Tuesday, January 31, 2006

Neil: Reflections on a Narrow Escape

I thought I had prepared for the fight with the Drow officers. I accounted for defensive spells, magic resistance and their ability to dodge or shrug off attacks. I obviously overlooked some things. Where did I go wrong?

The wizard's globe . . . Yes, that was huge. I never even thought of that. We had them in our grasp, but could do nothing but beat on their armor. None of us have magic strong enough to bypass that defense. And their armor was great, better than any of ours. So physical combat was extremely difficult. What more could we have done on the ship?

Touch attacks? Heakun, magic was useless! How were we supposed to . . . alchemy? Ahhhh, Greek Fire! But that would set the ship on fire. A tangle-foot bag . . . little effect. Acid . . . minor damage, but damage. Thunderstone . . . hmmm . . . That may have helped. And I can use those with a sling. Perhaps I should invest in some non-magical goods. I guess my wand isn't perfect. But magic did rule that conflict.

Their evocations took us down pretty fast. Perhaps I should follow their example & defend myself from such destructive energies. But there's so many energy types. How do I defend against them all? The magic globe is nice, but immobile & short term, not to mention beyond my ability. Some of my companions were hurt worse than I. I guess being nimble helps. If I can't negate the spells, perhaps I can minimize their effect on me. I could boost my agility or toughness. This would allow me to better weather such magics. Resist Energy is nice, but limited to one person & one energy type. Yeah, bunching up for them wasn't a good move either.

Disrupt them . . . yes, yes, I tried. I couldn't. "The best defense against hostile casters is to stop them from casting." You've told me that a thousand times. My tactics didn't account for the globe aboard the ship or distance on the docks. I never got a chance to hit them while casting. The Web and Silence combo shut their cleric down for a couple rounds, but the wizard continued to pound us. I need something with range. Melf's Acid Arrow . . . That doesn't do much damage. Yeah, it last a few rounds, but I need more. Magic Missile is near useless against wizards. Fireball? I can't do that! Ok, ok . . . tomorrow morning I'm going to ask you for a Fireball spell (not that you'll give me one), but doesn't their magic resistance block those too? Maybe Alev or Rumus can suggest something. What I really need is a ranged touch attack with no magic resistance, yes . . . with some range.

Grapple him?! Perhaps you haven't noticed, but he was twice my size. I'd be like a kid wrapped around his leg.

What's that spell that entangles and hurts the enemy? Something like Web . . . yeah, that's it! Briar Web. What? What do you mean, you don't grant nature spells? I thought you governed all magic. Come on Heakun. Work with me here. I need some ideas I can pull off. Not a bunch of spell suggestions, you aren't going to grant me.

Yes, Sir . . . you're the boss. I'm just a little frustrated. I guess I'm not ready to take down such powerful foes yet. But they had to be dealt with. The city guard would have been slaughtered. Wait a minute . . . They were slaughtered. And those were "Elites."

::sigh:: It'd be nice to have the upper hand occasionally. An evil is rising to ENSLAVE us all, and they appear to have the advantage most of the time. Yeah, I guess our attack on the ship paved the way for Lady Aragain to finish the job. Well, at least that threat is gone now. I guess that's what really matters. The threat from within has been mitigated.

Now how are we going to improve my tactics? You're the god of magic, what are some good spells . . . that I can cast?

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Sunday, January 29, 2006

Chronicles of Rygorh: My Blunder

Neil with his spells and some of us questioning the harbor master and we are able to pinpoint the ship that the Drow leaders are on. A lengthy discussion ensues as to what our next move is the conversation goes back and forth for quite some time everyone certain they are right. Me I have two thoughts that I bring up first we need to research the host I feel that we have been shortsighted in the fact that we have been preoccupied with learning what our part is we haven't given any thought to our adversary. The other point that I want to make is we do not know what is on this ship and need to board it and eliminate any threat within the city. Alev does seem to agree with me (amazingly enough) that we cannot leave a possible threat behind the walls but his answer is to destroy the ship from outside and without knowing what is onboard to me seems out of the question. Casey seems interested in my thoughts on researching the enemy and wishes to let the Counsel take care of the ship. Knife, the stout hearted Halfling I am coming to respect greatly, doesn't get too involved in the discussion but does volunteer to go alone into the water and check out everything under the ship and scout as much as possible. In the end we decide that we will board it but tell the Counsel of our plan and ask for their assistance they agree and give us three squads of elite guard units to assist. We position the guards outside in key areas to capture anyone attempting to run away and they will also prevent any possible aid from coming to the Drow on the ship.

The day of the attack we prepare our spells for the day me and Neil consult briefly and compare what cleric spells we should prepare to heighten the group's effectiveness from the divine. Spells are cast and we march up to the dock and show the mercenary guards our writ to search the vessel. After a moments hesitation the guard who seems in charge says "ok" and then turns and heads to the gangplank the other guard looks as though he intends to stay on the dock. We start after the guard heading to the gangplank all of us looking at one another uncertain about this development we don't want them to have much warning. As the mercenary reaches the gangplank Alev begins casting the guard spins around surprised and with a mighty shove Tilk sends the guy flying off of the gangplank and out into the water where he quickly swims away. Me, Casey, Alev and Knife rush onto the ship to take out the captain who is on deck. I must admire the man surrounded by the four of us he backs up to a pole weapon raised and is brought down quickly by a series of blows and magic. We then rush to the only hatch leading down into the ship and stand around it. Tilk after pushing the one guy into the water ran to confront the other guard who remained on the dock but the guy ran off like a coward, hmmm but who wouldn't run if they saw Tilk's form running at them swinging that huge flaming sword he carries. We wait for Tilk and Rumus to join us at the hatch before opening it and as they arrive Casey does the honors.

Looking down into a small room there is a single Drow warrior full armor and looks ready for a fight. He drinks a potion then goes for the ladder we start pounding him with spells, arrows every flaming thing we could but in the end it was knife who dropped him by putting a well thrown dagger into the side of his throat, hmmm I have to remember I don't want to play darts with him. Knowing that the big fight is near Tilk goes down first then Neil starts down but pauses to cast a spell as his spell goes off two giant scorpions rush out the door Tilk is standing by and attempt to ambush him, like I said attempt, Tilk takes a swing at each of them as they come through the door then the rest of us pelt them with spells and they fall. The rest of us start down the ladder but as we do Tilk sees something inside the door casts a spell and to my disbelief throws his massive sword through the doorway I hear a the definite sound that his sword founds its mark and then it returns to Tilk's hand, damn that's one hell of a trick. Soon as I get down I look up through the door and see a Drow wizard with bloodstained robes standing there bleeding and he doesn't look very well. Everyone begins casting spells at him and remarkably enough we see that he is protected by some invisible globe as he starts casting and hits us all with an icy fireball. How dare those Drow bastards take a beautiful spell of fire and destruction and warp it into an ice spell what in the nine planes of hell is wrong with them! Then a Drow cleric steps into view and heals the wizard that does not deter Tilk he runs straight at the Cleric then as if changing his mind in mid stride he steps past the cleric and attacks the wizard again scoring a beautiful hit. Now knowing that spells are useless I draw my sword and move into the chamber, in my pride and thinking of nothing but the rival cleric of this unholy goddess I lunge at her trying to take her down in one blow. My swing being a bit off balance since I had just ran into the room glances off of her armor as the rest of the group comes in and the two Drow are soon surrounded. Just when victory is within our grasp knowing that the two of them cannot hope to repel all of us now that we surround them the badly injured wizard touches the cleric and they both vanish. Neil says they are up and points in some distant direction, sighing I decide they must be making a run for it.

Knife and Casey begin searching the room, Alev runs up to tell the guards we have with up what happened and to alert the Counsel. Tilk and Rumus are trying to help Casey with a chest that she found; I sheath my sword and just stand there going over the battle in my head. "We had 'em" I tell myself "they were right here surrounded, wizard near death . . . Damn he should have been dead! Why did I have to be so prideful and think I had to take out the cleric? One blow just one blow from my sword and the wizard would have been dead and we would be killing the cleric right now, when will I learn I am no longer alone in life, damn why was I so foolish." My musings are interrupted by a loud whooshing sound outside and screams . . .

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Saragost: Order of the Prism

Matt has expressed an interest in joining the Order of the Prism. Here's some detail about it. Note that any arcane caster of non-chaotic alignment can join, although wizards make up the bulk of the membership.

Members of this arcane order use optics as a metaphor for magic, seeing the division of white light into colour as a parallel of the way arcane energies combine to make up reality. Hard study and disciplined meditation are insisted upon.

By agreement between Lady Arigane and Grandlord Yomah, members of the order assist the city watchmen with their magic and will often accompany guardsmen on their rounds. The guardsmen can always call for help to the Adepts if they encounter a strange or supernatural threat to the city.

Player Characters may apply to join the Order if they wish, which brings privileges and obligations. Members can use any of the Order’s facilities and may copy spells from the spellbooks in its keeping. A membership fee of 500 gold pieces per month is charged. Order members must also devote at least half an hour of each day to meditation on the symbolic prism that they are given. This adds half an hour to the time taken to prepare spells.

Joining the Order: The Order accepts only those who are not of chaotic alignment. To join, the applicant must pass a written examination in magical theory, which requires a Knowledge (arcana) check (DC 20). Failure in this examination means that the candidate may not apply again for one month, except by permission of the Head of the Order.

Additional Benefits of Joining: Members of the Order of the Prism can pursue prestige classes that require membership in a special wizards' guild as follows: Archmage (DMG), Daggerspell Mage (CV), Fatespinner (CA), Green Star Adept (CA), Incantatrix (PGF), Initiate of the Sevenfold Veil (CA), Loremaster (DMG), Mage of the Arcane Order (CA), Rainbow Servant (CD). Note that these classes may be available via other means.

Guests of the Order: A non-chaotic wizard or sorcerer may request the hospitality of the Order, even if he is not a member. This entitles him to use the Order’s facilities for three days and nights. During this time, he must cause no disruption. Failure to keep to the rules of hospitality results in an instant expulsion with no possibility of further hospitality.

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Saturday, January 28, 2006

Next Game: Battle Plans!

Alright, so the big battle is coming in the next game. The system offered in the Drow War book for handling mass battles requires that each PC decide a "risk level" during the battle. Basically, this is an indication of what your character is doing during the battle. It is not necessary for you all to choose the same risk level. Here's what it breaks down to:

  • No Risk: Your character is uninvolved in the fighting. You will stay inside the walls and do things like run messages, tend to the wounded or deal with minor challenges within the city.
  • Low Risk: Your character is behind the walls of the city and is unlikely to face the enemy directly. You provide support to the front-liners that are manning the walls.
  • Medium Risk: Your character is among the archers manning the walls of the city and you face the brunt of the attack from the Duergar army.
  • High Risk: Your character is going to take the field against the army. You may do hit-and-run tactics or some other such field exercises in and among the Duergar.

Please decide what level of risk you want to take in the upcoming battle. Obviously the higher the risk level the greater the challenge and chance of death, but also greater the rewards. Also, the higher your risk level the greater direct impact you can have on the battle.

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Chapter Five: Death in Saragost, the Aftermath

Returning to the Node with Alev's inert corpse, the heroes hope desperately the power of the stars can overcome the evil cleric's necromancy. As Alev is placed in the center of the Node the nearly invisible runes on the walls of the place begin to glow with an unearthly white light. Alev's bones grow muscle and sinew, and flesh forms around his corpse. He gasps his first breath after dying and rouses bleary-eyed to the relief of the rest of the Starborn.

Examining the goods captured from the Barrowghast the party finds that the coffer is filled with rows of gems in a case made for the purpose. There are hundreds of small garnets, a double handful of larger garnets and four massive black sapphires. The total value of the gems is about 20,000 gold pieces.

Additionally, there is a great black pearl that radiates magic and evil. Anyone holding it feels their life force draining away (gain one negative level while holding the gem). The pearl seems to swallow all of the light around it and looks like a void in space.

Finally, the heroes look over the notes and diaries captured from the evil priestess of She. It seems that the drow had quite a bit planned for Saragost. The heroes already knew of the plots to destroy the main gate with an alchemical bomb, to poison the main water supplies and the plan to steal the Storm Dreamer Stone. What they were not aware of is the importance of the Starborn Node to the drow. According to the notes the drow's primary purpose in attacking Chillhame and Saragost is to capture and corrupt the Starborn Nodes; to make them a focus of the Dark and a haven for the Host. The drow have been seeking desperately in the sewers for the Node, but have not yet found it. The black pearl is some artifact . . . a piece of the fallen hand of Brith that later became She . . . with the power to corrupt the Starborn Nodes.

There are forged documents naming the bearers nobles from the Court of Caldrazza. It appears that the drow have used disguise self and other magic to move about the city in the guise of nobles from Caldrazza. Finally, in the larger chest are several large bags that appear to be flour. The bags actually contain an ingestive poison . . . no doubt the poison intended for Saragost's water supply.

Having thwarted the drow plans for the nonce, the heroes make their way to the Council to advise them of the morning's events. On learning of the power these drow have at their disposal, Lady Arigaine, Sir Talos Greykeep (the new Commander of the Guard) and several wizards and warriors set out for the Barrowghast to finish off the drow commanders. The heroes learn later that the drow were killed in a fierce battle on board the ship. Several warriors were killed, but the drow fell to the combined magic and steel of the Council's greatest fighters.

Further research into the drow documents reveals that the Duergar army is to attack at dusk on April 2. That leaves the heroes and the city two days to make final preparations for the overwhelming force that is marching down from the north . . .

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Chapter Five: Death in Saragost

On the morning of March 30 the heroes set out to learn what the can about the drow leaders in Saragost. They have reasonably good information that they are on the Barrowghast, a smallish merchant ship that has been in the harbor for about three weeks. Neil had used Locate Object and Fly to investigate the harbor and discovered that the Barrowghast has both mithral and drow sleep poison on board. The Knife also asked around the docks and discovered that cloaked and hooded people have been seen coming and going from the Barrowghast during the evenings; in fact, one fellow indicated that he had heard that Count Crastic has been seen around the ship a couple of times.

Before lunchtime the heroes array themselves around the dock in the Drunken Sailor tavern and the Blue Rain Inn to keep an eye on things as the Knife takes a dip in the harbor. With Water Breathing active he is able to scout out the dock and the sewer outlets around the Barrowghast as well as the underside of the ship itself. It appears that the drow do not have any means of egress from the ship except via the gang plank leading to the dock.

In the meantime, Rumus uses Clairaudience/Clairvoyance to spy on the innards of the Barrowghast. He discovers that there are three drow: one female and two males, one of whom is obviously a warrior type. He listens in on a bit of conversation and discovers not much of use, but he definitively confirms that the drow are on the ship.

The party spends the rest of the day planning and advising the Council of the situation. The Council agrees to send three elite guard troops to the docks on the morrow at ten o'clock in the morning to aid the heroes as needed. Furthermore, Grandlord Yomah provides a writ which the heroes can use to get on the dock which grants them permission to search the Golden Mariner, the ship docked adjacent to the Barrowghast. The heroes intend to use this writ to get past the mercenary guards who are posted at the end of the dock.

On the morning of March 31, the Starborn strike. They approach the dock well prepared for battle with a wide array of offensive and defensive buff spells active. They present their writ to the two mercenaries and make their way onto the dock. One of the mercenaries moves to the gang plank onto the Barrowghast. Alev casts Stone Fist and the battle is on!

Tilk pushes the mercenary off the gang plank and into the water. The rest of the melee warriors storm the ship and surround the ship captain, cutting him down, but not before he sounds the alarm. The heroes move quickly to the hatch to the lower deck and peek inside: a lone drow warrior in full plate armor bearing a long sword and shield stands ready. The spell casters pelt him with fire and electricity and the Knife slings a dagger into the dark elf's throat.

Rushing down the hatch, Tilk prepares for more battle. A door in the cabin below opens and a pair of large scorpions tear into the cabin. Tilk manages to land heavy blows on them and shots from Casey and Rumus bring the beasts down. The rest of the party drops into the hatch to aid Tilk who has spotted another drow . . . this one appears to be a wizard.

A blast of icy energy (Fireball - cold) confirms his arcane ability. As Tilk and others prepare to charge into the cabin a female drow steps forward healing the wizard who was severely wounded by fire from the spellcasters. Tilk steps up to do battle with the dark priestess and feels compelled not to attack her (Santcuary). He instead moves to the wizard. As the spell casting heroes attempt to kill the drow they see that their spells are ineffective; some force (Minor Globe of Invulnerability) protects them. The dark priestess stretches out her hand and touches Tilk. For a moment he can feel his lifeforce slipping away (Slay Living), but he manages to overcome the dark magic.

Others rush into the room surrounding the enemies and work to lay them low. The drow wizard speaks a word of magic and the drow are whisked away (Dimension Door).

The heroes set to rummaging through the place. They find a heavy chest, a locked coffer and some important looking documents on a desk in the third cabin. While Casey and the Knife search the place and stow the loot in Neil's haversack, Alev has gone above decks to investigate. The town guards have gathered at the end of the dock to see what is happening. As Alev talks with them a blast of fire and unholy power pours from the sky (Flame Strike) knocking Alev unconscious and killing many of the guards.

Hearing the commotion on the dock the rest of the party rushes above decks to see what's going on. They arrive just in time for Neil to see the drow priestess, who is invisible to all except Neil, cast Animate Dead. Alev's corpse and those of several guards shed their flesh and stand as animated skeletons. They set to killing the remaining guardsmen.

The Starborn leap into action. Neil casts a Web spell from a scroll he had and entangles the drow cleric. In the meantime the the melee warriors rush forward to engage the skeletons. Whilst the melee rages the drow wizard, who was hidden across the way, drops another Fireball of the cold variety in the middle of the fight. Rumus falls unconscious and many of the heroes are near death, while the skeletons appear unharmed and most of the rest of the town guards fall dead.

For about thirty seconds the battle rages as the drow priestess struggles to reach her arcane compatriot and the party tries to push past the skeletons to reach their enemies. Rygorh heals Rumus only to see him fall to near complete ineffectiveness as the drow wizard blasts him with negative energy (Enervation). Eventually the priestess wins through the web, reaches the wizard and the pair of them disappear around a corner and vanish from the battle. Rygorh calls upon the power of Firinna to dispatch the skeletons.

The heroes quickly take stock of the situation: Alev lies dead and descecrated as do many of the town guards. Most of the party members are badly wounded and drained of their spells. The Starborn make a hasty retreat to the Node in order to tend to Alev.

To be continued . . .

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Thursday, January 26, 2006

Chapter Five: Return To Saragost (Neil's Thoughts)

The Barrowghast

The Drow peons we captured said their captain and two lieutenants were running things from a ship. They claimed there were nearly 100 Drow and Duergar in Saragost. The peons were not difficult.

Three officers (+ subordinates) won't be so easy. I think it's wise to assume they are experienced combatants, probably with spellcasters for support. (yeah, yeah, the thugs) And their human agents are probably watching the boat, day and night. We are out-manned. They have access to greater resources than our party possesses . . . financing, equipment, poison, magic. We are out-equipped. This will be very dangerous.

If we are outmatched, the city and everyone in it are at risk. Getting the city guard (defenders of the people) involved in this is the right thing to do. They should have some say so in events that may determine the outcome of the coming battle. Their lives are at stake too. Not involving them makes us akin to Rygohr's version of nobles. We put everyone at risk without giving them any say so or opportunity to participate. On the flip side, I agree that the fewer people in the know beforehand, the better our chance of success. Like it or not, we may have to rely on the Councilors.

We have no way to gauge their strength without engaging them. If most of us think they are more than we can handle, by all means sink the ship. They CAN NOT remain on the loose, and we can't throw our lives away against near impossible odds. Divinations are our best tool now.

My conclusions: This enemy is very dangerous, and we need to treat them as such. They need to be dealt with in some way before the army arrives. We need to work with the city guard to neutralize them in any way possible. Sinking the ship is a better option than getting slaughtered.

There are probably people here (in Saragost) on both sides more powerful than us. Let them engage each other and we can step in to swing the battle in Good's favor. Striking at the right moment can be very effective. We don’t have to attempt this alone. This isn’t about glory, ego or pride. It’s about the survival of thousands of people. We must do what’s in their best interest. Too much is at stake for us to allow our own petty desires or shortcomings to ruin things.

We aren’t invincible, but neither are they.

The Sewer Rats

Drow are combing the sewers for our secret chamber. Are these the Host? Maybe, maybe not. Either way, it's better to be the hunter. Determining when and where we fight is always an advantage. Being more prepared than the enemy is a good thing. I think we should hunt this group down, but it’s a second priority. The Barrowghast will have a larger impact on the coming battle.

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Ryghor's Morning Offering: Blood, Steel and Fire

Rygorh moves to a quiet corner where he can concentrate, pulling a small bronze brazier with fiery runes carved about it and setting it on the floor then placing a small piece of tinder inside it. Placing a pouch that smells of sulfur in front of it on the floor, along with a miniature long sword and holding his holy symbol in his hand, he begins to chant low and rhythmically. Then in a deep and somber voice he intones, "Oh, Great Mistress of Fire, War, Chaos and Trickery, hear your humble servant's plea." He then thrusts his holy symbol forward and a small glowing hot ember flies from the symbol clenched in his hand into the brazier creating a single dancing flame. Again Rygor chants low and barely audible; the flame and Rygorh swaying with the rhythm of the chant while placing the tip of the miniature sword in the flame. As this is done, the runes on the outside of the brazier begin to glow as if living fire and seem to sway with the chant as well. After a moment or two Rygorh removes the miniature sword from the flame and pricks his finger with the tip of the white hot blade then squeezing a drop of blood from his finger onto the blade all the while chanting. A slight sizzle is heard above the sound of Rygorh's voice, and he places the miniature sword back into the flame. "Oh, Mighty Mistress accept this offering of blood and steel given freely by your servant," Rygorh intones again. Then as he takes a pinch of sulfur from the pouch and sprinkles it on the flame which turns white and smokeless. He says, "Mistress, I beg you to burn me with your fire, gird me for battle that I may defeat your enemies and mine." He then stands erect, and arms stretched forward, hands cupped downward over the flames, and with the same rhythmic pattern he begins naming the divines spells he wishes for the day ending "that Chaos may reign" and then beginning the litany of spells again repeating the pattern as he stands swaying to the rhythm. As he chants his litany over and over again the white flame begins stretching upward toward his outstretched hands. Giving off no heat, the tendrils of white flame begin licking his fingertips then as if having a life of its own starts to wrap around his hand like a python and ride up his arms until his entire body seems encased within this heatless smokeless white flame. As he chants his voice suddenly reaches a crescendo and seems to change to that of a powerful and strong but unmistakable female voice that ends the litany "that our enemies all will be destroyed in the chaos of war." As the final note of the chant ends the flame is suddenly quenched and the brazier returns to normal.

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Casey: Testosterone

After my brief comment on the entire thing: I hope they listen. I really do. I really don't want to be sitting here trying to figure out how to drag their bodies through a sewer. Although if they go then being dragged DEAD through a sewer won't really matter and will be the least they deserve . . . waking up smelling like crap. I won't go. I know they won't believe their ears when I say that. But I won't go. One of us has to have some brains around here.

If what Neil said is true about the biggest, baddest Drow being on this ship then they are insane! Neil converses with himself enough. He should've come up with that one on his own. I can't believe these men and their testosterone! Fight, fight, fight! Uh! Stupid men. They'd better listen or I'll just walk away.

I mean how is the Knife going to know that they are the biggest, baddest Drow anyway? Like he'd know by looking!?!? None of us would!

I have to figure out a way to convince them if they don't listen! I just don't know how. Once these men get it into their heads the only way to go is swords ablaze then there isn't much stopping them. I bet Rygorh is already leaning towards backing away from this. He did say that the intelligence on our "doubles" is important.

Oh, I don't know. I just know they think I'm being a girl and running away from a dangerous situation. What idiots they are if they think that!!! That I can recall, this is the first time I've felt really sure about staying away from a dangerous situation. I walked in with the wizard and had no problem. I even stood in the presence of a centaur-like god and didn't run away. After all, my name does mean brave!! Nowhere does my name mean "foolish and folly!"

Maybe the Knife and Neil will think clearly. They tend to do that. Even Alev does. Okay, so it's not all of them, but good Hombel above, right now I don't think any of them are thinking clearly. Sending the Knife off up there on ship when he doesn't swim well? With a light? Granted, the little guy does know how to hide one and himself, too, but it's no reason for folly. And he wants to go alone? :::exasperated sigh:::

. . . slowly fade back into paying attention to the conversation.

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Tuesday, January 24, 2006

Chronicles of Rygorh: Treachery in Saragost

After our meeting we went about our business and took our evening meal preparing to take all night watch on the warehouse. After going to the archives and looking over some old maps of the sewer system we headed to take up our watch of the warehouse. I was suggesting that we go down and look for ourselves but nobody was listening as usual when Alev indicated that the lady had contacted him with her sorcery again. She told Alev that we were needed in the Counsel chambers as soon as possible as Sir Jeren had been assassinated. We headed directly to the counsel chamber and found that he was murdered during the meeting with the Count and that a warrant was issued for the Crastic. While there we tell the rest of the members of the counsel about our warning at which point I decide to tell these people "maybe now when we tell someone to watch out they will listen!" I do make an act of faith deciding to trust these people for some unknown reason and ask the Bard to cast a spell upon my sword. A spell that reveals its history and nature and the nature of the wielder; doesn't really tell us much that we do not know except that I am the current reincarnation of Starkweather John as well as all who have carried the sword . . and there were many. As we prepared to leave I instructed Alev to give the writ to the head councilman to sign since Sir Jeren is dead and his signature is meaningless at this time.

As we headed back to the warehouse I once again suggested that we should check the sewers and that there were Drow inside the warehouse that's why the windows were painted, but Alev just waved off my suggestions since he seemed to fancy himself super sleuth trying to solve the theft crimes. Sitting up on rooftops all night was definitely not my idea of a good time. I could have a hunk of meat in my mouth and a stiff drink in my hand and the company of a lovely woman. "Sigh", here I am wasting my time instead, and as I thought the night passed uneventfully. In the morning when Alev couldn't seem to understand why no one had come or gone even though we could hear voices inside, I suggested again that we check out the sewers and Casey took this time to agree with me. "Hmm, maybe she is getting tired of Alev thinking he has all the answers." We went down into the sewer, and sure enough we found a tunnel that runs just below the warehouse and guess what? There was also a shaft going up just below the warehouse with a trapdoor that led into the warehouse. "Gee, I think someone suggested this last night."

We cast a few preparation spells and began our assent into the warehouse with Alev taking the lead, then me with sword flaming and in hand, followed by Casey and Neil. As we climbed up I could feel the anger fill me and with it came the battle lust that raged like a living fire and drove me in combat. Alev burst up through the trap door and I heard him casting a spell, without waiting I heaved myself up through the trapdoor and brought my sword down on the first target my eyes found, battle lust filling me as I watched some human sliding to the ground on my blade. With satisfaction I could see he would not rise again as the blood began to pool around him; looking around I found my next target. I took two steps towards the prone form of a Drow still sleeping I could feel my heart throbbing and my temples pound in the exhilaration of my lust. Knowing that this vile creature would never rise again as my sword came down across his throat. Turning I saw a dark dwarf rising from his bed. I began crossing the room. In my haze and lust for battle I could hear my companions screaming that we needed a prisoner, sighing I realized that I guess one should live so I used the flat of my sword to knock this guy out. Neil was going around checking on all the bodies to see who was alive as I calmed myself and brought my lust back under control.

It turned out that only the human I had struck with all my might when the combat began was the only one to have died. We took our four prisoners to the counsel chamber for interrogation. The Counsel wanted them interrogated in the prison, however, we were invited to attend and observe. It seemed that Alev and I were the only ones who could stomach an interrogation so we went to watch and add our own questions. We found out some very useful information: first the Drow were operating out of a ship in the harbor, second there was a plan to poison the water supply, there was also a group of Drow who were searching the sewers for something. Hmm, I thought they must be looking for our safe haven, I wonder if this is our opposites who could possibly use our sacred places as well this we still have not determined . . .

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Sunday, January 22, 2006

The Barrowghast

Here are some photos to maybe help you plan and such . . .

East View North View Northwest View The Barrowghast

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Saturday, January 21, 2006

Chapter Five: Return to Saragost II

My apologies for the late post. I've been busy and distracted.

Late in the evening of March 27 Rygorh, Casey, Alev and Neil decide to bed down for the night in the Node beneath the sewers of Saragost. The Knife, Tilk and Rumus have decided to take their chances above ground. Rumus stays with the wizards at the Sanctuary of the Seven Archways while Tilk and the Knife take their rest at the Graybeard Inn in hopes of meeting with someone from the Midnight Enclave.

While Neil is standing guard and the others are getting ready to sleep Casey and Rygorh hear a commotion in the sewer outside the Node. They prepare for the worst and warn their friends. Some beast lets out a terrible howl and for a moment everyone freezes in fear. A few moments pass and the howl bursts forth again. Casey and Rygorh, terrified, scramble away from the door as Neil opens the door and Alev prepares to blast the enemies.

A pair of Yeth Hounds barrel into the room, charging for Rygorh. Things are a bit touchy with only Neil and Alev able to act, but they manage to dispatch the beasts, but not before one lands a pair of blows on the cowering Rygorh.

The heroes determine that the hounds were somehow drawn to or were after the dogman statue that Rygorh carries. They destroy it by breaking it into little bits and dispose of the hounds' bodies far down the sewer pipe.

The next morning they set out to find the stolen alchemical materials. Rygorh discovers that the statue has reappeared in his pocket. Alev has the clever idea of using locate object to find the rarest of the stolen alchemical material. Neil obliges, and a bit of snooping around the waterfront leads to the discovery of a warehouse with black painted windows containing this material. The party stakes the place out for a bit and then sets to discovering who owns the warehouse. They later determine that an elven couple of good repute owns the place and that an unknown party is currently renting the place.

The group pays a visit to Lady Arigane to keep her apprised of the situation. That night they stake out the warehouse again and learn nothing.

The next day the heroes assault the warehouse from an underground entrance. It appears that someone has dug a shaft up from the sewers into the warehouse. Storming into the place they get the drop on their foes and manage to bring them down with no losses. They kill a human alchemist carrying one of the haematite discs and capture two drow and two duergar.

They turn the captives over for questioning by the Council. In the meantime, they warn Sir Jeren Falconio that he is in danger. He ignores their warning and ends up dead . . . it appears he was killed by Count Crastic and a trio of drow assassins . . . at least that's what he tells them via speak with dead.

The drow and duergar reveal under severe questioning that they and others (less than one hundred) are set in the city to help undermine its defenses. This group was preparing a great bomb out of the alchemical material to destroy the front gate during the main attack. Another group is supposed to introduce some poison into the central wells of the city. The drow commanders are on a ship in the harbor. The captives do not know which ship. They reveal that there are many non-drow/non-duergar agents in the city. They give up some names and the city guard captures most of them.

The heroes determine that they should go after the drow commanders in the city. They decide to have Neil use locate object to search for items that the drow may have on them . . . so far, no dice, but they intend to try again on the morrow . . .

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Monday, January 16, 2006

Chronicles of Rygorh: Statue of the Dogman

We finished our lengthy conversation in which Alev decided that he wished to provoke me to the point of nearly cutting him down were he sat. "When this is over we will finish it," I thought. Goodbyes were said and Tilk, the Knife and Rumus headed back up to the surface to move forward with their own plans and research. I turned to begin my nightly offering and prayers with one final glance at Alev, and then I heard movement in the sewer outside our safe place. Turning I noticed that Casey had also heard. We alerted Neil and Alev, and everyone began to prepare for combat when we heard this howl outside. Looking at one another I knew this must have to do with the statue of the half dog in my pocket when we heard the howl again.

Such raw power the voice held; my breathing quickly increased I could feel my heart pounding against my ribs. I realized that I wanted nothing to do with these horrid monsters outside. Dropping my sword I ran to the corner of the room and attempted to find another way out before they broke in. With my breath coming in gasps I looked on in horror as Neil opened the door and these two demonic and savage hounds ran into our little sanctuary. I could see into their blood-thirsty eyes and that they wanted to feed on my flesh and drink my blood. "Oh, how could the culmination of my life end like this?" the panic stricken thought rose in my mind. The world seemed to move in slow motion even as the dogs came rushing at me I knew there was nothing I could do but crouch there with my shield up to protect myself. I could feel their hot breath as they both snapped at me again and again one scoring a hit as I felt his teeth dig into the flesh of my arm. "Oh, it's over now," I thought, "he has tasted my flesh and won't stop until he consumes all of me." Never in my life have I felt so helpless. Then as quickly as it started the feelings of fear and panic subsided; I lowered my shield and looked around to find both dogs were now dead. Casey stood panting in the other corner of the room as Alev and Neil had begun dragging the corpses out.

After the battle we stood in silence for a few minutes until Casey suggested that the figurine I had found in my pocket had something to do with it. After agreeing, although I had already thought this, I handed the statuette to her to destroy. She then smashed it to bits with her sword and we bedded down for the night. The next morning prior to making our morning offerings, Neil and I both spoke with the group about what our plans were for the day. During the discussion I found the figurine was once again in my pocket. "Wow! I thought Neil said this thing wasn't magical?" Casey wanted to smash it again, however, I told her that I would take care of it this time. After finalizing our plans for the day I began my morning offering of blood and fire to the blessed Goddess, "This was probably the first time that I have done this in front of these heathens. Hmmm, I wonder how they will react?" During the offering I dropped the wooden statuette into the sacred flames where it burned to dust. Then afterwards Neil, under Casey's suggestion, cast a remove curse on me to ensure that this thing did not appear in my possession again.

We traversed back through the sewers and headed to the surface continuing to discuss our plans for the day. Neil had come up with an ingenious plan, I thought, to pinpoint our adversaries. He was going to locate object in the warehouse district in an attempt to discern the most exotic chemical that had been stolen and used to create the explosive we feared. Alev, finally showed some value to the group (other than to attempt to aggravate me) as his knowledge of this practice seemed pretty deep and he was able to explain to Neil what he needed. He located this substance in a warehouse with painted windows in which I immediately thought housed Drow: the paint of course keeping the sunlight out. Alev had some stupid plan of tracking the owners of the Warehouse which I knew would avail nothing and would bet was a rented space, "Hmmm, I was right again." We wasted some time on his plan, but in talking to locals found out that the General and Council member had been delivered a bottle of black wine from the Midnight Enclave, and then we went to meet with that Arigane woman again. During the course of the day Casey found that statuette of the half dog thing in her possessions, she quickly gave it to Neil to put in his backpack that was in fact an extra dimensional space.

We had our meeting told Arigane "or whatever" about the warehouse, the statue and the rumors. She agreed to take the statue and study it and try and find out what there was about it that caused it to reappear. She did seem very interested in the warehouse and the rumors, so under our request called in the count whatever his high and mighty name was. He listened to our tale with disinterest and told us that he had not received any bottle of wine; he even told us that he had a meeting with that evil count whom we expected was part of the Enclave. We attempted to warn him about such meeting but he waved off our suggestions to his welfare just as arrogant as the lady Arigane had. "Fool," I thought. He did however seem helpful in the warehouse situation and gave us a writ to search and seize whatever we wished from the place.

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Thursday, January 12, 2006

PC Fiction: Chapter Five

Alev: Return to Saragost

March, 26, 998 CE

After a good night's rest sleeping at the Colombe manor house, we gather our things and head back to Saragost. Lord Padraic gave us a writ to show the captains of the two ships he granted us use of during the hostilities. This will definitely come in handy.

We camp about two hours outside Saragost, rather than risking another encounter at the Flaming Beard.

March 27, 998 CE

We depart for the city early in the morning; hope to reach it at daybreak. As we approach, the missing crowds of people outside the gate is blatantly noticeable. From the tracks, some appear to have traveled to the south, but most appear to have entered the city.

We immediately seek an audience with Lady Arigane. She welcomes us warmly, and we begin discussing the things we have found. She gives us a small map of the old elven sewers in Saragost, and informs us that the "Tump" is most likely at this location. During our conversations she admits having little knowledge of the wizard Petrus or the ones mentioned in his notes that we found. Nor did she have any idea how an entire village could have just be lifted out of the ground. I wonder if the wizard who ruled there really was that powerful. Guess we will have to search out that answer when we have more time. Lady Arigane does inform us that Michael Dunlavy and she were able to convince the council to move the people inside the city and then sort them out. Looks like our move to convince Dunlavy was a good one. I will definitely have to keep this in mind.

After our discussion with Lady Arigane, who Rygorh surprisingly did not lose his temper with, we decide to break up and search different areas of interest in the city. Rumus, Tilk and Neil go over to the Hall of Echoes to search more on the Starborn of the last cycle they found out about. Rygorh and Casey went to the Church of Firinna to see what new information they had. Myself and Seebo, who still insists on being called The Knife, so I will, go searching out more information about the burglaries and speak with the ship captains. As we go over the reports in the magistrate's office regarding the thefts, we notice two things immediately. None of the warehouses hit belonged to Count Crastic, amazing considering his wealth, and the majority of them were alchemical components. After further study, it appears they have enough alchemical materials to set off a large explosion, most likely blow down one of the city gates or severely damage or crumple a section of the wall. Nasty business. The Knife and I immediately seek an audience with the Council and inform them of our findings, also stating that the most like spots of storage or use would be a building very close to a wall or gate. They take the warning with a grain of salt, as I expected, looks like another thing we must resolve without their aid.

From there, The Knife and I talked of strategies for dealing with the Midnight Enclave. The idea of him infiltrating the organization came up and he decided to would try to do that while I went and spoke with the ship captains. We split off and agree to meet up at the Flaming Beard later. The meetings with the captains goes smooth, they both acknowledge the writ and offer to follow our orders as necessary, as long as it doesn't endanger the ship, crew or Colombe family merchant company. All as expected.

Meet up with everyone back the Flaming Beard later on and we decide to search out this "Tump" in the sewers. So, off we go traipsing through the muck and stench, poor halflings are up to their waists in that vileness. We come across a solid black door. After Neil touches it, it disappears and a dozen or so shadows escape from the confines of the room. Neil immediately turns a few of them, trapping them in the room, as they seem to not be able to go through the walls. We take them out; well, Rygorh does as he is the only one with a magic sword, something which we should all work to rectify soon. This place is safe; I can feel it in my bones. I suggest we rest here until we can remove the bounty on Rumus's head. The Knife decides to stay topside as he wants to see if his attempt to contact the Midnight Enclave worked. The others aren't happy about staying here either, it is like a coffin, but the symbols of the zodiac light up at night time providing a light luminescence. I like the comfort and feeling of security. And honestly, the walls remind me of home.

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Alev: Astercote and Vannondale

March 23, 998 CE

The would-be assassin last night prompted us to depart early from Saragost. We camped a good ways outside the town and proceeded to move on just before lunch.

We found Astercote. At least, we found where it once was. It looks as if someone picked up the whole town and moved it. A strong magical residual aura surrounded the area, according to Rumus. It would have taken some powerful magic to do this, but the town was supposedly run by a Wizard.

Arriving in Vannondale, we are yet greeting with open fear and reticence. This is becoming a normal greeting for us; I am almost accustomed to it now.

We find and rescue one of the noble's sons who is being pursued by Harpies. After the group slew the harpies, we were able to return to the inn and make accommodations for the night while the noble filled us in on what was happening. He, and his family, had been cursed by a wizard named Petrus Carolus. This explained the insect mask covering his face that was unable to be removed. The wizard's intentions were unknown, but the house was filled with monsters brought by Petrus.

Party decides to rest, select new spells and attack on the morrow.

March 24, 998 CE

In the morning we make for the Colombe family manor. We use the hole in the sun room window that the son used to escape the day before. Immediately we are setup upon by a large undead brown bear. This fight is extremely tough. As we move into the house we find more undead, these are bugbears though, and quite resilient, but we do vanquish them.

We find a room just inside the hallway with a fireplace and secret compartment. We decide to hold off on this for now and continue searching. We find two more bugbear zombies in the next hallway, how many does this wizard have? We also discover the guards, humanoid looking men with the heads of dogs; they are sitting around playing poker. We play a few hands, which they are obviously cheating at, and then they attack us. We had no choice but to kill them. Pity, but they weren't very good at their job anyway. Across the hall we find a magically locked room, but no one had the Knock spell prepared. Moving on we hear talking from the dining area. Seebo checks it out and it appears to be a two headed giant, an Ettin I believe they are called.

We perform a flawless pinching attack from both sides, taking down the Ettin with ease. Apparently it was a female one at that. Too bad for Rygorh, I'm sure he's never laid with a giant.

Moving into the front parlor, we are beset upon by invisible creatures. Annoying, giggly little things we later discover to be quasits; quiet loathsome little creatures. After trying to run them off, we decide to retreat and rest, as we are low on spells and don't think we are capable of taking on the wizard at that time. We were right, oh how we learned that the hard way.

While resting at the inn, the wizard comes in and confronts us, asking us what we are doing and what we want. He then makes a deal with us to find some lens for a telescope thing, which I believe is a very large spyglass for looking at the stars, at least that is what Rumus believes. We agree to help find it the next day after we have recovered from our bout with the wizard's minions.

Then, we foolishly sneak back into the house to search that fireplace and its hidden compartment, which activated a magical trap, turning the large pipe construction in the middle of the room to life and annoying all of us. But, we are able to discover a hidden passage in the pantry that leads to a ladder going up and down in the house; at the bottom are the remains of a long dead person, believed to be a missing member of the family. The wizard shows up and spoils our search, his little flying spies are everywhere. We don’t find it and decide to go rest and indeed come back in the morning.

March 25, 998 CE

The Day of Fools. That is what I call it remembering our stupidity and arrogance that day. In the morning we decide that taking out the wizard and preventing him from completing his work is the best option, the party feels he is evil, but I don’t agree. So, we surprise the wizard in the foyer with a surprise attack, Rumus gets his blind and Neil gets a coin of silence tossed next to him. And the fight and flight begins. The wizard escapes, as do 3 of his 4 quasits, but Rumus is able to kill one, which happens to be the wizard's familiar, Shithead. What an accurate name for the little creature. We continue with our search and Knife finds the lens in a second secret compartment behind the family crest in the fireplace, which has the lens inside. We return to the Inn to plan out our next move.

While holed up in the inn, 2 of those bugbear zombies show up banging on our door, so we attack. We weren't counting on the Wizard being invisible in the hall as well. Within a round he drops Rygorh, and nearly kills Rumus and myself as well. We are outclassed and outmatched, so we stand down and hand over the lens. The wizard promises to finish his work that night, remove the curse on the family, and leave.

If, indeed, the wizard had been evil, he would have killed us. Well, most likely, because wizards very much dislike losing their familiars. But, he did not.

After letting him go, we discuss amongst ourselves, while tending to our wounds. It is decided that we must try and speak to him again, for if it was a neutral party, we may have shifted his allegiance to the enemy, something we can ill afford at this time. So, we went to meet with the wizard. Unfortunately, we did not finish off his pets it seemed, because I was attacked by a half-lion, half-human female thing. It was disguised as a Sphinx at first, but changed after it was slain. Nasty little creature tried to charm me. Then we found a golem of glass in the library. It was like a fountain of knowledge and very inquisitive. Amazing how much this thing knew. Neil and Rumus volunteered to distract it and keep it occupied while the rest of us went further up into the tower.

Whoever built this residence had to have been a wizard. The path further up to the wizard was a secret door behind the symbol of The Reaper, which was on top of the bookcases, surrounded the round room. This led us to a platform which had no walls, from our vision. Seems that either the magical walls surrounding this telescope allowed the user to see outside or they were just illusions. Very interested and definitely in need of further study some day for my own fortress.

Petrus sits with us, someone hostile, but I am able to shift his attitude some and make him more friendly. Doesn’t do much good. The only new information he shared with us is that he suspects we are the Starborn and he has yet to decide which side he will choose. He promises the release of the family at the conclusion of his work this night.

Unable to get more out of him, we go and calm down the nobles waiting for Petrus to conclude his work. True to his word, Petrus comes down that night and removes a mask from each of the nobles. Interesting magical devices he has, kind of fitting with the myriad of followers he keeps. He leaves after that. We immediately search the top, but find that he has already taken the lens with him, damn wizard. We do find a sheaf of paper with some of his notes on it, whether he left it on purpose or not is to be determined. Confusing, but it speaks of Astrology and other masters of the trade. This will require more research to determine what it truly means.

After speaking again with the Colombe family, they promised us the use of two ships in the harbor at Saragost and gave everyone some very nice gifts as thanks for the help we did for them. The armor and shield they bestowed upon me are amazing. This will definitely help in the coming battles.

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Wednesday, January 11, 2006

The Knife: History Repeats Itself

So there you have it. They all turned on me without a second thought. I admit I had acted a little quickly and let myself get a tad bit out of control but that was still no reason for all of them to come down on me as hard as they did. No, it really offended me that these people who I had thought I could count among my friends would turn their backs on me so quickly. It's like Greenfield all over again.

Hm? Oh yeah. After warning the council, I left for Hockton Barrow to meet back up with them. Once back together again, we headed back to Saragost to speak to the Council as a group. Apparently there we were expected. One of the city guard Captains jumped us just inside the gate. Apparently he was part of a secret underground organization that infiltrated Saragost and wants us dead. Why? Because we're special of course. In this war, for every Hero there is an Anti-Hero. This group, I assume, is part of the force working against us.

So we met with the council and told them our story, which they seemed interested to hear of course. They said there were two towns they had not heard from and we should go warn them and bring word as quickly as possible.

So we did, and we saved them. Because we're Heroes. The Duergar marched on past Bronce, through Lichgate and on to Lower Scumsgrove. They moved with unexpected speed so time was getting short.

But that's not the real problem. One of the council members, Lady Arigaine, has taken a particular interest in us. Most everyone counts her as an ally where those we can trust are in short supply. She seems alright, I don't think she wishes foulness upon us. I don't like her though. She talked down to us. She belittled what we thought was important and blew it off as if it meant little or nothing in the greater scheme of things. What she fails to realize, what most fail to realize is that while something may not be important to them, that doesn't make it any less important to us. No, this is a disease of nobility and I see it far too often. I tend to agree with Rygorh, perhaps not so vehemently, but most nobility care little for anything more than themselves.

So I returned my Freeman Badge. What? The Freeman Badge was a reward for warning Saragost of the impending army. It grants some privilege in the city, useful sometimes, but mostly for show. That's not really my sort of thing. Alev felt it necessary to hold onto mine though, I didn't stop him.

Where was I? Oh yeah, the treason of the Starborn. Rygorh started getting a little out of hand. I maybe get a little angry sometimes but I haven't ever seen such pent up frustration, such pure unadulterated ire as I did with him. The man is teeming with anger just waiting for someone to focus it on. He chose Arigaine and I can't really blame him though I think he may have gone too far.

So I tried to reason with him. I tried to talk to him rationally. It was the damnedest thing though. His anger is infectious. I found myself losing control and speaking not with the voice of reason and logic, but with the voice of anger and frustration. I don't think I've ever in my entire life been as angry as I was when talking to him. For some crazy reason I took what he said as a personal attack on my character.

It just degraded from there. I think I actually took to attacking his character myself. That's not who I am. That's not who I want to be. I don't think I ever apologized to him either. I think I'll do that next time I see him.

So then Alev starts in on me, followed by Rumus. All the while me and Rygorh are going at each other like a pack of wild dogs. I think the one that hurt the most though was Casey.

See, I knew what was happening. I knew the road I was walking down and it wasn't a good one so I took some time to myself to work it all out. I walked the city and did some hard thinking. In the end, I found my peace, I found myself again.

I guess Casey missed all that. I wasn't arguing with Rygorh anymore. I wasn't a vile ball of anger anymore. In fact, Petrus never once set me off, though there was definitely good reason. Hm? Oh. Petrus was some wizard researching stuff about the Starborn and the Host. He found something but we're not sure what. We have some notes but it's hard to make anything out of them.

But back to the matter at hand. Casey scolded me like some child acting out against his parents. Of all of them I thought she understood. I must have been wrong. It is Greenfield all over again. At least back then I could leave those assholes behind. Here, I'm stuck with the Starborn though. Why did she have to pick me?

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Chronicles of Rygorh: Vannondale

After what we thought was a carefully planned and executed attack on the wizard where we were successful in not only obtaining the lens he so desperately sought after but we even killed his familiar. By Firinna I thought that would surely drive him away; I could not have been more wrong! Rhe flaming wizard came after us strolling into the inn like it was his. He brought his undead to our rooms and nearly killed me, Rumus and Alev without much thought. After we were revived by Neil, the group sat in our rooms and discussed the matter and decided to go back and speak with him. "By Sword and Flame" I thought "we assumed this guy was evil but when he had an opportunity to kill us all he refrained." Looking around the group "although my opinions don't seem to matter much to this lot since my meeting at the temple, ah well, that's their problem to deal with" I thought again to myself.

We reentered the manor and proceeded upstairs where we ran into a little resistance but not much until reaching the library. In the library we found a golem that seemed to be a librarian and knew quite a bit. Rumus was like a child with a new toy and elected to stay with it while the rest of us went upstairs to speak to the wizard. After a search of the upstairs the Knife found a way to the ceiling and we all proceeded upward. There we found the wizard looking through some device pointed at the sky, and I could only assume this was the telescope he spoke of. He seemed to be looking though this and making notes on what he saw; when he realized we were there he beckoned us to be seated. I was really surprised that he didn't seem more hostile but was more intent on this telescope thing. He spoke with us briefly without giving us any additional information with the exception that he let us know that he knew we were Starborn, and he has yet decided to choose a side, "most likely wants to side with whomever is victorious" is my thinking. He did tell us where the nobles were and swore that he would let them go as soon as he was finished with his work. Dismissing us he went back to the telescope. It was very apparent that he was not worried about us at all and that he had no intention on helping us in any way.

We made our way down to the noble family starting with the parents to assure them that their ordeal was almost over. It was at this point I realized just how badly my companions thought of me. When it was decided that some members of the group go and check on the children I heard someone calling my name from the hallway in a tone that a parent would use to suggest that their unruly child do as they wish. I thought "what in the name of sword and fire to these people think I am going to do? Kill or torture the damn nobles just because I don't like 'em?" So I stated that I was staying right where I was! The wizard was good to his word and freed the noble family before he left but without letting us know what he found. After a search of the roof a page of his notes was found that he had obviously missed in his hasty exit. We then received a nice reward from the nobles and two ships for use once we told them of the invasion that was coming. "I just hope that when life returns to normal here that the nobles remember what it was like to be helpless before another and learn from this experience."

Upon returning to Saragost we could see that most of the refugees had indeed been let into the city finally. We went to meet with Lady Arigane; then again I heard that tone just before the meeting as Casey "SUGGESTED" that I join her for a drink in the inn. "Like in the name of the nine planes of hell I would do such a flaming thing! These fools think they know me? They think they have seen my temper? Hah, when someone lies dead then they will know my temper!" Lady Arigane finally had some useful information and was able to give a general idea where the Tump was in this city. We immediately went into the sewers and moved to where we thought it was. Neil, "brave little soul" touched what we thought was the entrance and it opened. Several undead poured forth to escape Neil turned some and trapped them in the small room however it seemed that only the sword of Starkweather John was able to send the poor souls to there final rest as they deserved. We entered the chamber and sealed it to talk amongst ourselves it was then that Alev crossed the final barrier of my patience . . .

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Saturday, January 07, 2006

Chapter Five: Return to Saragost (what are you gonna do next?)

Things to consider going into the next game session:

  • Rumus is still under threat from an assassin of the Midnight Enclave. What can/will you do about this?
  • Someone has stolen a bunch of alchemical materials that would be useful for building bombs. Who dunnit and why? Should you do anything about it?
  • The Knife has made an initial contact with the Midnight Enclave. Should you pursue this contact?
  • Count Crastic is obviously a bad guy. What can you do to remove him from power or otherwise thwart his plans?
  • What's the deal with that wooden carving that Rygorh has? Where did it come from; what does it mean; does it matter?
  • The Duergar are coming. What preparations should you and the city of Saragost make?
  • You have some interesting information about past Starborn. Can you learn more about them by researching?

Early in the evening Alev receives a sending from Lady Arigane: The Duergar army has left Lower Scumsgrove and is marching on Hockton Barrow. A large battle is in progress there now.

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Friday, January 06, 2006

Casey: Talking to Herself

Oh, Hombel, I think we need help. I can't imagine what has come over Rygorh and the Knife. Rygorh is overly defensive about nobility and it makes no sense. Rumus doesn't always help the situation by egging him on either. And the Knife! And I get accused of acting like a little girl when I want something from my parents?!? Good grief. The both of them. I can't imagine why any god would label them with something this important. I can understand why they put me here. They needed a woman to be the adult apparently. I think I'll just start saying things now. It's gotten out of hand with those two. Rumus seems to have chilled out some since he got hurt. I think he realized there's more to life than his intelligence, or lack thereof. For the most part Alev and I are on the same page. I guess Rygorh and the Knife are, too; the painful, irritating, loud, obnoxious page. Hombel, give me strength.

They have to made to be seen that this is not about them but about all of the world!!! I hope I got that across to them today. It took me a bit to accept that this happened. It was out of my control. I didn't like it. I definitely didn't appreciate it, but it's obviously what I was made to do. I think this is more or less a way of putting my father on notice that I can handle myself and I don't need to marry that guttersnipe just because "it's proper." Propriety has it's place and . . .

:::Sigh::: It's quite distressing. I wonder what that mage found out by looking at the stars!! I wonder if we'll ever see him again or will it end up him under my scimitars...heh. What a boner. I can't recall if Neil did a Detect Evil on him. I think Neil needs to learn to do that whenever we meet someone. It might make life easier. Of course, having everyone wear a badge saying "I'm not a noble" might be even easier. I wonder if Rygorh ever thought about the fact that he sounds an awful lot like a noble. I don't think I'll tell him that even though I could kick his tail. Don't wanna rile him up too much. OOh, I'm talking to myself a lot lately and it all runs together. Starting to feel like Neil.

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Thursday, January 05, 2006

Character History: Tilk's Story

My life has always been adventurous, well as far as hunting goes. Or maybe I only felt that way for reasons that when I was 9 my father sent me into the brush with a small skinning knife telling me to draw the pigs out and when they chased me, he would shoot them with his huge bow and arrow. The Elders always thought my father to be a little harsh but he claimed it would make me a stronger warrior. Oh, but I am rambling.

They call me Tilk. I grew up in Boskenland, and it seems not long ago I remember being there. The beautiful evergreens with snow topped mountains; it looked like fine white icing topped on beautiful wedding bread. The deep forests and so much room to run it seemed like an endless Paradise.

I was sitting under our sacred giant redwood eating boar and drinking ale with my grandfather, laughing about the times we tripped or fell or even threw a spear the wrong way. When suddenly I heard my father cry out for help. I'm looking around frantically, trying to pinpoint any reason why my father of all people would need help. He ran up to my grandfather, out of breath he said, "Gather the warriors together for a meeting quickly!" Seeing them run off in such a hurry and I in shock and wondering what to do, I distanced myself, running behind my father without murmuring a single word. Bearing with curious eyes as I tried to keep up with my fathers fast pace.

About a half-hour passed and the men of our tribe grouped in a circle around the center of town. My father in a stressed out state and out of breath tells everyone one of how my mother and him were out hunting for fur and leather ran into a group of Hill Giants that came in, and before he could act snatched up my mother, and with there giant strides ran off to the east from there hunting ground to fast for him to even catch up. At this point I don't know if I should be more angry, scared or worried for my mother's safety.

A scouting party quickly gathered amongst the tribe. About fifteen of our biggest warriors, including my father, wielding huge axes and swords they began marching out of the camp heading due northeast to my families' popular hunting grounds. Nervous and wanting to be with my father I waited.

Three hours passed, and dawn was setting in. As tears rolled from my eyes worried in hopes that my parents made it back, yet in my gut I knew something was wrong. From a distance I could see figures heading towards the tribal camp. Behind them dragged something, and as they came closer I only counted seven heads. Bodies! No! I ran up to the first person I saw. It was my fathers' long friend Kelar and he looked at me with grief and despair. I cried, "Where is my father? And my mother?" In a hesitated response he said in a low soft voice, "IM sorry Tilk, we were over run, and in a violent rage your father ran into the crowd of giants alone, like a desperate wounded animal, trying to get to your mother." And in a higher pitched but fake voice like he was trying to encourage me not to be sad he said, "There is nothing we could do. Lift your head up and go talk to your grandfather we shall honor there sacrifices around fire tonight." Bending down on my knees I cried out to Wohoon begging him for my parents, threatening that I will get revenge on the giants, I will . . .

Seventeen years have passed and during these years my grandfather loved, raised, and trained me to be the warrior I am today. Hopping I shall met my parents again, hoping that Wohoon will give me the strength my father didn't have, to save the ones I love and to get revenge on the savage beasts that took them when I was still so young.

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Wednesday, January 04, 2006

Character History: Neil On the Road Again

Neil lay there in the sand listening to the waves lap at the cave walls, the smell of salt water on the air. He murmured some comment into the darkness. The human girls had cried themselves asleep about 20 minutes ago. He thought of the many stars that were surely visible outside in the night sky. He left home 2 years ago, but everywhere he went he had the sky with him. His travels had spanned 4 countries, but seemed to be at an end now. He spotted movement nearby. The slaves in the next cell were faking sleep, watching the guard with . . . anticipation?

The pirates barely fed the slaves and were quite abusive. Still, Neil was better off than the teenage girls. Neil worked hard, usually serving food and drink to the vile men of the sea who thought Neil a little crazy. Occasionally, the crew would return with wounded. Neil was expected to tend to them despite his apparent loss of spells (a farce on his part).

Neil's mind raced day in and day out, trying to find an escape, but there was no dry way out of these accursed caves. He begged and pleaded with Old Heakun to no avail. Neil could outrun the humans despite his size, but there was nowhere to run to. The pirates entered and left their hideout via rowboats. They had a large ship out in the cove and nearly 40 men.

Every few weeks, the pirates returned with loot and slaves. They would celebrate and drink for days, then split the spoils and appraise the slaves. During this time, Neil and the girls worked hardest. The drunken sailors were very demanding, but the new slaves got most of the abuse. Inevitably, the rest of the slaves were sold in some nearby port, or died for some foolish reason. Neil and the two girls were the only ones condemned to stay in this god-forsaken hellhole.

Three months went by with scarcely a glimpse of the sky. Neil had given up on ever being free again and began to question his faith. And then a strange thing happened . . .

The latest batch of slaves included some sneaky sorts and others good with weapons. They had apparently not put up much of a fight when captured. The pirates brought them home to be sold as slaves, a mistake on their part.

It was almost as if they had planned on being captured. They drew lock picks and daggers from places Neil couldn't imagine hiding a sharp object. Neil made muffled comments to some unseen cellmate. They moved about very quietly, with practiced ease, while the pirates were drinking and roaring with laughter. Late that night they left the cells and made their way through the hideout. The alarm wasn't raised for another 15 minutes.

Neil, the girls and several other slaves were led out the next morning. Dead bodies were strewn everywhere. Their saviors were still busy looting the hideout, but offered them all food and drink. They were allowed to take any used, normal gear they could lay their hands on and a few silvers. Neil healed them in exchange for the return of his holy symbol. Then they were taken to a nearby port and set free.

The fresh air and open sky were as food to a starving man. Neil was anxious to be on his way, but stayed two days with his teenage friends at a local inn. A relative came for them soon and Neil immediately hit the road. He vowed to never be enslaved again, nor enslave another. The long confinement had nearly broken Neil's will to live. But now he was on his way again, thanking Old Heakun for a most precious gift, his freedom. He renewed his oath to Heakun that day and chattered happily, placing one foot in front of the other as he moseyed down the road, better armed now and a bit wiser.

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Character Spotlight: Tilk (Chris)

Background

Tilk
  1. Where was your character born? Tilk was born and raised in Boskenland.
  2. Who raised him? Tilk's grandfather raised him.
  3. What was happening in the region when he was growing up? Quiet life among the barbarian tribes.
  4. Does your character have any relatives? Tilk's grandfather and tribe are still around. In fact, they're probably wondering where he went.

Motivation

  1. What are your character’s immediate goals? Tilk seeks to uphold the honor of his family, tribe and friends.
  2. What are her long-term goals? Tilk seeks to marry well and raise a large family.
  3. What type of person would be his ideal mate? Tilk would prefer a fierce and free-spirited woman.
  4. Who is his patron deity? Is he a devout worshiper? Tilk is a devout follower of Wohoon.
  5. Is he a devout member of any nonreligious cause? Tilk believes in defending the weak.
  6. Is there any race, creed, alignment, etc. against which he is strongly prejudiced? Tilk stands against any who would persecute the weak or helpless.
  7. What is his greatest fear? Tilk fears losing his friends.
  8. What is the one task he absolutely refuses to do? Tilk will never commit an evil act.

Idiosyncrasies

  1. What is your character's motto or favorite saying? Kill the beast!
  2. What is his favorite color? Blue.
  3. Describe what he would wear if money were no object: furs with fine armor underneath.
  4. What is his farovrite food and drink? Leg of boar and ale.
  5. What is his favorite animal? Wolf.
  6. What habits of his friends annoy him most? Indecision.

Traits

Courtesy: 4 Valor: 8 Self-sacrifice: 8 Generosity: 7
Sobriety: 3 Calm Temper: 3 Optimism: 9 Curiosity: 7
Forgiveness: 5 Cheerfulness: 4 Patience: 3 Honesty: 7
Helpfulness: 7 Loyalty: 9    

Miscellaneous

  1. What well-known media figure from sports, movies or politics most closely resembles your character? Arnold in Predator.
  2. What would be his theme song? Release the Demons by Godsmack.
  3. If his friends write his epitaph, what will it be? In Great Honor and Strength of the wolf who holds the Sword.
  4. What would be his job in modern society? Hunter.

Character history.

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Tuesday, January 03, 2006

Ashfar Archive

This archive will hold links to all of the information about Ashfar in an easy to reach space.

Maps of Ashfar

Locations in Ashfar

Chillhame

Religion in Ashfar

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Sunday, January 01, 2006

Petrus Carolus's Notes

The heroes found a loose page of notes that Petrus Carolus left behind after he abandoned the Colombe mansion:

Entry 1: Slotting with lenses prepared according to Alluric’s method yields a crimson aura a whole eighteen degrees across in each case. Conclusion: definite increase in type 3 etheric radiation from the key stars. When did this begin? Equinox has clearly already moved into second stage. They may have become MANIFEST. Impossible to make more precise readings without Alphonse’s own eyepiece. This construction of mine is of course genius in itself but is far from satisfactory. Must send the quasits to look for it again.

Entry 2: Interstellar darkness thicker than before. Should be reading background glow at least but nothing. Are the cardinal stars draining energy from the ether somehow? Impossible – they work on different spectra. Can only conclude that the dark is rising in ANSWER to the increased stellar brilliance.

Entry 3: Fascinating object sighted tonight moving in easterly trajectory. Not a comet. Too low in the heavens. Also, shape all wrong – bulbous at rear rather than at head. Could not get a good sighting but detected motion around the flanks, as of waving tendrils. Possibly a vast elemental, or something of extraplanar origin? In any case, probably unrelated to the other phenomena. Expect it flew low over eastern Caldraza. Must contact with old Mondwick Thaum and find out if he saw it.

Entry 4: Nova flare in the eighth quadrant! We have an instance of direct resonance between Ashfar and the Sphere of the Fixed Stars. This is exactly as Cantagrulos of Peskari recorded it in the 13th epoch, when he speaks of the head of the Dragon being suffused with flame. Well, well. The Goddess is not so far from us as the storybooks would have us believe.

Entry 5: There are forms in the darkness. It is becoming articulate. The Starborn have awoken and so have the Host. It cannot be long before they will encounter each other face to face. Time for those of us who know what is coming to choose which side our bread is buttered on.

Entry 6: Intriguing. My own chart indicates that a conjunction will occur in mere days. These incarnate Stars will cross my path, while they are yet newly awoken to their potential. I marvel once again at the splendid irony of the universe. Let us see what use we can make of them.

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Chapter Five: Return to Saragost

After spending the night in the wilderness near Saragost, the heroes arrive early on the morning of March 27 to find the great mass of refugees outside the walls gone. They make quickly to find Lady Arigane to exchange information. They tell her all about Petrus Carolus and the events at the Colombe mansion. She knows of Petrus and names him one of the most powerful wizards in all of Chillhame . . . and one of the most evil.

Lady Arigane informs the Starborn that she and Michael Dunlavy have prevailed upon the council to allow the refugees into the city without any restriction. While this irritated Count Crastic to no end, Sir Jeren sided with them and Grandlord Peregrine had little choice but to accept the decision. Most of the refugees have entered the city although some hundreds have set up a camp in the woods south of the city. Lady Arigane also advises the party that she has discovered the location of the Starborn sacred place, known as a Node, under the main city square within the elven sewers. It seems that some old maps and tales tell of a massive stone block which no one could penetrate. The builders of the city decided to build over and around the place. Finally, Lady Arigane also tells the heroes that the Duergar have reached the town of Lower Scumsgrove. They have moved much faster between Lichgate and Lower Scumsgrove than they did previously.

During the day the heroes split up to cover more ground and discover what they can about the happenings in Saragost. Rumus, Neil and Tilk make for the Hall of Echoes to put to use the knowledge the gained from Albie the golem. Casey and Rygorh head over to the Temple of Firinna to learn what they can there. Alev and the Knife make for a magistrates office to dig up information about the burglaries that occurred around the city before their arrival.

Casey and Rygorh learn nothing new from Jaramus Artelmay, the acolyte of Firinna. He has no contact with the Midnight Enclave and knows no one that has such contact.

Neil, Rumus and Tilk confirm the identities of the former Starborn in the Hall of Echoes. They also learn their professions. Finally, they learn that Starkweather John was not the last of the Starborn to fall. It seems and elf named Severil Blackthorn survived the battles on Chillhame and later disappeared from anyone's knowledge.

Alev and the Knife manage to learn a bit about the recent burglaries. Many warehouses in and around the docks have been burglarized. In nearly all cases the only things stolen were alchemical materials. Alev does some quick figuring and determines that the materials stolen are sufficient to create a massive explosive device that could destroy the city gate or a section of the wall. He later advises the council of the situation.

The Knife spends a bit of time in the market searching for a likely suspect . . . a member of the local thieves' guild. He eventually spots a rather accomplished pick pocket. He confronts the fellow and asks about "joining up." The man pretends not to understand the Knife's meaning, but clearly indicates he does and might be in touch.

Late in the afternoon the heroes make for the Node under the town square. The slog through six to eight inches of foul sewer sludge for some hundreds of feet. The tunnels are cramped, being only about five feet in diameter. They reach a jet black wall which has the outlines of a door on it. Neil touches the door and it vanishes. A gust of stale and ancient air puffs out of the chamber beyond and several shadows emerge. The heroes manage to dispatch three of the creatures but at least half a dozen disappear into the bowels of the city . . . surely trouble will come of this later.

Inside the chamber the Starborn feel at peace, much like they did on the Tump. Surely this is the place they have sought. Later they will return to rest here in an effort to protect Rumus from the Midnight Enclave. They decide that the Knife and Casey will take rooms at the Graybeard Inn; hopefully they can make a peaceful contact with the Midnight Enclave.

Later in the evening, when most of the heroes have bedded down inside the Node they notice luminescent figures on the walls in the darkness . . . the signs of the Stars are here, just like they were at the Tump . . .

As he is getting ready for bed Rygorh finds something in his pocket that he did not put there. It is a hand-sized, crudely carved wooden statue of a man . . . a half-man, half-canine crouched down and poised to spring.

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Chapter Four: The Lost Villages (Vannondale, reprise)

It is noon, March 25. The heroes have just handed over the telescope eyepiece to Petrus after he nearly handed them their heads on a plate. They discuss what to do next. There is some plan to incapacitate or kill Petrus, but the majority feels this feat is beyond the party's means. They will talk to him and learn what he knows of the Starborn, the Host and the Equinox of Heroes.

GynosphinxThe party heads back to the Colombe mansion and enter through the front door. With no one to greet them and no one to stop them they head upstairs. In the main foyer upstairs they find two gynosphinx guardians. One of them offers to allow Alev in to see Petrus, but demands that the rest of the heroes wait downstairs. When Alev is alone the gynosphinxes attack!

LamiaThe heroes make quick work of their enemies. It turns out one of the creatures was an illusion and the other was actually a lamia. While the creature's illusions were quite powerful, the heroes managed to pierce them and bring the beast low.

Venturing into the library, the adventurers encounter Albie, a golem made of glass that seems to be a receptacle for knowledge. The creaturs spouts trivia about many things and asks questions incessantly. Eventually Alev, the Knife, Casey and Rygorh head up to the book tower above the library. A bit more searching there reveals a secret passage to the roof.

On the roof the heroes find Petrus. He is somewhat cordial, offering tea and a seat at one of the work benches. He is preparing for his work this evening and does not wish to be disturbed. He tells them a bit more about the Starborn, but nothing they didn't already know. He also informs them that he is quite convinced that they are the Starborn. While the party denies it, Petrus seems unconvinced. Eventually he kicks them out and tells them he will see to freeing the Colombe family later that night after he finishes his work.

In the meantime, Neil and Rumus question Albie extensively. They learn the names of three more Starborn from the most recent Equinox of Heroes and also that the creature will not discuss anything to do with Petrus.

The heroes spend the rest of the afternoon checkin in on the Colombe family. They find the lord and lady in the master bedroom playing chess. They are most grateful for the heroes' arrival and they offer riches in return for their freedom. The adventurers assure them that they will be freed and cured of their curses that evening. The two Colombe daughters seem to be taking things mostly well, although they are both upset that Eustace has escaped and left them hungry as Petrus has stopped feeding them. The oldest son seems to have lost his sanity. The heroes leave him to his own devices in his bedroom.

Late in the evening Petrus appears. He frees each of the Colombe family members of their masks. He fires a trio of magic missiles at Gustave Colombe to knock him unconscious (and dying) before he will tend to the insane man. Neil tends to Gustave's wounds and saves him from dying.

True to his word, Lord Padraic Colombe rewards the heroes with gold and treasures from his family's vaults. He also turns over two of his merchant ships for the use of Saragost in the upcoming hostilities. Finally, they agree that Vannondale should be evacuated ahead of the Duergar army and that everyone should seek shelter in Saragost.

The Starborn found Petrus Carolus's notes that he left behind when leaving the Colombe mansion.

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