man" [was he their friend?]
His deeds may have been misguided somehow...

Sprouting Grass/Egg 13:
Continue to rest & recover.

Sprouting Grass/Egg 14:
Belwar is up and moving about now.
Belwar finally leaves chapel.
He heads to the tavern and meets Urgrosh, who is now sitting with the group.

A huge discussion follows about what is next...
Valen and Zurn have apparently both had visions having something to do with Danobar, the dead priest.
Valen has explained his vision in detail to the group, but was confused by its meaning[?].
Zurn has not told the group of his vision, as he did not think it relevant.

Valen believes that Danobar's remains must be retrieved and laid to rest.
Unfortunately, this requires a journey into a potentially dangerous area west of the keep.
Valen, Belwar, Zurn, and Himo are all familiar with the area, having been there before.
They once followed a tunnel though to this area. The tunnel has since been blocked to prevent anyone from coming the opposite way.
Belwar is quite skeptical of this plan... how does this interest him?
Alren is also very skeptical.... it sounds very dangerous and even foolhardy to him. He wants to know more.
Mirri is willing to follow Arlen there if necessary.

[Much of these details are covered in ICDs and e-mails.]
#9
Game Log / Episode 10: Vervishkuk
February 12, 2006, 12:47:07 PM
Episode 10
Vervishkuk

[Saturday 04 Feb 06]

Cast of characters:
Dale: Blackspear
Kit: Dray
Laren: Matt C.
Jarmok: Johan
Maal Brengain: fraz
Ragnar: Rob C.
Sayer: Phin

---------------------
Sythus [Spring]
Valley Year 237
Duthash Dracum Voldyn [13 May]
Pre-Dawn at the Ruins of Rivercliff Keep:


Plan:
Jarmok & Maal Brengain will attack from opposite (west) side of ruins.
Maal will cue the others with a Wildlander scream as she launches her attack.
This should draw the attention of the defenders to her and Jarmok's position
Upon hearing the scream others will launch their surprise attacks.
Dale, Ragnar & Laren will attack from the east, approaching the rock wall.
Kit & Sayer will attack from the north (Sayer is instructed to toss Dale's flaming Molotov cocktails up and onto the upper battlements).

Jarmok, Maal, Sayer & Kit move through the woods around the ruined keep.
Sayer & Kit stop at the half-way point and take positions in the woods about 30' from the treeline (which is about 60' from the walls of the keep).

Jarmok & Maal continue on until they reach west side of the ruins.

Commence attack!
Jarmok fires an arrow and striking a short sentry behind the west wall.
Maal immediately charges forward, screaming, and casts her spear, striking the taller man behind the south wall.
Kit fires her crossbow - hitting an archer on the westside battlement.

Maal leaps over the south rubble wall, pulling her antlers from her belt, and hits the tall man.
An arrow bounces off of the wall in front of Jarmok, missing him as he also charges in to engage the enemy.

Ragnar unleashes an Energy Missile (fire bolt) from his hand , hitting two men behind the east rubble wall.

Jarmok's foe (struck by the arrow) tries to regain his feet.
Jarmok hits him with his battleaxe.

Sayer runs forward towards the north battlements.
He lights up a Molotov cocktail and hurls it basket-style up and onto the wall.
It lands on an archer on the corner battlement.
The burning archer runs out of sight.
Sayer hides at the base of the wall.
Kit and Sayer see the north gate opening.

Laren fires his shortbow - hitting a man in the neck.  The man falls dead.

A crossbow bolt misses Kit, striking the ground at her feet.
Sayer is struck by a bolt.
Kit fires a bolt from her crossbow, striking the man who fired at her.
Kit his hit by an arrow from the battlements.
She sees corpse-eaters emerging from the opening gate and head straight for her position.

Maal misses with her antlers.
An arrow fired from above strikes the ground by her feet.

Ragnar jumps over the east rubble wall and attacks with his scimitar, but the man parries the attack.

Jarmok is struck by an arrow from the battlements above.
Sayer is missed by a crossbow bolt.

Jarmok leaves Maal's side and deftly scrambles up along the rubble wall to attack the archers on the battlements.
He strikes an archer with his battleaxe.

Sayer lights another Molotov cocktail and steps away from the north wall.
He throws it through the open gate and it strikes just inside keep.  The gate catches afire.

Jarmok sees an archer coming towards him on the battlements.

Dale fires his crossbow, striking a man.
Laren kills Dale's opponent with an arrow from his bow.

Kit is hit by an arrow.

Maal's tall opponent misses her with his spear.
Jarmok?s shorter abandoned opponent throws his spear at Maal, missing.

Kit barely avoids an arrow near her head.

Maal misses the tall man with her antlers.
Jarmok is missed twice.

Ragnar strikes man behind north wall with his scimitar, beheading him!
Ragnar is struck by a crossbow bolt!

Dale, who has now entered the keep from the east side, casts a Sleep spell.  Two men on top of the east structure near the river fall down asleep!

An arrow misses Maal.

An arrow misses Kit.
Kit unleashes her psi-power on a corpse-eater - it explodes!
Kit moves back further into the woods trying to get back out of range of the arrows.
She is able to destroy the other attacking corpse-eater as well.

Maal hits her tall opponent, but he is tough and still refuses to fall!
Jarmok, still fighting two opponents upon the battlements, is missed twice.
Jarmok's third opponent leaves scrambling down the rubble pile towards Maal's position.

A man is running west across the open courtyard of the keep towards towards Maal.
Ragnar drops his scimitar and shoots the running man with his crossbow.

Two men are emerging from the open gate now.
Sayer escapes from them by moving unseen around the corner of the keep.
He sees that Dale and Ragnar have moved over the east wall and into the ruins.
Sayer moves to the rubble wall.
Laren joins him there.
Together they cross over the rubble wall and enter the ruined keep.

Jarmok hacks at a man with his axe, killing him.

Dale advances across the courtyard of the keep.
He casts his Sleep spell for the second time - Three more men go down (including the two that ran out of the front gate).
Kit sees that the two men have fallen down and that the archers on top have moved away.
She takes the opportunity to begin moving towards the south end of the ruins where Jarmok and Maal launched their initial attack.

Maal finally kills the tall man with her antlers.
The shorter opponent turns to flee.
Maal tries to strike him swiftly, but misses.

Ragnar drops his crossbow and quickly unsheathes his longsword.
He attacks the same man that he has just hit with the crossbow and kills him.

Jarmok misses with his axe.

Sayer advances across the courtyard and lights the last Molotov cocktail. He lobs it up over the three archers atop the battlement. It lands behind them and bursts scattering flaming liquid all about.

Dale approaches two doors on the north side of keep at the base of the battlements.
He shoves a dagger in left door to jam it closed.
He then climbs a set of steps up onto the battlements where the three archers have been firing arrows down into the courtyard below.
He casts a third (and final) Sleep spell.  Two of the archers drop.
The third man draws a spear and moves towards Dale.

Laren begins searching the dead men at the east wall.

Maal sees a man moving towards her (the same man who fled down from Jarmok - he eventually runs past the Wildlander, climbs over the wall, and flees west into the woods).

It is then that a giant, ten foot long, armor clad, black dragon-man emerges from the nearby shadows.
It must be Vervishkuk!

Vervishkuk breathes fire at Maal (who is closest).
Maal attempts to use her shield as protection but the flames blast around the shield, burning her.

Maal quickly pulls out a fresh (Stormhunter-made) spear from her quiver.
Letting loose her battle cry again, she launches an attack on Vervishkuk, but misses.

Jarmok blocks a spear attack with his axe, breaking his opponent's weapon!

Ragnar sees Vervishkuk emerge and attack Maal.
He attacks Vervishkuk with an Ice Energy Missile from his finger tips.

Jarmok misses his now unarmed opponent.

Dale's oppoent hits him with a thrown spear.

Kit continues to move towards west wall of the ruins.

Laren snatches a pouch from a man on the ground, but notices that Vervishkuk has emerged on the other side of the keep and has engaged in combat with Maal.

Maal misses Vervishkuk
Vervishkuk strikes Maal, piercing her in the left shoulder with his spear!

Kit approaches the battle with Vervishkuk from the south and tries a Mind-Thrust on the dracotaur, but it fails.
Sayer moves across towards Maal's position, intending to perform a reading with his seer stones.

Dale fires his crossbow at his opponent, but misses.

Laren assesses the situation and moves across the keep towards the center of the courtyard. He is not interested in engaging or even approaching the giant dragon-man, though, and hesitates, looking about for some other way to be useful.

Maal strikes Vervishkuk [critically] with her Stormhunter spear.
Vervishkuk responds by piercing Maal's right shoulder with his own deadly weapon.
Maal screams in pain as the spear drives her to the ground! She is hurt very badly.

Jarmok's opponent finally turns to run away.
Jarmok strikes the man as he runs away along the battlement.
Knowing that Maal is in trouble, Jarmok immediately turns and heads toward the Wildlander's position at the west wall.

Dale's opponent draws a dagger and strikes him.

Jarmok leaps down from the battlement and strikes Vervishkuk with his axe!

Sayer approaches as close as dares to the battle with Vervishkuk and throws his stones.
recites a True Strike prophecy intended for Jarmok.
Jarmok hears him [gaining +20 on his next attack].
Ragnar attacks Vervishkuk with another Ice Energy Missile from his finger tips.

Laren approaches the two doors on the west side of keep below the battlements. He removes Dale's dagger and opens the door.
The halfling hollars into the darkness: "Is anybody down there?" He is hoping to find the missing priests.
He hears some muffled screaming from nearby, but not from this chamber...

Jarmok barely dodges Vervishkuk's spear.
Kit fires a bolt at Vervishkuk from over the south wall, but misses.

Maal very painfully regains her feet and flanks Vervishkuk, who is now facing Jarmok. She attacks again with her spear, but just misses.

Ragnar Mind Thrusts Vervishkuk (using his last psi-point), but, as with Kit, there is again no effect.

Jarmok strikes Vervishkuk with his True Strike attack.
Sayer backs away from the combat, holding his action...

Dale continues to struggle with his opponent upon the battlements. The man misses Dale with a dagger strike.

Laren hears loud yelling from behind the second door as he approaches.
The door is locked, but easily picks the lock and it opens.
Within, he finds three women prisoners: an elf, a half-elf, and a gnome.
Their clothing is tattered and they are lying shackled on the ground.
"Please help us!" they plead.

Maal fights defensively, very aware of the danger of Vervishkuk's powerful tail, but it is for naught as the dracotaur smashes the Wildlander in the head with his tail. Maal falls unconscious, but Vervishkuk is distracted slightly by the attack on Maal and misses Jarmok with his spear attack.

Kit finally succeeds in hurting Vervishkuk with a Mind Thrust.
Ragnar strikes him with a crossbow bolt.

Dale misses the dagger man.
Laren unlocks the shackles on the elven woman.
Thinking (and hoping) that these women are the missing priests, he quickly explains that they are from Threshold and that his friends need some help outside.

Sayer wants to help Maal, who is lying unconscious and bleeding, but cannot move past Jarmok and the giant dracotaur to get to her.  They are battling in a very confined area next to the south rubble wall.

Vervishkuk suddenly rears up on his hind legs and then comes down with much force, piercing Jarmok's shoulder with his deadly spear.  Jarmok falls also!
Vervishkuk looks around... he is very injured.

Dale finally kills the dagger man!

Laren frees the half-elf woman and hands her his two healing potions, asking her to go help his friends who are fighting the dragon-man outside.

Vervishkuk suddenly turns and runs towards the river!
Kit has time to try a Mind Thrusts on the fleeing dracotaur, but it fails.
Vervishkuk leaps off of the cliff into the river below.
Dale chases after him to the cliff edge, hoping to get in one last parting shot at the dragon-man, but Vervishkuk has disappeared quickly... too quickly in Dale's opinion.
He moves along the cliff edge watching the river - looking for any sign of the dracotaur - but he sees nothing.
He continues walking downstream for a bit, but never sees any sign that Vervishkuk swam or floated downstream.

Laren frees the last prisoner.
Ragnar retrieves his dropped weapons.
Sayer moves in to try to help stabilize Maal and Jarmok.

Kit attends to the bleeding Jarmok feeding him a potion.  He awakens.
Kit then gives another potion to Maal and then quickly backs away.
Kit uses her own healing potions for both Jarmok and Maal.

Dale returns and dispatches all of the sleeping men.
He then moves to the first door (the one that he had jammed with the dagger).  There are stairs descending inside this chamber...

Laren retreives his two unused potions back from the rescued women.
The three women are the missing Threshold council members.  There is no sign here of the missing priests.

Continued in:
The Weary Road Home (ICD)
Is Vervishkuk Hiding in the Fortress? (OOC)
#10
Game Log / Episode 09: You Can't Handle the Tooth
February 02, 2006, 09:07:01 PM
Episode 09
You Can't Handle the Tooth

[Saturday 21 Jan 06]

Cast of characters:
Dale: Blackspear
Kit: Dray
Laren: Matt C.
Jarmok: Johan
Maal Brengain: fraz
Ragnar: Rob C.
Sayer: Phin

---------------------
Sythus [Spring]
Valley Year 237
Duthash Zinnyas Aryor [12 May]


The party meets for breakfast in common room at the Thornhedge Inn.
Julius speaks with them about the upcoming interrogation and they plan their questions.

The party heads over to the jail.
Dale enters the cell first and casts his Charm Person spell on the prisoner. [prisoner makes save?]
He interrogates the prisoner, but gets an attitude and limited answers.
Ragnar and Laren join Dale in the cell.
Jarmok remains out of sight outside of the cell.
Maal Brengain stands silently just outside of the door.
Sayer keeps written account during entire interrogation.

"Why did you attack last night?" asks Dale.
"To dominate," answers the prisoner.

When Dale asks what the prisoner's interest is, the prisoner replies that his self interest is secondary to the cause of the Empire of Shadows.

The man describes himself as a Disciple of the Shadow.

Dale finishes and exits the cell.
He indicates that Maal should go next.

Sayer enters first though, to talk to the prisoner first [playing good "cop" to Maal's bad "cop"].
Sayer suggests that if he knows what's good for him he should answer Maal's questions...
"What's in it for me?  Will I be set free?" the prisoner asks.
Sayer answers vaguely, not making any promises.

Just berfore Maal enters the cell, Julius hands her a corpse-eater tooth, telling her to show it to the prisoner and that he'll know what it means.
Maal enters and begins her extended interrogation [Intimidate skill check = nat 20+4].
Maal fingers the tooth as she asks questions.
She implies that they may free him if he cooperates.

She then crouches before the prisoner and traces his face with the tooth.
He shrinks back and answers questions.

His troop uses an abandoned ruined stronghold as their base.
There were about 20 men stationed in the ancient nearby ruins.
There are about 150 men in several troops around the area surrounding Threshold overseen by a dragon-man named Vervishkuk.
Vervishkuk answers to the winged serpents.
The winged serpents can shapeshift to humanoid form.
The prisoner is a simple soldier and does not seem to know much about the extended plans or purpose of the Empire... just that they attack to dominate.

Maal threatens the man with the corpse-eater tooth more than once, causing him to cringe back and sweat...
He refuses to lead them to his camp in the ruined stronghold though, even when threatened with the tooth.
He explains that if his betrayal were discovered, his punishment would be the same, implying that his superiors would also threaten him with a corpse-eater tooth.

Meanwhile:
Kit has awakened at Ashe's house.
She is feeling considerably better and leaves, heading back into town.
After checking around she finds the entire Protectorate with Julius at the jailhouse.
She arrives during Maal's questioning.

Maal paces slowly around the cell during her interrogation and actually exits the room a couple of times to confer with the others in semi-private.

Ragnar remains in the room during the entire interrogation.
He tortures the prisoner a bit, asking his own questions and cutting both the man's cheeks with a blade.
Ragnar displays the symbols on the back of his hands and the man responds condescendingly by referring to Ragnar as a slave.
At one point, Ragnar is about to cause serious harm to the prisoner (by cutting off some of the man's fingers), but Sayer and Dale intervene.

Maal finally finishes her interrogation.
Julius comes close to her as she exits the cell and whispers: "When you are done with him, use the tooth..."

Kit enters the cell and closes the door.
She uses her psi power of Attraction to get more answers...

He knows where one other camp is...
The larger stronghold is further east into the mountains.

The 1st stronghold is 1/2 day SE from town along river and the bigger one is one day further.

He also reveals that Vervishkuk can spit fire.

Kit asks if there are spies in the town, but he replies that there are none that he knows of.

Finally, as the long interrogation nears an end, Jarmok decides to show himself.
He peeks in through the door.
The man recognizes Jarmok's race and refers to him as a slave.
Jarmok is perplexed by this.
He has no memory or information of where his people come from or who they are, but he does not consider himself a slave.

Kit finally ends the Attraction - the questioning is done.
The man abruptly awakens from his charmed daze - shaking it off and looking about in confusion.

Everyone exits the cell (except Ragnar).
Julius reminds Maal about the tooth - He wants, and expects, her to use it.

Maal Brengain enters and threatens the prisoner with the corpse-eater tooth, trying to wrest any last secrets from him, but he reveals nothing more. He cringes back from the tooth. Maal Brengain glares at him... she knows nothing of this man's life before coming here as part of an attacking force and she cares nothing for him. She imagines his face as one who betrayed her not long ago... It is very easy for her to hate him as the pain of that betrayal returns. With a sneer she viciously drives the tooth into his shoulder. The nameless prisoner screams in agony.

Maal and Ragnar step out of the room and close the gate and door.
They watch through the small window to witness the horrible event.
His screams can be heard throughout the town for a few minutes.

Ragnar and Maal continue to watch as the corpse-eater grows inside the man and eventually eats it's way out of him from inside.
Maal watches with morbid curiosity.

Meanwhile:
Sayer has gone with Julius to the Council House.
It is there that he learns that three of Threshold's wayward Council Members have just returned from their travels.
However, they also learn that three others, along with three priests, were expected to have already arrived and are now missing in action.

The rest of the party has gone to the Thornhedge Inn to discuss their plans.
The group decides to scout out the smaller stronghold today.
They will need to leave immediately.

Kit asks Keltan for some traveling rations.
She leaves with Keltan to help retreive the needed provisions from Annalee's shop.
When they arrive at Annalee's they find the front of the shop to be very crowded, but keltan leads her in through the back and they are able to secure the provisions without much fuss.

Jarmok returns to the jailhouse to get Maal and Ragnar.
As they exit they meet Julius and Sayer emerging from the Council House.
Information is exchanged.
Maal is concerned about the corpse-eater in the jail cell, but Julius assures her that it shall not escape.

It is then that Severen approaches.
He heard the screaming and came to investigate.
Maal explains that they dispatched a Xanthacos captive from the attack on the town.

The group reassembles and leaves town headed south.
They soon cross the Overspan.
Jarmok climbs up the cliff to the east and throws down a rope for the others.
They all climb up and follow Jarmok east along the gorge/river.

Late Afternoon:
Spot the stronghold on the other side of the gorge.
The party moves well away from the gorge and camps for the night (with no fire).

Night:
After dark, Jarmok flies off in the form of an owl to scout the area.
He spies on the keep from above.
There are several men moving about on the ruins.
There is also a dragon-man (Vervishkuk) there.

The party sleeps.
Alternating watches are kept during night.
The night passes uneventfully.

Duthash Dracum Voldyn [13 May]
Pre-Dawn:

Discuss plans:
The group agrees that they should spy on the stronghold for a while.
Sayer throws his bones: North side of the river is favorable.
He throws them again: South side is not as favorable.

Group approaches the bridge just before dawn.
Jarmok finds tracks on the south side of the bridge.
There are six pairs of booted tracks... perhaps they belong to the missing Council Members and priests!

Jarmok crosses the bridge unseen.
The others follow cautiously.
They remain in the woods spying on the ruins.
There are guards silouetted on the surrounding walls of the ruins...
#11
Game Log / Session 20 - Return to the Forest Keep
January 21, 2006, 07:55:45 PM
Session #20:
Return to the Forest Keep

[Sunday 01 Jan 06]

Sprouting Grass/Egg 7 Mid-day:

Mirri finds Himo wandering in the woods to the east and convinces him to rejoin the group.

Belwar also has stormed off impatiently, heading westward.

Valen and Zurn prepare to chase after Belwar.

But Arlen quiety calls Zurn over to him and explains that Beloved can probably protect him from the Wendigo disease, should Belwar decide to begin snacking on him.

Zurn complies and Beloved administers the same ?treatment? to him that she did on Arlen.

The group finally reassembles and Arlen bids Beloved a farewell as they depart.

The party backtracks along the swamp paths until they finally reach the road to the south.

After some brief indecision, they decide to follow the road east to Gorna.

Arlen has a strange craving for cheese and daydreams about finally arriving in the city of Gorna and finding some cheese to eat (all that they have had to eat for days has been berries and spider meat).

Night:
The party comes across a camp full of soldiers from Gorna.
They introduce themselves and are welcomed into the camp.

Valen explains what has happended to them in detail and that they are headed to Gorna seeking help for themselves and to request reinforcements for the suffering keep.
The leader explains that the keep is fine now... the reinforcements have already arrived there.

He further explains that if they require immediate attention, it would be best for them to turn back to the keep, since it is still a good deal closer (DOH!).
The soldiers will provide an escort for them, since the road is still dangerous.

In the meanwhile, they are fed real food (including cheese! which Arlen devours hungrily.
They rest for the night in the relative protection and comforts of the soldier's camp.

Sprouting Grass/Egg 8:

Break camp and march westward back along the road towards the keep.

Mid-day:
Orc ambush!
The orcs are easily fought off.
Himo is injured.

Night:
Arrive at keep.

Arlen quietly heads for tavern.
Mirri follows.

Zurn leads Himo and Belwar to Capt Coris' office.
After four attempts he successfully cures Belwar of the disease.
He then cures Himo.
Belwar is unconscious... they carry him to the chapel for rest.
Himo also stays in the chapel.
Zurn and Valen then return to Capt Coris' office.
#12
Game Log / Episode 08: Fires in the Night
December 30, 2005, 09:55:15 PM
Episode 08
Fires in the Night

[Saturday 02 Dec 05]
[modified by fraz on 22 Jan 06]

Cast of characters:
Dale: Blackspear
Kit: Dray
Laren: Matt C.
Jarmok: Johan
Maal Brengain: fraz
Ragnar: Rob C.
Sayer: Phin

---------------------
Sythus [Spring]
Valley Year 237
Duthash Zinnyas Basque [11 May]
Evening:
Max depth exceeded
#13
In Character Discussions / The Walking Wounded
December 05, 2005, 10:12:25 PM
Duthash Zinnyas Basque: Night [11 May]

Maal Brengain and Dale leave Jarmok at the jail house to guard the prisoner while they walk across town to Ashe's house.

The wildlander's wounds are in need of treatment and her muscles are stiffening up now that the battle is over. She walks somewhat gingerly through the now strangely quiet town...
#14
Out of character discussions / what's next?
November 30, 2005, 11:37:10 AM
Do we have any idea where we're going next?

Our options seem to be:

1: Camp out on the bank of the river until the next full moon and watch as Belwar snacks on Zurn (and Himo (if he returns) eats off Arlen's arm).

2: Limp back to the Keep in defeat hoping to find help there...

3: Press onward to the city hoping that Belwar can make it and that we'll find help there (and somehow catch up to Himo on the way?).

Ugh!
#15
Game Log / Session 19 - Beloved
November 15, 2005, 05:41:11 PM
Session #19
Beloved

[Friday 04 Nov 05 edited by fraz 18 Nov 05]

Sprouting Grass/Egg 6: Morning:

Arlen continues to hear the strange whispering on the wind as the party continues to wander through the swampland.

The party moves south-east through the stinky swamp.

After following a curved path that turns south they discover another mummified human male wearing beaten up armor.
The dead man has a short sword and worn pouch containing 3 gp, which Arlen takes.

The party continues on south-west to another island where the air becomes fresher.
The path then joins another path due south.

Much later, after following various meandering paths, they soon come across another mummified man.
There are fresh tracks all over this island and they soon realize that they are back on the same island again.
They have apparently been wandering in circles.

The party leaves the isle to the north-east this time and continues exploring.

After days of listening to the relentless whispering on the wind, the strange voices are starting to get to Arlen. He announces that the whispering voices are sending him messages. As the party continues onward, he insists that the voices are now telling them which direction to go though the swamp. Later, Arlen insists that the voices are telling him to cut off his hair. He brandishes his father's knife now and again, threatening to cut off his own pony tail. Valen is worried, but cannot convince the half-elf to give up the blade.

The party soon finds that they have backtracked to the island with the dead spider.
Some eat spider meat for dinner.

That evening as Valen is suitably distracted, Arlen finally cuts off his long hair with the sharp blade.
He spends the evening trimming his hair short and neat, insisting all the while that the voices have instructed him to do so.

Sprouting Grass/Egg 7: Morning:

More spider meat for breakfast.
The party leaves south-west following a path which eventually banks northward.
After wandering along the long path for hours the forest thins out a bit and the path widens.

Gradually a singing voice becomes audible.
As Valen comment on this, Arlen replies excitedly: Oh! Now you hear it, too! Himo and I have been hearing those voices for days!
Valen assures him that it is not the same voice.
The party halts to listen to the singing more clearly and judge the direction from whence it comes.
Arlen recognizes the song and responds by singing along softly.
They follow the sound of the voice.
Belwar suddenly charges off ahead towards the voice, but drowns it out in the process.
When he finally halts, the voice has also stopped.
Arlen begins to sing the tune again and the mysterious voice returns, joining in.
The party proceeds quietly in that direction for a ways.

Miri moves quietly ahead towards the source.
She finds what appears to be a little girl in the clearing ahead.
She sits before a small campfire.
Miri approaches cautiously and signals the others to approach.

The entire party approaches the girl.
Many questions follow and she answers each in turn slowly and calmly.

Who is she? - Her people (who are not here right now) call her "Beloved".
How long has she been here? - Thousands of years.
Is she an elf? - She is related to the elves by a common ancestor.

Belwar and Valen tell Beloved that they have been told to seek out the "swamp-witch".
Beloved seems offended by this term and by the bluntness of their queries and replies that she doesn't like them.

She seems very intrigued by Miri (she has apparently never seen her kind before).
Miri seems to be quietly keeping her distance, so Arlen answers for her as best he can.
Arlen explains that he and Miri have traveled from the elven settlement south of the road.
Beloved asks if it is on the island and Arlen replies that it is indeed.

Many more questions about the Wendigo follow:
Beloved explains that those bitten by the Wendigo will eventually eat their own kind.
Himo, an elf, has already tried to bite into Arlen, a half-elf, and apparently Belwar, a dwarf, will eventually try to eat Zurn, another dwarf.

Is there a cure for the Wendigo disease?
Beloved explains that the cure is in the river water during a full moon.
Or, those infected could be cured by a powerful holy man.
Is there a holy man nearby that can cure them? Not that she knows of.
Also: the whispering on the wind is apparently a symptom of the Wendigo disease.
Dwarves don't seem to hear it, but elves and half-elves do.
Arlen is apparently hearing it due to his proximity to Himo, who is infected by the disease.

The group talks briefly about what to do next and Arlen silently wonders if he can somehow safely lag behind the group far enough so as not to hear the voices which seem to be haunting Himo.

However, Arlen's problem is suddenly solved... Himo has heard enough talk and requires action!  After questioning Zurn on which direction Gorna lies and finding that it is easterly, he marches off recklessly in that direction (not bothering to go south to the road first).

Meanwhile, Belwar displays his dragon scale pendant for Beloved, asking her about it. He explains that it seems to provide him with protection.
He further explains that he had taken it off once at night while resting, but in the morning found that it was once again hanging about his neck.

Beloved tells them that Dragon scales can be magicked for many reasons. It seems clear to the enigmatic little girl that the pendant has taken hold of Belwar, and wants to reside upon his neck.

Belwar then produces the huge book that he has been carrying.
Valen shows the book to Beloved asking if she is able to decifer it.
She tells them that it is a book on human anatomy... yet, it is strangely incomplete. It is specifically a book on *Male* human anatomy.
She tells them that it is not a nice book.

Arlen and Beloved talk some more.
They talk of songs that they both know and sing a few verses.

Meanwhile, Valen and the others discuss the book.
Is it useless? Is it evil? If so, why are they carrying it around?
They decide to burn it and carefully put it on the small fire.
Beloved seems surprised at this action and abruptly stands up and walks away.
Arlen is taken off guard and remains seated by the fire, saddened that the conversation (and singing!) has ended.

Valen is surprised by her reaction and quickly follows her asking why she must leave.
Beloved explains simply that she doesn't want to be nearby the fire when the book is consumed.
Valen suddenly realizes that they have made a grave mistake!
The book will explode!
He calls back for Belwar to remove the book from the flames, but due to his reckless and aggravated condition Belwar carelessly ignores the request.
Arlen overhears the conversation, however, and realizes the danger.
He quickly heaves the large book from the flames and the crisis is fortunately averted.

Valen tries to convince Beloved to return to the fire, but Belwar has unwittingly smothered it, thinking that they are done.
Arlen grabs some nearby sticks and quickly rekindles the small fire.
Beloved returns and the conversation resumes.
She makes a couple of remarks to Arlen that his friends are very strange.
Arlen agrees, but mentions that (aside from Miri, who he's known for years) they are not necessarily his friends - they are just traveling companions that he has met along the way.
Beloved seems a bit perplexed and asks if they even like each other.
The reply from the party is an almost unanimous "No" [which sends the players and GM into fits of laughter].

Soon: the group prepares to leave, but Arlen is enjoying his time with Beloved and talks with her of songs and poems.
She begins to sing/recite a particualrly long (elven?) verse familiar to Arlen.
Valen tries to interrupt and ask more questions, but Beloved hushes him - she is busy reciting a story.
Arlen is completely distracted as the party discusses how to proceed next.
They are unsure if they should return to the river and wait for the next full moon (which is almost a month away) or if they should continue on to Gorna to look for help.  There doesn't seem to be much  chance of getting help here as Beloved has mentioned more than once that her folk are not around.

[[color=green:10cb8d757c]Player's note: There is much uncertainty in the group as to how to proceed next. The GM calls up the description of Capt. Coris on griznuq.com and suggests that they review it. Is there some kind of clue contained therein?[/color:10cb8d757c]]
#16
Out of Character Discussions / Threshold updates
October 13, 2005, 10:18:09 AM
Hi all,

In case anyone missed it, I have posted a full write-up of Threshold Episode 7.

I also finally posted Wildfire's Moon Phases chart on kulgar.org, as he requested.

Enjoy!
#17
Game Log / Episode 07: A Chamber of Horrors
October 09, 2005, 07:18:38 PM
Episode 07
A Chamber of Horrors

[Saturday 16 Sep 05]

Cast of characters:
Dale: Blackspear
Laren: Matt
Jarmok: Johan
Maal Brengain: fraz
Ragnar: Himo

---------------------
Sythus [Spring]
Valley Year 237
Duthash Zinnyas Fehy [8 May]


Jarmok: After having returned back from the cave you find that the cabin that has become your home offers a silent welcome. Although some questions have been answered some remain and others form. Threshold is bustling beyond anything that you might have imagined upon first arriving in the cold season. It is busy in a way that makes you nervous in being among so many strange people. You become frightenlingly aware of how different you might actually be considered among commoners.

You awake in the morning and start to go out on the early march. Heading out the back door you see a pack of grey wolves lying in the yard. You stop to assess the situation and they all get up to sit and stare at you. The pack leader stands on all fours and begins to inch forward slowly. You can see that he's not in an aggressive stance and just seems to be curious.

O[color=green:f555d330bb]OC: Johan if you have any memory of the conversation that took place here please, by all means, indulge.[/color]

Laren: After returning from Xuad'Tarn your mind is moving almost too fast for you to keep up with it. You now have rest from the uncertainties of the past but are plagued by the mercurial future. It's good to be back and get some rest. Having returned late last night exhausted, you went straight to bed. Waking in the morning to the noises outside you get up. Through the second story window you can see the Rosewalk Bridge and the deep waters of the Fogveil. "Is this now my home?", you wonder. Time enough for those deep thoughts later. Perhaps swapping stories with the twins will ease the mind.

Maal: Yesterday was the day of recovery. By the afternoon Ashe had released you from his care and you were once again back to your old self...be that good or bad. During the walk back to The Thornhedge it dawns on you that Stormhunter and Stagdrake probably have some things waiting for you. You had requested from Stormhunter a brand made special of the sunburst of Kossuth. Stagdrake was going to make a style of quiver for your spears. Right now, however, food is the first thing on your mind. A bath perhaps might do some good too. The other items can wait until later. You get the quiver after lunch and check on the iron. To your disappointment it will be finished tomorrow. The rest of the day is uneventful.

You wake the next morning and it's still quiet as you head out for the morning jaunt.

Ragnar: Unleashing the focus of your mind felt great! Destroying the evil crystals in the Ring of Mists was invigorating! Finally there was some satisfaction in this victory. After having been beaten, enslaved, and bound by the chains of memory you got to fight back and loosen those bonds.

Dale: It's been three days since you've arrived and still you're stuck in the common room next to Sayer and the smelly dwarf. You've come to learn that Stinky, as you've named him, snores, burps, and farts louder than anyone you have heard before. Even Xorn, your frog companion, junps back into the pack when Stinky blows one off. Despite all of the hassles to your left, the discovery of the Ring of Mists has you overwhelmed with curiosity. This emergence seems to be something that you've waited for your whole life.

The triple shot of "dizzysap" as it is known has hit your head and belly hard. As you get up out of bed to go relieve yourself in the privy ol' stinky cuts loose with with another of his vile backside clouds. The smell lowers any defense that you have at keeping your stomach at rest. Without control and with little warning you thow what is left in your belly all over the dwarf. The dwarf in his deep slumber continues on sleeping not having noticed the mess you left him.

---------------

Morning:
Maal Brengain, Ragnar, Laren, and Dale are sitting in the common room of the Thornhedge when Julius Hawkhaven enters. The councilman greets them, but notices that Jarmok is not present. He then talks briefly with Keltan and they send a runner out to find him immediately.

Meanwhile,
Jarmok is conversing with the wolves out in the wilderness. Althought he is in his humanoid form now, they recognize his scent. He apparently met them during a night-time excursion as a wolf.

Jarmok visits the Ring of Mists with Ashe(See the ICD: A New Day Dawns)

A wee bit later, back in his cabin, Jarmok answers a knock upon his front door. A runner has arrived from the Thornhedge with a messge: Julius requests Jarmok?s presence at the inn for an urgent matter. Jarmok makes his way to the inn and joins the group.

Julius explains that there has been an odd sighting south of the town, past the Overspan. Local folks have described a pack of "wolfy-rat things" wandering around the area. The party reacts with surprise. More rat-things? But are they rat-like or wolf-like? Which is it? And is this somehow related to Rawling?

Julius would like the Protectorate to investigate this matter. Jarmok immeadiately heads out the door with the rest of the party following along after they have collected their gear. Dale introduces himself to Laren as they walk along southward through the town. They have a brief discussion about Jarmok, who Dale also has never met before.

The party soon arrives at the Overspan. Jarmok searches for tracks away from the more heavily trafficked areas. He soon finds tracks: They are clawed quadrapedal foot-prints. Jarmok leads the party as he follows the tracks. He tries to determine the size of the creatures based on their foot-size. He finally announnces that these creatures are about as long as Laren is tall (but more massive in overall size).

The clawed tracks eventually lead the party back to the ruined cart and horse carcases. The carcases have been ravaged: everything is a disgusting rotting mess. The party continues to follow Jarmok back towards the cave. The tracks lead into and around the cave entrance. Here, Jarmok finds large booted tracks (bigger than Maal's sizable foot). There is a stinking, rotting stench here as well.

The party re-enters the cave (Dale is here for the first time) and follows the tunnel to the first chamber. All here looks exactly as it was when they last left.  All the skeletons are still here in the same positions. They invest the lone mining cart: it is empty. The group backs off and quietly discusses the next step: to wait for whatever or whovever owns the booted feet to return or investigate deeper.

Laren and Dale apply their sleep poison to a couple of bolts and the party advances to investigate deeper with a lit torch.

They arrive at the next chamber (where two parallel dead-end sets of tracks (with three mining carts) split off from the main line). The webs and spider carcase are still here. The bodies of the dead kobolds and troglodytes are ravaged and eaten. One mining cart still has a dead kobold in it. The other two carts remain empty.

They continue straight ahead towards the giant cavern leaving the left passage unexplored for the present. As the party enters the massive cavern, they hear growling, chomping, and munching from ahead. Their torchlight, however, is not strong enough to penetrate through the darkness to the opposite side of the cavern where the dead people were left hanging upon the walls by chains.

The adventurers can hear several growling beasts approaching in the darkness just beyond their torchlight. Suddenly they are attacked by six "wolf-rats", large wolfish creatures with rat tails and maws filled with razor sharp teeth.

The combat begins!

Laren hits with a poisoned arrow.
Dale misses with his crossbow.
Ragnar hits with a crossbow bolt.
Laren hits with another poisoned arrow.

Ragnar is attacked, but is missed as he dodges.
Maal Brengain strikes with her spear.
Dale switches weapons, dropping his crossbow.
Jarmok is missed twice, beating one wolf-rat back with his shield.
Ragnar uses a psionic Mind Thrust on his foe: the wolf-rat explodes, splashing everyone with gore.
Dale is bitten.
Jarmok growls as he attacks, but misses.
Laren is attacked: the wolf-rat scratches him and bites very deep [8!].

The wolf-rats are in a frenzy now [their ACs are +2].
Laren hits hard with a vengeance [crit]!
Ragnar tries another Mind Thrust, but it fails and his psionic energy is nearly spent now.

Dale, fed up with being scratched and chewed upon, finally throws caution to the wind and casts a Sleep spell. Yet, as he does so, he is attacked and hit twice! He manages to get the spell off successfully, though, and the four remaining wolf-rats fall asleep. All of the sleeping creatures are then slaughtered.

The party investigates a bit, but ultimately they retreat to town to recover. Laren and Dale go straight to Ashe's house for some treatment; Maal goes for a swim; and Jarmok returns to his cabin.

Duthash Zinnyas Syncath [9 May]
Morning:


The party meets at the Thornhedge Inn. They return to the cave to find one set of fresh booted tracks leading away from the cave entrance and into the woods. They follow the tracks back into the cave and through the tunnels to the large chamber. The wolf-rat corpses are here, but, strangely enough, all seem to be missing their teeth and claws. The human corpses (still hanging on the wall) are missing their teeth as well.

The party continues forward into unexplored territory. The tunnel ends abruptly in a collapsed corridor. There does seem to be a slight breeze coming over the stones that are blocking the tunnel, but Jarmok finds no tracks or signs of recent passage.

They return to the chamber with three mining carts and the spider carcase. Here, they follow the left tunnel and find stairs climbing up. Jarmok searches the steps and finds recent large, clawed, bipedal footprints (troglodyte tracks).

Maal Brengain takes the dying torch from Ragnar as they advance up the stairs. There are thick webs blocking their way, so Maal thrusts the torch forward and burns them away, clearing the passage upward. At the top of the stairs they find a chamber. There are old mining tools here. Two doorways lead outside. Another doorway (to the left) leads to a chamber with a forge and some raw ore. The party follows the passages through another chamber which then connects back to the first chamber with the stairs.

They exit to the outdoors and briefly investigate the immediatley surrounding area. There is nothing of interest, so they return to the stairs and, after lighting a fresh torch, descend and exit the complex through the cave entrance in the cliff face.

Jarmok decides to investigate the tracks in the surrounding woods. Suddenly, he morphs into a wolf right before the eyes of the other Protectorate! Laren and Dale are shocked, but Maal (who has already seen this once before) shows no reaction and remains on guard, keeping a look-out over the area from the cave entrance.

Jarmok follows the scent of the tracks a short distance, but the tracks and the scent seems to mysteriously disappear - as though the one making the tracks actually left the ground entirely.  Hmmmmm... He suddenly howls - calling for help from any nearby wolves. Perhaps others will be able to indentify the scent, or somehow be able to follow it further.

Some familiar wolves show up. They are the same wolf pack that Jarmok met one night recently while in wolf form. Jarmok communicates with them, asking for help. Laren has now seen enough and departs abruptly, muttering to himself.

[Laren's story continues in "Laren's Nerves".]

Jarmok leads the wolves past Maal and into the cave. Ragnar and Dale follow in with a lit torch, while Maal remains outside on guard.

The alpha wolf investigates the tracks, following them into the woods and sniffing all about, but cannot seem to follow the scent any further than Jarmok. Jarmok and the wolves finally part ways and he morphs back to normal (he is very tired now, though).

The party slowly makes their way back to town. Jarmok needs to go home to rest for a bit, but wants to meet up again in the evening and return to the cave at dusk. He and Maal Brengain hope to catch the mysterious stranger in the act (whatever act that may be!).

As the party arrives back in the town:
Ragnar goes to the Stump looking for Laren.
Jarmok, Maal Brengain, and Dale find Julius and make their report.  They explain that there are still several human bodies in the caves that need to be removed and that there is a broken wagon with rotting horse corpses that should be cleaned up as well.

Jarmok then heads home to rest.
Dale heads to Ashe's to gather info. On the way, he visits Philip Stagdrake to purchase a baldric for his staff.
Maal Brengain heads to the Thornhedge for an ale and then skinny dips in the Fogveil to refresh herself.
Ragnar buys a lantern and oil at Mugs-n-Jugs before finally returning to the inn.

Later at sunset:
The party (including Laren) meets up again at the inn. The streets of the town are illuminated with torches as the Protectorate once again make their way south to the Overspan.

The party eventually arrives back at the cave entrance and are dismayed to discover that they are too late. Jarmok easily finds fresh tracks leading away from the cave and into the woods. Realizing that these tracks have only just been made minutes ago, he follows them off into the woods as fast as he can. The others follow him closely and soon they arrive at the edge of a cliff facing southward where the tracks disappear.

As they look out into the fading sky, they are shocked by what they see: a wyvern-like beast with legs flying away in distance. Jarmok has seen this before, back on the evening of Gorrish Arek Basque [23 April] [in Episode 1: A Cold Sythus Morning], however, Ragnar also recognizes the wyvern from his time in slavery. He responds unexpectedly, yelling, "Revenge!" and runs off into woods with the lantern. Jarmok follows him out of concern, but cannot catch up to his long-legged friend.

Maal Brengain and Laren are indifferent to Ragnar's reaction and resign themselves to walking back to the town in the dark, but Dale shocks them by casting a Light spell on the end of his staff. Maal is quite perplexed by this, but, in her usual manner, says nothing in response. They eventually arrive at the typically over-crowded Stump and are welcomed into the kitchen area in the back to drink in semi-private.

Meanwhile, Ragnar runs until his lantern has faded. Jarmok has followed him as closely as possible and finally catches up as Ragnar collapses from exhaustion.

Continued in:
Ragnar's Return
and
Kitchen o' the Stump[color=#444444:f555d330bb][/color]
#18
Game Log / Episode 06: Bramblethorn
September 20, 2005, 09:56:43 PM
Episode 06
Bramblethorn
[Saturday 23 July 2005]

Cast of characters:
Dale: Blackspear
Maccabeus: Johan
Maal Brengain: fraz
Ragnar: Himo
Sayer: Phin
---------------------
Sythus [Spring]
Valley Year 237
Duthash Albyr Aryor [6 May]


Maal: The morning wakes as do you. You look out the window and see that Threshold is shrouded in a thick mist the likes of which you?ve not seen since home. In typical fashion you kick off the covers and spring out of bed. Strapping on your gear you head out for your morning march. Heading outside you can see the shape of the temple across the way called The Alter of Virtue. You pass over the Rosewalk and head directly towards the Spike of Fire. Even through the fog you can see the flame burning ever-bright guiding you to the southern end of The Foot. Half way there you look up the hill and barely see the Circle of All. It stands there in a surreal white cloud singing of a primal majesty. You pass the ivy covered Shambled Tower and wonder what foolishness brought that crumbling down. You can see that it tells of an age gone by.

You get to the Spike and hear the muffled thunder of the spouting fire. On the pristine steel door you see the seal of Kossuth surrounded by the copper and gold leaves that are so thematic to this town. The seal is that of a sunburst within a three pointed star enveloped by another circle. A reflective calm comes over you and you begin to remember the comfort and security of your clan when you were very young. You look down to the mark on your hand and remember other times that you desperately try to forget. Gripping your shield tight you draw it close and realize that your hand is clenched around your spear turning your knuckles white. You turn and continue your guarding walk.

Having checked the rest of the town you now have but to patrol the road leading north across the Angelhawk. You get to the bridge and see two figures approaching. One is a large wolf and the other is a feral looking gnome. He reminds you of the night time tales of wolf folk in the Wildlands. Could he be one for real? The wolf fixes its? eyes on you snarls menacingly.

Maccabeus: You wake with a jump and wolf looks east with a deep growl of warning. Following the lead you curiously look out into the dark morning hours. Playing on the mist is the divine light of the moons. It is not yet dawn but quickly will be. In the distance you hear a wild howling in the distance. Wolf?s ears already perked, twitch a little and you see the fur on it?s back has risen up. With another ominous growl it gets up and stands in front of you as if to guard. You get up and stand next to it and put your hand on it?s thick neck to comfort. It looks to you and you say, ?I wonder what sort that was. Whatever it was you don?t like it do you? Well, it?s morning and there is no point in trying to get any rest. That to close for any sense of peace. Come, we?re almost there anyway. I?m not sure what we?ll find but we may as well have a look to see, eh? I hope the human tribes have no fear of you. You?ll probably be more fearful of them anyway?they?re so unpredictable?so say the clanfolk.? You then go into your ritual meditation dance to honor the ways of the living world.

Your dance done, you mount upon Wolf's back and grab hold of the thick for on the animal's nape for stability. You lean down to wolf?s ear and softly say, ?Soon there will be some rest. Now, let?s be off.?

You come upon cultivated fields and through the light mist you see some lights. You approach a collection of wooden structures close to a misty river. Somewhat reluctantly you draw closer to the dwellings. You see that they?re different than the earthen homes of the clanfolk but seem to give shelter nonetheless. As you get closer you hear a barking from up ahead and wolf rumbles with alarm. Quietly you whisper, ?Shh?they?ll be still once they see that you?re stronger.? Wolf quiets and continues on. The two of you approach the village to find it still at rest. Wolf looks to the riled dogs and bears his teeth and silences them. Ahead you see a wide bridge spanning the river. This is the river that your master shaman said that you should follow upon the side trail towards the mountains. Before you left she explained that the human tribes in this area are decent in their welcomes and have little fear towards folks of your sort. Hopefully she?s right. You pass over the span and continue up the broad trail. The trees quickly thicken with the mist and soon you see another small bridge ahead. Before moving further ahead you dismount. You look at Wolf and say, "Well, let's keep going." You come into closer view and you see standing at the bridge a tall individual with a spear and a shield. She looks like one of the clansfolk. Wolf starts to snarl?

Dale: Having arrived late to Threshold last night you take room and board at the first inn you see in the town. The idea of getting some extended rest is all too tempting. Since your parting talk with Lady Sondra in Sukys on Gorrish Gyth Arkus (April 28) more questions than answers have presented themselves. What does this Doctrine mean? Is it a warning of sorts or empty words? It was kept in secret so it must be important. Could it be a riddle? What did Valakai do that was so great and yet terrible. It seems that answers might be looser if Master Randiir were still here. At the very least a part of him lives on with your toad?odd as that may seem.

Having traveled far and away last year you avoided the strange illness that felled so many magic weavers. Lady Sondra would have met her doom were it not for your acquaintance, Xen K?Stalis, and his friend Deacon McTavish. They uncovered a secret that you now are pursuing?but to what end?

You rise out of bed in the common lodging where others are also starting to break their rest. Your nights sleep would have been better were it not for the old dwarf sleeping in the bed to your left. As you begin to get ready for the days events the dwarf gets out of bed with a cough and long, loud, dirty fart. He stands and scratches himself. You cast an annoyed look his way and he says, ?Sorry laddie if?n I at all bothered ya with me snoring last nite. I prob?ly kept everyone awake??. You cast a side glance over at the man getting out of the bed to your right. He seems to be everything the dwarf isn?t. He?s well groomed and has fine traveling clothes. He nods his hello.

Sayer: Life in the prestige of the noble born of Kurr has treated you well. Having been recognized as having certain gifts you made your place in the audiences of Corwyn Vallensun the Arch-Duke of Kurr. You have been an Oracle for a time in the service of the Duke and have come to be trusted as a speaker of insight to the ever elusive future.

A short time ago you did a series of readings that all turned out to be of ill omen. To get a finer insight you continued with the readings asking to where these events would reveal themselves. The Runestones revealed ?South?. Taking private council with the Duke you informed him what the runes hinted to. Duke Vallensun said, ?Hmm?the runes said that, eh? They speak some truth. In the first week of Duthash the garrisons that I?ve lent to the southern towns are withdrawing and returning home. There are rumors of mysterious shadows out in the wilds. Xanthakos may be rallying once again and we cannot take the chance of Kurr getting caught off guard. We must redeploy our troops. I cannot in good conscience leave Threshold without any sort of stead. So, I have decided that you will go to Threshold. Seek out Master Hawkhaven?he will be expecting you. I ask that you offer council to him. However, that is your charge and should be your decision. Sayer, I need you to be my eyes and ears while you?re there. Send word and reports to me of what is happening out there. This time of year Threshold is a prime location to gather such news. Many travelers from all over will be passing through on to the Valley?especially with the upcoming festivals. This needs be done Sayer, I?m trusting you.? The Duke gives you a bag of money and says, ?Here is a pouch of coins totaling a hundred crowns. That should cover expenses for a while along with any messenger fees. Be careful and alert as you always are?the axe could drop at any time.?

You arrived yesterday (Duthash Abyr Basque) but did not have an opportunity to speak with Julius. You?ve taken room at the Thornhedge Inn in the common quarters as that was all that was available. Your rest was marginal at best having been woken several times by a snoring dwarf. The man to your left seems to be somewhat annoyed that the dwarf is talking to him. He sends a glance your way as if to ask you to shut him up. You nod hello and continue to get dressed.

Ragner: For the first time in a few days you?ve slept peacefully. No Shadows haunted your dreams and no burning from the brands on your hands. ?Will they come for me?? you wonder. It seems as if these nightmares and marks would say that they are?but when? Driven by a more primal need you gather up and head for breakfast. Others are rousing out of their rooms to take their part of the morning meal. As you open the door to head downstairs three young children rush by you laughing as they?re playing a game of tag. You smile at their joy and remember back when you were their height. You would play the same game with other kids of your tribe. That was a time free from worry and pain. Both of those things seem to be a theme these days. Where did all of those good days go and will they ever return? Only time will tell.

You go to the feasting room and set for breakfast. You scan the room for familiar faces and see that some of the folk are looking at you with a dumb look of wonder on their faces. From across the room Keltan comes to you and says, ?Ragnar, what can I get for you this morning?? he leans in close to your large frame and whispers, ?Don?t let their rude stares bother you?they truly mean no harm. They?ve just never seen someone like you. Most of them are just passing through anyway?forget them.?

North of town Maccabeus greets the figure on the road ahead of him. "Hail." He says. "Good morning. Could you perhaps tell me where I might get some food?"

"Aye." Calls back a young woman, her accent clearly marking her as a wildlander. "Just yon there by the Mushroom o' the Stump." She directs the gnome.

"Thanks to you. My name, by the way, is Maccabeus."

"Maal." The wildlander replied.

Maccabeus approached the nearby building that Maal had indicated, but found it to be locked. "It appears to not yet be opened." He observed. "What time do they start?"

"Not open?" Surprise was clear in the young woman's voice. "Ahh, well, there's a'nuther place down th' street..." She began to give the gnome directions, but then appeared to think the better of it. "Hell," she says. "Jus' folla me; I'll guide ye there."

Maccabeus and Wolf fall in along side the woman as she leads them southward into the town.

+++++++++++++++++++++++++++++++++

Julius enters the Inn and approaches the table as he has in the past. ?Maal, Ragnar?, he says ?Ashe has told me that the boys are on their way to recovery once again. They send their greatest apologies for your trouble. On another matter, Getty Coryndar has informed me that his farm steward saw some strange men going into the thickets bordering his fields. He fears that they might be bandits hiding out. I told him that bandits wouldn?t make themselves so easily seen. Needless to say, he didn?t seem to care for my assessment of the situation. Regardless, could you go check it out? I sent a runner up to get Jarmok but he said that Jarmok was not there. He must be out hunting for the day. The bandits numbered about eight. The fields are in Little Threshold just north of here. Clearly it?s not wise to go search with just the two of you. I don?t see Hafaveraal anywhere either?do you know anyone else in town that might go with you??

As Julius is talking the door to the inn opens and an armored man walks in, ?Master Julius.?, he says. Julius turns around, ?Ah, captain. Getting an early start?? ?Aye that we are. The men are ready and these days of standing down has lowered their spirits. A good days walk towards home ought to liven their enthusiasm. As I said before, Threshold has become like a home to me and it?s not my choice to leave?but I have orders from Duke Vallensun to return to Kurr. You and the folk of Threshold have been very kind and receiving of us. We?ll miss you all. Here?s the key to the Fortmount.? The captain offers the key and Julius takes it. Julius puts his hand on his armored shoulder and says, ?Be careful on the journey north?I?m expecting that we will once again have speak over an ale. Travel well good friend.? At that the Captain turns and leaves. Through the windows you can see the garrison proceed past the inn. Several people get up from their meal to watch them leave.

Julius turns back around and says, ?Now where were we??

As Julius was talking with the Captain, Dale, Ragnar, and Sayer all arrived at the only open table the Thornhedge had to offer: Maal's.

"Ahh, yes," Julius continued. "I was asking, Maal if you knew of any others in the town that might be able to help you investigate these "bandits". He looked expectantly at Maal.

Maal introduces the new folk, Dale and Maccabeus to Julius. Julius, much to Mac's surprise greets wolf gently and ably.
Sayer intros himself to Julius and they talk.
Dale talks with Julius.

Maal suggests that Maccabeus, Dale, and Sayer accompany her and Ragnar. The three new-comers have no objections.
Dale works out some details with Julius privately and Maccabeus and Sayer agree to join as well.

Dale goes to collect his equipment.
Sayer throws his seer-stones and makes a reading as the others look on in bewilderment.
Leave and head north to the village of Little Threshhold.

The party soon finds the farm and talks to Jared MacDougal to get the whole story:
Several armed (but not necessarily armored) men were seen going to and fro around the tree line on the edge of the farmland. This is apparently cause for concern because it is unusual.

Investigate the area where MacDougal has indicated. Wolf finds tracks and they follow them to the edge of the woods and along the trees? border.

The marching order is thus:
Maccabeus & wolf
Dale
Ragnar
Sayer
Maal

At length, the party comes upon a tall, broad bramble that has been obviously damaged and is ailing. Instead of vibrant new greenery, the plant seems oddly gray and colorless. The leaves and fronds also appear to be extremely delicate, disintegrating at the merest touch.

There appears to be a tunnel leading into the bramble, and there is strange ash-like sand upon the ground.

Taken aback somewhat, the party stops and scans the area. Maccabeus kneels next to the ailing bush and begins making raspy, whispering sounds. The other companions look on in surprise while Maccabeus talks with the bramble.

After a brief conversation, Maccabeus reports that the bramble is sick and dying as a result of a presence within the tunnel.

Sayer throws his stones and makes a silent reading.

Although wolf takes some convincing, he eventually accompanies the companions into the tunnel.

As Maal passes by Sayer the seer grabs the wildlander?s arm and whispers to her: "Red among the green. Watch for it," he says. [+2 insight bonus on a die roll of Maal's choice].

The floor of the tunnel appears to be carpeted with strange ash-like sand that, combined with the dull-gray leaves and fronds creates the impression that the tunnel was burned into the living shrubbery, leaving ash and cinder behind.

The party follows the path; as they penetrate deeper into the bramble the ash upon the ground gets thicker. The plant, in the manner as it was outside of the tunnel is fragile and turns to dust at the slightest disturbance.

They follow the path to a three-way fork. Right and left seem to open into chambers with pools.
Sayer throws stones: he announces that straight ahead looks favorable. The companions take Sayer?s suggestion and proceeds straight ahead. The path gradually turns to the right and finally opens up to about 15' wide, affording the party to move a little more comfortably.

Maccabeus suddenly spots a living vine moving towards them in a threatening manner. Unsure of what this is, the gnome casts Entanglement, and the vines and plants attack each other. However, the vines are so brittle and fragile that their own movement causes them to disintegrate, filling the tunnel with ash and dust, choking the companions within and forcing them to withdraw a ways, coughing all while.

Maccabeus backs up [but fails his fort save] and begins coughing uncontrollably.
Dale fails save and begins coughing uncontrollably.
Sayer fails save and begins coughing uncontrollably.
Dale fails again and his eyes start burning and tearing.

Sayer, stationed at the rear of the party, detects something approaching from behind. Trying to call a warning to the others in the group, he coughs repeatedly, finally getting Maal's attention. Maal turns to see a strange humanoid approaching. This creature has grey-skin, fangs for teeth, and pupiless eyes. It is dripping with wet, blackish liquid and wields a sword.

Without hesitation, Maal steps around Sayer and lets fly her spear which kills the humanoid upon impact.

The party crowds around to investigate the kill. The humanoid wears a medallion which Maal picks up. Upon contace, she is aware of a strange tingling sensation in her hand and she drops the item immediately. Maccabeus then touches it and experiences the same sensation; he, like Maal, drops the medallion.
Dale, recovered from his asphyxiation, picks it up quickly and deposits it into his pouch.
Ragnar takes the creature?s scimitar.

The party follows the creatures wet tracks back to one of the pools and investigate.
The pool is dark and still; what they at first think is a thick sludgy oil turns out to be just an odorless, ash-darkened water. Dale thrusts staff into pool - no effect. Ragnar lights a torch and touches it to the liquid - it sizzles, but there is no other effect.

Exit this ?chamber? and investigate the other pool. This one is bubbling slightly, causing the companions to wonder is there isn?t something alive beneath the surface (theorize: perhaps the other pool is not bubbling because what was under it came out an attacked us; this creature must still be under there!)

Ragnar fires a crossbow bolt into the pool, but nothing seems to happen. (Reevaluate our theory: perhaps the bubbles are from incoming liquid below the surface?)

The companions decide to exit and advance again to the wide passage where they fought the strange creature. They pass the body of the downed creature, which is degenerating quickly into ash! Continue onward past a passage on the right, and continue straight until they come to another intersection. Take right passage

As they move onward, the party begins to hear strange chanting from up ahead. They approach quietly, finding that the passage opens up into a small glen and peak into the widened area ahead They see a stone circle in the center of the large area. There are humanoid figures moving about within the circle of stones.

Back off and discuss briefly. They decide that before any encounter should take place, they should first investigate that last via encountered in the passage behind them, that way, they will be assured that there are no additional creatures to flank them. They investigate other side passage which leads to a room in which another pool is there bubbling.

Discuss further. There was one additional unexplored passage. Retrace to previous intersection and follow passage back to find another pool room. More bubbling in the pool (apparently all the pools bubble except for the first one). There is no exit passage here. However there is only five feet of plant-wall between this and the stone circle room next door

[listen and spot checks all around! initiatives! reflex checks!]

Another creature, similar to the first that Maal killed, rises silently from the pool and fires some spikes from it's arm at the party!! Everyone manages to avoid the flying spikes. Ragnar Mind Thrusts the creature - there is a momentary black out and a beam then shoots out from Ragnar's forehead and kills the creature, who's head erupts! The creature falls back into the pool, dead.

Discuss a plan of attack
Maccabeus circles around and rides Wolf into the chamber. He approaches one of the standing stones and investigates it, noting that there are markings on its surface (the water symbol)
Maccabeus wanders closer and sees another standing stone in the center of the circle (this one rising more than thirty feet into the air. He can make out at least three or four creatures in the circle
There is another bull's head symbol on the center stone (exactly like the one that Dale picked up earlier only larger).
Maccabeus investigates another of the standing stone. This one has the symbol of earth upon its surface
The humanoids seem too busy worshipping and chanting to take notice of him at all
Maccabeus approaches from the other side of the wall to communicate with the rest of the party

discuss attack plan

Sayer: casts his stones upon the floor of the chamber that they are in and speaks: "Earth and Water, Fire and Air, Trap the serpent in his lair". [+2 on a die roll of your choosing bestowed upon each member of the party]

The party walks around to the chamber entrance. after entering, they spread out, surrounding the center without resistance (the acolytes continue their ritual)

Maccabeus casts Shillelagh while Dale casts Sleep - two of the creatures fall affected. a cloud of ash goes up as they fall to the floor

Dale fires his crossbow and kills one. The remaining creatures finally turn and react
Ragnar mind thrusts - the creatures head explodes!
Maccabeus charges in on wolfback and attacks: he whacks one creature in the face with the magical staff, crushing it's face
Ragnar is struck by a scimitar wielding foe
Maccabeus is struck by several forearm spikes
Maal charges forward and throws her spear - hitting Ragnar's opponent (the only remaining foe).
Dale approaches one of the sleeping creatures and clubs it to death
Maccabeus and wolf are missed.
Ragnar attacks the opponent that fired the spikes at Maccabeus - [crit!] he destroys it!
Maccabeus kills the final sleeping creature.

The party soon finds that there is a bull's head figure on each side of the center stone. There is also a black, glowing gem embedded in each bull's head. The bull's heads are all removed and it is discovered that they were covering up the four elemental symbols of earth, fire, air, and water.

Maal grabs a nearby scimitar and tries to bash one of the black gems, hoping to destroy it. She is successful; the black gem shatters, but a wave of evil energy is suddenly released and hits her dead on [-7 CON]. She collapses and pukes

Ragnar destroys the remaining bull's heads by hurling them against one of the standing stones

Maal pukes again. She sits down to rest as Dale investigates the circle o' stones

Maal retrieves her spear and Ragnar recovers his spent bolt, after which the party makes their way back out of the bramble maze. They check the pools on the way - all of the bubbling pools are still bubbling (except for the first one, which was never bubbling).
The party finally exits the bramble maze and makes their way back to the large barn at Coryndar Fields

Pick this story up in the following threads:
A Dusty Return
Ragnar?s Report
By the Light of The Emerald Moon
Ashes to Ashe?s
Aftermath
#19
In Character Discussions / Waiting for Kyle
September 19, 2005, 10:45:04 PM
Duthash Zinnyas Voldyn [7 May]

[color=green:b5633d3daa]This takes place after Maal Brengain leaves Ashe at the Thornhedge Inn in "Aftermath".][/color]

After going for a brief swim in the Fogveil, Maal Brengain dresses, grabs her spear and shield, and makes her way back through the busy streets to the Rosewalk. She crosses the bridge onto the Foot and begins heading towards Philip Stagdrake's leather shop, but suddenly hesitates...

She wants to talk to Kyle, not Philip. How will she get the young man away from his father without Philip knowing? Maal alters her stride and instead walks to the Cliffside Inn across the road from the leather shoppe. This could work. I could jus' get meself sumthin' ta drink 'ere an' wait fer Kyle ta hopefully come out or maybe pass by.

Maal makes her way through the heavy traffic to the front door of the inn and enters, seeking to quench her thirst...
#20
In Character Discussions / Kitchen o' the Stump
September 18, 2005, 04:38:23 PM
Duthash Zinnyas Syncath [9 May]
Evening at the Mushroom o' the Stump

[color=green:6696de7bd0]This would take place after Maal Brengain, Laren and Dale have settled down for their evening meal and drinks in the semi-private back room/kitchen of the Stump, following their sighting of the wyvern-creature flying away into the distance towards the Valley of the Mist.[/color]

After taking another long pull from her tankard of ale, Maal Brengain looks sidelong over at Dale.  "Ye still sleepin' in th' comm'n room o're at th' inn, Dale?  With tha' stinky dwarf?"  The wildlander's compact mouth is serious (she very rarely smiles), but Laren and Dale notice an odd, almost playful, gleam in her eye.