GM: the town is under siege
Elensar: Let's try to sneak up closer to the city, if the thing in the sky hasn't noticed us.
Deven looks for innocent villagers
Hekdar: ok, lets set up for an ambush.
---overhead a strange creature floats, unhindered by the slow gusts of wind.-----
The city is a mass of burning buildings and explosions. It's under attack by a huge force of creatures. Several of them seem to be moving in the direction of the group.
Elensar: Guys, you do you the things coming closer to the walls?
Elensar: Not sure if they have seen us
Elensar: But looks like it.
Elensar: Suggest we look for cover?
Ozerman nods his approval
Eric Redding: It maybe a patrol change?
Deven motions to the other groups and motions for silence... silently pointing to the other groups
Elensar: Good thought, looks like cover is the best idea
Ozerman: ok, lets hide then
Deven points to the castle tower
Deven: can we make it there?
Elensar: Doubt it, they're moving fast
Eric Redding: that's pretty far Deven.
Elensar: What about some bursts of light?
Deven: ah... okay...
Elensar: Maybe there is a cave or rabbit hole around.
Krong: take aim at lead with my blunderbus. will fire at best range.
Deven points to the bridge
Elensar: Head for under the bridge?
---the group begins to run for the nearby bridge. The child Tam slips away from the group in terror when she spots the flying Master on his levitation cart. The group now knows for certain that they have been spotted somehow as the spiders rush over the walls and other creatures seem to be moving their way.
Eric Redding: waits for melee range. (sword is lit)
-Elensar takes aim at a huge three legged monster that is rushing towards them through the woods...
Elensar: Shooting: Bow [Total:11] [1d10+3 = 11]
Elensar: Wild Die! [Wild Total:6] [1d6+3 = 6]
GM: Critical hit add 1d6
Elensar: Bow damage [Total:10] [2d6 = 10]
Elensar: [ Aced 1 D6 for a Total:7] [2d6 = 7]
Elensar: Wild Die! [ Aced 1 D6 for a Wild Total:9] [2d6 = 9]
GM: with a crash the huge creature topples into the dirt
Elensar: Whew, that guy was huge!
Elensar: Why did they stop?
Eric Redding: Cause we just killed the big bad thinggy?
Deven: doubt it
GM: the spiders stop just outside of arrow range
Elensar: Not when they outnumber us
GM: the other spiders run up to the same range....
GM: and stop
Campaign saved.
Elensar: to Hekdar, do you have an illusion spell?
Hekdar shakes his head 'no'.
GM: suddenly there's a loud ringing in your ears!
Krong: Ouch!
GM: your friends fall to the ground
GM: clutching thier heads
Eric Redding: Wish thouse bells would stop ringing.
The spiders wait until all of the creatures are encircling the group. Then they wait as spell after spell strikes them, causing massive bursts of psionic energy to score into their brains. Suddenly most of the members are struck down by the blast, then the creatures rush the group!
In a few moments of furious battle, Hekdar, Krong and Eric are eventually overcome by the massed monsters and the bursts of eldritch energy directed at them from the cowardly master who stays well out of range of counter attack.
Darkness descends.......
GM: Your senses slowly return. You are alive, but it is hrdly a cause for celebration. You’re cold and damp, your wounds ache, and you realize you’re in a dark room wearing nothing but your underclothes and shoes.
GM: Worse, you are bound. On your wrists are black manacles connected by a short chain. In the center of the chain is an iron ring, through which a heavier chain runs and connects you to your companions.
GM: Your eyes slowly adjust to the darkness, but a crack in the wall lets in a small sliver of dull light. You begin to pick out odd details of your room. Besides your fellow captives, there are paintings on the walls, a simple bed, a nightstand, and a single wooden door.
'Paul' connected
GM: One of the paintings shows the unmistakable white form of a unicorn. A bright rainbow is barely visible in another. The bed is covered in a patchwork blanket of many colors.
GM: You’re in a child’s room!
GM: You hear very little besides your companions. No, wait. Something shuffles outside. A guard, perhaps?
--Nim looks around the room and finds a piece of metal that he uses as a lockpick.
Nim: Lockpicking [Total:5] [1d6 = 5]
Nim: Wild Die! [Wild Total:5] [1d6 = 5]
Deven checks the paintings
-------A burst of electrical energy surrounds the young elf as if something knew he was attempting to escape. With a groan he falls still and silent to the ground.
Elensar: You see that, sparks hit Nim
Deven casually ... yeah... we probably shouldn't try to pick them...
GM: You hear dull thumping footsteps outside. They stop, and then something bumps against the door. It swings open slowly, and standing in the opening is a massive creature. It has no discernible head but three amber, unblinking eyes peer from its chest. Its left arm is oddly shriveled, while its more normally proportioned right holds a single iron key.
GM: [Total:8] [1d10 = 8]
GM: The creature tosses the key at your feet, then points to the lock at the end of the chain. As you ponder what to do, something very strange happens. An image forms in your mind—crystal clear, like a waking dream. You can see that the same thing has happened to your companions. In this image, you see yourself opening the lock at the end of the chain.
Campaign saved.
Krong: Smarts [ Aced 2 D4s for a Total:11] [3d4 = 11]
Krong: Wild Die! [Wild Total:4] [1d6 = 4]
GM: The creature drags you out of the home and into the street outside. Three other creatures are also there, each with a half-dozen slaves chained and manacled as you. Most seem to be relatively strong men and women—there are no children and few adults with small frames. They look you over quickly, then glance nervously about, as if they are afraid of being punished should they attempt to speak to you.
GM: They seem to be waiting for something.
----after a few minutes a 'Master' Sa Karan approaches the group and they are telepathically given directions, except for Krong the half orc, who only feels a buzzing in his head. They are being told to follow the creature. They follow along through the ruins of Kings Port to a neighbourhood that they remember as belonging to the nobles of the city near the Kings castle...
GM: Galstaff Manor lies in ruins. The outer facade seems intact, but you can tell the interior has collapsed. The entrance has been blockaded from the inside, but a rotting hand protruding through the charred doors tells you the defense did not hold.
GM: As you stare dumbfounded at what was once a grand home, another image forms in your mind. You see your own two hands digging through the rubble of the manor. You sense you are looking for precious metals, gems and jewelry, objects of art, and other valuables.
GM: The invaders are looting the dead.
Krong: What do you want!
GM: the creature points at the door
Krong: What?
Greenthing points at the door
Krong: You want us to go in?
Hekdar: Strength [Total:1] [1d8 = 1]
Hekdar: Wild Die! [Wild Total:5] [1d6 = 5]
Krong: Strength [ Aced 1 D10 for a Total:16] [2d10 = 16]
Krong: Wild Die! [Wild Total:1] [1d6 = 1]
---they push open the huge iron bound door.
Greenthing points again with big arm
Deven: [Total:6] [1d8 = 6]
Deven: Wild Die! [Wild Total:3] [1d6 = 3]
Eric Redding: Strength [Total:10] [1d12 = 10]
Eric Redding: Wild Die! [Wild Total:5] [1d6 = 5]
GM: It’s obvious how the defenders fell. There is a huge hole in the roof above, and a charred circle of destruction hints that a powerful charge of gunpowder or some strange magic exploded in the parlor. The defenders before you are burnt horribly. They still hold their weapons, and even their armor is mostly intact.
Elensar: Strength [Total:3] [1d6 = 3]
Elensar: Wild Die! [Wild Total:1] [1d6 = 1]
Deven: [Total:5] [1d6 = 5]
Deven: Wild Die! [Wild Total:5] [1d6 = 5]
Campaign saved.
GM: [Total:2] [1d10 = 2]
GM: Now another bizarre mental image forms in your mind—a door and a shattered bust. The image fades quickly, and you see the real thing ahead of you and to the right, down a long hall.
GM: The door leads to a room that looks like it was once a gallery of some sort by the portraits on the wall. The center of the floor has collapsed, however, and amid a tangle of smashed paintings are six pitiful slaves, chained together just as you are.
GM: The slaves appear to be dead, but their blood is still somewhat wet. They are emaciated souls, thin and gaunt. Rats have been at some of the corpses, but fortunately something seems to have kept the worst of the vermin away.
GM: As your stomach curls in revulsion, you suddenly see yourself dragging the bodies out of the crater and piling them before the gates of Galstaff Manor.
Deven grabs two bodies and starts dragging
---Outside the manor is a huge pit, recently dug that that they are directed to recover bodies from an d to place them along with the ones from the mansion into a cart.
Deven drags the bodies from the pit
--Several of the Fists enter the pit to recover the bodies, Eric notices movement. Someone is alive! Its an elderly elf male, covered in blood and obviously dying. He gently takes the elfs hand...
dying elf: “Arwick…look for…Valador.”
Hekdar: Smarts [Total:1] [1d6 = 1]
Krong: "may solace guide you on your last journey"
--Eric realises that the elf is Arwick, the Kings mage! Their watch creature approaches the pit and points impatiently at the cart, just as Arwick coughs up blood and expires...
GM: Those damnable images creep into your mind again. This time you see the Galstaff defenders lying just beyond the front door.
GM: Images of their rings, their weapons, and other personal items fill your head. You try to clear your thoughts, but doing so brings a sharp pain like a nail being driven through your brain. Now you see the items piled in front of the manor—where your overseer waits for the loot like a common thief.
-12 hours of unholy labour later the group is returned to the courtyard where they began their day.
GM: You and the other slaves sit in the rubbled King’s Road facing Galstaff Manor. The other slaves are already present, and sit along the wall to your left, close to where a group of three wither beasts stand motionless.
GM: Piles of pillaged goods lie in the street. Several long moments go by before a strange lanky creature with bluish skin and wide black eyes appears from the gloom. It walks through the piles, letting its long arms and rope-like fingers drag through the collected treasures. One of the other slaves, an older man with gray hair and black eyes, hastily whispers to you:
GM: “A Collector. If you took anything, throw it into the street now!”
Deven throws his stuff in
---Krong ignores the old man and attempts to hide a sword on his person. The Collector touches his head and steps back. At the masters gesture the other creature; a witherbeast steps in and touches him with his withered left arm. Instantly Krong falls writing in pain on the ground, his genitals seem to have aged decades and are now but the shrivelled remains of his once proud manhood....
GM: Another picture comes unbidden to your mind. The items left lying in the street are in one of the handcarts, and the handcarts are manhandled back to Wygon Street. The other slaves rise and begin shuffling toward the piles.
--the group returns to their resting area and are given some rats and rancid water as their rations. Krong lays sore and sick on the childs bed as the night closes in on the Hero's.....
-------------2 exp each player, 1 for NPC's----------------------