Friday, January 25, 2008
A Hero's Farewell
Sunday, January 13, 2008
The Tao of Kulin
At first glance, Kulin seems unassuming, and easily blends into conversation as well as his surroundings. Similarly, he may not seem all that bright or deeply insightful, yet his easy, common sense approach blends into the fabric of a discussion. Nor will you see him overrun a battlefield with his sword, which is more akin to a dagger; his arms, no bigger than a human's wrists. No, Kulin's way is the way gnomes have survived for centuries: to defeat a charging bull with the subtle flicker of a flag, to win over an enraged countryman with a well placed apology. Neighbors become allies in such ways, enemies vanquished.
It takes some time to see what distinguishes Kulin. He dresses well, keeps his camp organized, and always appears clean. At the same time, he appears very comfortable with nature and its environs, even appearing to chat with the small animals that cross his path. There are, of course, his minor tricks: His magical steed that can proceed at breakneck speeds is one. At times, multiple Kulins appear to weave in and out of his being, confusing friends and enemies alike. But, for those who look closer, there seems to be more to him than minor tricks.
For one, his tiny sword appears beautifully made, etched in dwarven runes. Indeed, although a human boy who has yet to see 10 winters may be stronger, with a singular flash and a whip's crack Kulin's delivers a repoirte that could have been inflicted by an ogre. Even his crossbow, apparently made of the finest woods, appears magically enhanced. Sometimes it fires multiple shots in a row, other times a single arrow splits into hundreds, blanketing an area with a deadly rain of missiles.
Then there are his friends. Everywhere he goes, they appear from nowhere. Even a stranger becomes his friend; or even when not, Kulin is still busy negotiating, asking forgiveness, or simply listening. Words are his weapon of choice.
But in the end you wonder: what else does this gnome have to reveal? Time, perhaps, could answer that for you...or you could just ask.
Thursday, January 10, 2008
To Hunt a Wyrmlord
As the party enters into the outskirts of the Fens, Kulin begins to talk in a voice just loud enough for the rest of the party to hear. "We are entering an area that has a powerful but sad history. Sharing the information that I received in Drellin’s might give us insight into what to expect here,” adds Kulin.
“The City of Rhest was once the capitol of the Dukedom of Rhestilior and as such the center of civilization in the area. Approximately 300 years of prosperity reigned upon this area and its residents. Shortly after those 300 years a wave of corruption, treachery and civil strife weakened the dukedom to such an extent that it was unable to recover from the various humanoid raids from the surrounding lands. From what I have gathered about 200 years ago there was a large siege by humanoids on Rhest and ultimately Rhest was sacked,” pauses Kulin, his legs getting tired from the water filling his boots.
“The history as to how or why the humanoids were whipped into a frenzy is not clear, but there was rumor that the leader had a powerful force of nature backing him. It is speculated that their leader had in some way gained favor of the many tribal shamans, resulting in cementing the tribes under one banner. That banner being a skeletal two headed lion its mane wreathed in black flames. In the aftermath of the destruction of Rhest, the survivors abandoned their homes and resettled in Dennovar, Brindol and similar communities in the south. During this time the area was a fertile land. Levies to the north of Rhest held back the Stonewash River and made the area prosperous for agriculture. It seems that shortly after the sacking of the city, the locals running as fast as they could from the city and as the humanoids were enjoying themselves burning and looting that their leader Tear’cul’duli, for unknown reasons had caused the levies to burst, causing the entire area to be flooded. Essentially this caused all within 20 square miles to be drowned, human and humanoid alike, possibly hundreds of thousands of people. It is not clear why their leader had done this. The resulting flood created the Blackfens. According to Glok the Blackfens and Lake Rhestin cover an area of about 20 square miles. Is that right,” looking to Glok.
Glok nodding his head, up to his thigh in murky water holding up a leach in his fingers adding, “don’t forget to pick the leaches off your legs,” as he pops the leach into his mouth smiling.
Kulin, putting the pieces together in his head, “This is where the story of Emery Vraath takes off and his keep in the Witchwood. He had left shortly before the flood and tried to draw refuges to his name and rebuild what was destroyed from the flood.”
Brandar adds, "Most of the construction in this area has been built by dwarfs, save for the Keep, that was built by giants. I noticed that about 20% of the buildings in the towns we have visited were built by dwarfs. I remember that there was at one time a dwarven community south west of my homeland, but the name escapes me. Of the structures that I have seen, they are all over 50 years old."
As several hours roll on, the party trekking through the Blackfens, Glok takes the lead and spots a mossy island of mud and peat protruding from the marsh. Two gnarled trees growing from the mound, and sprawled across the ground over the knobby roots of the trees appears to be the bloody remains of a horse sized owl. The once magnificent birds body has been partially dissolved in places, and swaths of foul, dark green fluid still sizzle and pop, eating away at the exposed flesh and bone.
The party is halted and after a little conversation, brander charges forward with Glok in the flank. Just as the party gets a close look at the body of the bird, the water’s edge is disturbed as a large green draconic shape bursts from the water engaging Brander. Brander quickly searches his memory as to the arcane origins of this beast and remembers yelling, “Aye, the beast is a Harrowblade, an abomination of dragon spawn.”As the battle ensues, the hero’s do the best they can to destroy the beast. The Harrowblade has in place of hands, razorsharp wings with which it strikes its enemies. As brander falls under the last corrosive breath of the Harrowblade, Calyassa rushes to heal the dying dwarf. The dragon spawn is destroyed and the party decides that now is the time to camp.
Disscusion around the campground turns to the creatures that the party has fought as of yet.
Brander stroking his half dissolved bread recounts some facts, “Harrowblades are not a natural product of our world. If I remember right they are created from the eggs of true dragons and transformed under a sacred ritual dedicated to the Dragon Queen, Tiamat. They possess all the traits of a magical beast which include only truly damaged by magical weapons, immunity to sleep, paralysis and the prime element from which it is born, in this case acid. Traditionally Harrowblades use hit and run tactics as well as ambushing from underwater. We also know that they have an acidic breath and where there is one there are more.”
"There is one more thing, the dragon Regarix. From the information we gathered from that scum of a hobgoblin at the blockade we are dealing with a human sized black dragon. I can tell you that he has liquid acid as a breath weapon, not a gas. Why that matters im not sure. By the size we have a juvenile or young dragon. Remember their breath weapon can fire after just about every 12 or more seconds. Blacks like greens are immune to acid and can swim as well as fly. We know that this Sa'arrvith rides the dragon as a mount. so we can expect some type of action from the rider. I am almost positive that this dragon has immunities to magic," grumbles Brander
“We also need to beware the swamp itself. As we move deeper into the swamp I have a feeling that or travel speed is going to be reduced by about a fourth of what were used to. I expect that we might even be swimming at times. A few times I have been up to my waist in water, not my choice battleground. Who is first watch," asking Glok?
Sunday, January 6, 2008
Into the Blackfens
Leaving Drellin’s for the Ruins of Rhest
“We must wait for Glok so that he knows our plan. He told us to meet him on the outskirts of town, several hours past midday,” informs Kulin.
Bo shaking off his enormous hangover just grumbles. Calyassa tests her armor straps, prepping for the long ride to the Ruins of Rhest.
Emerging from the forest with the two huge wolves that are his companions, Glok smiles through drooling spiked teeth. “Where we go now?”
“We make haste to Rhest…no pun intended, sorry,” smiles Kulin.
“Pun? What do you mean gnome?” asks Glok
Calyassa laughing, introduces herself to Glok. Still a little uneasy traveling with a goblin under the circumstances, Kulin and Brandar both gave word on Gloks character the evening before. “I will consult with Pelor about Glok, but I appreciate your words of trust.”
“We must get there as fast as possible, I believe our best move it to travel to Rhest and discover what this Wyrmlord Sa’arvith is up to. I don’t like the rumors of Tiamat’s shock troops up in these ruins as well. This may be the best chance we have of actually making a telling blow to the Red Hand. We also need to investigate this blockade as it appears this is a vital strategic vein for the allied forces,” muses Kulin.
The hero’s spur their mounts to get as far as possible with the late start. In the morning of the second day to Rhest the party is traveling along the road and a hobgoblin steps out into the road, roaring at the party and rushing Brandar.
Bursting through the trees canopy, a brilliantly emerald green dragon the size of a large human dives on the party and breathes a noxious cloud of corrosive gas upon the hero’s. In tandem, another of those otherworldly man-sized wolves charges Calyassa and engages the warrior priestess.
As the melee continues, Ozranndion howls, “I have been sent to finish what I could not earlier, by the order of Abrithrax! You must die here and now, failure is not an option!” Darting in and out of the tree line, Kulin launches his repeating crossbow into the trees, arrows seeking out the evading dragon.
The fight is won in the end with the interrogation and ultimate execution of Ozranndion. Brandar attempted to skin and strip the dragon of anything that may or may not be useful, rather than carrying the carcass. After a couple hours of butchering the body of Ozranndion, Bo rolls up the meaty skin still oozing blood and fat and stuffs into his bag.
After several days of traveling the party passes by the villages of Terrelton, Talar and heads north to Witchcross. All but Glok move into town to get some supplies and information, making the stop a short one.
Once our travelers pass through the outskirts of Witchcorss and pick up the Old Rhest Trail, in the distance can be seen a large wooden stockade. Using the magic rope that Glok found and approaching the walls under the cloaking power Kulin, our hero's seige the stockade.
Before the last member of the stockade is put to the sword the party questions the leader of the stockade. The information that is gleaned names Sa’arrvith as the leader of the Kulkor Zhul among the Blackfens. He rides a black dragon named Regarix. Sa’arrvith is a hunter of great renown amongst the Red Hand. The sorcerer knows nothing of what is going on in the marsh and why a Wyrmlord is stationed there.
Wednesday, January 2, 2008
To Tell of Bad News
Drellin's Ferry
After setting down the squirrel from his right shoulder and the small bird flying off his left shoulder, Kulin hastily speaks, “I agree, we need to move on to Drellin’s Ferry. We have been too long away from the town that asked for our help and we cannot stop this horde by ourselves.”
Glok anxious to fly back to the town nods his feather head in agreement while spitting seeds from his beak.
-
Bo grinds one fist into the palm of his other hand as if awaiting an argument, adding, “If we stay and take out the giant we can deliver a powerful blow to this Kulkor Zhul, or whatever they call themselves and crush their morale or at the very least if we encounter them again that is one less giant to have to worry about,”
-
“I agree with you to an extent Bo, but we really do need to get back. Their forces are becoming tougher to fight and time is of the essence,” says Kulin, laying a calming hand on the proud shoulder of the dwarf.
Smiling, Bo looks to the gold coin in his hand and laughs, “Yes, actually it is time to go back to town.”
-
After several hours traveling back to Drellin's, a dead horse is found on the road with several arrows protruding from the remains. Bo bends down and looks to the group identifying the arrows as goblin; the horse belonged to Jorr.
As the Heros enter town they are greeted by an advanced patrol of guards not far from the town's river, the Elsir. Kulin, Brandar and to a lesser extent Darkman are greeted by the patrol and smiles broaden their faces. After fording the river and checking into the Old Bridge Inn, someone comes to offer to take their belongings to wash and hem their clothes. As Brandar sniffs his armpits and Kulin looks to his singed and bloodied vest and pants they readily agree.
Shortly after going downstairs to find town Speaker Wiston and Captain Soranna they find them both parties in the tavernroom with a few other notables.
Kulin correctly surmises and tells Bo, "this has to be the rest of the town council or the important people of the town who count."
"Good, It's time to collect my gold!," rumbles Brandar.
Speaker Wiston stands and waves over Brandar and Kulin to join them at the table, "Cormanin lindua ele govennan, Brandar and Kulin," nodding to both of them.
"It is good to see you in good health as well Speaker," Kulin replying in dwarven.
Brandar shaking the apparently almost empty belt pouch at his side and grumbling, "Ale, Aye, I need some Ale here!"
Accompanying Wiston and Soranna at the table are clearly the other members that make up the town council. The first is a middle aged woman who introduces herself as Delora Zann. Tall and broad shouldered one can see that she carries herself with confidence and appears to be a no nonsense sort of woman. She tells you that she at one time belonged to a band of adventures named “The Golden Drake Company,” now retired.
-
Moving to her right is an old man named Imorel. Tall with a halo of tangled white hair, his face always appears to be in a sneer. Imorel is a wealthy land owner and has been on the town council for more than 30 years.
The halfling sitting to the right of Imorel, introduces himself as Kellin Shadowbanks, head of the halfling clan here in Drelling’s Ferry. Good natured and affable, Kellin has brown hair, dressing in silks, rare in this area, with a fashionable broad-belted waistcoat.
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"We have very pressing business to attend to Speaker, so I will get right to it. Drellin's Ferry is going to be sacked in the very near future," says Kulin as he very carefully eye's every member at the table to get the point across.
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“More Ale!!!!” bellows Brandar from the table that they are all sitting at.
Kulin ignores the bellicose dwarf and snaps his finger. At once, the table seemingly comes to life: the surface waves as mounds form, miniature trees sprout up along the edges, and a bridge forms over a chasm. The table has become a shadowy, though life-like map.
“My companions and I have traveled beyond the bridge. What we saw defies words.” Four figures are seen moving across the bridge and crawling up a hill. As they peer over, the virtual map shifts, revealing a plain populated by a monstrous army thousands and thousands strong. Above the troops, fly several dragons. The larger red one, grows and grows, making several of the townsfolk visibly uncomfortably. The red dragon continues to grow as it flaps its wings around the room. When it becomes the size of the entire room, it lets out a fiery breath and disappears.
-
Waiting a few moments to let everyone soak in everything they saw, Kulin continues, “We have done everything in our power to stop this horde. We have destroyed the bridge, we have fought numerous battles.” The table sprouts the four heroes as they battle hobgoblins, giants, and a dragon.
“However,” the figures disappear and Kulin jumps on the table, “there is nothing, nothing that can be done against such a force. You have no choice. You must head to Brindol.”
Taking in a small breath and allowing the town council to absorb what just transpired, Imorel turns even more pasty than is normal for his old age. A few small claps come from Shadowbanks, “Job well done Kulin, We here have no doubt what you say is true but we are a little confused. We have this letter delivered by the dying Jorr.”
Imorel gains composure once again gaining some bravado now that the spectacle that Kulin wove is now gone, “YES your letter said all was well and that the threat was stopped, signed by your own hand,” as he slams his open palm on a sheet of paper on the table, sliding it over to Kulin in the same motion.
“Where is our sllmoney, I mean money” proclaims the inebriated Brandar.
Ignoring Brandar, Kulin reaches for the letter and begins to read it. In the short moments It takes the gnome to read the letter the town council begins to chatter. The common room is packed with villagers straining to get word of what is the latest with the trouble infesting Drellin’s Ferry.
“Speaker and Council members this letter is a fraud. Clearly someone has created this in hope that your measures to evacuate the town are stalled. No doubt hoping that they were going to capture or kill us and you would be none the wiser. You must make preparation now! I sent the riders you gave us, apparently they did not make it back?” informs Kulin.
Imorel stands with the aid of his cane, now red faced, “No they did not! We were going to pay you to stop this and you have not. Now you tell us we need to leave all we know and love. Cannot we make a stand at the Elsir River and defend what we have!”
Delora eases Imorel back to his seat, “Kulin and company we thank you for what you have done, It seems that all the attacks on the town have all but stoped…”
-
“Part of the plan no doubt in making the letter more believable,” as Kulin cuts in.
-
“That may be the case, but too much is at stake. My vote is to move to Terrelton at the very least and wait for more word. It is my suggestion to the Council that we pay these able warriors what is due to them, 500 gold per person I believe, Wiston?”
Soranna speakes “shall I make the arrangements for the exodus?”
-
“Yes to both,” Replies the Speaker.
As the last ends of the meeting are coming to close a commotion begins to form at the enterence to the tavern. A giant, heavily tanned human strolls through the front door with a woman in tow. Caked dirt and sweat permeate the large man. Emblazoned upon his chest is the face of the Sun God, Pelor. Upon his battered shield are the markings that place him as a Lion of Brindol, the Dukes elite guard.
-
As people make an open path for the man and his companion to the bar, Brandar spies a glimpse of the human through his ale filled, impaired eyes, “I CALL CHALLENGE! A TEST OF STRENGTH AND HONOR,” roars a drunk Bo. The human smiles and makes his way to the table.
In a deep voice hoarse with dust, “My name is Tayano Suri, Lion of Brindol, sent by Lord Jarmaath to investigate the rumblings west of Drellin’s Ferry. Word has spread that the area is in turmoil. My traveling companion is Caliayssa, favored of Pelor,” glancing to the woman behind him.
Events are discussed and Tayano adds, “The Rhest trail leading north is cut off. There is a barracks blocking the way in or out, staffed with Hobgoblins and several Ogres. If what you say is true then we will not be able to send information out for reinforcements or use that as an escape route for the villages if need be.”
“ARM WRESTLE ME IF YOU DARE HUMAN!” yells Bo flexing his massive arms.
A stressed smile crosses the face the Lion, “I shall when I am finished here.”
“If you wish I would like to lend you Caliayssa’s aid, for I fear you will need it,” Tayano offers.
The offer is accecpted, the debt in gold is paid, the test of strength, left for talk around the campfire as the legend of Tayano and the might of Pelor grows among the towns folk. Plans are made to evacuate the village and the hero’s make their leave in the morning.
Wednesday, November 7, 2007
Now what?
A question for the Darkman
Friday, October 26, 2007
One More Try
Skullgorge Bridge
Pulling around the small camp and nursing wounds sustained in the fight at the bridge the party falls into a solemn state of affairs. After about an hour or so Kulin begins to round the group for a discussion on what the next course of action is.
“We have seven hours before my trap on the bridge goes away and lets them cross,” Glok states huddled in the center of camp eyes darting to the perimeter.
“At least we have that much time to figure out a plan,” Brandar growling as he picks at the blisters on his skin from the dragons corrosive gas breath.
Darkman speaks in his solemn tone, “Take out the bridge and be done with this.”
Eventually a plan is formulated. A crude map is drawn in the dirt with a stick and options for the angle of attack are considered. One member of the party goes to investigate the bridge as the seven hours is almost up and the information they brought back was discouraging.
“There are hundreds of them on this side of the bridge. It looks like they dispelled my trap on the bridge,” reports Glok in anger and a flurry of spittle.
Brandar stops the picking at his skin and his head slumps mumbling, “I can’t believe I didn’t think that they might be able to dispel the bridge. They are an army after all. We have no way of knowing what they are capable of and what the extent of their resources are."
Glok replying, “There must be a couple hundred hobgoblins and several Giants, along with a few Ogres on this side of the bridge. I also noticed fast moving worgs with goblin riders. They are spread out as though expecting trouble.”
Conversation is continued and they determine that they must try one more time to repel the horde here and kill as many as possible. The party must wait recoup their spells as well as tend to their wounds and in the morning another assault on this side of the bridge commences.
The party starts off by skirting the north end of the gorge with Kulin in the lead. Glok takes to the air as a falcon scouting the area. Brandar and the Darkman follow far behind. Not long after they move into position, Kulin summons his ancestors to fight for him. Brandar and Darkman charge in for the kill. Moments go by and Ozzrandion the green dragon takes flight to survey the battlefield. Glok begins to squawk and flutter about throwing spells meant to hamper the storming horde and buy the three ground troops some time. Kulin launches what looks like hundreds of arrows into the air, landing in large clumps, decimating the advancing the horde. Screams of rage and pain are all that fill the scene. All the hero’s can see are a sea of troops foaming at the mouth to hopefully add their enemies to their cook pots.
A “BOOM” followed by a low roar is heard and Glok looks to visualize a dome of liquid fire engulf some of his party. The heat wave coming off the blast is so strong that even Glok in the air needs to squint. Charged with arcane power and the divine might of Wee Jas the hero’s fell one enemy after another. Just after declaring battle and as combat ensues, some of the party feels magic begin to pull away from their body. There is only one form of magic that can strip the powers of Wee Jas and nullify arcane endowments, that being the power to undo magic, Dispel. In the alarming succession of fireballs begins the dispelling efforts from somewhere within the horde.
Darkman and Brandar feeling the brunt of the reversal magic, prod on. Black bolts of energy crackle past, attempting to weaken and bring the hero’s to their knees. Fireballs, magic missiles, and dispel continuing, Ozzrandion swoops in for a closer look. As Ozzradnion appears to ready himself to make a dive on a hero locked in melee, he quickly adjusts and flies straight at Glok to take a bite out of the bird that is goblin at heart. As entangle spells begins to disappear and giants move in to clean up this mess once and for all, Ozzrandion dives to smother the melee combatants in a fog of corrosive gas. Kulin dropping to his knees howls in pain. Darkman seeing and hearing this decides that before his escape route is closed off he needs to rescue Kulin.
After killing many of the enemy, the sound is made to beet feet and retreat.
Retreating back into the dense Witchwood, a suitable area is found to make camp. Spending the rest of the day the party discusses the days fight.
With a scowl Glok moans, “I was just thinking that in all the time I've fought, I have never had an army spam dispel magic before.”
With a look of surprise Brandar comments, “How many times have you fought an army? This is a first for me. We should have realized that we might encounter more casters when they dispelled the bridge.”
“Where did all those casters come from throwing those magic nullifying spells, we have not seen those before. The first thing they did was to dispel us. How did they know to use Dispel against us, and at the first sigh of battle no less.” says a pouting Darkman. "The only way they could have known that we were magically enhanced was to cast detect magic on us and we were out of range," anger building in the normally stoic Darkman.
Kulin finally adding to the discussion after some contemplation, “Did we expect an easy fight? We fight an intelligent foe, it’s not like we are fighting a group of oozes or fungus. We knew before going in that there were many more troops on this side of the field. How are we to begin to even fathom what they have at their disposal? They ally themselves with dragon, manticore and chimera not to mention ogre’s and giants.
To Darkman, “Think about this, we have fought the horde now on many occasions. And many time allies of the Red Hand have lived to tell the heads of the Horde about us. Of course they know who we are and what we can do. They have seen our tactics, down to our use of flying phantom fish, entangle spells, spike stones and many other spells. I pose this question, have we not enhanced our fighting and defensive abilities before each fight via magic? Don’t you think they do the same? Readying dispel magic is sound strategy, not only against Glok’s entangle but also against us. This was our third fight for the bridge in three days. They clearly expect us. I would not be surprised if they had even more reinforcements if we went again. Another thing, do you have any idea how many spell casters were out there? There are hundreds of hobgoblins out there; can you differentiate who is casting and who is not? Except for the front line coming at us, I could not with any certainty identify through the mass of bodies who is casting and who is not.”
“We are also discounting one very important possibility, their use of Divination magic. They are an army, assume that they have spells to detect us and glean information about us,” says Kulin as though addressing a classroom. “We also need to consider the Red Hand bringing the fight to us when we are unprepared. For the last two nights they have found our camp three times, that worries me."
Wednesday, October 24, 2007
Holding the Line
Wednesday, October 17, 2007
To Assult an Army
Attack on Skull Gorge Bridge
After about a half days journey to the bridge the party assaults the enemy. Brandar crushing enemies with his axe and spells, Glok immobilizing the same targets with his spike stones and entangle spells, Kulin firing his mighty repeating cross bow at the dragon and Darkman, constantly stunning his opponents senseless just to beat them again before they know what hit them win against the day. Successfully repelling the dragon and with the aid of a swarm of phantom fish, putts it all to an end. The group searches the tents to find more treasure and many weapons.
According to Jorr and the two hobgoblins that were captured the army is gathering at Cinder Hill, about a day’s journey there and back. The prisoners say the army is in the thousands, Jorr finding that very hard to believe, excepting that the presence of a dragon is proof enough to believe that hobgoblin is telling the truth. The party deems it necessary to travel to Cinder Hill to find out for themselves.
As evening pulls the curtains around the sky the road you have been following crests a rugged ridge, sparsely covered with wind twisted pine trees. From the ridge you find yourself looking across a large broad vale, with a rugged knoblike hill or small mountain on the opposite side. The Dawn Way cuts through the valley like a knife. The valley is filled with a great encampment. Hundreds of tents dot the valley floor, interspersed with bulky siege engines, groups of wagons, some holding slaves others holding supplies and holding pens for draft beasts. You can easily make out hundreds of warriors in view at any given time. Bands of goblin worg riders patrol the outskirts, battalions of fierce hobgoblins engage in mock battles with martial shouts and the clang of steel on steel, hulking giants plod from place to place with large sacks of boulders at their hips, and far in the distance you see a scarlet colored dragon lazily circling overhead, riding on the fading thermals of the day. This is easily an army numbering in the thousands!
A Bridge of Skulls
Witchwood, Vraath Keep and Skull Gorge Bridge.
After some discussion on what to do, it seems that there is more to these small raids than meets the eye. The party talks and agrees that today would be a good time to split up. Glok staying to summon his animal companion at Vraath Keep the other party members travel to Skull Gorge Bridge to investigate what is going on there.
As the group approaches the ground slightly raising for the last few miles the forest begins to peter out. Ahead is a stretch of barren ground about 70 feet wide, ending in a gorge. Roughly 200 feet wide from cliff edge to cliff edge at its narrowest point, the gorge drops away to a fast moving river below. This appears to be the only easy to cross the gorge as far as the eye can see to the east and west. Four stone towers guard the passage across, two on each side. A narrow wooden stairway winds up the outside of each tower.
Not being able to see on the far side of the gorge, this side looks to be protected by a patrolling hellhound and a few hobgoblins on the ground. On the towers are posted a couple of archers and on the far side of the bridge is a green dragon curled upon the tall tower. It’s green scales brilliantly reflecting off the fading sun, head pointed in the direction of the bridge as if keep an eye on the passage. As the party watches from afar, they notice one or two small scouting bands come and go from the far side of the bridge. Comming to the conclusion that they have seen all they are going to see, the party heads back to Vraath‘s.
After a day of rest the group has gathered enough info to put together that the giants to the north are the same giants that have battled Emery Vraath all those years ago. Approaching the giants in parlay, they find out that the Red Hand had approached them for help in destroying the humans. Kulin taking the lead in negotiations strikes a bargain. In return for their heirloom gloves that were discovered in Vraath’s basement, the giants will not only pull their support from the Red Hand, but will also harry the Band of the Red Hand and attempt to slow their progress through the Witchwood. Which is about all that Old Werkengnaw and his clan of forest giants can do.
Tuesday, October 16, 2007
Storming the Castle
Witchwood, Vraath Keep
Some of the answers that they got from interrogating the hobgoblins at Jorr's place said that raiding/scouting groups come and go from the keep at all times of the day. Their leader is a huge bugbear named Koth. They didn’t know very much other than their base is Vraath Keep and that Koth took his orders from someone else, though who, they did not know. The party watched for a few moments to see if anyone was coming in or out, scouted by an invisible Kulin. Two guards were spotted in the front and some growling monster was in another part of the keep behind some heavy wooden doors. Worgs were stabled to the opposite side of the keep and in the main house were stationed some hobgoblins.
The attack ensued and the party stormed into the main quarters of the keep and shut out the goblins and worgs that were stationed outside. The manticore, hobgoblins a minotaurt and what had to be Koth joined the fight. Dodging tail spikes and lightning bolts, almost falling to the combined effort of the manticore and Koth. The party succeeded in capturing Koth as the manticore flew away, nursing its wounds.
Ultimately, Koth tried to escape and was killed in the process. Upon scouting the ruins and Koth’s quarters more is discovered. A map drawn by Koth appears to have the Hordes travel directions and time table. The map is approximatly 8 feet wide by 6 feet tall. Among Koth's belongings was an old scroll written in magic writtings that appeared to describe a summoning. Brandar grabbing and examining it concluded that it is a summoning/binding diagram, keyed to a specific creature or individual. The writtings appear to mention Tiamat, the goddess and creator of all evil dragons. This is looks to be very old and is one page of many, how many is unknown.
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Tuesday, October 9, 2007
Turn in the road
The trail lead past a small cabin in a deep forest glade. A ramshackle front porch was littered with fishing baskets and skinning frames. The back of the cabin overlooked a lake or bayou that had old grey cedar-trees draped in moss rising out of the water. An old water skiff was tied up on the shore near by and smoke rising out of the chimney. Several large dogs lie dead at the doors base.
Some time goes by and the band travels through some marshy forest on there way to Vraath Keep. On their way a wide expanse of dark water has flooded the woodland in this low valley. Tree still stand from the calm, murky waters here and there, but many of the large areas seem to be little more than open pools of algae-choked water. The sound of frogs and the buzz of insects filled the air. The forest trail lead right down to the edge of a flooded section, up to a rickety looking plank bridge made of thick planks of wood, lasahed together with mossy rope. The bridge ran several hundred feet before hitting land again only a couple of feet above the water level.
As the heros approached the bridge they noticed the wreckage of a wagon lying on its side, half flooded in the water. The wreckage was about 30 feet from the bridge in the muddy water. After a closer inspection there appeared to be a large snake resting atop the wagon. One of the party members cast a spell to detect magic on the wagon. Finding a faint glimmer of magic near the wagon the party deemed it important enough to risk to go after it.
Night's Rest
With the Dawn Way cutting through the center of town, you were told to check out the "Old Bridge Inn and Tavern" as this was the most accomodating for travelers and merchants. As you check in, there is a halfling at the desk off to the side of the tavern bar, a half elf bard on a table spinning tales and a brash young swashbuckler testing his charms on what few ladies are present. The halfling has rooms and a meal for two golden orbs a day, which includes stabbling of horses. You get to your rooms and just as you are about to wash up in the basin of your room a knock comes at Kulin's door.
Kulin agrees to the meeting and summons the rest of the party, thinking it prudent to have Boyd there as well, to gather in the common room down stairs. Kulin, Darkman, Brandar and Boyd go to talk to the town speaker.
"Our town is under attack," the speaker begins. "Humanoid raiders have been harrowing our town for weeks now. The have attacked our outlying farms and homesteads killing the people living there, as well as waylaying travelers and merchants along the Dawn Way."
Captain Soranna adds, "We have had trouble with them before, a quick raid on border homes west of the Elsir, usually not that bad, but this is different. It looks as if a large tribe has moved out of the Wyrmsmoke Mountians. Frankly, I believe they may be numerous enough to sack the town."
"Beyond the immediate threat to our homes and farms, the Dawn Way is our life blood," stresses the speaker. "If the hobgoblins make the road impassable, trade will not come this way and we will be ruined. Not only do we need to repel the raiders but we need to keep the road open. Will you help us?"
After several hours have gone by and questions asked the group agrees to help. Here are the initial facts.
- 500 golden orbs each for successful routing
- Between 50 and 100 warriors tops
- Allies of the hobgoblin's include flying lions, creatures that stand like a man but appear to come from the sea, with scales and fins, large dogs that breathe fire and hobgoblin leaders weilding foul magic.
- Seek Jorr to obtain a good guide through the Witchwood as they are surely camped in the thick forest.
- Vraath Keep may be a stronghold for them but it is supposed to be haunted.
The morning brings a new direction.
Tuesday, October 2, 2007
A New Begining
Monday, October 1, 2007
Desloate
As the hours pass by the group remains steadily quiet. An hour before camp sets a rider come out from the southern Dim forest. The wagon with Boyd and the teamster seemed not alarmed. Kulin,the gnome, coolly looks to Boyd to see if alarm is warranted. Boyd, not appearing worried, Kulin turns to look at the approaching worg ridding goblin. Boyd and the goblin converse and after about 5 minutes, introductions are made and camp is set.
As the journey of the second day comes to an end, the town of Tarwin's Gap is seen in the distance. Overcome by shadows of the setting sun, blocked out by the giant mountian range known as the Crystal Mists the town lies about a 10 minute ride by horse back. The wagon with Boyd and the teamster stays behind as Brandar, Kulin, Dark man and Glok go in to take a look. As they approach, what they see beyond is utter destruction. Only the remains of a few buildings stand, hollowed out by fire. The party splits up looking for evidence of what happened. Some time goes by and Glok the goblin signals Boyd to come into town.
After some preliminary talk amoungst the group, it is clear that this is the work of the raiders and bandits they were warned about before setting out on this journey. Very few bodies were left and of those most were women and children. Few men were found dead with the wounds of battle. Just before night fall, Dark man is spotted carrying a childs body to a grave that was dug by his own hands.
The Spirit World
As the Brandar O'Dule arises from his restless nights sleep he gazes through blurry eyes at the site of Glok sucking the juices from the pealed remains of raw rabit flesh, Glok smiling back with bits of carcass and coagulated fat dripping off his chin. Glok grunting with an out stretched flick of his wrist throws the other half of the meal at Brandar's feet as he licks and slurrps the blood off his fingers, his body language telling Brandar he should eat.