Friday, February 29, 2008

The battle of Cromshold

GM: outside of the dwarven city of Cromshold
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----------------------

Sunday, February 17, 2008

Sessions 13, 14 and 15

The group is moving onward towards Kings Port.

GM: It started raining about an hour ago. It’s cold and slimy, as if the droplets were laden with the soot now clouding Tarth’s skies.
GM: You’re following a little-used road, trying to stay off the beaten path, when you come upon an unfortunate scene. A few dozen yards ahead is a wrecked cart. A dead horse lies at the head of the mess. It appears the cart slid in the mud—perhaps in great haste—and toppled into the ditch. Perhaps there are survivors beneath the wreckage.
Eric Redding runs over to the wagon to search for survivors
Eric Redding: Notice [Total:2] [1d4 = 2]
Eric Redding: Wild Die! [Wild Total:4] [1d6 = 4]
Hekdar: Notice [Total:2] [1d6 = 2]
Krong: readies his blunderbuss

In the middle of the road a body lays sprawled under a sodden cloak. This is Reg the leader of a group of opportunistic bandits, who've been robbing travellers along the road. His men have craftily hidden in the trees by the road.

Eric notices something wrong with the way Reg is lying on the road...

Eric Redding yells "To ARMS!"
Campaign saved.
Ozerman: There are more in the woods
Elensar (to Oz): Woods in which direction?

The battle begins!

The group scatters and Elensar begins peppering the furthest bandits with his bow as Krong unloads his blunderbuss into a nearby tree. Soon only Reg and one of his men are left as the Fists of Solace overwhelm them....

Ozerman disarms the leader
Krong readies his bayonet to drive it into the leader...
Eric Redding: stop Might Krong!
Eric Redding: He's surrendered
Krong: Fine...he's lucky.
Eric Redding: Yes very.
bandit: don't kill me!
bandit: I was only tryin' to git by, what with the sky fallin' and all
Krong: I say you let me stomp the leader and launch this guy into the woods.
Eric Redding: (in a voice loud enough to be heard by the bandant) I hope he realises how lucky he is.
Hekdar: Tell us what has happened!
bandit: when the sky fell..we uh...well we...
Hekdar: Persuasion [Total:1] [1d8 = 1]
Hekdar: Wild Die! [Wild Total:2] [1d6 = 2]

bandit: we thought you wuz some of dem bad folks
Eric Redding: Look answer my friend or maybe you would like krong here to ask you questions?
bandit: [ Aced 1 D6 for a Total:8] [2d6 = 8]
Eric Redding: Persuasion [Total:2] [1d8 = 2]
Eric Redding: Wild Die! [Wild Total:1] [1d6 = 1]
Ozerman straps his Orc Great Axe to Fang
bandit: like I said...we thought you wuz bad folks
Eric Redding steps aside thinking the krong is calm now.
bandit: so we bushwacked ya
bandit: thinnkin' ta make some Sun's off ya
bandit: ifn' you let me go....
Eric Redding: so your bandit's looking for a easy score.
bandit: I won't be no trouble..no Sir
Krong: What "bad folks" are you talkin about?
bandit: saw us some orcs or somethin earlier today
Ozerman slaps the leader a little to see if he will wake up
bandit: they wuz moving around like in a warband
Campaign saved.
Eric Redding: You thought a RED KNIGHT and a priest of SOLACE are "bad folks?"
bandit: well..you is wearing cloaks and it be rainin'
Ozerman pipes up "I think they ment me"
The Voice: the bandit leader is still down
Eric Redding: Look at my face. What color is it?
bandit: err...welll...kinda red
Hekdar: and my face?
Eric Redding restrains the leader before he comes too.
bandit: but that could be blood fer all I knows...
bandit: err...gold..but it wuz covered and hard ta see in this here dark
bandit: and the soot an all..makes it tough ta see thangs
bandit: ya'll gonna let me go?
bandit: please...?
Ozerman finds a dry spot under the wagon and loads all his many guns
Eric Redding: and when you saw our weapons burst forth with the rightestness of Solace.
bandit: eh? that happend...uh I didn't see that til the end...
bandit: was shootin at the orc
Elensar (scurries around): gathering spent arrows.
bandit: kin I go now?
Eric Redding: ..... sure?
Krong: Seriously...hold him down and let me smash his leg. He'll talk before I get to the other one...
The Voice: looks at the downed bandit
Ozerman slaps the leader some more to see if he will wake up
bandit: [Total:4] [1d6 = 4]
Reg the Bandit: uh...
Reg the Bandit: err...
coughs
Reg the Bandit hello there brave dwarf!
Reg the Bandit: might I get up?
Ozerman: better if you dont
Krong: If you try to get up, I'll smash your head in...
Ozerman: thanks for the pistols
-> Elensar: you find 6 crossbows and 55 quarells
Reg the Bandit sits back down
Campaign saved.
Reg the Bandit: so..you got me..and...one of my boys eh?
Hekdar: Now then you! What is your name and how DARE you attack a Sunpriest and a Red Knight!
Eric Redding looks around.
Krong: I'd like a pistol?
Reg the Bandit: guess that makes you mighty hero's
Eric Redding: Notice [Total:1] [1d4 = 1]
Eric Redding: Wild Die! [Wild Total:2] [1d6 = 2]
Eric Redding: YUP! we are might heroes.
Ozerman: Sure Krong, here's one already loaded and 5 more shots
Reg the Bandit: well you gonna take us to Kings Port for the reward?
Krong: Awesome...thanks friend Dwarf Ozerman!
Nim: nim searches the area
Nim: Notice [Total:1] [1d6 = 1]
Nim: Wild Die! [Wild Total:4] [1d6 = 4]
Ozerman: no problem, you shoot well
'Taran' disconnected
Hekdar: I would rather have you tell us what has happened.
'Taran' connected
Reg the Bandit: well...
Reg the Bandit: whats it to ye?
Hekdar: We were cut off during the earthquake.. and did not see what happened. Tell us please.
Ozerman pokes him with the bayonet
Reg the Bandit: we lost..so I guess we'll spend some time in prison
Hekdar: No when the sky got dark not this battle.
Reg the Bandit: something fell from the sky
Hekdar: Persuasion [ Aced 1 D8 for a Total:14] [2d8+2 = 14]
Hekdar: Wild Die! [Wild Total:3] [1d6+2 = 3]
Reg the Bandit: and the shit hit the wheel...
Reg the Bandit: let us go...
Ozerman waves the bayonet near his croch "better talk boyo"
Reg the Bandit: and I'll tell ye were we have our loot stashed
Ozerman: thats a start
Reg the Bandit: just let me and my pal have a crossbow... and our swords and we'll be off
Reg the Bandit: yer a Sunpriest...I can honor your word
Hekdar: points at the spike "Was that what fell from the sky?"
Hekdar points at the spike "Was that what fell from the sky?"
Reg the Bandit: yep sure did
Reg the Bandit: an all that smoke came out
Reg the Bandit: and ...
Reg the Bandit: other things...
Reg the Bandit: but they ain't come too close as yet
Reg the Bandit: so we're ready to move on
Ozerman: So where is this stash?
Campaign saved.
Reg the Bandit: I want the priests word first
Reg the Bandit: that me and my buddy can go
Eric Redding: but if we gave you back your weapons you would just hold up the next innocent group.
Reg the Bandit: then we'll tell ya...when were a safe distance away
Krong: Fighting: Bayonet [ Aced 1 D8 for a Total:12] [2d8 = 12]
Krong: Wild Die! [ Aced 1 D6 for a Wild Total:7] [2d6 = 7]
Krong: Sorry false alarm
Ozerman waves the bayonet closer to his croch "talk"
Nim: i think we should have him lead us to the loot before we let him go.
Reg the Bandit: Wild Die! [Wild Total:2] [1d6 = 2]
Reg the Bandit: [Total:7] [1d8 = 7]
Ozerman: Intimidation [Total:1] [1d6 = 1]
Ozerman: Wild Die! [Wild Total:1] [1d6 = 1]
Reg the Bandit: hehehe
Ozerman: Intimidation [Total:4] [1d6 = 4]
Ozerman: Wild Die! [Wild Total:1] [1d6 = 1]
Reg the Bandit: feck ya!
Nim: cut off one testicle first. he'll be afaid of you then
Reg the Bandit: [Total:7] [1d8 = 7]
Reg the Bandit: Wild Die! [ Aced 1 D6 for a Wild Total:9] [2d6 = 9]
Hekdar: You may leave once you have shown us your stash and then you can leave with your comrades and weapons.
Reg the Bandit: go head..kill me
Reg the Bandit: won't do you no good
Ozerman pokes him in the leg
Eric Redding: why?
Ozerman: Intimidation [Total:4] [1d6 = 4]
Ozerman: Wild Die! [Wild Total:1] [1d6 = 1]
Reg the Bandit: well...if you ain't gonna bring me to Kings Port
Ozerman: ok
Reg the Bandit: you best let me go
Ozerman puts the musket to his head
Eric Redding: look PLEASE tell us what happen so we can be all heroic and fix it.
Eric Redding: Persuasion [ Aced 2 D8s for a Total:22] [3d8 = 22]
Eric Redding: Wild Die! [ Aced 1 D6 for a Wild Total:11] [2d6 = 11]
Reg the Bandit: hehehe well...
Hekdar: Wait! You said things have not come this far? What kind of things?
Reg the Bandit: some critters flew out of the spike
Reg the Bandit: and some swarmed out of a ramp down low
Reg the Bandit: and they attacked the city!
Reg the Bandit: we saw the fighting
Eric Redding: Port Royal?
Reg the Bandit: but it was over really fast
Reg the Bandit: Kings Port
Reg the Bandit: then the gates opened
Eric Redding: who one?
Reg the Bandit: recken the things won
Reg the Bandit: I wasn't close enough to see
Reg the Bandit: but...
Reg the Bandit: saw smoke a few hours ago coming from Aragron
Reg the Bandit: like a big fire or two
Reg the Bandit: and I heard something screaming down by the river
Reg the Bandit: a few hours ago
Reg the Bandit: so...
Reg the Bandit: can we go now?
Hekdar grits his teeth "We should make haste, there will be injured in need of Solace."
Eric Redding: We should go to the river then to Aragron.
Ozerman: and the stash is where?
Reg the Bandit Reg stands up
Ozerman pushed him down again
Hekdar: Take us to your stash first
Nim: yeah. wheres the loot?
Reg the Bandit: we'll tell ya
Ozerman: tell
Eric Redding: Faith [ Aced 1 D8 for a Total:9] [2d8 = 9]
Reg the Bandit: if we get the priests word that we can go
Eric Redding: Wild Die! [Wild Total:2] [1d6 = 2]
Ozerman: now!!!
Eric Redding: Faith [Total:4] [1d8 = 4]
Eric Redding: Wild Die! [Wild Total:4] [1d6 = 4]
Reg the Bandit: nope...
Reg the Bandit: want the word from the priest
Ozerman: no tell, no live!
Hekdar: Faith [ Aced 1 D8 for a Total:10] [2d8-1 = 10]
Hekdar: Wild Die! [Wild Total:3] [1d6-1 = 3]
Reg the Bandit: [Total:7] [1d8 = 7]
Reg the Bandit: [Total:4] [1d6 = 4]
Ozerman: Intimidation [Total:5] [1d6 = 5]
Ozerman: Wild Die! [Wild Total:5] [1d6 = 5]
Reg the Bandit: [Total:6] [1d8 = 6]
Reg the Bandit: [Total:2] [1d6 = 2]
Reg the Bandit: nope..me minds made up
Hekdar: I gave it to you... After you show us the stash you may leave with your weapons and your comrades.
Reg the Bandit: [ Aced 1 D8 for a Total:9] [2d8 = 9]
Reg the Bandit: [ Aced 1 D6 for a Total:9] [2d6 = 9]
Ozerman pokes him in the leg
Ozerman: Fighting: M-Bayonet [ Aced 1 D8 for a Total:9] [2d8 = 9]
Ozerman: Wild Die! [Wild Total:5] [1d6 = 5]
Nim: ozerman, maybe he'd be more forthcoming if you cut off a thumb or two.
Ozerman nods
Reg the Bandit: lemme go! and I'll tell ya
Reg the Bandit: lemme up!
Elensar: I can always shoot at a distance
Taran (Elensar): Dire heros
Reg the Bandit: Priest...make them let me go!
Nim: dark heroes
Reg the Bandit: you gave yer word!
Ozerman pokes him in the other leg
Reg the Bandit: owwww...
Reg the Bandit: he's torturing me!
Krong: He does NOT speak for all of us, scum
Eric Redding: Bright lights burning strong like solace in these darken times!
Reg the Bandit: like some orc!
Ozerman: talk you no walk
Reg the Bandit: HELP!
Nim: i bet the other bandit knows where the loot is.....
Reg the Bandit: Reg - Bandit Leader: Spirit [ Aced 1 D6 for a Total:10] [2d6 = 10]
Eric Redding: stop Ozerman
Reg the Bandit: HELP ME! He's crazy!
Ozerman: Hmmm ya, where is the other one
Krong: I am ready and cocked to hit em...I'm holding
Elensar: He just might be, so tell him already
Hekdar: Stop!
Reg the Bandit: Priest...lemme go! I'll tell ya...just keep that damn dwarf away from me legs
Nim: i quietly ask the other bandit if he'd like to live to see tomorrow
Ozerman: You better
Ozerman: Fine, I will go chat with the other guy
----Reg shows the Fists his stash, then leaves with his surviving mate.
Elensar: Remember that I found some crossbows and bolts
Campaign saved.
Elensar: Anyone need one?
Elensar: I can't carry them, but really don't want to leave them in the open here
Krong: Sorry...dang
Ozerman: we could burn them when we camp next
Nim: we should at least break them so the bandirs can't use them anymore
Ozerman: sure
Ozerman: we could save them to sell
The Voice: Tam looks frightened
The Voice: and she hid during the fight
Krong: I like that idea
Ozerman tosses the girl some food
Krong: Sell it all
she eats it quickly
Hekdar: We need to find someplace for you child.... Aragon and King's Port may not be safe right now.
The Voice: 2 hours travel
Taran (Elensar): still raining?
Tam : Ahead of you is a small but fastmoving stream. The bridge across it has collapsed under some tremendous weight—as if a frost lord had stomped across it. It’s no great task to cross the white water and rounded gray stones below, but what you see in the rushing wreckage of the bridge below gives you pause.
GM: Ahead of you is a small but fastmoving stream. The bridge across it has collapsed under some tremendous weight—as if a frost lord had stomped across it. It’s no great task to cross the white water and rounded gray stones below, but what you see in the rushing wreckage of the bridge below gives you pause.
Elensar notices strange tracks around the bridge in the soft mud, he bends to examine them as the group looks over the wreckage.
GM: Smashed beneath the timbers lies a dead white horse and its rider. Both have been savaged by some voracious predator. Slowly drying streams of blood still dribble into the watering hole.
Hekdar moves up to the edge to examine the body and administer last rites.
He recognises the body as that of the famous hero Ragalon.
-> Elensar: the tracks have a small pod at the rear..and two long claws up front
-> Elensar: as well as huge deep indentations
Hekdar: It is Ragalon!
Ozerman: [ Aced 1 D4 for a Total:5] [3d6-2 = 5]
Ozerman: [Total:7] [2d6 = 7]
Hekdar: What could have done this!
Ozerman: hmmm let me see that Nim
Nim: ok
Krong: Lets pull him out of the river
Ozerman: nods at Krong.
----They retrieve the body from the water as Nim stands watch on the bank.
-> Nim: you see something on the other side of the river
-> Nim: Off in the distance you think you saw the strangest thing. The gloom makes the forest dark as night, and for a moment you saw tiny yellow pinpricks of light—like a cat’s eyes reflecting light. Strangely though, there were three of them.
-> Nim: only you see this
---Nim points at the woods across the stream and the other party members take a look. A few actually see the eyes the moment before they dissapear.
Elensar: Maybe it has to do with the tracks I found. They were two claw prongs in the front, and a ball in the back.
Hekdar: Hmm
Eric Redding: Never heard of anything like that.
Hekdar: Certianly not I,, perjhaps it is one of the things from the spike.

-------They travel for several more hours watching the woods for the return of the eyes or another ambush.
GM: Ahead of you is Aragron, where you first set out for the Sa Karan ruins. Its walls are intact, though the main gates are ominously open. Several plumes of thick, black smoke rise from inside.
Elensar: Some were sank pretty deep in the mud
Krong: Uh oh
Elensar: Might be a heavy animal but I've never seen these before
Hekdar: Tam stay in the center of us!
GM: the village is in ruins...bodies everywhere
GM: the walls are smashed in one place
GM: huge tracks everywhere
-> Elensar: the pronged tracks and the huge ones
-> Elensar: also some cart tracks over lay them
Elensar: These tracks are the same ones I've seen before
Ozerman: search for look
Elensar: There also appear to be cart tracks
Ozerman: search for goodies
Elensar: Let's ask Tam about the sky again
Ozerman: Looks like your going to see kingsport Tam
GM: the town is razed...
Elensar: I go take a look.
Hekdar: hmm captives
Ozerman: lets hit the road, daylights burning.
GM: 3 claw tracks with them....
Nim: yeah.

---they explore the town and find the remains of some folk that they'd met earlier. Also signs that several carts and people left the town. They suspect that the surviving townsfolk were taken prisoner. They leave Aragron and move back towards the road.

------------------------------------------------------------------------------------------
Session 14

The Fists have left Aragron and are moving towards Kings Port, the slimy rain still falls and the sky is dark though it is early afternoon. The child, Tam holds onto Hekdars cloak as she stumbles along with the group, she fearfully looks to the sky.

GM: The road is empty
Nim: thats true
GM: no signs of life on the road
Nim: any tracks?
Eric Redding looks around and looks up too see if flying things are about.
Eric Redding: Notice [ Aced 1 D4 for a Total:7] [2d4 = 7]
Eric Redding: Wild Die! [Wild Total:2] [1d6 = 2]

---------they reach a crossroad and look at the deep ruts in the mud covered road.
Nim: slave caravan
Elensar: Let's follow the tracks west
Nim: yeah
Hekdar: We should free them!
Elensar: Don't know about freeing them, but at least find out what it is
-> Bruce: you also see...some very large round prints, very deep
Eric Redding: No free them.
-> Bruce: further away from the road
Elensar: Why would these things be off on the sides of the path?
Bruce: What's that?
Hekdar: Have a quick scout Elensar...
Nim: yeah
Bruce: Did you guys see that?
Nim: what?
Eric Redding: see what?
Hekdar: What/
Bruce: I don't know ... there was something big in the woods over there
Bruce points
Nim: i look
Eric Redding looks where Bruce points.
GM: they look like tracks...but of something very odd
Eric Redding: I only see trees
Nim: Notice [Total:3] [1d6 = 3]
Nim: Wild Die! [Wild Total:1] [1d6 = 1]
GM: the holes are yards apart
GM: and in some places a foot deep
Nim: something really big
Nim: and heavy
Eric Redding draws his sword.
Nim: probably nasty
Bruce: Those are monster tracks I know it... i've seen them before ... I didn't think they could find me here
Elensar draws his bow
Bruce cringes
Eric Redding: What are they bruce?
Bruce: I... I don't know...
Elensar: unlike anything I've ever seen before

--------Bruce is seeing things, but the Fists don't know that...yet....

Eric Redding: IS there anything you can tell us?
Bruce: I can never get a good look at them...
-> Bruce: you see three glowing eyes to the East deep in the woods
-> Bruce: they blink!
Bruce: Ahhh!!!
Bruce points
Nim: what?
Eric Redding looks
Ozerman: eh?
Bruce: The eyes.... those glowing eyes
Nim: what the hell is there?
Bruce points east
Nim: i look again
Krong: I ready my blunderbuss
Nim: what the hell is that?
Hekdar: I don't know but it not natural!
Ozerman: you see something Krong?
Krong: Lets go kill it
Hekdar: It should be slain!
Nim: keep watching our flanks. it may be moving around us
Bruce nods in agreement
Ozerman nods his approval
Nim: keep heading west
Ozerman: I think it was tracking us
Bruce: I told you... i've seen them before... but this is the first time someone has actually saw it
Eric Redding: where did you see it?
Bruce: I don't know... i've always had a sense if it following me
Eric Redding: for how long?
Krong: You're endangering us if its following YOU, bruce!
Bruce: about 3 days
Ozerman: Lets go into cromshold in the morning.

-------The Fists set up a small camp off the road and set up a watch as they rest and attempt to dry out. The 3 eyed creature, a Wither Beast has reported the group to its master...who now has arrived with a band of spiders.

Elensar dreaming of wild eye creatures...
Hekdar: Notice [ Aced 1 D6 for a Total:8] [2d6 = 8]
Hekdar: Wild Die! [Wild Total:2] [1d6 = 2]
Bruce tosses in his sleep
Ozerman: Dreaming.... [ Aced 1 D6 for a Total:9] [2d6 = 9]
Ozerman: Wild Die! [Wild Total:3] [1d6 = 3]
Bruce rolls over and goes back to sleep
Krong: Is everyone awake?
GM: nope
GM: just the watch
GM: so ... you guys have to roll notice
GM: to hear them
Krong: Am I?
GM: nope
GM: roll notice
Krong: Notice [ Aced 2 D6s for a Total:14] [3d6 = 14]
Krong: Wild Die! [Wild Total:3] [1d6 = 3]
GM: krong wakes up!
Krong: I bellow loudly for my mates to awaken and I shoot the one nearest us.

---------A huge long battle ensues. Eventually the Sa Karen's are overwhelmed by the group, with the master dying while trying to flee, the Fists of Solace examine the bodies of the strange creatures.

-------------------------Session 15----------------------------------------------------
---Bruce changed his name to Deven.
The group takes a closer look at the dead Sa Karens.
GM: Physically, the Masters’ splotchy skin is shaded in various hues of dark purple, blue, or mauve. It stretches tight over their ribs but hangs in loose flaps over their potbellies—where their abhorrent food is digested and stored.
GM: Spiders are twisted mockeries of the Masters. Their mottled purplish skin is covered in hard, black carapace. Weird blue veins pules just below the surface, giving them an insectlike appearance. Between this, their bloated bellies, and their inexplicable four-arms, the things do truly resemble some sort of grotesque spider-men.
Elensar: weird

---- They examine the bodies for any loot, then taking the ebon staff from the fallen Master return to the road. They now scan the sky constantly as they move along. Elensar eventually does spot something.

> Elensar: off about 200" away you see something moving along the treeline
-> Elensar: its floating
Elensar (whispering): guys, I see something off tin the distance
Elensar (whispering): looks to be about 200" away and just above the trees.
Deven: what do you see?
Elensar (whispering): not sure, but it is hovering just above the trees
Ozerman: some more eyeballs?
Deven: I betcha it's another ambush by that same group of monsters
Elensar (whispering): No eyes, at least not yet, just a mass with some arms
Deven: oh Crap!!
Deven: What is that?!
Ozerman: well keep an eye on it, can't touch it from this fall away
GM: its hovering over the trees
Deven draws sword
Elensar: gets bow ready
GM: it begins to float upwards and away
Ozerman hmmmm
Deven: quick shoot... it's coming right at us !
Elensar: where?
Ozerman: eh?
Ozerman looks around
Deven points at the brain thing
GM: it bobs away into the darkness
Ozerman: it's moving away
Elensar: I'll keep at the ready in case I see it again, I'll shoot.
Ozerman nods his approval
Tam whimpers with fear points towards where the flying brain was
waves her hands and points at the group members
GM: as you near the town
GM: you can spot fires in the distance and heavy smoke
GM: you can see things moving around the town
Ozerman: Notice [Total:2] [1d6 = 2]
Ozerman: Wild Die! [Wild Total:3] [1d6 = 3]
GM: leaping creatures
Deven: things?
GM: and some floating brains
GM: hard to say at this distance how many
Elensar: lets hold back here and watch for a bit
GM: but more than a dozen
GM: they seem to be attacking certain buildings
Elensar: Looks like these beasts are everywhere
> Ozerman: you see a flying brain about 300' overhead
-> Ozerman: its over your group
Ozerman: Look! there's one right above us, say 300 feet up
GM: its hard to see it in the dark and smoke
GM: but ..... something is up there!
Deven looks up
Elensar: That's just outside of my longest range to fire at
Ozerman: perhaps we should go help the village
Elensar: If we go in, we need to be very careful.

--------They decide to watch the town longer, but unknown to them they have been spotted....

Friday, January 18, 2008

Session 12

Session 12

January 17, 2008

NPC - Nim - Streetrat (rogue)
WildElf - Hekdar - Sunpriest (clergy of Solace)
Taran - Elensar – Ranger
Oz- Ozerman - fighter
NPC - Red - Red knight
NPC - Bexar Mexia - Wizard
MrHack (left due to techical difficulties) - Krong - halforc Musketeer

The Fists gather their equiptment and set out to return to Kings Port, but first they want to see if their Kep hound and mule (with the majority of their supplies) survived the Spikefall.

I'm going to use some of the chatlog notes for the Session, I've deleted some of the dice rolls and a lot of the OOC notes and questions.


GM: you are in the mountains
GM: heading towards Aragron
GM: its windy (say about 15-25mph) and the trees are moving
GM: its dark...though you think its about 3 or so in the afternoon and the sun should be up.
GM: 3 hours goes by as you move down the mountain
Taran (Elensar): Cloudy and stormy looking or just windy and dark void?
GM: windy in the dark void
GM: which looks like a stormcloud
GM: though much thicker

The group is soon in thick forest below the frostline on the mountain that they had recently crawled through earlier. Suddenly Eric spots some movement nearby in the woods to the East.Elensar
(alerted): Eric, what do you think it is?
Ozerman: Hmmm, what. what did you find
Eric Redding: saw something
Eric Redding: Notice [ Aced 2 D4s for a Total:11] [3d4 = 11]
Eric Redding: Wild Die! [ Aced 1 D6 for a Wild Total:7] [2d6 = 7]
Bexar Mexia: Probably just Hekdar off in the brush
GM: Frost Lord: Notice [ Aced 1 D6 for a Total:10] [2d6 = 10]
The Voice: a huge figure is walking northwards through the trees
The Voice: he sees something and looks towards the group
Ozerman redies his musket
GM: the creature stands about 15' tall
The Voice: its carrying a huge club
Hekdar sighs at Bexar's comments
Ozerman: whooh he's a bigun
Frostlord: duh?
Elensar (whipsers): anyone speak Frost?
Ozerman: (no)
Eric Redding: (no)
Elensar (questioning): Did the frostlord say something to us?

The group is unaware that it is actually a pair of Frostlords, huge giants that normally dwell above the frostline in the cold mountain air. Driven down the hill by the heavy rains and darkness they are hungry and easily angered. The lead Frostlord notices Elensar and decides to grab some elf for a light snack...

Frostlord: hungry!
Ozerman: not really, but thanks for asking
The Voice: he moves up 8" towards the group
Elensar: close enough now...
Ozerman: Notice [Total:5] [1d6 = 5]
Ozerman: Wild Die! [Wild Total:2] [1d6 = 2]
Elensar: Notice [Total:3] [1d6 = 3]
Elensar: Wild Die! [Wild Total:4] [1d6 = 4]
Ozerman: Hey theres another off to the right
Frostlord: eat!
The Fists engage the Frostlords and in the battle Elensar is struck by one Frostlords massive clubs, he barely survives the injury and lays helpless and bleeding as the group finishes off the pair of massive opponents.
Eric and Hekdar call upon the healing power of Solace and save their companion. After a short rest they set out again. After nearly four hours of wet travel they find themselves approaching the smouldering remains of a cottage.
GM: Just off the road is a half-burned cottage. From what’s left it looks like a typical home. You guess it’s been smoldering through the night.
They spot some movement near the rear of the ruin and quickly go on alert.

Ozerman: There's someone in a treehouse
Elensar: We'll follow up Oz

Ozerman: Hey in the tree, what happened here

The Voice: no response
Elensar: We know you're there
Ozerman: hey Bex, send him some motivation\
Hekdar: You what happened here?
The Voice: no response
Hekdar: Is anyone in need of help?
Ozerman: oh it's a gel
Hekdar: Well come down here. I can help you.
The Voice: a small girl child with brown hair and green eyes looks out at you
Hekdar: Is there anyone else? What happened?
she shakes her head
points at the house
and makes waving motions
Ozerman: ya it's a wreak, so what
GM she looks at Oz in fear
Ozerman: anyone else in the house
GM and ducks back into the treehouse
GM: nope
GM: the house is a smouldering wreck
Ozerman: fine you guys handle her I will check out the house
GM she peeks out when Oz moves away
Hekdar: Who did this child?
GM she makes funny scratchy motions with her hands
Eric Redding: eh?
GM and points off to the South of the farm
Campaign saved.
Campaign saved.
Elensar: I'll keep lookout guys

They eventually coax the child out of the treehouse and find out that she won't talk, instead the girl makes motions when asked questions.
GM she peeks out when Oz moves away
Hekdar: Who did this child?
GM she makes funny scratchy motions with her hands
Eric Redding: eh?
GM and points off to the South of the farm
Elensar: I'll keep lookout guys
Elensar: Tracking [Total:3] [1d8 = 3]
Elensar: Wild Die! [Wild Total:3] [1d6 = 3]
Hekdar: Something with lots of legs?
GM she nods
Hekdar: How many?
GM: and waves her hands in the air
Hekdar: They came frm the sky?
GM she moves her hands frantically and points...there...there..there...
GM she points up
Hekdar looks where she is pointing
The Voice: sky
Ozerman looks up
GM: above is the cloudy dirty sky
GM she looks at Hekdar and smiles
Ozerman cleans his nails with a bayonet
Hekdar: Did they go back up to the sky?
GM she nods
Elensar (Hekdar): seems like she likes you
Hekdar nods
GM and she points at the trail in front of the house
Hekdar: They went that way too?
GM nods
Elensar: I'll take a look at the trail as well
GM: you notice a lot of disturbed dirt there
Hekdar: Are you hurt child/
GM she shakes her head
Hekdar: Why are you stilll hiding in the tree?
-> Elensar: you see some signs that someone was dragged here, also some odd tracks
-> Elensar: you've never seen them before...cloven hooved
The Voice: she points at the house
GM and makes the motions that it was on fire
Elensar: Look here Oz, do you see this?
Hekdar: Well the fire is now out. It is safe now.
They determine that some sort of multilegged creatures had attacked the farmstead, and that another creature; one with cloven hooves was also there. They gather up the child and return to their trek. After two more hours of travel they return to the entrance of the Sa Karan ruins and find, much to their amazement that the Kep hound and mule have survived. The horses appear to have broken free and run off. They feed and water their animals and set up camp for the night in the nearby cave entrance.



Game ends.

Tuesday, January 8, 2008

Session 11







Session 11, January, 3, 2008

NPC - Nim - Streetrat (rogue)
Oz - Bruce - Slayer (monster hunter)
WildElf - Hekdar - Sunpriest (clergy of Solace)
Taran - Elensar – Ranger
Oz- Ozerman - fighter
Harrythefish - Red - Red knight
Deguello - Bexar Mexia - Wizard
MrHack - Krong - halforc Musketeer


The party has inadvertantly alerted a band of Orcs who are rushing to investigate the blunderbuss shot fired by Krong at the dire wolves. The battle is joined and the group splits into two groups, one going after the dire wolves and the other to intercept the incoming orcs. Bexar begins to demand payment for his spells during the battle and several members of the group look amiss at him. Luckily for the party the orcs are seperated into several waves and only near the end of the battle does their tribal chief get into the fray. Realizing that his forces are in serious trouble he follows them in retreat behind a squad of female orc archers.


Not wanting to come under concentrated fire, the party moves back into cover and lets the orcs move away with their families.


Taking a short but well deserved break, the Fists of Solace discuss their treasure distribution and once again, an argument breaks out between the Bexar and Hekdar as they disagree upon who should get what. After some discussion the loot is shared amoungst the group and all seem happy with the outcome though Bexar lost the coin toss for the Bloodstone. Then, out of his boot, Hekdar produces another Bloodstone! He casually tosses it to Bexar.


“Next time share.” The Sunpriest says as the mage eagerly bares his chest to apply the stone to his flesh.


Bexar happily places a bloodstone against his chest and screams in pain as the Sa Karan artifact burns its way into his skin, he collapses to the ground for a moment then rises with the stone imbedded into his chest.. Eric says a prayer to Solace and places the other bloodstone against his body with similar results. (both have 1 wound until healed by non-magical means).


The Fists now look out over the nearby cliff wall and see a terrible sight. A huge black spike sits East of Kings Port in the once fertile farm lands outside the city! Clouds of thick black smoke pour out of the top of the spike and are obscuring the sunlight and creating a feeling of being in twilight. Near the base of the spike are burning hamlets and fields. Obviously this thing has caused the earlier earthquake and is a part of what is destroying the valley below.


Gathering their equipment; the Fists set out towards Aragron to see if anyone there survived the earthquake, and to seek out their kep hound and mule...


*note this image is copywrited by Pinnacle Entertainment Group

Good game with lots of fighting. It's interesting to see what happens when NPC's fail their Notice rolls as in the case of the Orc Chief and his minions. It really saved the parties bacon.


Sunday, December 23, 2007

Session 10, December 21st, 2007

Misca (new player) - Nim - Streetrat (rogue)
Oz - Bruce - Slayer (monster hunter)
WildElf - Hekdar - Sunpriest (clergy of Solace)
Taran - Elensar – Ranger
Oz- Ozerman - fighter
Harrythefish - Red - Red knight
Deguello - Bexar Mexia - Wizard
MrHack - Krong - halforc Musketeer

This post will contain spoilers...so you've been warned.....
















Nim; a former member of the Fists, has stolen along behind the party and has been trying to find out what they've been up to. He arrived at the caves and was negotiating the collapsed tunnel trap when the earth began shaking. He fell into the pit and luckily was covered by the old section of porticulis grating as the roof above him caved in.

He spent the next two hours digging himself out of the pit. He crawled out and in the near darkness of the caves began searching for the group. Eventually he spotted a light ahead and heard some coversations. Carefully he approached, but due to his fatigue and the debris on the floor he makes some noise...

Elensar has been standing back from the group since the discovery of the Bloodstone, and he nervously stands guard at the rear of the group when he hears a scuffling sound from the corridor. He signals the rest of the group and readies his bow.

Eric, ever the optimist, calls out, 'Hello?'

Nim responds after a moments pause, 'err hello guys.'

'Nim is that you?' Hekdar calls into the darkness as he raises his sun imbued mace overhead, 'by the suns light how did you find us?'

Nim shuffles into the room, covered in dirt and dust, he explains his following the group and his desire to rejoin them.

'Just stop scalping everything.' grunts Eric, as he and Hekdar check him over for injuries.

The group now uses the light boned Elf as a 'fishing' lure and lowers him down the steep cliff. Several hours of concentrated work and the group is down over a hundred feet to a swift moving stream. The cave in has opened a new underground world for them to explore, and without further ado, the group begins a long and exhausting trek along the underground stream.

They overcome blockages and a group of aquatic monsters and eventually arrive at the back of a large cavern. Nim climbs out of the chilling water and cautiously approaches a dim fire. He finds the partially eaten remains of a horse and other signs of some creatures living in the place. Krong scents the air and realizes that they are in a orc lair! There's a current of something foul and dank in this filth filled cavern.

The group explores the area carefully and discovers a few trinkets and treasures, then Oserman is scented by a group of caged dire wolves! Worried that their barking would alert others he attempts to do battle with the creatures, when Krong (not always the smartest member of the group) unloads his blunderbuss at the charging wolves....

Shouts come down the tunnel...someone has been alerted!

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

2 exp to each of the party members. Approximately 13 hours has passed since the cave in occured and the group was trapped in the cave.

This session was very interesting as I had 7 players in it! Only a few problems with disconnects, but thanks again to having a voice channel we had no problems with getting folks back on and keeping the game going.

A few things; Whisper messages to the DM are very cool, but it uses an ID system (ID0001 sent you a message) since I have no idea who that is, its very frustrating. I wish that FG would give a proper identifier for whispers, as well as allow whispers between players (though it would be cool if the DM could 'listen in' to the whispers).

Evernight has a few 'slow' sections to allow the story to progress without the PC's being involved in it. This was one of those sections and it was fun to have the group overcome dangerous terrain and make their way through the collapsed caverns. I thought they handled the situation very well with few, if any, problems, good teamwork and thinking really paid off as no one was injured during this trek and I had many opportunities to injure or even kill hapless characters.

Sunday, December 16, 2007

Evernight Session 9

Session 9 December 13, 2007
Players
Elf - Hekdar
Oswyn - Oserman
MrHack - Krong

-bad weather and holiday commitments means a few folks couldn't make it out. Our final game of the year will most likely be next weeks. After that I'll be in the process of moving to another town and getting my internet back.


=======================Spoilers - This details some things about Evernight========================================= =====
















The dust settles after a few moments, and the rocks stop falling from the ceiling of the cave. Luckily the party was safely ensconced in the ancient hive-like area and suffered only minimal cuts and scrapes.

They move out of the cave and discover that the entrance to the Sa Karan ruins has collapsed into the old trap pit. Moving tons of rock is out of the question, so the group begins to re-explore the caves. They soon find a long sloping collapsed section of wall in the rear of the room where they had the fight with the crab-like monsters.

They also discovered some sort of altar or slab in a well preserved room, but they can find nothing else of interest about the slightly sloping stone slab or the room in which it sits. Krong attempts to break off a section of the floor to see what lies below it, to no avail. His best efforts mearly mar the striking face of his hammer slightly.

The group goes back to the collapsed wall section and carefully looks down the slope. They can hear running water in the distance, and a slight mist of condesation is starting to form along the walls. They begin to pull out their ropes and climbing gear to prepare for the descent into the darkness.

Hekdar notices something strange; his senses say it must be morning now, but he doesn't feel the re-vitalizing energy from the sun that he is used to at dawn. Even while indoors he would feel his connection to Solace return with the dawn.

Today he feels only a trickle of returning energy....


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

1 exp to the folks that could make it.

Remember if you want to elaborate or embellish my reports here feel free! If its really good I'll throw you a bennie for the next game....(hint).....
Edit/Delete Message

Evernight Session 8

Session 8 December 6, 2007
Players
Elf - Hekdar
deguello - Bexar Mexia
TaranShannara - Elesar
Oswyn - Oserman
Harry the Fish - Eric Redding
Wook - Bruce
MrHack - Krong

The group has suprised a band of orcs who are about to torture some miners. In the melee that follows a lone half-orc who had been observing the orcs opens fire with his blunderbuss upon the confused orcs. This is Krong a fallen musketeer from Kings Port who's out to prove himself to the world.

During the bloody battle the group co-ordinates their attacks and quickly mops up the orcs, then they turn their attention upon the gore covered half-orc who has helped them.

After a bit of conversation they agree to free the hostages, and welcome the aid of the musketeer into their ranks, though some don't trust the 'green skin' as far as they can throw him. Upon being untied the hapless miners tell a tale of ambush and near torture by the orcs and promise to spread the word of the 'Fist of Solace' to the town of Aragron. They stumble off into the approaching darkness and the group continues onward.

Soon they find a group of horses tied to some trees outside of a cave entrance....

---------------------------Spoilers------------------------------------
- if you are going to play Evernight you may not wish to read the rest of this post-






















Inside the caves they find some fresh tracks leading them past an obvious trap and down a corridor. There they discover a nasty suprise; a trap that delivers a blow of mental energy when set off. They devise a cunning way around the trap and move onward. Soon they come to a large cave where the signs of a recent battle lay scattered around them.

In pools of blood lie three members of the Scarlet Riders; dead, in fact, chopped to pieces somehow. Scattered amoungst the brave hero's are two strange crab-like creatures that bleed green ichor. Curious to see what has become of the Riders, Hekdar approaches a glowing wall. Suddenly and with near total suprise a third crab creature drops from the ceiling beside the priest.

In an instant the bizarre monster begins spinning madly like a top, flinging out its razor sharp clawed appendages that send the hapless priest flying in a blood soaked heap against the wall.

Instantly the Fists react to the attack and open fire on the foul beast. Only to discover that it is covered with a thick protective chiton. Several members charge the creature and other members let fly with magic and gunpowder upon the monster.

Luckily they are able to kill the monstrosity in time for Eric to call upon the healing powers of Solace to save Hekdar.

Upon regaining consciousness Hekdar points to the nearby wall and the group discovers a Sa Karan bloodstone! A powerful magical artifact. Hekdar pries the stone from the wall and holds it up to examine it. Bexar, overcome with greed with seeing the gem, rushes forward to try and wrest the stone from the priests hands. They tussel and fight over the artifact.

Suddenly the cave begins to shake and huge boulders begin to fall from the roof! Its an earthquake! The group gathers up what they can easily find in the room and still struggling over the bloodstone, Hekdar and Bexar go with the group back down the cave to a safe area where they wait out the aftershocks, while still arguing about the bloodstone. Elensar who remembers legends of the stones is unhappy about its discovery but says nothing to the other members of the Fists.

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

A fun game with some entertaining roleplaying and discoveries. Evernight has begun!