tag:blogger.com,1999:blog-47933389710451921152024-03-13T21:41:39.970-07:00Dungeons and Dragons Improv BlogAnonymoushttp://www.blogger.com/profile/17512108079981281387noreply@blogger.comBlogger22125tag:blogger.com,1999:blog-4793338971045192115.post-42042530506913972052013-10-09T15:01:00.000-07:002013-10-09T15:01:00.537-07:00AI - Chapter Seven - Power of the Dread Lord<span style="font-family: Trebuchet MS, sans-serif;">After journeying for several days, Alera, Baba Zephyr, Direli, Finley, and Durgan return home to Nevermore. The group had hoped to rest after their long journey, but with the terrible news that Jennu had not yet returned from his investigations of Oman's shipyard, paired with the terrible visions of pain and torture Therrah was having, the group had no choice but to go after Nevermore's guardian Dragon.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">They felt they stood the best chance of infiltrating the base if they disguised themselves as members of Oman's forces, and used the egg the Dread Lord had been searching for as a way of getting inside. They would also make Durgan appear to be a captured prisoner, to help strengthen their ruse. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">After sailing for a day, it was time to put their plan into action. Their ship The Elder Break was disguised well, and fooled the harbour masters, but once they saw the red dragons flying overhead, they knew there would be no turning back. One of the guards led them up into the keep, which was inside a large cavern, with thin walkways between rooms, and a long fall with a watery grave. Not wanting to risk being stuck in a torture chamber, Durgan took his chances by breaking free of his makeshift ties, and leapt down the cliff into the waters below. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Concerned about their cover being broken, the group was forced to ignore Durgan's stunt, and press on. They found an opportunity soon after to get away from the guard, and they took it. They dispatched him quickly, and then continued to bluff their way through the keep.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">They eventually came to a large room with a glowing blue light emanating from its centre and rising up through a hole in the ceiling. Jennu was trapped within the magical prison, that was being powered by a strange stone, controlled by a fiery humanoid known as an <b>Azer. </b>The group battled to free him, and were successful, but Jennu was in no condition to fly. He instructed the group to destroy the stone, which would cause the whole island to sink back beneath the waves.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">They did as he asked, and the entire island began to quake. Knowing they only had a short window of opportunity to learn anything they could about Oman's plans, they agreed a quick search of the keep was a good idea. This decision would prove costly though. Their investigation led them face to face with Dread Lord Oman himself.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">He had Durgan bound by rope, and demanded they hand over the egg, or it would cost Durgan his life. But Finley Clearwater would not suffer Oman's negotiations, and with a carefully thrown dagger, he severed the rope that held Durgan prisoner.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Jennu, now in his human form, told them this was not a fight they could win, and urged the group to flee. Durgan and Finley were not the type of heroes to run from a fight, no matter how grave it may seem, and the group leapt into battle. They soon realized the truth of Jennu's pleas and decided they had no choice but to escape, but Finley and Durgan refused to retreat.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Jennu was able to escape with Alera, Direli and Baba Zephyr, but only because Finley and Durgan were buying them time.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Durgan was the first to fall to Oman's blade, and while Finley in all his rage was a force to be reckoned with, the Dread Lord's power proved to be too much for the brave Halfling, and Finley Clearwater of Nevermore was slain.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">To Be Continued...</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>Anonymoushttp://www.blogger.com/profile/17512108079981281387noreply@blogger.com0tag:blogger.com,1999:blog-4793338971045192115.post-48582333272883786412013-10-08T13:08:00.001-07:002013-10-08T13:08:27.786-07:00AI - Chapter Six - The Centaurs of Feyfoot<span style="font-family: Trebuchet MS, sans-serif;">Tasked with bringing news of the Lizardfolk's call for peace to the Centaurs, our heroes make their way to their home in <b>Euratheon. </b>Upon arrival they are greeted by their leader <b>Barellion Aguastas</b>, and his advisor known as <b>Pharan.</b> </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Barellion is relieved to hear that peace is desired, and sends out scouts to inform his troops to pull back. He also agrees to the terms that Farelok put forward. The war is ending, and since the party has proven themselves capable, Barellion asks them for their aid. His son, <b>Chiron</b> has been investigating the disappearance of centaur wizards and sorcerers, and asks them for help. </span><span style="font-family: 'Trebuchet MS', sans-serif;">They accept, much to the chagrin of Pharan, who believes it was simply packs of <b>Gnolls</b> that are behind it. Barellion isn't convinced however, and sends the party away. </span><br />
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<span style="font-family: 'Trebuchet MS', sans-serif;">The group meets up with Chiron, who informs them of a Human Sorcerer that has been hanging around their city right around the time the disappearances began. He hasn't told anyone yet, because he's concerned Pharan is involved. He has spied the two meeting on several occasions, and now Chiron believes Pharan has hidden the human away, concerned that the leader's son was getting too close to figuring it out.</span><br />
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<span style="font-family: 'Trebuchet MS', sans-serif;">He asks them to accompany him out into the wilderness, where he has just returned from. He learned that Pharan sent the human away to hide until they could make their next move, and that the human has since been taken in by Gnolls, strange half-hyena humanoids that live out in the woods.</span><br />
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<span style="font-family: 'Trebuchet MS', sans-serif;">The group comes upon the encampment, and after a brief battle they find the human, with a crow perched upon his shoulder. To their horror, they discover that the human has no tongue and uses the crow on his shoulder to speak for him. When they interrogate him, they learn that he had been forced to work for Oman. The wizards and sorcerers were gone by now, and Oman has them. He also tells them about the mysterious island, and that Oman has turned it into a shipyard. Many of Oman's forces are there, but that a large amount of his army has been sent North to further his campaign of terror. </span><br />
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<span style="font-family: 'Trebuchet MS', sans-serif;">Pharan is also in the employ of Oman, but has ambitions of his own. When the centaur had sent him out into the woods, he used magic to attempt to break free of Oman's oath. While he no longer felt compelled to do his bidding, it cost him his tongue. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">The group runs back into town to stop Pharan, only to realize that much of the area is now dark and deserted. When they reach Barellion's citadel, they find large Undead Centaur, and Pharan, who appears to be using strange black magical pillars for power, and Barellion who now lies unconscious at his feet. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">After an arduous battle, the group rescues Barellion and slays Pharan. The other centaur are released from a prison Pharan had magically created. Barellion rewards them for saving their city, and with all their affairs in order, the group is ready to head home.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">They are eager to hear what Jennu has learned while investigating the strange island.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">To Be Continued....</span><br />
<span style="font-family: Trebuchet MS, sans-serif;">Dungeons and Dragons Improv Show on Facebook! </span><a href="https://www.facebook.com/events/1417760161769663/?ref_dashboard_filter=calendar">https://www.facebook.com/events/1417760161769663/?ref_dashboard_filter=calendar</a>Anonymoushttp://www.blogger.com/profile/17512108079981281387noreply@blogger.com0tag:blogger.com,1999:blog-4793338971045192115.post-46974284198811883182013-09-24T00:39:00.001-07:002013-09-29T10:04:08.083-07:00AI - Chapter Five - Diplomats<span style="font-family: Trebuchet MS, sans-serif;">When the party meets with Therrah, he's just finishing up a meeting with two <b>Centaur</b> emissaries from the southern territories of the island. They came bearing news that they were now in open war with a tribe of <b>Lizardfolk</b> that had begun encroaching on their lands. They are asking for military support from Nevermore, hoping to end the war by forcing their enemy to fight battles on two fronts.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Not wa</span><span style="font-family: 'Trebuchet MS', sans-serif;">nting to commit Nevermore's forces to a war while Oman remains a threat, Therrah asks the party to go on a diplomatic mission to meet with the Lizard's leader, "</span><b style="font-family: 'Trebuchet MS', sans-serif;">Ashkoort, Son of Lightning"</b><span style="font-family: 'Trebuchet MS', sans-serif;">, in hopes that they will learn why the Lizardfolk have come to Feyfoot Isle, and see if there is any way that peace can be reached between the two factions.</span><br />
<span style="font-family: 'Trebuchet MS', sans-serif;"><br /></span>
<span style="font-family: 'Trebuchet MS', sans-serif;">They also inform Jennu and Therrah about the mysterious island that does not appear on any normal sea charts, and ask if Jennu is willing to investigate the island while they leave on their mission. Jennu agrees, and then quickly flies off.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">The party leaves the following morning and travels south. After nearly a day's travel, they are ambushed by a scouting party led by a Fighter named <b>Farelok</b>, and are quickly surrounded. Farelok asks them to come peacefully to meet with their tribe.</span><br />
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<span style="font-family: 'Trebuchet MS', sans-serif;">They are brought before Ashkoort, and they quickly learn that he is a powerful being known as a Half-Dragon. They also learn, that he has been driven mad with desperation, and all attempts at reasoning with him prove futile. He asks the group to speak with a Centaur they've captured, and have him deliver his terms to the leader of the Centaurs.</span><br />
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<span style="font-family: 'Trebuchet MS', sans-serif;">The party deems his terms to be insane, and luckily for them, that is an opinion that Farelok agrees with. He does not like this war, and believes the cost is too high for it to continue. The party reluctantly agrees to meet with this prisoner first however, and Farelok comes with them.</span><br />
<span style="font-family: 'Trebuchet MS', sans-serif;"><br /></span>
<span style="font-family: 'Trebuchet MS', sans-serif;">Along the way, their new friend informs them of the reason they have begun to settle on Feyfoot. Pirates attacked their island in great force, with the aid of Red Dragons. They have become refugees, and have since been forced to flee. Ashkoort, a once noble and benevolent creature, has had to watch many of his people die, and as a result, he became twisted. </span><br />
<span style="font-family: 'Trebuchet MS', sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Durgan suggests </span><span style="font-family: 'Trebuchet MS', sans-serif;">staging a coup and</span><span style="font-family: 'Trebuchet MS', sans-serif;"> removing Ashkoort from power, which the centaur prisoner believes to be the best idea. Farelok is reluctant at first, but is convinced by the group that replacing him with a far more level-headed leader is the strongest option to end the war. Farelok agrees to the plan, and will have to prove his strength to his clansmen in order to become Ashkoort's successor. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">The group attempts one final act of diplomacy with Ashkoort, but when they fail miserably to make him see reason, they attack. He is a fearsome enemy, but with their combined strength, they are able to bring him down. Farelok guarded the entrance to the main tent during the battle, and fought off anyone trying to aid them.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Their plan works perfectly, and Farelok assumes leadership of the Emerald Scale Tribe. He then immediately signals the end of the war with the Centaurs, and asks the party to bring this news to <b>Barellion Aguastas</b>, leader of the Feyfoot Centaurs.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">To Be Continued....</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
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<a href="https://www.facebook.com/events/1417760161769663/">https://www.facebook.com/events/1417760161769663/</a>Anonymoushttp://www.blogger.com/profile/17512108079981281387noreply@blogger.com0tag:blogger.com,1999:blog-4793338971045192115.post-54151290807773484612013-09-16T17:12:00.001-07:002013-09-16T17:12:30.076-07:00AI - Chapter Four - The Islands and the Planes<span style="font-family: Trebuchet MS, sans-serif;">Our heroes gathered up the egg, and brought it back to the ship. The villagers were tended to, and then sent them home aboard the Argo. Half of the crew stayed behind to help the party sail the pirate ship they had just liberated. It was big enough to house them, and it was still fairly well provisioned.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Before departing, Devlin, the Cleric from the Order of the Pulling Tide that was accompanying them on this particular mission felt something strange in the air. Clerics of this particular order worship the Auroch Islands, and they are sensitive to changes to them. He tells the group that the islands are closely linked to the <b>Elemental Planes of Water</b>,<b> and Air. </b>He believes the islands are going to test them on their way home, and he mentions this to the group, but since there didn't appear to be any immediate sign of danger, the party set sail for Nevermore.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">Devlin remained on the deck of the ship until nightfall, when suddenly, off in the distance he heard a terrible screeching sound over the crash of the water around them. He called the group out on deck, as the screeching sound drew closer. It wasn't long before they realized there were two creatures circling over head. The wind picked up, and blew out the torches, and the group was shrouded in darkness.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">A bolt of lightning pierced the night as it launched itself down towards Durgan, and the group went on the defensive. The only one who was able to see what was attacking them was the dwarf, thanks to his <b>darkvision</b>, which let him see clearly at night up to 60ft. He told them they were under attack from monstrous birds, and Devlin realized the Plane of Air had brought two beasts into the world.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">Thanks to some clever planning, and spell casting, the party turned Durgan into a walking lantern, and as he climbed the mast of the ship, the creatures were illuminated, and the party was able to bring them down.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">The rest of their journey home was uneventful, and they were happy to return victorious. They wouldn't have much time to celebrate however, for when they finally arrived home, </span><span style="font-family: 'Trebuchet MS', sans-serif;">Therrah was waiting for them and was going to trust them with an important diplomatic mission...</span><br />
<span style="font-family: 'Trebuchet MS', sans-serif;"><br /></span>
<span style="font-family: 'Trebuchet MS', sans-serif;">To Be Continued...</span><br />
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Anonymoushttp://www.blogger.com/profile/17512108079981281387noreply@blogger.com0tag:blogger.com,1999:blog-4793338971045192115.post-85584645682548838062013-08-07T12:36:00.001-07:002013-08-07T12:36:07.594-07:00AI - Chapter Three - Swords and Fire<span style="font-family: Trebuchet MS, sans-serif;">The letter was addressed to the "Captain of the <b>Elder Break</b>, Lothari Duskend" and bore the same terrible insignia of a dragon's skull with fire burning behind it. The message was written in Draconic, a language in which Alera was fluent, and broken into two parts.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">The first part was a mission to take the townsfolk of Illiad as slaves. A mission that was now thwarted, save for the large group that was directed off into the forest. The other half of the message was a direction to hold the town as long as it took while the band's best pirates, and Ranger were to head off into the forest in search of something, and the pirates were not to return until they had it, whatever <i>it </i>was. </span></div>
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<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">The group also found a strange map that had an island drawn on that wasn't on any other map they had ever seen, and if ever there was a sign that pointed to this Dread Lord Oman, this was surely it. However, there was still the problem of the pirates in the jungle, and the object of Oman's mission. </span></div>
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<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">It was at this point, they heard the sound of a creature swimming towards the ship. It was their Dwarven ally Durgan, who had come to join them in their battles with Oman's forces! After taking some time to regroup, the party returned to the main land, and set up a defensive position in the town, waiting for the ruse they pulled on their foes to be realized.</span></div>
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<br /></div>
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<span style="font-family: Trebuchet MS, sans-serif;">Eventually two smaller figures emerged from the jungle, a goblin and a kobold. After killing the goblin quickly, they took the kobold prisoner, and attempted to coerce information about Oman out of him. Whenever he was openly asked about Oman, he would give the same reply: </span></div>
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<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">"Dread Lord Oman, Commander of the <b>Gantrithor</b>,</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">the Ship Eater. </span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">He will boil the seas, sink civilizations and </span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">devour nations!"</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">Every question was met with that answer, and when the group was tired of hearing it they threatened the creature with it's life. Upon realizing he was going to die if he didn't co-operate, the kobold appeared as if he was going to give them an answer, which triggered something truly horrifying. </span></div>
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<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">The creature's tongue fell out, the creature panicked, and the group decided to promptly put the creature put out of its misery. </span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">Our heroes then set off in search of the remaining pirates. After a brief 20 minute march, they heard voices. When they realized they had found the remaining pirates, our heroes rushed in to meet them! A brief battle ensued, and our heroes emerged victorious. </span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">Among the various things they looted, one was a map with an X on it. Some of the larger pirates had been looking over it when they first came upon them, and the group decided that if the pirates thought it important, they should probably investigate it.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">After following the map, they came to the entrance of a darkened cave, whose surrounding area was full of charred trees, scorched bushes and grass. Durgan went ahead into the cave, but his footsteps alerted what was waiting within. </span><span style="font-family: 'Trebuchet MS', sans-serif;">A giant wave of fire came spewing out from an opening in the cave's side, and from the darkness, out stepped a Wyrmling Red Dragon. </span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;">The group hardened themselves in preparation for the fight. Despite the dragon's size and young age, the group knew that Dragons were not to be taken lightly. Luckily they had a numbers advantage, and after a hectic fight, the dragon was defeated.</span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;">Much treasure was found in it's den, as Red Dragons are especially known for their greed and desire for wealth. Among the gold however, lied the body of Oman's elite ranger, and a lone Red Dragon egg, sitting amongst a clutch of broken ones.</span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;"><br /></span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;">Was this what Oman was looking for?</span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;"><br /></span></div>
<div style="text-align: left;">
<span style="font-family: 'Trebuchet MS', sans-serif;">To Be Continued...</span></div>
Anonymoushttp://www.blogger.com/profile/17512108079981281387noreply@blogger.com0tag:blogger.com,1999:blog-4793338971045192115.post-26475617964286684472013-07-22T13:22:00.001-07:002013-07-22T13:22:18.992-07:00AI - Chapter Two - Illiad and the Argo<span style="font-family: Trebuchet MS, sans-serif;">The day after Argo's death, a funeral service is held, and most of the city is in attendance. At the service, Therrah accepts responsibility for having let things go too far at the duel, and he calls upon the town to embody the newly anointed name, Nevermore, to help prevent a tragedy like this from occurring again. He also asks the town to forgive itself for how it acted after the duel.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">With the service complete, Therrah approaches Baba Zephyr, Finn, Alera, and Direli and tells them about the pirate hook that was given to them by their friend <b>Durgan</b>, an odd dwarven warrior that has been a friend of the group since they were just kids. He found it while investigating a pirate camp north of the city. The hook itself bears an insignia of a dragon skull facing forward with what appears to be flames behind it. The equipment found on the pirates that attacked Nevermore have the same symbol, and Durgan also reported seeing the same symbol on flags and banners of a ship that was sailing north toward a fishing village on the northern coast of Feyfoot Isle. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Therrah believes this is a cause for concern, as it signifies that pirates are beginning to organize. Which can only mean that someone sinister, and crazy enough is trying to lead them. The group believes this is a matter important enough to investigate, and that if a ship was sailing north towards the village <b>Illiad</b> they should hurry to investigate it. The group agrees this is a matter worth looking into, and they begin making preparations for their trip. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Under Therrah's advisement, they recruit a cleric named <b>Devlin Abershin</b> from the Order of the Pulling Tide to accompany them on their journey aboard their newly given ship, aptly named the "Argo". Once everyone is ready to go they head off.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">While sailing north, the ship is attacked by creatures known as <b>Sahuagin</b>. An opportunistic race of aquatic reptiles looking to raid their ship. Unfortunately for the beasts, the group is more than capable of repelling their boarding attempts.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">After dispatching the creatures, the group continues their journey until they reach a bay on the other side of Illiad, where they can safely leave their ship for the night. When they wake up the next morning they make their way inland towards the village using some scouting information Devlin was able to acquire the night before.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">The city is under hostile occupation from the pirates, and manoeuvring around the town is no simple task. The group manages to clear the town, hut by hut, even luring a large number of the pirates off into the jungle with some clever magic, rescuing any civilians they found along the way, and directing them towards the Argo.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">After clearing the town of any pirates that didn't run off into the jungle, they disguised themselves as pirates and took a row boat out to the pirate ship anchored in the bay. The captain, an elf, stood at the helm flanked by larger, more menacing bodyguards. Their disguises gave them a surprise attack on the captain, and after a tense fight, the captain and his crew were slain.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">They weren't out of danger yet though. There was still a band of pirates they sent off into the jungle, and they had found an ominous message written by a mysterious <b>Dread Lord Oman...</b></span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><b><br /></b></span>
<span style="font-family: Trebuchet MS, sans-serif;">To be continued...</span>Anonymoushttp://www.blogger.com/profile/17512108079981281387noreply@blogger.com0tag:blogger.com,1999:blog-4793338971045192115.post-13304088016318323852013-06-15T15:24:00.000-07:002013-06-15T15:24:17.676-07:00The Auroch Islands - Chapter 1 - The Nominis Festival<span style="font-family: Trebuchet MS, sans-serif;">Our story begins in the village of Haven. It is a town of over 300 families located on Feyfoot Isle, inside the Bay of Gazing. We find our new heroes sitting at a large banquet table as honoured guests. They are <b>Direli Wolfswift</b>, a female human fighter with a burdened past, <b>Baba Zephyr</b>, a male human druid with ambitions of being the village's medicine man with an affinity for snakes and poisons, <b>Finley Clearwater</b>, a courageous halfling warrior, a legend amongst his family, and <b>Alera Goldwing</b>, a human wizard, daughter of a merchant family. All four have been friends in the town since childhood.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">They were chosen, along with a dozen other villagers, by the town leaders <b>Therrah Gerrywill</b>, an old white haired man, and <b>Jennu Kehlash</b>, a very old Silver Dragon, to compete in a competition to see who would earn the right to rename the town, a tradition that happens every half a century.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">After the feast, all four teams were to sleep in the same long house on the docks. When Direli went for a jog before resting, she heard the sounds of paddling off in the distance. When she alerted a nearby guard to the noise, they soon realized that they were about to be attacked by pirates. The guard ran to gather reinforcements while Direli woke the other competitors to help defend the harbour. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">The new foursome was put to the test, along with several other groups who had never seen true combat before. They all fought bravely though, and were able to repel the attackers with ease. Jennu flew above and out into the bay to deal with the main ship. His roar, and the cries of the terrified pirates rang through the giant canyon. No one from the town died that night, or suffered any grievous injury. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">The following morning, despite the events of the previous night, the village thought it best to help raise the spirits of the town after the attack. They would continue with the competition. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">The four competitors were led to their areas. The events were an Arcane Alteration challenge, a wildlife taming challenge, a marksmanship challenge, as well as a one-on-one duel.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">The four heroes all prevailed in their respective competitions, and overall placements were announced. the top two teams were to take part in a 4 on 4 battle to decide who would gain a large advantage in the conclusion of the festival.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">The two teams met in the arena the following day. The arena had Clerics surrounding it to act as first aid should any of the competitors suffer great wounds, but even those precautions wouldn't be enough.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">It was an incredibly tense fight, but things took a terrible turn when Direli, empowered by one of Alera's spells, dealt a fantastically powerful blow to the other side's strongest warrior. Argo, the half-orc barbarian was killed immediately, and the clerics on the side were helpless to save him. With the remainder of the group staggered, Jennu flew down and grabbed the body of the barbarian in his claws, as well as one of his other severely wounded allies and took them away. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">The crowd, shocked at what they had just witnessed, cheered. The four heroes left the arena, rather disgusted at their town's reaction to such violence. It was a tragic accident. Therrah would assume responsibility for not taking all the precautions needed to protect his townsfolk from harm, and would need to find a way to begin the healing process after Argo's death.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">The four heroes named the city <b>Nevermore</b>, so that the town would never again allow something like this to happen. The town was to become a beacon of peace, and protection.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">The town was then left to contemplate the events of the day, while one of the group's friends came bearing information on the pirate's attack from the night before...</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;"><b>To Be Continued...</b></span><br />
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<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>Anonymoushttp://www.blogger.com/profile/17512108079981281387noreply@blogger.com0tag:blogger.com,1999:blog-4793338971045192115.post-36930875131510396922013-04-02T12:57:00.003-07:002013-04-02T12:57:50.304-07:00Chapter Fifteen - Blink Dogs<span style="font-family: Trebuchet MS, sans-serif;">The group spends the afternoon gathering information on what's been happening in terms of these strange dogs. They don't learn too much, just that they are able to move in and out of reality at seemingly random intervals. No one has really seen much of them, save for one elf, who heard barking and when he peered out the window he witnessed a dog that was popping in and out of his sight, then after grabbing a bag of food the hound quickly disappeared.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">As the group marches towards the woods they hear barking, and turn around to see a dog standing before them. It is behaving exactly the way the elves described. Radamyr attempts use his knowledge of <b>Spellcraft</b> to discern what kind of magic it is, but he is unsuccessful. The dog turns to run into the forest and after starting off to a run, he disappears right before their very eyes.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">The group takes off in that direction, and after a few hours walking they come upon a small camp. Arradel climbs a tree to get a better vantage point of the site, and the others march ahead. </span></div>
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<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">When seemingly out of nowhere, there are three dogs surrounding them. The group is caught off guard by this. When the see the way the dogs are snarling, it is clear they intend to defend this territory. </span></div>
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<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">As the group moves to defend themselves, they realize they are in for a harder fight. Bogor and Liaathvain's attacks seem to just whiz right through the beasts half of the time. The dogs' are randomly flashing in and out of existence, and the fight is proving to be rather frustrating. </span></div>
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<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">When suddenly, from out of the far side of the camp an arrow comes whizzing by and strikes Arradel's armor. From the far side of the camp, a hooded elf walks out with his bow drawn. When the group calls out to him, he simply laughs, and readies another arrow.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">Radamyr discovers that the <b>Wand of Magic Missle</b> that he picked up long ago in the goblin cave seems to hit the dogs regardless of whether or not they are in reality. It is the nature of the spell that it cannot miss, this proves useful in the fight, and the group manages to fell one of the dogs. With the pressure off of them, Liaathvain breaks away from the fight and runs over to the ranger, and engages the elf in close combat.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">It doesn't take long for her to finish him off, and Bogor and Radamyr are able to finish off the dogs with Arradel providing ranged support. </span></div>
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<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">They loot the bodies of the ranger, and come across a vast assortment of gems, as well as another strange wand.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Arradel and Liaathvain make the journey back to Chartram, while Radamyr and Bogor stay and investigate the site. Upon returning to the village, they meet with the Lord-Mayor of the town, and fill him in on what they have found. He directs them to meet with the elf <b>Baleer.</b> The elf is able to magically teleport them back to the camp.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Radamyr is busy trying to use the wand, but nothing is really happening, when suddenly a trio of elves appear in the field behind them. Baleer identifies the items for the group, and they learn the wand is a <b>Wand of Delay Poison</b>, used to greatly slow down the effects of any poison. He informs them the slain ranger is named <b>B'rathan</b>, and he was exiled from the town around 25 years ago, for causing too many problems in Chartram.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">He then teleports them all back to the village, where they spend the night celebrating their victory.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Chartram has welcomed them with open arms, and the group decides to call this village home.</span><br />
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Anonymoushttp://www.blogger.com/profile/17512108079981281387noreply@blogger.com0tag:blogger.com,1999:blog-4793338971045192115.post-73551261602164686452013-03-28T13:58:00.002-07:002013-03-28T13:58:12.445-07:00Chapter Fourteen - Chartram<span style="font-family: Trebuchet MS, sans-serif;">Our heroes wake up the following morning, with Arradel curious about the magic compass. As a rogue she has the ability to attempt to <b>Use Magical Device</b>, and bypass any magical protections or safeguards the compass may have in order to use it. The group watches as she tries to find a way to manipulate the object into working.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Her attempt is successful, and she closes her eyes, and after a brief moment the group watches as part of the compass begins to glow, and points them south! Everyone is thrilled, and they decide that they are going to follow the compass' bearings. After travelling for some time, they decide to check to see if the compass has anything new to tell them, and Arradel once again retrieves the item from her belongings and tries to use it, only this time it doesn't go as planned, and she is knocked unconscious. After the group wakes her up they decide that until they know more about this object they should refrain from using the device.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">They keep heading south, and soon they come upon some sort of checkpoint. Two elves appear to be stationed at a guard post, and as the group approaches they wave them over. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">The laid back and peaceful nature of the elves is in full display as they heartily welcome a group of strangers onto their land. They tell them that further down the road they will come to the town of Chartram.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Following the directions of the guards, they eventually come upon a humble elven conclave. They are greeted by many elves as they make their way around town. It's a breath of fresh air for them, as their experiences in town as of late have not been pleasant.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Locals tell them they can find a group of wizards on the other side of the town that might be able to give them some information on the compass.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">After crossing the village, they come to large tree, with a staircase wrapping itself around it that winds all the way up to a large hut. As they walk the stairs, and get the near the top, they gain sight over much of the forest's canopy and Arradel and Liaathvain are able to distinguish a large shape just over the mountains off in the distance.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">It is the boughs of <b>Alda'Orne</b>, from far off in Verraway, homeland of the elves. It is a massive tree, that is home to the elves' capital city. They take a moment to admire the view and continue to make their way up into the cottage.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">They are greeted by an elven wizard named <b>Choska</b>. The group tells he and his assistants about their compass, leaving out parts of their journey that might draw suspicion from them. The elves are fascinated with it, and will tell them they will help them uncover it's secrets, but it will take time.</span><br />
<span style="font-family: 'Trebuchet MS', sans-serif;"><br /></span>
<span style="font-family: 'Trebuchet MS', sans-serif;">The group then heads down to the local drinking spot, and while they are there enjoying themselves they learn the town has been having some problems with strange dogs as of late. When they tell them about the worgs, the elves laugh. They aren't concerned about a few worgs, they know how to kill them. These ones have been different, and have been giving the town some problems. Apparently, they've been able to teleport in and out of the town and run off with supplies. They aren't sure how they've been able to do it, but it's become frustrating and it's upset the elves daily lives considerably. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Knowing they are going to be here for awhile while the wizards attempt to discover the secrets of the compass, they decide to help out, and investigate this teleporting dog problem...</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">To Be Continued...</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;"><a href="http://www.facebook.com/pages/The-Dungeons-and-Dragons-Improv-Show-Victoria/270656596403275">Facebook Page for the Improvised D&D Show!</a></span></div>
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Anonymoushttp://www.blogger.com/profile/17512108079981281387noreply@blogger.com0tag:blogger.com,1999:blog-4793338971045192115.post-68009542666041135592013-03-23T12:10:00.000-07:002013-03-23T12:10:00.351-07:00Chapter Thirteen - A God's Call<span style="font-family: Trebuchet MS, sans-serif;">Bogor and Liaathvain make their way around the city walls, looking to free up their horses from the stables. Upon walking across the main road however, a knight on guard at the gates sees them, and starts making his way towards them. Upon realizing who they are, he draws his sword and attacks them.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">He proves to be a very worthy adversary however, and the fight lasts for longer than they both expected. Liaathvain, concerned that she is at risk of losing her god's favour has been attempting to subdue him, rather than kill him which makes it a bit more difficult for her. Bogor on the other hand is trying to use him as fertilizer for the grass, and as the knight succumbs to the blows of his enemies, he mutters his final words "My blood will feed the wolves," and then Bogor ends him. It appears as if the knight was a member of the wolf cult, for his final words were very ominous.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">As the two enter the stable to free the horses, Liaathvain has a change of heart, and believes the glowing light was a gift from a praying Eric, and now that the glowing has ceased, and she has the horses, she is willing to travel back with the group.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Meanwhile, Arradel and Radamyr are waiting for them to return. They ask the fighter what kind of person Baltham was, and he doesn't tell them much besides the fact that he was a grumpy old man, and that he doesn't have any information on the magical compass. He then takes his leave, and runs off into the night.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Arradel takes this time to confess to Radamyr that she lied to Liaathvain, and that she could find no sign that the wizard was evil. This revelation troubles them, and they question the princess' motives. Why would she claim that he was a man of ill repute? Surely she would have known more about him.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Liaathvain and Bogor soon ride up, and tell them of their encounter with the evil knight. Arradel soon suggests that rather than head back to Greyholt, they leave and travel south through the forest, until things blow over. Liaathvain does not understand why they won't finish their mission and return to the Princess, but since there is no arguing with them she reluctantly goes with them.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Before they leave however, they hear a horrifyingly loud sound come from the Forum. They listen closely, and they discern it is the sound of wood snapping and cracking. There are terrible crashing noises coming from the city. They are too far to see anything, but the fact that the sound is travelling this far suggests something terrible has just happened. The sound lasts for several minutes, and once it has quieted down, they leave.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">They ride south on their horses, Snowball and Fireball, for a long time, until they reach a safe area of the forest for them to set up camp. Liaathvain agrees to take watch first, and after an hour or so she once again experiences a vision. This time it is Eric, and he is kneeling next to what appears to be a very small lake. She also sees various animals in her vision, and notices a deer in particular. The vision then fades, and she is left bewildered. That is until she sees a deer poke it's head out from the forest. It looks at her with curiosity then turns around and begins to walk away. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">The paladin follows it until she comes across the same body of water from her vision. There is no sign of Eric however, and as she approaches the water, a small gust of wind blows by her, and she begins to hear a strange sound of wood snapping. She turns around to see that the exposed trunks of nearby trees are carving expressionless faces out of their wood. The night air warms around her, and the mouths begin to move, and a powerful voice fills her head.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">She receives the message, and realizes that her god has just spoken to her. As soon as the message is received, she returns to the camp, and is left to question the strange encounter she just had. She smiles though, knowing her god has not abandoned her.</span>Anonymoushttp://www.blogger.com/profile/17512108079981281387noreply@blogger.com0tag:blogger.com,1999:blog-4793338971045192115.post-12341920801481876992013-03-23T11:18:00.001-07:002013-03-23T11:18:43.299-07:00Chapter Twelve - The Heist Pt.3<span style="font-family: Trebuchet MS, sans-serif;">Liaathvain sits at the base of the stairs with a look of shock on her face. Baltham, the wizard they were only supposed to steal from, lies dead at the top of the stairs. She's heard of Paladins losing their connection to their god for committing certain acts, and she's concerned that this might be one of those cases. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">It is at this moment Arradel has come up from the secret trap door in the basement floors, and after seeing what has happened, looks towards Baltham's bodyguard. He has ceased his hostilities realizing the one who was paying him is now dead. Arradel tosses him some gold to keep him silent, and he has no problem with that. She then runs upstairs to search for the compass.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">When she enters Baltham's room, she sees a small box in a closet, she opens it up to check for the compass, and sure enough it is in there. However, before leaving she is curious as to why the Princess thought the wizard was of questionable character, so she decides to scan the room for anything that could be evil, or at the very least, able to be considered evil. She's going to need Liaathvain complicit in order for their escape to go smoothly. To her dismay, there appears to be nothing of any kind of evil in the room. Spying a stack of wizarding books, she decides she could at least use those.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">As she heads down the stairs and tells everyone that she has the compass, she tells Liaathvain that the room is full of evil things, including books on dark magic. The lie succeeds, and Liaathvain believes her. It's at this point that the fighter hears the sounds of guards clamouring outside, and they realize the sounds of battle, as well as a somewhat burnt through staircase have attracted the attention of many knights. The group decides the best option to stay hidden is to head into the basement, and the fighter accompanies them.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">No sooner do they all make their way down into the basement, do the knights come storming into the house. Upon feeling a very strange chill run up their spine, Liaathvain detects evil, and to the group's shock, she detects evil coming from right above them, though knowing this doesn't help them currently. They are very much outnumbered, and they now have only one escape route, out through the basement window.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Radamyr casts ghost sound out the window to make it sound as if there are people running away from the house, which lures the guards outside away. They take this opportunity to squeeze out from the basement and head for the city walls not too far away.</span><br />
<br />
<span style="font-family: Trebuchet MS, sans-serif;">As they go to leave though, Liaathvain suffers a strange kind of vision. She sees Eric the Cleric, kneeling by the tree over by the town's church, praying. Then the vision ends. She tells the group of what just transpired, and she believes it is her god calling to her. The church is on the other side of town, and there is a good chance the city is on alert due to the commotion they've caused. Despite the risks Liaathvain tells them that she plans on going over there, believing her god is sending her there. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">The group strongly disagrees with this move, and after a lot of deliberation she agrees to find a safer route by travelling around the city, instead of through it. The group finds a wide open enough area, and chooses to plant one of their Feather Tokens. A tree grows from it, and they use the massive tree to climb over the walls. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">They manage to land somewhat safely, after which something strange happens. Liaathvain's hands begin to glow with Divine magic. The group doesn't have any idea what this means, but Arradel and Radamyr both having no intention of following Liaathvain on her crazy mission, tell her they'll meet her in the forest afterwards. Bogor, not wanting her to go alone, travels with her.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">The glow emanating from Liaathvain begins to travel through her whole body, and she is fully healed from their previous battle, which is good news for her, for the fight to escape the Forum is not yet over.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">To Be Continued...</span>Anonymoushttp://www.blogger.com/profile/17512108079981281387noreply@blogger.com0tag:blogger.com,1999:blog-4793338971045192115.post-14364927476312548632013-03-15T00:23:00.002-07:002013-03-15T17:42:06.014-07:00Chapter Eleven - The Heist Pt.2<br />
<span style="font-family: Trebuchet MS, sans-serif;">With a plan in motion all they need to do now is wait for him to show up. Arradel stays in the Donkey for several hours while the others hide. Sure enough, Baltham shows up, but not alone. He has a mean looking bodyguard with him. After the wizard has taken his fill on drinks and food, he proceeds to leave the bar, and Arradel follows him.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">The other three tail her, but keep their distance. But just as Arradel passes a side street, three Knights of Alabaster walk out, and turn towards the three adventurers, and cut them off from their friend. Arradel notices this but continues to follow the wizard, leaving a trail of arrows drawn on dusty windows in case they need to find her.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">The guards happen to be the same three that Radamyr tried to charm on his first visit to the city, and just when things start to get a bit heated between them, there's a strange green glow that starts emanating from under Radamyr's cloak. Radamyr tries to tell them it's nothing, but something has aroused the orb's magic, and soon a brilliant green flash occurs, and they are all knocked unconscious.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Arradel has kept a safe distance and manages to tail them all the way to the wizard's home, but when the bodyguard goes to do one final check of the streets, he spots what appears to be an old woman staring at them. He approaches Arradel, wanting to politely ask what's wrong, but he is no fool, and sees right through her disguise.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">When she tries to flee, he reaches out to grab her, but only grabs the costume she was wearing, and she barely makes it away. Forsaking her costume she bolts, giving the fighter a full view of her armour before taking off out of sight. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">The other three wake up, with dirt and sand in their mouth and when they look around, they realize they are still standing in the street, but the three knights of alabaster, are not. The orb has sent them away somewhere. Once again, the orb has intervened with no explanation. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">When Arradel runs into her compatriots again they all have a story to share. They tell the rogue about what happened with the knights, and Arradel informs them that their plan may be compromised. </span><span style="font-family: 'Trebuchet MS', sans-serif;">Realizing their group may have just given their target a head's up that something is wrong, they decide to throw caution to the wind, and try something crazy. </span><span style="font-family: 'Trebuchet MS', sans-serif;">With the sun setting after a long day of information gathering, and waiting, they decide the best course of action is to simply walk up, and knock on the front door.</span><br />
<span style="font-family: 'Trebuchet MS', sans-serif;"><br /></span>
<span style="font-family: 'Trebuchet MS', sans-serif;">Arradel leads them down the winding path to the part of town with houses built with strange angles and alleys, until they walk up the front steps and reach the front door. Radamyr and Liaathvain stand at the entrance, and begin to knock.</span><br />
<span style="font-family: 'Trebuchet MS', sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">When the fighter answers the door, he is immediately suspicious and asks them what it is they want, noticing Arradel puts him on his guard. They try to reason with him, but to no avail. They aren't offering up any reason that he would believe, and he slams the door in their face. After repeated attempts at negotiating fail, Arradel decides to sneak around the house to look for another way in. At this point, Radamyr brandishes a spear he had purchased, and uses it to knock on the door.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">When the knocking continues even after the fighter drives a sword through the door, in attempts to send them a message, the bodyguard decides he has had enough. He bursts open the door with his weapon drawn, and the group finds themselves in a fight for their lives. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">They are severely outmatched by this man, but by sheer stroke of luck they manage to disarm him of his greatsword, a weapon capable of inflicting a lot of damage. Bogor begins to rage and charges the fighter. A big struggle ensues in the house, causing a lot of noise.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Meanwhile Arradel has found a small basement window, with a lone candle lit, and she manages to shatter it and make her way inside, entering what she believes to be a secret basement. She gathered this by the odd staircase leading up to the floor above. She assumes there must be a trap door at the end of it.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">The fighting continues inside, and Liaathvain manages to overhear a strange chanting come from around the corner, as she goes to look up she sees Baltham, preparing to cast a spell at the top of the stairs. Not looking to kill him, she attempts to subdue him with non-lethal attacks. She strikes him with the flat of her blade, but he is more sturdy that she realizes. His eyes light up, and fire forms in his hands and he sends a <b>Fireball</b> flying at her, and she suffers more damage in one spell than any one source from their whole adventure. They realize they are in a seriously dangerous situation, as the fighter is also not showing signs of slowing down. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Just as the battle looks to be turning in favour of the wizard, he offers them a deal. If the other three leave, he will spare Liaathvain's life. Showing that he means buisness, he immediately begins to cast another fireball. Liaathvain cries out for the group to listen. Being left to Baltham is a risk she is willing to take.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Realizing they have a very short amount of time before Liaathvain could be killed, Bogor makes a split second decision. While raging, he charges past the fighter, and runs up the stairs wielding his battle hammer. With no signs of holding back, he raises his weapon above his head for one powerful swing. He brings it down upon the wizard, and he crumples to the floor. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">The commotion of the battle has caused a few nearby citizens to panic, and they begin calling out for guards to investigate. With their plan having gone completely awry, they now realize they have murdered their target.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">What they haven't noticed yet, are the guards that are beginning to make their way up the road.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">To Be Continued...</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
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<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
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Anonymoushttp://www.blogger.com/profile/17512108079981281387noreply@blogger.com0tag:blogger.com,1999:blog-4793338971045192115.post-88418335646610711222013-03-14T23:45:00.001-07:002013-03-14T23:46:37.397-07:00Chapter Ten - The Heist Pt.1<span style="font-family: Trebuchet MS, sans-serif;">With no sign of Boro at all, the group is concerned that perhaps he died in the attack. The reality of the situation sinks in, and they realize that this is going to be a lot trickier than perhaps they first realized. They don't know what to expect once they enter the Forum, and to cover more ground, they decide to split up. The first thing they need to do is find out what their target looks like, and where he lives. </span><span style="font-family: 'Trebuchet MS', sans-serif;">Arradel and Bogor head to the stables to tie up the horses, while Radamyr and Liaathvain decide to head into town to start gathering information.</span><br />
<span style="font-family: 'Trebuchet MS', sans-serif;"><br /></span>
<span style="font-family: 'Trebuchet MS', sans-serif;">However, their search proves to be fruitless as the town seems to look at them with an air of suspicion. They are after all, the ones who brought the Worg's head to the church. They realize Versteeg had been telling everyone about their deeds, so word had travelled fast about them, even moreso when it was no longer hope that fuelled the conversation, but rather fear. </span><br />
<span style="font-family: 'Trebuchet MS', sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Radamyr wasn't doing them any favours either when he tried to intimidate a local merchant into giving him information when it was clear that the merchant was reluctant to offer any info up. Liaathvain was not at all happy about that, but Radamyr believed it to be the only way to get information from these people, who seemed to already harbour a serious dislike for them. They were met with a roadblock again, at the registry where Liaathvain tried to be diplomatic with the clerk when asking about Baltham by name, however the clerk seemed to be thinking with his gut, and didn't trust their intentions, and turned them away.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Arradel and Bogor seemed to get a long a little better at the stables, when a nervous stable boy was approached by the rogue. She was able to discern that the town wasn't like it used to be since the worgs. He tells her he still hears the howling in his head, Arradel promises they will get to the bottom of this. When he tells her the town is on a bit of a high alert, she decides now would be a good time to use some discretion. She heads back to Boro's and disguises herself as an old woman. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">The disguise seems to do the trick as she seems to fool the guards. They don't give her much afterthought, and her disguise seems to take attention away from both herself, and Bogor.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">They too go seeking information, and Arradel thinks it a good idea to use some of her contacts in the city, assuming they are still alive. She heads to the apothecary where a contact named <b>Aiden</b> works. He wasn't harmed in the attack, and manages to tell her that Baltham seems to enjoy a regular schedule of visiting the Donkey. Before he can give her any other info though, his partner pulls him away for something else.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">The four convene at the middle of town, and decide their last course of action is to use Arradel's other contact, <b>Denae</b>, a bard who works primarily out of the Drunken Donkey. All except Arradel find a place to hide, while she enters the tavern. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">They're in luck, and Denae is currently putting on a small performance. She takes a seat near him, and when there's a break in the song she reveals herself to him, and he tells her to meet him in the back alley.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">She brings over the rest of the group, and Denae tells them everything he can about the wizard, and what's been going on in the town. He tells them to be very careful, all the guards and citizens are on the lookout for them. They aren't going to charge them for anything, but no one trusts them. The town seems to think their actions lead to the worg attack. The group thinks this is entirely irrational, but Denae assures them that fear can make a lot of people think crazy things. He tells them he was a witness to the gruesome death of a few guards, and that he wasn't the only onlooker. This town has changed.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">He tells them Baltham is due to show up that night, and it will be obvious when he comes in because the grumpy old man pays him to play the same damn song over and over that everyone seems to hate. That's how she'll know it's him. When he asks why they want to know about him, they tell him they can't say, which worries him, but he's willing to put his faith in Arradel.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Radamyr then pays him to craft a full version of the song "The Clumsy Cleric", which he agrees to do, and will begin working on it when he can.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">To Be Continued...</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
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Anonymoushttp://www.blogger.com/profile/17512108079981281387noreply@blogger.com0tag:blogger.com,1999:blog-4793338971045192115.post-76930492822529873602013-03-14T17:03:00.001-07:002013-03-14T17:03:50.321-07:00Chapter Nine - Mission Interrupted<span style="font-family: Trebuchet MS, sans-serif;">The next day the group is brought to a small area inside part of the noble's corner. The princess is waiting with a guard, and when she sees the group arrive, she waves him away. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">She tells the group she believes the key to preventing the wolf cult from returning to strength is to find that city once again, and use whatever power lies within to destroy it once and for all. The problem, is finding the city, since no record of it exists. She believes she has a way of locating it though. She knows of a Verrawayan object known to be a <b>Magical Compass</b>, capable of leading whomever owns it to great sources of magical power. She also knows it is in the possession of a rather nasty wizard, currently living in The Forum named Baltham, but that he won't part with it willingly. They'll need to steal it.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Upon hearing they would be stealing something, Arradel's ears perk up, and she decides to join in the conversation, having recused herself from it originally on the grounds that she doesn't like Wandaella. Her mind was quickly changing, however. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">To help them, she offers them a <b>potion of invisibility</b>, and gives them some gold. She can't give them to much, for the royal treasurers are keeping an eye on the family's gold reserves, in an attempt to ward off any bribery that may arise due to the political climate in Dahldrum. When they ask if they can have some horses for their journey, she agrees to give them two. They thank her for her help, and head off to the stables to prepare for their journey back to The Forum.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Leading their horses across the pillar, Arradel stops by a local jewellery stall, and tries to plant the seed that they are heroes, on a quest to save the kingdom. <b>Bueller</b>, the jeweller is amazed that they would risk themselves for the kingdom, and watches in awe as they make their way down the pillar.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">The group rides out across the plains, passing by the farmhouse they burned to the ground after battling necromancers. They take in the beautiful scenery of the rolling hills, but they stop when they see something strange.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">A very small forest seems to have sprung up in the middle of the plains almost overnight. They certainly didn't see this the first time they passed through the plains. Deciding to investigate they ride over. They tie the horses up to one of the trees, and cautiously make their way to the central area from the eastern corner. Remaining hidden, the group spies the body of a human lying face down in the dirt, and sitting right next to him, a Kobold. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">The kobold appears to be whimpering, and crying out in pain. Liaathvain senses evil nearby, but they inch their way closer to investigate, ready for action. Liaathvain and Bogor head in first to try and see what has happened to the Kobold, who now seeing the two approach continues to whimper and cry out, but makes no move to try and run away.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Once they ask it if it's alright though, it lets out a loud cry, and many kobolds step out from behind the opposite treeline, including three new, tall lizards they've never seen before called <b>Troglodytes</b>. The trap is sprung. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">A long fight ensues, but the group manages to fight them off, even when they went after their horses. One poor kobold in particular had a rough go in the fight, and he was spared after the fight so he could be questioned.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Arradel threatens him with her dagger, and asks who that human was. He tells them he doesn't know, but that he was tortured and used to make Feather Tokens so they could make this forest. When asked why they would go to all this trouble, he responded by telling them because they hate their group, and wanted revenge for killing their brothers and sisters in their battle in the forest on their way to the goblin cave. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">When they ask him how they knew about them, he responds with "All Kobolds in this region know of you!" This causes the group to cheer, and be quite pleased with themselves. When they realize that the kobold just wants to kill them, they see no further use for him. Arradel finishes him off, and they tend to their horses.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">With the help of their horses, they are able to make excellent time, and arrive at Boro's house late that night. They make their way inside, and hope to find Boro home. However he isn't anywhere to be found. They decide they would spend the night there, and explain their situation to him should he come home. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">They rest up, knowing that they have a mission to accomplish the next day.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">To Be Continued...</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;"><a href="http://www.facebook.com/events/479895848738234/">The Facebook Event Page for the Improvised DnD Show!</a></span>Anonymoushttp://www.blogger.com/profile/17512108079981281387noreply@blogger.com0tag:blogger.com,1999:blog-4793338971045192115.post-68485746431868273522013-03-14T16:19:00.001-07:002013-03-14T16:19:37.776-07:00Chapter Eight - Cult of the Wolf<span style="font-family: Trebuchet MS, sans-serif;">The next day, as our heroes are making their way through the capital city they happen to notice an eagle flying overhead. This puts them off balance a bit, for they know what happened the last time they saw this sort of thing. On their guard, they begin to make their way to the historian's house to meet with him and see what he came up with. As they are walking up his street however, they hear a terrible cry.</span><div>
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
<div>
<span style="font-family: Trebuchet MS, sans-serif;">They turn around to see Sheifle red in the face and looking mad with rage, tears flowing down his face. He is flanked by Cypress and Jorga, who appear to be quite shaken. Sheifle draws his mace, and charges at the group, screaming for Radamyr's blood. He attempts to charge past Liaathvain, who manages to wrestle his weapon from him, only to have him barrel past her and brandish a dagger. He runs up to the sorcerer, but Radamyr is able to knock the dagger from his hands.</span></div>
<div>
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
<div>
<span style="font-family: Trebuchet MS, sans-serif;">Sheifle screams at him "HE'S DEAD, HE'S DEAD" and proceeds to land a solid punch against Radamyr. The scene has attracted many onlookers from their windows, and some are calling for the guards. </span></div>
<div>
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
<div>
<span style="font-family: Trebuchet MS, sans-serif;">In an attempt to stop him from harming the sorcerer further, Bogor steps in and delivers a powerful blow with his hammer. Upon impact, Sheifle is bloodied, and crumples to the ground. He's alive but in terrible condition. Responding to the cries of its citizens, a patrol of Knights arrives in time to separate the combatants. Two drag Sheifle off for medical attention, while the rest take everyone else to holding cells, MUCH to the displeasure of Arradel, who is absolutely fuming over being carted off. </span></div>
<div>
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
<div>
<span style="font-family: Trebuchet MS, sans-serif;">The knights say no one is being accused of anything, they are simply holding them until they can piece together what happened.</span></div>
<div>
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
<div>
<span style="font-family: Trebuchet MS, sans-serif;">The group is separated into cells. Both Arradel and Liaathvain are put in one cell together, Radamyr and Cypress are sitting together, with Jorga and Bogor having their own cell each. Jorga does not look well, as she has simply been staring at the floor and looking distant this whole time. Realizing they have a quiet moment, they ask Jorga what happened, and what drove Sheifle to near madness. </span></div>
<div>
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
<div>
<span style="font-family: Trebuchet MS, sans-serif;">Without looking up, Jorga tells them that the night after they left for Greyholt, there was a terrible howling that came from outside the Forum's walls, and shortly after that, packs of Worgs came bursting in through the gates and tore their way to the church. Many knights were killed, as well as everyone in the church, including Versteeg. Jorga had been staying in a house that overlooked the path of terror the worgs made as they rushed through the city, and said it was monstrous. She said it seemed as if they were targeting the church, and because the group had left the head of a dead worg there, combined with the suspicions the three already had of them, Sheifle thought perhaps they had lured them in. She knows it's crazy, and she tells them she understands his madness, for the cleric was one of the first to walk into the church and see the terrible scene within. Sheifle told Cypress and Jorga to come with him, and worrying about his sanity, they followed. They left shortly after the attack, knowing that their group had left for Greyholt. </span></div>
<div>
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<span style="font-family: Trebuchet MS, sans-serif;">The room falls silent, and several hours pass. Cypress is off in his own little world, manipulating fire in his hands while Radamyr watches, and Arradel, still completely furious over this whole incident starts to check out the lock on her cell, until they hear the voice of a woman outside the door. After a brief muffled conversation, the guard that was outside the door leaves, and in walks the Princess. </span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">She thought that when she heard guards had arrested honoured guests that it might be them, and she came to find out what was going on. She also told them that she had brought the historian so they could speak to him while they wait for their release.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">The group however refused the offer, saying they did not wish to speak with him while trapped in the cell. Wandaella was a bit baffled by this decision, and chose to sit and wait with them, wanting to be there with them when they go and speak to him. </span><span style="font-family: 'Trebuchet MS', sans-serif;">Concerned with what is happening to their kingdom, she wishes to know anything she can about the worgs.</span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;">Wandaella spent much of her time watching Cypress, and he would look back at her every once and awhile. </span><span style="font-family: 'Trebuchet MS', sans-serif;">After another hour the guards release them, and tell Cypress and Jorga where they can find Sheifle, and that he is in stable condition. They run off to go and see him, while everyone else makes their way to the historian's. </span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;">Upon arrival he brings them into this study, and lays out everything they left him, and asks if any of them have ever heard of the <b>Cult of the Wolf</b>. They of course haven't, and he goes on to tell them that they were an ancient order of druids who worshipped wolves. They revered them so much that they began to curse themselves with <b>Lycanthropy</b>, the terrifying werewolf's curse. He also mentions that it was interesting timing, for Sir Ravenhold had been looking into the sacrifices as well, and had come to him earlier seeking counsel. </span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;">He went on to say how the cult's ranks grew to great numbers, and soon they began to threaten all of Dahldrum. The reigning king and military at the time could not stop them, and so the elves of Verraway stepped in to help, and were able to push them back, using a power hidden deep away within a mysterious city. The city appears to have vanished without a trace, however, and no record remains of it. It doesn't say what the power was that defeated them, only that it lied within this forgotten city. </span><span style="font-family: 'Trebuchet MS', sans-serif;">He goes on to say that the ritual sacrifices must be tied to bringing the cult back to power. In fact t</span><span style="font-family: 'Trebuchet MS', sans-serif;">hat green piece of fabric from Boro's house is actually a torn piece of a wolf cultist's cloak. </span><span style="font-family: 'Trebuchet MS', sans-serif;"> </span><span style="font-family: 'Trebuchet MS', sans-serif;">The repairs have been extensive to keep it in this condition after all these centuries.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">When the party tells the princess that she'll need to tell the king, she laughs. She knows that he won't believe it. While he'll find the worg's behaviour strange, he's always been a sceptic. He will surely doubt the existence of a mythic evil cult. She believes he'll just increase patrols, and put out bounties for worgs.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">Liaathvain offers the group's services, for a cost. The group admires her cleverness, and the princess tells them she will have a mission for them tomorrow. They will be summoned to her, and she will give them instructions.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">With many questions answered, the group makes their way back to the divine district, and pays a visit to the small rest area where Sheifle is being tended. Jorga is sitting in a corner, staring off into the distance, and Cypress is once again playing with magic. Radamyr scribbles a simple note, and leaves it with Cypress, asking him to give it to Sheifle when he wakes up. Afterwards they decide to stop by the paladin's home to fill him in on all they had learned, but they found his home empty, with books and notes strewn about the room. It didn't appear as if he'd been robbed, but rather that he was engrossed with his study of the evil objects. </span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">Further investigation into his notes would find that he believed the amulets to not only increase the vitality of the wearer, but that they were also a way of communication. Neither of the objects are present though, and he appears to have left in a hurry. Concerned for their friend, they head to their lodgings, and eagerly await word for their mission.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">To Be Continued...</span></div>
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Anonymoushttp://www.blogger.com/profile/17512108079981281387noreply@blogger.com0tag:blogger.com,1999:blog-4793338971045192115.post-21544291740850976372013-03-13T23:52:00.001-07:002013-03-13T23:52:01.352-07:00Chapter Seven - The Council of Eight<span style="font-family: Trebuchet MS, sans-serif;">Later that evening the group is escorted to a small building near the palace, and given a chance to freshen up with some fancier clothing before their meeting. They are advised to leave all weapons and armour behind. Radamyr brings the worg teeth with him, in case they could help prove their claims, and Liaathvain thinks it would be a great idea to bring the orb with them, and just to make sure it is not viewed as a weapon, Radamyr hands the orb over to her, where she holds out it in front of her, in plain sight. </span><div>
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<span style="font-family: Trebuchet MS, sans-serif;">Once they're ready, they are brought inside the royal palace. As they head inside they see a very regal looking carriage, and they recognize it as the same one that was at the execution the day they all met. They are then lead to a massive meeting area. There are eight large pillars, each rising higher than the next. Behind each pillar sat a human. The human sitting behind the tallest one introduces himself as </span><span style="font-family: 'Trebuchet MS', sans-serif;"><b>King Darsaadi</b>,</span><span style="font-family: 'Trebuchet MS', sans-serif;"> the <b>First of Eight</b>, and head of the council. He asks the group to explain to him everything Versteeg's letter alluded to.</span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;">They fill him in on all the information. A couple of the eight chuckle when the subject of Worgs comes up, but their scepticism is silenced when Radamyr shows them the Worg teeth, and after they finish telling them about the evils they faced, Liaathvain feels it timely to show them the orb. As she goes to show them, however, the orb vanishes from her hand, and mysteriously appears within Radamyr's robes.</span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;">The group is shocked as this has never happened before, and everyone is left bewildered. They've never seen anything like it. Radamyr is amused, and decides to test out this newfound magic. He hands the orb to Bogor, who attempts to hide it in his robes, only to have it once again, reappear in Radamyr's. Rather than find some answers, the group is left with more questions about it than when they went in. </span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;">The Council thanks them for the information, and that they have much to think about. They let them know that there is a royal gala being held currently for many foreign politicians that are visiting from far away, and that they are welcome to attend. There is a lot of political tension rising in the south of Dahldrum, and many believe a civil war may be on the horizon. The southern parts of the large province wish to separate, feeling their needs have been neglected by much of the ruling class. They tell them to enjoy themselves, and not to worry about the larger events in motion. They thank them for their time, and bid them goodnight.</span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;">The group heads into the party, with the exception of Liaathvain, who wants to go and visit Sir Ravenhold. She is rather taken by him, and would like to take this opportunity to see if he needs any help studying the evil devices. She hasn't met many paladins in her travels, and wants to learn more from him.</span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;">The remaining three scope out the party, and Radamyr and Bogor want to have some fun with the orb. They search the room for the dumbest looking person, however neither of them do a very good job. However, Arradel decides to scan the room for someone important they might recognize, but instead finds a man trying to scoop wine out of a dish with his hand. She points him out to Radamyr and Bogor, and they head over to have some fun. They perform some minor tricks with the wooden sphere, and the man has a great laugh at being fooled. When out of nowhere, the two hear a melodious laughter emanate from the crowd, and a strikingly beautiful woman steps out towards them. </span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;">Arradel immediately hates her.</span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;">She introduces herself as <b>Princess Wandaella Dasaardi</b>, daughter of King Dasaardi, and she rather enjoyed the tricks the two were playing. When they try and fool her, however, she playfully snatches the ball out of the air with very fast reflexes. The ball immediately reappears in Radamyr's robes. </span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;">They talk for a brief time about their adventures, and she informs them of her opinion of the problems with the south. She would like to see the south separate if it meant avoiding civil war. After their short conversation, the group decides it would be a good time to head to their lodgings, and the princess offers to walk them out as she is leaving too. This is when they realize that she was the one in the carriage at the execution. She informs them that she was there to be a royal witness to a traitor to the kingdom's punishment. She bids them goodnight, and they all part ways. The group retrieves their gear, and heads to a pub, thinking the royal party a bit to stiff for them. They get a bit drunk and sing "The Clumsy Cleric", but this time the bar is a bit too packed for most people to hear them.</span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;">When Liaathvain approaches Ravenhold's study and knocks, she is surprised to see him in the state he is in. He appears very tired, and when she glances inside his lodgings she sees it to be rather messy. He thanks her for stopping by, and explains that he has been studying the two objects without rest since they were given to him. He wants to better understand why they were so important, but when Liaathvain offers to help, he politely tells her not to trouble herself, and that bringing them to him was more than enough help. He wishes her goodnight, and Liaathvain returns to the rest of the group at their humble bed in the divine district.</span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;">To Be Continued...</span></div>
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Anonymoushttp://www.blogger.com/profile/17512108079981281387noreply@blogger.com0tag:blogger.com,1999:blog-4793338971045192115.post-14685540304265755872013-03-12T22:14:00.000-07:002013-03-12T22:17:01.829-07:00Chapter Six - The Glorious City<span style="font-family: Trebuchet MS, sans-serif;">There are many natural wonders in the world of Ambralia, one of the most exciting to behold is the <b>Pillar</b>, an incredibly large natural rock formation that the humans of Greyholt have used as a bridge to their city. The human city of Greyholt is located above the magnificent sunken lake of <b>Emberfill. </b> The lake is located at the bottom of an incredibly massive chasm, and the city rests atop a vast cliff face that rises out of the centre of the lake. The only way to enter the city is by way of the Pillar, which the local denizens of town use to set up their shops and peddle their wares to the innumerable crowds of travellers moving in and out of the city. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Our heroes have arrived after another half day of travel, and have set foot on the massive bridge. From where they stand they can see the spires of towers and other beautiful architecture off in the distance, beyond the city's walls.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">The humming of the amulets is drowned out by the sounds of the busy market place, and the group is able to breathe a sigh of relief. The group makes their way into the city, where they stop and ask for directions. The first thing they want to do is deliver the items to Sir Ravenhold, having grown tired of the never ending humming. They are directed to the Divine District, home to the city's priests, clerics and paladins. They also learn that the court historian is making a special public appearance over at the library, which is fortuitous for them, but they decide that they must first complete their errand.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">They arrive at the steps of a massive cathedral, and upon inquiring about the paladin, a man sitting in the front row of pews steps up and walks towards them. The closer he gets to the two stones the quieter the humming gets, until the sound can no longer be heard. He introduces himself as Sir Ravenhold, and simply using his holy aura, he is able to silence the evil contained within Liaathvain's bag. She is immediately impressed. He tells them the order to retrieve these artifacts came from the Upper Echelons of the kingdom, and that he is happy to now have them in his possession. He is to begin studying them immediately. After the group tells them of their adventure, he applauds them for slaying a few necromancers, and offers them some help. If they tell the guard at the library that he sent these four, they should be able to get inside much faster. He expects there to be quite a delay to get in.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">With their delivery complete, they make their way to a fairly wealthy part of the city, where the library is located for a chance to speak with the historian. Along the way they are approached by a nobleman, and several guards acting as a welcoming committee. They inform the group that the <b>Council of Eight</b> requests their presence. Versteeg's messenger pigeon had done it's job. They tell them where they can be found later on that night, and that they will be escorted to the council. They exchange information and then the group makes their way to the library.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">There is a very long line, but they walk to the front and introduce themselves, and tell the guard what Ravenhold said. The guard lets them enter ahead of everyone else, and they walk inside. The room is packed with citizens all listening very intently to what the old man is saying. </span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">Arradel, Radamyr and Bogor head off to look for information on Verrawayan objects while he finishes his talk. Liaathvain waits patiently to talk to him, and when the crowd disperses he begins to answer a few questions for people. Seeing the opportunity, Liaathvain approaches him and produces the etching. His curiosity is piqued, and asks to meet the rest of the party.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Meanwhile the other three are looking for any information they can on the orb that hasn't really done anything at all since the incident at the cave. Wanting to help, Bogor offers his eyes as well, but barbarians aren't known for their literacy. Bogor is unique in that he invested time to learn to read, while most of his kind doesn't bother. He searches the bookshelves, and thinking he's found something, he pulls one off the shelf. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">It's got nothing to do with Verrawayan objects. Bogor has pulled a children's book off the shelf, called "<b>Where's Wyldemere?</b>" A book where the reader is tasked with scouring paintings, and drawings to find the character of Wyldemere hidden somewhere amongst the scenery.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;"><b>Tibbles</b>, the historian, and Liaathvain walk over to the group and after introductions are made, the historian provides some information on the legend of Wyldemere. But then they get down to the reason they came. Radamyr also produces the strange green cloth </span><span style="font-family: 'Trebuchet MS', sans-serif;">from his bag. Tibbles is quite intrigued, and he promises to tell them everything he knows after he does some research. He says he'll need a few days, but once they mention the Worgs, he stops, and tells them that this information will help narrow down what he's looking for. He agrees to meet them tomorrow afternoon.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">He also pulls out a book on Verrawayan objects for them to look at, and then heads away to begin his studies. The group is unfortunately unable to learn anything useful about their wooden token.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">After a long day, they head over to their lodgings to prepare for a meeting with the Council of Eight, the ruling order for all of Dahldrum.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">To Be Continued...</span><br />
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Anonymoushttp://www.blogger.com/profile/17512108079981281387noreply@blogger.com0tag:blogger.com,1999:blog-4793338971045192115.post-57166698748842118872013-03-12T01:45:00.003-07:002013-03-12T01:45:41.982-07:00Chapter Five - The Old Chapel<span style="font-family: Trebuchet MS, sans-serif;">The group heads out at first light to the capital city of Greyholt. Both the strange artifact, as well as the etching from the altar are safely tucked away in Liaathvain's belongings as they make their way out the gates of the Forum and head south towards their destination. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">The plains of Dahldrum are beautiful, and the group is making good time, that is until, they hear a strange humming sound coming from inside Liaathvain's pack. As they investigate, they see that the box holding the small artifact is the source of the noise. It's quiet at first, but when they see a strange building on the horizon the noise begins to pick up. It is now quite noticeable, and wanting to err on the side of caution, the group decides to deviate from their current course and avoid it, noticing the humming gets weaker the further they stray from the building. They change their minds though, when they hear a blood curdling scream come from the direction of the structure.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Electing to investigate, they approach what appears to be a large farmhouse. It's much larger than Boro's or Stuart's, and this one has a small fence sectioning off a front yard. Arradel opts to stay outside, and takes the important items from Liaathvain, while she and Bogor approach the front door, weapons drawn. Radamyr casts the spell <b>Message</b> on the two, which allows them to whisper messages to each other even if they are not within hearing distance. Radamyr then heads to the back of the house to investigate.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Bogor and Liaathvain explore the house, and when they enter an unusually large gathering space in the house, they begin to feel as if this building was used as some kind of church. It's then that Bogor realizes one of the sconces on the wall is different from the others, and as he manipulates it, a trap door is released behind them. As the two warriors make their way down the stairs, Liaathvain detects evil coming from a room down the hall. As they turn the corner they see a revolting man standing over some kind of podium.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">When the two heroes realize that he is preparing to cast a spell at them, they quickly end the evil man's life. They realize he was reading up on books filled with dark magic, and are lead to believe this man was a <b>Necromancer</b>, a magic using person capable of raising the dead. Not able to find the source of the scream, they decide it is time to leave. Radamyr once again decides it would be a good idea to burn the house down, so he heads up stairs to start a fire.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Bogor goes to meet up with Arradel, but as soon he steps foot on the front lawn, two hands come shooting up from the ground. Bogor is quick though, and manages to avoid being grasped by the hands. They quickly realize that there must be another necromancer nearby, for Liaathvain detects a large number of evil sources. All but one are coming from beneath them, the other is coming from the roof. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">More zombies start to pull themselves up from the ground, and Liaathvain and Bogor engage them. Arradel starts moving around the house with her bow drawn, looking for a chance to see the evil on the roof. It's not long before the wizard shows himself, and when Arradel tells the group that she spots him, Bogor decides to try something reckless.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Despite the fact that a fire is beginning to start, Bogor runs up the stairs leaving a competent paladin and sorcerer to deal with the undead. He then climbs out a bedroom window, and somehow manages to pull himself up onto the roof. Realizing that there is a very angry dwarf barbarian facing him, the necromancer begins to cast a spell.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">He doesn't even get a chance to cast it, as Bogor unleashes his full strength on him. Now teetering on the edge of a burning house, Arradel simply needed to fire one arrow at him, which she does with skill, causing him to fall from the roof. Liaathvain and Radamyr finish off the remaining undead, and manage to get out of the house before the fire consumes it. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Arradel then cuts the necromancer's head off, due to her lack of assurance that he will stay dead. Her proximity to the dark wizard however, proves useful. The artifact she had taken in her possession is met with another humming sound, coming from around the necromancer's now removed neck. It is an amulet, black, eerie, and most assuredly evil. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">The group is now left with not one but two annoying, buzzing trinkets, which they elect to take with them to give to Sir Ravenhold. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">The fire consumes the last vestiges of the building. Weary, and agitated due to the constant sound coming from the objects, the group trudges onward towards Greyholt.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Night falls, and they decide it best to separate the two black amulets to minimize the buzzing to help them sleep. They need their rest for the remaining journey ahead of them.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">The stars make a home for themselves in the dark sky, and the group falls asleep beneath them.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">To Be Continued...</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;"><a href="http://www.facebook.com/events/479895848738234/">Facebook Event Page for the Improvised DnD Show!</a></span>Anonymoushttp://www.blogger.com/profile/17512108079981281387noreply@blogger.com0tag:blogger.com,1999:blog-4793338971045192115.post-50367180376415576282013-03-12T00:46:00.002-07:002013-03-12T00:46:17.946-07:00Chapter Four - The Clumsy Cleric<span style="font-family: Trebuchet MS, sans-serif;">The group sent Arradel around the house first to see the source of the smoke that was billowing out from behind the farmhouse. Using stealth to walk quietly against the side of the house, she slowly made her way to the back corner of the building. As she peered around the corner, she saw what looked like an old man standing over the fire. Arradel gazed a bit too long though, and the old man was able to determine that he was being spied upon, and turned around in time to see the rogue.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Arradel braced for whatever evil the old man intended on throwing at her, but something happened that caught her off guard. The old man, began to laugh at the sight of her. A sinister, toothless haggard laughter. Arradel inched away out of sight of the old man, and made her way back to the group. She informed them of what they saw, and they agreed to confront this stranger in a coordinated effort. They would be left confused though, for when they leaped out from around the house, the found only the fire pit, and slowly burning embers, and no trace of the man Arradel claimed to have witnessed.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">They took this chance to assess what had happened, and they were met with a gruesome truth. Stepping into the house they saw the farmer's family murdered, and after climbing the stairs to the upper floor, found Stuart, lying dead on the mattress, his liver removed, and a black altar right next to him. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Liaathvain took some paper and coal, and created an etching of the runes to show Versteeg when they arrived back at the Forum. Working together, they then threw the altar out the window. The soft earth wasn't enough to shatter the wretched thing, so they took to smashing it with Bogor's hammer, while Radamyr decided it would be best to burn the house down, with the hopes of destroying any remaining evil inside. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">It was at this time, when the bedroom curtains began to really catch flame, and heavy smoke began to fill the air, that the three adventurers, Sheifle, Cypress and Jorga made their way back, and upon seeing the smoke decided to investigate. The four were not pleased in any way to see them, especially now that the three assumed something suspicious had happened. After looking inside the window and seeing the murdered family, they became incredibly suspicious that the four had done something terrible. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">A large argument ensued, and things were made worse when they found the severed animal's head, and the altar. Believing the group had just partaken in some kind of twisted ritual themselves, Sheifle (who was creating the biggest fuss of all) threatened to turn them in. Jorga was ready for a fight, while the ever-silent Cypress stood analyzing the situation. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Liaathvain was able to convince them to settle down, and after a long argument, they all agreed to return to the Forum together, where they would consult Versteeg on what had transpired.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">When they arrived at the church, Versteeg greeted his son and the rest of the group. Sheifle turned over the artifact he had been sent to retrieve, and tried to accuse the group of evil doings. Once again, Liaathvain and Arradel were able to dispel the situation with their smooth talking. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Dejected, Sheifle headed to the back of the church to carry out his duties, while Cypress and Jorga turned and left. Feeling bold and vindicated, Radamyr chose to express his distaste for the priest's son in front of him. This upset him, and after repeated insults Radamyr was ejected from the church, and told he was no longer welcome there, something Radamyr didn't mind. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Versteeg asked the group to turn over the Worg's head, to help prove to the knights that the threat of these creatures was real. While unable to help them determine what the runes etched out on the altar meant, he did tell them that the court historian in the capital city of <b>Greyholt</b> would surely be able to aid them further. He also asked them a favour, in taking the object that Sheifle retrieved with them to the capital. A paladin by the name of Sir Ravenhold had asked the priest to acquire it for him. The group agrees to take it with them.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Versteeg promises them that all of the town will know of their deeds, and that he will send word by messenger bird to the capital, letting them know that they can expect important visitors in the next few days. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">They head to the Donkey to celebrate their victories, and while drinking and being merry, Radamyr starts to sing a song, inspired by Sheifle. The tune is simple, and after sometime singing it to himself, other patrons join in. It's not performed very well, but no one really minds, and before they all head off for the night, Radamyr finds a piece of bar napkin, and writes down the lyrics, dubbing the song <b>"The Clumsy Cleric"</b></span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><b><br /></b></span>
<span style="font-family: Trebuchet MS, sans-serif;">To Be Continued...</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;"><a href="http://www.facebook.com/events/479895848738234/">The Facebook Event Page for the Improvised DnD Show</a></span>Anonymoushttp://www.blogger.com/profile/17512108079981281387noreply@blogger.com0tag:blogger.com,1999:blog-4793338971045192115.post-52398536577577685122013-03-09T14:40:00.000-08:002013-03-09T14:40:01.674-08:00Chapter Three - Dark Tidings<span style="font-family: Trebuchet MS, sans-serif;">Our heroes awaken after being engulfed in a deep green glow, and find themselves lying face down under the treetops of a forest. The sun is high in the sky, and the wooden orb sits lifeless, clutched within Radamyr's hand.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">It would seem the strange wooden orb somehow pulled them from their cavernous prison, and released them in the same clearing where they first encountered the Kobolds. Radamyr shows the group the orb, and then tucks it away within his robe. Seemingly unchanged in any other way, the group counts their blessings and begin to make the trip back towards the Forum, to reunite father and son.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span><span style="font-family: Trebuchet MS, sans-serif;">The return trip is a much shorter one, and they arrive at Boro's house in the late afternoon. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Eternally grateful for them having rescued his son from certain death, he offers them a very fine piece of fabric. It is a shade of dark green, with black images on it, and bordered by some ancient writing. It looks quite old, and has been repaired over and over again. They accept the gift, and they place it amongst their belongings. They relate their tale to Boro, and they mention the worg, which is news Boro finds most disturbing. He tells them Worgs have not been seen in a very long time, and the dark magic bringing them back to life is even worse. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Curious as to where Eric practices being a cleric, he leads them into town, and relates to them that he studies under a very powerful being. Eric is delightfully simple, which makes Radamyr a bit sceptical.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Eric brings them to a tree just outside of the Forum's church. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Radamyr checks to see if the tree is magical in any way. It isn't. It's just a tree. Eric looks at it and smiles, and the group all rolls their eyes.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">The group is met with a hearty hello from the priest of the church, named <b>Versteeg</b>. The group chats for a bit, and Radamyr asks if the priest knows anything about the orb they came across. He tells them it is surely crafted of <b>Verrawayan wood</b>. <b>Verraway</b> is the province to the far west of <b>Dahldrum</b>, home of the elves. The magnificent trees of Verraway are said to have magical wood used in the creation of powerful artifacts and items. This was an incredibly lucky find, but he cannot tell them anything more than that.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">The group heads back to Boro's where they have dinner, and rest for the night.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">In the morning as the four leave, they encounter Versteeg, who is making his way up the stairs of the house. He claims he is here to see Eric about a matter of some importance. He passes by the group and heads inside.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Arradel decides to eavesdrop outside a kitchen window, and she learns that the priest was trying to recruit Eric for a mission, but Eric doesn't want to leave his father again so soon. Versteeg understands, and leaves. On his way back into town he meets up with the four again, and they attempt to get some information out of him. He is reluctant to give up much, but they manage to convince him to open a bit. He tells them he's found a group of adventurers named <b>Sheifle</b>, <b>Jorga</b>, and <b>Cypress</b> to retrieve an item for him. After revealing this information Versteeg makes his way back into town. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Curious as always the group heads to the town registry, hoping to get more information on these three. While the clerk doesn't have much information on Jorga, or Cypress, he does tell them that Sheifle is a cleric, who happens to be the son of Versteeg. </span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">With not much else to go on the group heads to the Drunken Donkey to see if they can gather information on anyone in need. The innkeeper tells them about several farmers having problems with wolves howling in the night, and that there had be one particular farmer that came into the walls looking for help the other night. </span><span style="font-family: 'Trebuchet MS', sans-serif;">The group takes directions on how to get to his farmhouse, and they leave the Forum hoping to aid the poor farmer.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Upon arriving at their destination they are greeted by a burly, somewhat rude man who claims that he has been hearing terrible howling coming from the nearby woods at night, and that he would reward them if they would be willing to deal with any potential dangers to he and his livestock. The group attempts to tell him that it could be worgs, but the farmer named <b>Stuart</b> laughs, and tells them that worgs are just fairy tales told to keep kids out of the woods. They are most likely just wolves or coyotes.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">The group agrees to help, and decides it might be a good idea to scope out the forest beforehand. They walk a short ways into the woods when they spy an eagle flying overhead, that seems to be taking an interest in them. Radamyr's magical <b>Familiar, </b>an owl, flies up to meet it, only to have the eagle fly directly at it, knocking it from the sky. Laughter can be heard as Radamyr runs to catch the poor thing, and three silhouettes emerge from the forest. A male elf <b>druid</b>, a female human <b>fighter</b>, and a human cleric all emerge from the woods. These appear to be the three adventurers Versteeg spoke of, and the eagle from above happens to be the animal companion of the the druid. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">This is a very tense meeting between the two groups. The three commissioned by the priest are a few years their junior, and clearly a bit mischievous. Both sides exchange quips, and minor spells but before it escalates any further they decide to depart on their respective missions. </span><br />
<span style="font-family: 'Trebuchet MS', sans-serif;"><br /></span>
<span style="font-family: 'Trebuchet MS', sans-serif;">The four travel for about an hour, until Liaathvain detects evil nearby. A single Worg emerges, and turns to flee, but not before Arradel is able to land an arrow in it's hind quarter</span><span style="font-family: 'Trebuchet MS', sans-serif;">. The group now has a small trail of blood to follow, and it leads them to small clearing area where the Worg is just sitting. The group has not yet been seen, which is a good thing, for a number of other worgs appear as if to come to the aid of the one that has already been wounded. There are four in total, and not wanting to take them all on at once, Radamyr is able to lead two of them away using a spell called </span><b style="font-family: 'Trebuchet MS', sans-serif;">Ghost Sound</b><span style="font-family: 'Trebuchet MS', sans-serif;">. Believing they heard the sound of the other three travellers (now apparent rivals of the group), two of the worgs take off in the direction where the sound came from, leaving the other two behind.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">With the fight now in their favour the group engages the worgs in combat. They have the numbers advantage, but are once again met with a strange howl when the first worg falls, only to come back to life. They decide it would be a good idea to remove the heads of the creatures upon their first death, hoping it prevents their reanimation. The tactic proves successful, which comes in handy when the other two worgs return after having heard another member of their pack howl in death. They finish off the remaining beasts, and decide they want to have proof of their battle, so Bogor skins one and uses it's fur as a cloak, Radamyr pulls the teeth out of their muzzles, and Liaathvain wraps the head of one and places it in her bag.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">Feeling a tremendous sense of accomplishment the group heads back to the farmhouse, but as they approach the house, something seems terribly wrong. Smoke can be seen billowing from behind the house, and the front door swings loosely on it's hinges. The air around this house is thick with evil, and our heroes brace for whatever it is they are about to find.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span>
<span style="font-family: Trebuchet MS, sans-serif;">To Be Continued...</span>Anonymoushttp://www.blogger.com/profile/17512108079981281387noreply@blogger.com0tag:blogger.com,1999:blog-4793338971045192115.post-72938245796104363062013-03-08T15:30:00.000-08:002013-03-09T14:20:52.665-08:00Chapter Two - The First Howl<span style="font-family: Trebuchet MS, sans-serif;">Radamyr led the group through the darkness of night around the rocky mountainside to the small back entrance the goblin had shown him. It was a small entryway just big enough to climb through. Upon peering inside they were able to determine that the room was a makeshift kitchen and their back door was used as a chimney of sorts. They also noticed a lone goblin sitting in a chair facing away from them, Arradel saw this as an opportunity. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Arradel climbed through first, careful this time not to stir the goblin in any way. She got close enough to the creature that she was able to drive her dagger through him before any warning could be given. After she had cleared the room of any other potential threats, she motioned for the rest of the party to climb through. </span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">After searching the room for anything that could be of some use to them they silently made their way around a winding corridor that led them to what appeared to be a large mess hall, with another corridor on the other side. Taking a quick look around from where they stood they saw six sleeping goblins. Some were asleep on makeshift beds, others on benches, and one was actually asleep on top of a table. All of them, however were wearing full armour with weapons by their side. Aside from being asleep, they looked fully prepared for a fight. Clearly they'd been on the alert since that brief encounter in the mid afternoon. </span><span style="font-family: 'Trebuchet MS', sans-serif;">After some quick deliberation, the group decided they would sneak into the room, stand above the sleeping goblins and attempt to take them out all at once. </span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;"><br /></span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;">A sound plan, had Radamyr not tripped and knocked over a weapon rack. This created a terribly loud crash, and immediately woke up all the goblins in the room. </span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;">A quick battle ensued, but the group rallied and managed to clear the room of all enemies. However, the noise from the weapon rack, combined with the sounds of battle had alerted the goblins in the next room. Realizing they were in for another big fight, Bogor and Liaathvain blocked the threshold of the next room, seeing the strategic opportunity to prevent the fiends from overwhelming them with their numbers. There was only enough room to fit two people side by side in the hallway at a time.</span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;">The goblins in the next room didn't realize this at first, and the first small was dealt with easily. Upon seeing they were at a disadvantage, the leaders called their fighters back. These much larger <b>Hobgoblins</b> possessed a sounder knowledge of battle than their smaller brethren.</span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;"><br /></span></div>
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<span style="font-family: 'Trebuchet MS', sans-serif;">From inside they could hear the muffled cries of someone, and s</span><span style="font-family: Trebuchet MS, sans-serif;">eeing a chance to perhaps negotiate with the creatures, Arradel asked if they would release their prisoner. The goblins bantered back forth a bit, but responded with only "We cannot release the prisoner."</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">At this point, Radamyr and Bogor thought intimidating them might work, and having developed an affinity for throwing goblins, Radamyr passed the bodies of the fallen to Bogor, who proceeded to throw them at the feet of their comrades. While this action certainly had an effect on their foes in the next room, they still refused to comply, saying only that they "cannot release the prisoner." It was quite odd, and there didn't seem to be any clear reason for the goblins not to co-operate, or at the very least entertain the thought. They continued to refuse, and after hearing what sounded like one of them striking their prisoner, they knew that time was of the essence, their hand was forced and they stormed the room.</span></div>
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<br /></div>
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<span style="font-family: Trebuchet MS, sans-serif;">As the battled raged Liaathvain made her way over to the prisoner who was chained to the wall, and began to try to and break his chain. Bogor entered a powerful <b>Rage </b>state, increasing his power significantly, and goblins began to fall one by one.</span></div>
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<br /></div>
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<span style="font-family: Trebuchet MS, sans-serif;">It was at this point a terrible darkness came over the room, and from the shadows stepped a snarling, large jet black wolf. This did not seem like any normal kind of wolf, and it jumped in to the fray with a terrible ferocity. It was a powerful <b>Worg</b>, a magical beast that was evil in nature.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">The chain on the wall gave way to the combined efforts of the prisoner and the paladin, and as soon as he was free, he grabbed his mace and used divine magic to heal Liaathvain of all damage she had endured. They were now five heroes strong and the tides of battle quickly turned.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">As terrible as this new enemy was, it could not withstand the combined efforts of the group, and it fell under Bogor's warmhammer. They turned their attention to the remaining goblins, but to their shock, the wolf's fur began to shimmer, it's once lifeless eyes began to glow red and it released a terrible howl that shook the group to their bones, and once again threatened them.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">The final few goblins were killed, and once again the group turned their attention to the wolf. Liaathvain drove her sword through the Worg, and it fell down silent once again, and it would not recover.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">With the battle won, they turned to their new ally who introduced himself as <b>Eric</b>. Eric the Cleric, son of the blind man Boro. While very capable, Eric was quite simple of mind, and was unable to provide them with very much information.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">Upon searching the room, they found many items of interest including two <b>Feather Tokens(Trees)</b> which could be used to sprout a giant magical tree when planted in soil. The chamber also housed other dark secrets.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">An ominous black altar made of stone stood across the room against the wall. Upon close inspection the group saw strange runes carved into it, and when spying a pile of charred corpses nearby, the group assumed it was used for some kind of ritual involving a sacrifice. All the bodies shared what appeared to be similar wounds. It looked as if their livers were torn from them by an animal. None of the bodies were identifiable though, for they were burned afterwards to hide any trace of who they might be. The only telling feature was their size. One of them in particular matched the size of a dwarf. Eric confirmed that there had been a female dwarf trapped in there with him, but she was killed before they could ever speak. There was no way to determine if this was the body of Bogor's beloved fiancée <b>Giltia.</b> </span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">Feeling a sense of dread, Arradel pleaded with the group to leave the altar, and get out of the cave. As if on cue, a familiar cackling laughter of Kobolds could be heard echoing down the cave from outside, followed by a terrible crashing sound. The Kobolds had caused a small landslide, trapping the adventurers inside.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">Fearing there could be something far worse lurking inside the cave Liaathvain closed her eyes and used <b>Detect Evil </b></span><span style="font-family: 'Trebuchet MS', sans-serif;">to see if any other danger could be nearby, but the power from the altar overwhelmed her, and she was knocked unconscious</span><span style="font-family: 'Trebuchet MS', sans-serif;">. Taking matters into their own hands, Radamyr and Bogor threw the altar down to the hard floor, causing it crack, and break right down the centre. A giant wave of magic seemed to seep from the room, and Liaathvain was awoken.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">Finding no way to escape their rocky prison, the adventurers were left to wonder how they were going to get out. </span></div>
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<span style="font-family: Trebuchet MS, sans-serif;">Suddenly, a small green light seemed to glow from a corner of the main chamber. It didn't seem evil, but it certainly was magical in nature. As the group approached the light, they realized the source was a small, perfectly carved wooden orb, and as Radamyr reached out for it, the glow enveloped them, and the group blacked out.</span></div>
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<span style="font-family: Trebuchet MS, sans-serif;"><br /></span></div>
<div>
<span style="font-family: Trebuchet MS, sans-serif;">To Be Continued...</span></div>
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Anonymoushttp://www.blogger.com/profile/17512108079981281387noreply@blogger.com1tag:blogger.com,1999:blog-4793338971045192115.post-59151812699848726172013-03-07T15:43:00.003-08:002013-03-09T14:20:34.706-08:00Chapter One - The Adventure Begins<span style="font-family: Trebuchet MS, sans-serif;">Our story begins in the town known as <b>The Forum. </b>Our four adventurers enter the city's gates on their own, each seeking something. <b>Radamyr the Browncoat</b>, the Human Sorcerer arrives with ambitions of furthering his inherent magical abilities, and also curious as to the whereabouts of his father, who left home many years ago. <b>Arradel Galenmyr</b>, the Elf Rogue, having left her Elven home in the neighbouring province, has been wandering for over a decade and returns to the city after a successful herb gathering trip in the nearby mountains. For <b>Bogor Werdal,</b> Dwarf Barbarian, the visit to the city is not one of pleasantries, for he comes seeking information on the whereabouts of his fiancée, who was kidnapped by Goblins, forcing him to withdraw from Dwarven military academy. As for the Elf Paladin, <b>Liaathvain Galenmyr</b>, she comes looking to settle growing family disputes by bringing her cousin Arradel home to help put rising tensions to rest. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Unbeknownst to them however, their fates are all about to become intertwined. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Having caused a minor disturbance in one of the city's pubs by attempting to charm one of the local guardsmen, Radamyr finds himself thrown from the doors by the <b>Knights of Alabaster</b>, the military arm of the province of <b>Dahldrum</b>, which arouses the curiosity of Liaathvain, who approaches the Sorcerer outside.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Arradel, upon seeing Liaathvain in the city, knows why the Paladin is there, and attempts to stay out of her sight. But Liaathvain, on the alert for any sign of her long lost cousin, manages to see her out of the corner of her eye forcing an interaction between the two. Liaathvain confirms that she is there to bring her home, and Arradel is incredibly reluctant to comply. Radamyr isn't overly impressed with Arradel, who seems to have left a sour first impression with the sorcerer. The feeling is mutual for the rogue.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Meanwhile Bogor has made his way to the other side of town, to a bar in the shadier section of the city. He learns that there have been a lot of goblin attacks, and kidnappings as of late, but that if he wants to know more he should ask a guard, though perhaps this is not the best day to be speaking with the Knights. T</span><span style="font-family: 'Trebuchet MS', sans-serif;">here is to be a public execution this afternoon. The prisoner is a traitorous knight, who sold information to goblins, which lead to the kidnapping, and deaths of several other knights.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">The four all make their way to the centre of town, where a large crowd has gathered, and as they arrive, they are witness to a large military procession, including a very large, regal looking carriage. They watch as the knight known as <b>Gerrand</b>, is read his final rites. Forgoing the chance at any last words, the executioner pulls the lever, releasing the wooden plank, and Gerrand is left hanging.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">As the crowd disperses an old man, appearing to be helpless and out of his wits is seen pleading with the knights to help him, claiming his son is the victim of a kidnapping. This draws the attention of Bogor, who believes there could be a connection between this and his fiancée. Liaathvain, compelled to do good, and help those in need is also drawn to this man. Refusing to let Arradel out of her sight, she brings the rogue, and Radamyr, curious as always follows along. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Failing to get the attention of the knights, <b>Boro</b>, the blind old man turns to the only people willing to listen to him. Introductions are made between the four, and the group agrees to help Boro get his son back.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Boro relates the story of how a group of goblins broke into their house in the night and dragged his son off into the darkness. He gives the group a place to rest for the night, before heading out in the morning to go after the villains.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span><span style="font-family: Trebuchet MS, sans-serif;">Having gathered information from town claiming that a group of goblins had been seen heading in that direction, the group marches South. Boro tells the group he believes goblins would use the caves in the mountains as a base of operations. It's about a day and a half's march to the caves, so the group gears up and heads out.</span><br />
<span style="font-family: Trebuchet MS, sans-serif;"><br /></span><span style="font-family: Trebuchet MS, sans-serif;">As they stop to rest for a bit in a forest clearing, they hear a strange cackling laughter. A group of four, small reptilian humanoids appear. The group recognizes the creatures as <b>Kobolds</b>, and after attempting to speak with them, they realize that the vermin are only interested in a fight.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">The Kobolds learn quickly though, that these four are more than a match for them. The adventurers dispatch the small group with relative ease just as another small wandering party of Kobolds appear. They are overpowered, and are unable to escape. After the clamour of battle dims, the group pulls the bodies of the Kobolds off the road into hiding, and continue their journey. Not long after, the group finds a safe place to rest for the night.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">They awake the next morning fully rested, and make their way to the entrance of a cavern in the mountainside. As they stand in the tree line, they are able to make out a small silhouette walking around the entrance of the cave's mouth. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Much to the hesitation of the group, Radamyr and Bogor opt to simply walk right up to the entrance. This proves costly, as the small figure they saw was a goblin sentry, guarding what they soon realize to be a goblin outpost. Upon seeing the two approach the cave, the goblin quickly runs inside, and alerts those within that there are intruders nearby, and the sounds of preparations can be heard from inside. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">The two fall back, realizing they had just alerted all the goblins to their presence, and they then decide it would be best if Arradel snuck around to a hiding place above the mouth of the cave, to gather information. It doesn't seem as if the goblins are going to come out. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">However, Arradel makes a costly mistake and slips which knocks several rocks. This is enough to get the attention of the goblins, and they send three of their scouts outside to investigate. Arradel is overwhelmed by the three, and the group quickly realizes she is in serious trouble. This prompts the others into action. Liaathvain and Radamyr use their crossbow and longbow to injure one of the goblins, while Bogor charges in and finishes another off. One of them limps away back into the cave managing to escape. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Having nearly risked the life of Arradel, the group realizes they will need to come up with a strategy to get into the cave. They make haste away from the cave's entrance, and find shelter in an area off to the side that they believe to be safe. Knowing that the elves both need to rest, Radamyr and Bogor take first watch, as the elves begin their meditation. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">During their watch they hear a sound come from up the cliff. The two make their way up and manage to catch a lone goblin scout off guard, and unprepared. They take him hostage, and attempt to wrest some information from him. Radamyr, using his magical abilities casts a charm spell on the goblin, and is successful. While still frightened of the sorcerer, the goblin believes he is not in any danger, and believes that he will be spared if he cooperates. Bogor remains behind to guard the elves, while Radamyr has the goblin lead him to a back entrance of their hideout. </span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">The goblin shows Radamyr how they could get in from behind. Satisfied, Radamyr starts to bring the goblin back to the group. However, the spell's effect wears off, and the goblin decides he is no longer safe and lets out a shout hoping to attract some help. His cries are quickly silenced as Radamyr kills him.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">Thinking it funny, and that his dwarven friend would enjoy the sight, he decides to carry the body with him, and throw it off an overhanging rock, so that it lands at the feet of Bogor. This prompts a good chuckle from the dwarf, who has a natural hatred towards the creatures.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">With the elves meditations complete, and a plan in place, the group prepares to enter the cave, and rescue anyone trapped within.</span><br />
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<span style="font-family: Trebuchet MS, sans-serif;">To Be Continued.... </span>Anonymoushttp://www.blogger.com/profile/17512108079981281387noreply@blogger.com4