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....

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