Tuesday, September 27, 2005

Political Survey

Wow, two posts in a row that are non-gaming? Sorry. Game on next week (10/7) and then I'll have more to say.

Poltical survey: well, this is no surprise . . .

You are a

Social Liberal
(88% permissive)

and an...

Economic Conservative
(91% permissive)

You are best described as a:

Anarchist




Link: The Politics Test on Ok Cupid

Rozanne took it too:

Rozanne is a

Social Liberal
(81% permissive)

and an...

Economic Conservative
(75% permissive)

You are best described as a:

Libertarian


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Tuesday, September 13, 2005

Mood Swing Anyone? (non-game related)

So, I took this test: What D&D Character Are You?, and I got a crazy result (see below). I must have been in a really weird mood. Chaotic? Sure. Human? Definitely. Fighter/Thief? Maybe . . . not really. Evil? NO WAY!

I Am A: Chaotic Evil Human Fighter Thief

Alignment:
Chaotic Evil characters are the most 'evil' people out there. They are willing to do anything to get ahead, and will kill anyone who stands in their way. A chaotic evil person sees no value in order and governments, and believes to the utmost in the tenant that 'Might Makes Right'.

Race:
Humans are the 'average' race. They have the shortest life spans, and because of this, they tend to avoid the racial prejudices that other races are known for. They are also very curious and tend to live 'for the moment'.

Primary Class:
Fighters are the warriors. They use weapons to accomplish their goals. This isn't to say that they aren't intelligent, but that they do, in fact, believe that violence is frequently the answer.

Secondary Class:
Thieves are the most roguish of the classes. They are sneaky and nimble-fingered, and have skills with traps and locks. While not all use these skills for burglary, that is a common occupation of this class.

Deity:
Talos is the Chaotic Evil god of storms, forest fires, earthquakes, tornadoes, and destruction in general. He is also known as the Destroyer. His followers fear him more than worship him, and they revel in the destructive fury of nature - while praying to be spared from its wrath. Talos's symbol is three lightning bolts, of different colors, coming from a central point.

Find out What D&D Character Are You?

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Monday, September 12, 2005

Chapter Two: Background (Lichgate)

Lichgate

Size: small town
Population: 1,300
Racial Mix: 90% human, 8% halfling, 2% other races
GP Limit: 800 gp
Power Centre: Council of Elders
Sheriff: Apple Merrywind

Lichgate is a farming community comprised of mostly humans and a fairly large contingent of halflings. Lichgate is the largest (by percent of population) gathering of halflings in all of Chillhame.

The Council of Elders leads this town. The Council of Elders consists of fourteen older men and women who the townspeople respect to make good decisions. It is obvious from your brief interaction with them that they do not come to decisions quickly. They argue among themselves endlessly unless some outsider (such as yourselves) pushes them to decide something quickly.

There is a large temple dedicated to Yosa here as well as minor sanctuaries devoted to Aranu, Blediwesse, and Hombel in this town.

The Lichgate Arms offers suitable accomodations and tasty meals for visitors at reasonable prices. The Drunken Halfling and the Sour Grapes Beer Hall are two respectable taverns in which travelers and townsfolk alike can slake their thirsts in peace and reasonable quiet.

The party has warned Lichgate of the impending Duergar invasion, and the townsfolk appear to be well-motivated and organized to get the heck out of there and head to Saragost. In fact, Apple was able to get several unmarried males to head out in three groups immediately. They left to the east, west and south to help with warning people in outlying farms of the impending attack. At least a few families plan on leaving at dawn tomorrow for Saragost.

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Saturday, September 10, 2005

Chapter Two: Raising the Alarm (Lichgate)

Mei and John decided to retire early. Their characters rode ahead of the party for a bit in an effort to track down Jim. They will rejoin the party in Lichgate.

The next morning the group sets out towards Lichgate, a town about six or so hours south of Bronce. The journey is uneventful as they pass through wooded hill country that gradually fades into more easy rolling hills and plains . . . perfect farmland.

On the outskirts of Lichgate the party hears cries for help and sees a farmer fleeing a great insectoid beast that is in his garden. As a group they manage to seriously wound the Ankheg with little challenge although Tilk, Alev and Neil did take a blast of acid from the beast. The creature flees through its underground burrow before it is killed.

Moments after the fight a halfling lady rides up on a pony. She heard the villager's cry and was coming to help. She is Apple Merrywind, the sheriff in the town of Lichgate. She listens to the heroes' tale about a dark dwarven army in disbelief, but they manage to convince her to gather the town elders.

The group procures rooms at the local inn, the Lichgate Arms, and waits a bit to meet Apple at the well. When she arrives she tells them that the elders have agreed to meet them at noon tomorrow to discuss the matter. This will not do. Alev, Neil and the Knife manage to convince Apple that they must meet now. She takes them to Harry Smith (better than Grandmaster Johnson) who is one of the ranking elders.

Harry seems most skeptical at first and has no desire to rouse his neighbors this late in the day. After Alev waves the duergar letter in his face and the group shouts a great deal about the danger he begins to believe. He and Apple set out to gather the elders together at the inn while the party waits for them.

Another half hour or so later the entire village council of elders is gathered . . . ten men and four women . . . all old, skeptical and not much for listening as each has to have his say every couple of minutes. Alev makes a stirring speech about the danger the duergar present and waves the letter around again. After a great deal of argument and convincing the council decides it would be best to evacuate to Saragost. Two of the men, Harry one of them, immediately begins giving orders and making preparations.

Having saved the town of Lichgate (hopefully), the party settles down for some well-needed rest . . . tomorrow they must face the road again and hopefully they can make it to Lower Scumsgrove, the next town on the road to Saragost.

XP Award: 229 each to all except Celegorm and Larien who were not present. Everyone should be 2nd level now.

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Chapter One: Bronce (continued)

New Arrivals

The heroes are deep in the abandoned gold mines north of the tiny village of Bronce. They have tracked a band of hobgoblins to the mines who appear to have kidnapped two small children . . .

The party has just managed to slay Talks with Fists, the leader of the hobgoblins, and rescue the children. As Tilk ties up two hobgoblin captives water begins to rush away from the group towards one of the darkened, deeper tunnels. A wall has collapsed opening a passage into a massive undground complex and the flood waters are spilling away. Everyone manages to hold their ground except the Knife, who Casey snatches up out of the water . . . At the same moment Alevonius Talon, Larien Ar-Feiniel, and Celegorm Amandil (our new PCs) appear in the depths of the water struggling to stay afloat. Unfortunately, Celegorm, the elfin bard, cannot manage the swim and is swept away.

Casey spots Celegorm flying away down the passage and moves to block his passage . . . she maintains her grip on the Knife and grabs Celeborn as well.

After a minute or so the water has drained away leaving ankle- and knee-deep puddles here and there. The groups spends many minutes making introductions and sharing stories . . . it seems that the new comers heard the Voice of the Goddess as well . . . but she was interrupted somehow.

Duergar Invasion?

While the group discusses matters several of the heroes hear someone approaching from the newly opened passage. Preparing for battle, the party arrays itself around the passage entrance . . . and nothing happens. At least nothing they can see. Apparently there are at least two invisible creatures in the room very nearby . . . and they are attacking!

The dark dwarves become visible as one of them smashes Alev to the ground with his massive warhammer. The other strikes at Casey but misses. A fierce battle ensues. Rygorh rushes over to heal the fallen warmage while everyone else concentrates on trading blows with the dwarves. One of the dwarves falls after several blows including a strike from Tilk's greatsword. The other dwarf grows to a massive size (enlarge person) and begins a retreat. As he backs away the group advances and the towering dark dwarf is brought low by the heroes.

Hail the Heroes!

Larien and others make quick work of taking the dwarves' pouches while Rumus gathers up the children. It's time to get the kids back home.

So, with two hobgoblin prisoners, the decaying body of a tax collector from Saragost and two pitiful children in tow the party leaves the mines. They bypass (again) the hobgoblin guards on the upper level of the mine.

Once in the open air they discover it is full dark and the rain has stopped. They also have company: Jim Oakenbough and his flunkies are skulking about near the mine entrance. Tilk calls out to them and Jim shows himself.

The heroes are immediately suspicious of Jim's motives . . . and rightfully so. While he doesn't tell them as much Larien manages to determine that Jim intends to take credit for rescuing the children. She also believes that he is lying about not recoginizing the tax collector's body . . . What follows is a long passage through the woods back to Bronce all the while pumping Jim for information and working out a plan to get proper credit for rescuing the children.

On arrival back at the Golden Nugget Inn, Mariah Bloom rushes to greet her once lost children. Celegorm sings a tale of their rescue which Jim tries to insinuate himself into, but he fails miserably. Headman Goodchild, Father Tobias and Constable Davan Gaskell all recognize the part played by the party in rescuing the children and they give proper respect and honor to the heroes. Jim decides to be a nice guy and showers the inn keeper with gold crying out, "Drinks are on me tonight!"

The Sword of Starkweather John

That evening the villagers celebrate the children's rescue, and the heroes are welcomed to stay at the Golden Nugget for free. While everyone drinks up and gets their bellies full Larien mingles with the crowd and learns a couple of things: Bernick, the innkeeper is is Jim's brother AND Starkweather John's sword is buried in the church. The group suspected as much about the sword, but now they have the word of a villager stating it as a fact.

The next morning the group, less Rygorh, sets out to the fallen temple of Blediwesse where they meet Father Tobias and another villager who are giving last rites to the fallen tax collector. After the service the party manages to convince Father Tobias that the sword is in the church and that they must recover it.

A bit of poking around reveals a hidden pocket under the flagstones in the main worship hall. A crowbar and a few minutes later the stones are pried away. In a ragged, rotting burlap sack lies a gleaming sword encrusted with gems and chased with gold. Tilk takes the sword in hand and knows that this sword is a part of his soul that has been lost . . . he treasures the sword and hesitates to hand it over to anyone. Rumus and Celegorm each spend some time examining the sword. Celegorm recalls tales of the Equinox of Heroes, Starkweather John and the drow armies of the past . . . this is the sword they were seeking.

Everyone goes back to the inn to meet up with Rygorh and then on to the Tump . . . what does this sword mean? While at the Tump Celegorm and Larien find their horses and gear. Tilk and Rygorh exchange some words about the sword and decide that Rygorh should take the sword . . . the longsword is his deity's favored weapon. The moment that the decision is made Tilk no longer feels any desire or longing for the sword and Rygorh knows in his heart that he is now complete . . . the sword is his.

More Mysteries

After some lengthy discussion the party decides to check out the mines again. The dark dwarves must have a purpose . . . and such a purpose.

The group finds massive chambers and tunnels dug away by the duergar in preparation for an army. They also find a note, written in undercommon as follows:

Master Overseer, ensure that the following are in place:

  • All special weapons crates from the smithy, laid out according to division and commander
  • Chisel assembly zone markings into floor to indicate mustering points (remember, each enclosure to hold at least five hundred of our warriors)
  • General Ulsnurr’s personal throne (fetch from his chambers)
  • Complete access tunnel to surface
  • Prepare holding cells for important human prisoners
  • Make ambassadorial suite ready for the Most Honoured Allies

Attend to this with all haste. We have only ten days to prepare until the Legions of the Chthonic Alliance are destined to march on the upper world.

– K

A great deal of searching and exploring later the heroes determine that an army of 7,500 dwarves are going to march on Chillhame in the next ten days. They manage to acquire some masterwork weapons from the great audience chamber and a strong desire to high-tail it to Saragost with warnings.

Back in Bronce they warn Father Tobias, Headman Goodchild and Constable Davan of the situation. The village immediately sets to preparing to evacuate. Some of the party tails Jim for a while, but no good opportunity presents itself to expose him. While they believe he is the tax collector's murderer, they have no proof. Jim sets off around 10:00 pm heading south (towards Saragost) with his cronies and his gear and loot.

The heroes settle in for the night and prepare to set out the next day on their ride to Saragost on horses provided by Constable Davan.

XP Awards: 1,200 each to Tilk, Neil, Rumus, Rygorh, Seebo and Casey;
     1,000 each to Alev, Celegorm and Larien

Treasure

  • Duergar fighter: 55 gp, large toumaline stone (250 gp)
  • Duergar fighter: 70 gp, four small pearls (100 gp each)
  • Armory: six masterwork light crossbows, four masterwork heavy crossbows, six masterwork warhammers, two masterwork dwarven urgrosh, two masterwork dwarven waraxes, four masterwork battleaxes

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Friday, September 09, 2005

PC Fiction: Chapter One

Wednesday, September 07, 2005

Chronicles of Rygorh: An Interesting Church

We left the inn and all the while I am thinking, "I will see Jim again". Heading to the priest’s house there was little conversation. Neil is muttering to himself again, the Elf is scribbling in his book. After a lengthy conversation with the priest – Casey and Rumus do most of the talking – we find out all sorts of information that the villagers left out. Primarily we learn that rumor has it removing the Sword from this village will remove their protection and invite attacks . . . Hmm, maybe that would be a good thing for these people then the flaming no good nobles would have to look into this village more in order to continue their oppression of these folk. The priest confirms for us that the church is in ruins, and he is attempting to raise money to rebuild it. He does seem interested in hearing Tilk’s impression of the sense of belonging when in there. We then head to the church with the old priest as our escort.

We can the Church as we get closer – indeed it is in a horrible state of repair even one of the doors is missing and leaning up against the wall. As we enter . . . What? No . . . How can this be? By Firinna’s Might! A sense of peace, of belonging, a part of me long lost now found, IN THE CHURCH OF ANOTHER DIETY? This is impossible, I must leave . . . but, no, I don’t want to. A temple of Blediwesse? How can this be? Firinna, give me Strength! I must find the truth . . . I begin searching through the rubble the old priest immediately asks me to stop. I must know what is here! Hmm, I hope the others haven’t noticed my confusion and weakness. By Flame and Blade this is all wrong! The Knife has long left the church; I should join him and be rid of the weak feelings in another church. Firinna, forgive me my weakness. Thankfully we soon leave, a feeling of loss overcomes me . . . what is wrong with me? Rumus is writing in his book yet again; damn, that’s a surprise.

Standing outside once the old priest has left we begin discussing the church. I briefly tell of an odd feeling without giving away too much about my weakness. Casey points out that I have a birthmark of the Reaper on my neck . . . gee, I never noticed that! Then without realizing . . . so does Rumus and the others all have Birthmarks in the shape of their birth stars. Tilk and I both share the Reaper, and by both of our feelings in the church we decide that the feeling must have to do with the stars rather than the gods. Rumus finally pipes in that the sword must be there, and we should come back and search. That’s his second best idea I have heard all day! Hmm, one of six people in this world with the mark of their birth star tattooed on them by the Gods can only be for a higher purpose. The High Priestess has told me my whole life that Firinna has watched over and protected me some reason; this must be it. We decide that we will go back to the inn, wait a few hours until it is late, then return to search the church for the Sword. On reaching the inn we discover turmoil; it appears that two children are missing and they were picking berries where we saw marks of a battle earlier today! We immediately offer our assistance to help search – knowing in the back of my mind this will most likely lead to the haunted mine.

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Monday, September 05, 2005

Neil: The Tump

Consciousness . . . But where am I? The fog is receeding. Monoliths! A dozen of them! And others. Old Heakun has brought me to this place, but why? And where? This must be one of his focal locations. I've been looking for one of these, haven't I? I've always wanted to see one. But my memory, how did I get here? Where have I been?

"Heakun, are you there? What is it you want of me?"

We collect ourselves (there are five others) and take a better look at this place. There are twelve huge stones. The Elf seems most interested. He points out the twelve star signs on the stones. Ah, there's the Wave. It doesn't appear to have any magical properties. It feels like normal stone. But this can't be! This is Old Heakun's sacred standing stones!

"Heakun, what is this place?"

The Elf casts detect magic. He reels for a moment. The magic here must be powerful, just dormant, or at least . . . very inconspicuous. But Old Heakun has brought me here for some reason.

A voice speaks . . . Not Old Heakun, but a woman. Her voice is very soothing. Perhaps an Angel in service to Old Heakun? She speaks of answers and destiny. Some cycle of good and evil. Children of the stars . . . Are we special in some way? Has Old Heakun chosen us?

"Heakun, please answer. What is it I am to do? You brought me here. What's next? Yes, the sword she spoke of, Starkweather John's sword . . . I should focus on finding the sword?"

We fight off several goblins, but these aren't normal goblins. They vaporize and waft away when killed. Weird. Heakun must not want these nasty things in his home.

The fog lifts and a path materializes before us. Heakun speaks in strange ways.

We walk along for a while and come to a small village. Poor and falling to pieces. Interaction with the locals reveals the location of the sword's owner, a burial mound atop the hill. The locals call Old Heakun's stones "The Tump." Not a very grand name for such a special place, but then they don't seem very magically inclined.

There's a church devoted to Blediwesse, but like the rest of town it's falling appart. Those of us born under the Reaper get strange sensations there. I checked it for magic, but detected none. Another mystery.

"Heakun, some guidance would be greatly appreciated. Starkweather John . . a Reaper? His sword is a Reaper? It's in the church?"

This sword must be important. Heakun wishes us to find it. It's part of our destiny, I think. It protects the village from evil. It must contain powerful magic. Yet, removing it from the village removes that protection. And to remove it, we will have to tear up a church.

"Heakun, do we really have to tear up a church? That's just not right. We could . . . find some other way to get the sword . . . A little help here Heakun."

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Saturday, September 03, 2005

Chronicles of Rygorh: A Village on the Edge

A brief discussion ensues as to whether we should take the trail or not. The Elf casts a spell to control Tilk – a waste of a spell. I think it was exceedingly arrogant of him to cast on any of our companions. There are better ways. By Firinna’s sword I had better not ever see him attempting that with me.

The group agrees to go down the trail which is where our impetuous friend wanted to go in the first place. Stupid wizards, none of ‘em realizes that magic is a gift from the Gods and is nothing to be tossed around so carelessly.

We travel down this trail a short distance and come upon the coast. After looking around we conclude that we are on a small island somewhere. There is very little conversation as we walk south along the coast . . . except for Neil who seems content to speak with himself. By sword and flame doesn’t he ever shut up?

Questions still whirling about in my head, it seems the only way to get the answers is to continue with these people and find this flaming sword. After a while we come to a land bridge that leads to a bigger Island. Casey suddenly realizes where we were – some place called Chillhame? Hmm, how does she know this if she was here under the same circumstances as the rest of us? We cross the bridge and find ourselves in a land with very sparse vegetation and sheep that look near starvation.

Soon we come to a village. Ramshackle buildings in various states of disrepair . . . obviously this is a very poor village, although I would bet my blade that some noble still manages to squeeze money from these poor folk and gives them no service in return.

As we enter the village, which looks even worse up close, the only person we see is an old lady sitting in front of her house smoking a pipe with a basket on her lap. As we approach she sets aside her basket and eyes us suspiciously. Who could blame her? Hell and fire she may think we are lackeys of the local lord. When we reach her Casey and Rumus begin to ask her some questions when suddenly out of the blue Tilk says "Gimme that" and grabs the woman’s pipe – an act that caught even me off guard. By Firinna’s Sword why the hell did he do that; we won’t get any answer from her now.

I take Tilk aside and tell him that was enough and in a community like this actions like that will get us nowhere! He seems compliant and sheepishly gives the woman’s pipe to Casey to return to the woman. Well, what’s done is done. Let’s find answers elsewhere.

So we head to the local inn and find most of the population of the village. We go straight up to the innkeeper to find out what he knows of this Starkweather John. He gives us some sketchy information, but does tell us where his grave is. I decide he knew a lot more. Hellfire he is an innkeeper . . . he hears all the information. I will be back.

We hustle out to the grave hoping to find some answers there. We get to the top of the hill and see a very desolate grave; most of the writing has been worn and we can’t read it, but we can see Starkweather John’s name clearly. Tilk moves the stones while Casey and The Knife wander off looking around elsewhere. Rumus, Neil and I peer into the grave and find nothing but bones all jumbled around. Tilk puts the stone back and Casey calls us over to what she has found. It appears to be the remains of a battle of some sort. She finds some tracks she says go back into the woods others off to the northeast. We consult for a moment and decide that we needed to go back to the village, split up and see what we can fine out. Now I will get a chance to speak with that innkeeper in depth.

Upon returning to the Village we split up; Neil actually had the best idea I heard all day. He stays over near the well with Tilk and smokes, keeping Tilk out of trouble. The best part of that plan is I don’t have to hear him mumbling to himself.

I head straight for the inn and find the keeper behind the bar. I walk up, order a beer, far from the best I had ever had . . . hey, I remembered that . . . hmm, my memories are starting to return, however slowly. The innkeeper seems to know nothing of the battle at the cemetery. He tells me that Starkweather John was some great hero who defeated an evil wizard but died from his wounds soon after. The final battle several hundred years ago took place where we all appeared . . . he calls it the Tump. He tells me how the mine was the only source of income and that the tracks we saw head that way. He heard no battle. When I ask him about this blasted sword HE LIES TO ME! Lies, I should call down the wrath of Firinna and bake him in her divine fire for this! However my companions will probably have issues with this so I will refrain. I cannot believe this man lied to my face, what a world!

Our entire group meets at a table to compare notes. We notice that many of the stories differ in some way. It seems that these people believe that removing this Sword will in effect cause a cataclysm here; somehow as the sword protects them. Hmm, maybe we should remove it just so these people will find a new place to live and they can live a better life. The most unbelievable thing though is my companions seemed completely unconcerned that the innkeeper lied to me! Tilk did relay some odd feeling he had in a ruined temple. It wasn’t his god’s temple; I find this very odd.

We decide to (actually the elf decided for us) go and speak to the priest of the temple. That’s when Jim and his buddies stroll in like they owned the joint. The first people I see with any money whatsoever. Hmm, maybe he’s the scumbag noble. I attempt to excuse myself to go speak with him when the Elf puts his hand on my shoulder asking me not to. About this time Jim says something about our small companions, and Tilk stands up for their honor! Barbarians – a good breed, most people living in their cities surrounded by their armies to oppress others but not the tribal folk. Honor and respect mean something to them. Hmm my first instinct was to let Tilk rip this bastard’s head off of his shoulders, but instead I step in and ask Tilk to have a seat. Looking at Jim I offer to buy him a beer to keep the peace; his day is coming. He gets his beer and before I had a chance to say anything to him he turns his back to me. I start to reach for him when I see one of his companions sitting there staring at me and fingering the hilt of his dagger. I meet his gaze and hold his eyes thinking "I could destroy him with Firinna’s fires before he could draw that dagger." Then he breaks eye contact and turns back to the bar; weakling; good damn thing he didn’t try and maintain against me!

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New Characters: Introduction

This introduction is for the new PCs (Mei, John and Josh). This event occurs immediately before the start of the next game session.

You are floating, as if in a dream. The sense of weightlessness and nothingness is liberating. You can see stars in all directions . . . you can only see the stars. You can’t even sense your own body.

As you drift in a sea of blackness, relieved only by the pinpoints of distant stars, you feel a deep and comforting sense of belonging. You are like a child in your mother’s arms. Nothing can harm you while you rest in her sweet embrace.

You have very little sense of self. You only know that you feel well.

Out of nowhere, a voice speaks to you. It is faint but perfectly clear. As it speaks, the sense of peace and well-being overcomes you. You are home.

"The time of the Equinox is come. My children . . . I am sorry. I have done what must be done. You deserve answers. I am far . . . too far from you. You must learn who you are. The land is yours. The people are yours."

The speaker seems to be under great strain, as if speaking to you was exhausting her. A dull vibrating pulse threatens to interrupt her. You sense great fear in the voice.

"This place is sacred to you. Sacred – NO!"

The voice suddenly cuts out. Your mind and body are wracked with pain. You feel a tearing sensation . . . as if your very soul is being ripped out of the fabric of existence.

For a brief moment there is only pain and darkness. The stars have gone. A darker shadow slowly forms within the overwhelming blackness around you and coalesces into the figure of a woman. The woman reaches to you with talons. You know that if she touches you that you will cease to exist. You will never have been.

A sudden burst of brilliant light appears like the noon sun, blinding you in a flash of glory. A terrible, wrenching scream of pain and hatred erupts around you and you are falling . . . falling for hours . . . or seconds. You cannot tell. All sense of time and space flees you.

You wake suddenly, immersed in rushing water and straining for breath. You can feel the solid earth beneath you and the water threatens to pull you away . . . from where and to where you do not know . . .

Make a reflex save.

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