Campaign writeup (2 updates September 7th)

God I love Menash's kitsch. Just because you're fighting against an evil army doesn't mean you can't make a fashion statement.

In hindsight, some 3e-isms were a little weird. Like the fact that the best Open Content low-level monster I had access to as guard critters were celestial badgers.
 

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I have to admit, I had a bit of a blast running this session. Several RP scenes, including a horrifically cod-irish imp and then coming on to the party's two high charisma members interpreting Erdan Menash's as a sugar daddy persona.

Did my best to freak out 'Darling Brick's player, but he was made of sterner stuff!

Though my favourite moment was the tiefling PC trying to explain to the imp that she wasn't human. "I've got horns on my head".

"Ah, come on," yells the devil. "That's no kind of a clue at all!"

As for the badgers... That little incongruity never struck me at all, either playing it or running it. Probably 'coz I was too excited about getting to use all three of my celestial badger figurines at the same time.

Party lineup's due to change at the start of the next session. Essentials Assassin having had 2 sessions and exhausted every option that the assassin will pretty much ever have, he's going to swap to a hybrid Invoker-Mage.

So I'll have that, a bard, a Shaman-multi-class mage, a hexblade, the paladin and a rogue. Poor Inquisitors won't know where to start!
 

So I'll have that, a bard, a Shaman-multi-class mage, a hexblade, the paladin and a rogue. Poor Inquisitors won't know where to start!

I kinda regret the way we approached the 4E Inquisitors. They got nerfed by 3.5 "magic" turning into a whole slew of "power sources" and us (perhaps erroneously) linking them to being anti-arcane, which is only a small proportion of magic of 4E.
 

I've never looked at the 3e version of WotBS, but for what it's worth I've already reworked the Inquisitors to be anti-magic in general. I changed the Rebuke Lesser Arcane Magic power to be an immediate interrupt against any magic attack or zone. It's an attack versus the Will of the caster, and if it his the spell is countered or the zone is destroyed. It hasn't come up much yet (my party has only fought two Inquisitors so far), but I plan to rule things pretty liberally when it comes to deciding what the Inquisitor can counter (arcane, primal, psionic... maybe even divine if it feels appropriate at the time).
 


Is there perhaps an alternative or revised Inquisitor published to deal with the problems you found with the original 4e version?

It's not a problem; just a personal preference. They work perfectly as written. I would just have personally preferred them to be a bit more anti-magic than they are.
 

I kinda regret the way we approached the 4E Inquisitors. They got nerfed by 3.5 "magic" turning into a whole slew of "power sources" and us (perhaps erroneously) linking them to being anti-arcane, which is only a small proportion of magic of 4E.
If it helps, that dovetailed beautifully into my version, where the inquistors themselves come from a heavly cleric(or any other divine caster)-filled nation. And the neighbouring country they have a mad-on for is basically a land of scholars who made some bad deals with extraplanar magical forces because they were terrible at war :p

...Okay, I'm sure they'd hate primal magic and psionics too, if it came up. But the way the group is forming up (first session scheduled for Friday) it doesn't look like either of those will come up.
 

* The session begins with us on the streets, being escorted through the streets by a patrol of Gatepass cavalry our disguises still safely tucked in saddlebags. As we head through one of the districts there is the sound of a commotion up ahead and our escort leaves us to deal with that.

* There is a sound of a commotion from inside a near by shop (that from its hanging side that it sells magical paraphernalia, and all its windows are boarded up, no doubt a reaction to “anti spell caster protests” from the populace and the threat of the Ragesian scourge).

* There is a sudden flash of light from inside the shop, its power enough to send beams of light through the cracks and seems of the boards and Ashelyn’s horse is spooked throwing her off and into the watching crowd behind. In addition to the light burning bright butterflies seem to emerge from the shop floating above the crowd and then suddenly explode, the building on the other side of the street begins to sag and then crumples forward on top of the crowd and the Hexblade.

o Perhaps the events in the warehouse were just an omen as the little girl (and many passers-by) is crushed underneath a huge amount of stone and wood from the ruined building.

* From inside the shop there is a pained scream and the sounds of much scuffling about.

* Kain and Brick dig at the rubble (with one looking more for shiny trinkets to pocket than victims, the other not really helping at all) in the hope of saving their comrade but confirm her death and are alerted to the presence of at least one survivor who is busy trying to dig himself out (and maintain the contents of his pockets!).

o Durzon perhaps having a change of heart or a better offer uses the distraction to slink away…

* Only the brave and noble paladin Urien, heads to the shop to investigate the disturbance within. He kicks open the door to find a bunch of shifty looking mages (and a few thug looking types) busy robbing the place (books into bags, scooping newts eyes and lizards tails from the pick n’ mix into a bucket that kind of thing).

* Near the back stands their leader who is instantly recognisable as Ferris, the Halfling storm sorcerer (briefly hired by torrent as back up against Shiallis) screaming at his underlings to steal faster, they have to be out of here in “45 seconds” presumably before the watch show up (in true Heist Leader Style) and slithering on the ground near him is a bright multicoloured snake (that we soon found was called a Scintillating Snake named so because it can vomit rainbows of light, pleasant).

o At the back of the room currently locked in a trunk is the daughter of the shop owner, a feisty half elf lady called Elisha busy trying to extricate herself from imprisonment.

* The fight starts off a bit one sided with Urien and Lembit battling alone inside / near the shop (matters made worse by the mages flinging lightning about that bounced around hitting the pair of them). But the scales are shifted with the arrival of the others and the assistance of an angry Half-Orc covered in dust and splinters, and the emergence of the Half-Elf from her box.

o Ferris and his two students manage to flee with their booty, the Halfling in particular being pretty vocal about his reasons for robbing the place (to garner supplies to fight the Ragesians, as everyone else seems to just be running away!)

o Elisha however swears vengeance for what the Halfling and his brood did to her father.

o Cricket introduces himself.

o Kain does a bit of stealing and finds himself some new armour from the ruined shop.

* With the criminals seen off and the girl “slightly” calmed down, our attentions return to the collapsed building and Brick uses his diplomatic skills to get everyone to all pull together and clear the rubble, finding a few more survivors and many more broken and mangled bodies.

* In time our escort returns, plans are slightly adjusted and we’re lead to near the gates where everyone can change into the cavalry uniforms and then mingled in with the patrol we head to the gate. The captain shows his papers and the gates are unlocked without a hitch and the patrols moves out of the city and heads away, a single toll of the city bells mourns our passing. The captain points out that was the signal to announce that the inquisition has been allowed into the city.

* In a secluded copse we return our disguises to the cavalry leader and as well as wishing us well in our endevours he has a final gift from Erdan Menash and passes it to the Goliath.

o A small box wrapped in lavender and pink striped paper and tied with little ribbon a note sits atop it.

o “My Dearest Brick, I couldn’t bear the thought of sending you out into the world unprepared, so allow me to do my part, so you may do yours. Inside you’ll find ten inches of hard stony wood, perhaps you could bring me likewise upon your return to Gatepass. Erdan”

o Opening the box he finds a “Master’s Wand of Vicious Mockery” shaped in usual garish and suggestive style.

* The captain also suggests we head to a campsite near an old guard tower, and we head off finding the place with no trouble and settle in for the night.

* In the morning Torrent outlines our route, we’re to go through a narrow mountain pass called “the gauntlet” and there is a river we must cross via a huge stone bridge, and on through The Indomitable Fire Forest of Innenotdar, she pats her pack in reassurance (with a potiony clink of glass bottles) at the mention of the ever burning forest.

* As we approach The Gauntlet a few of the more observant (and perhaps nervous) of us raise the subject that the road ahead is a good spot for an ambush (we were all thinking it anyway) and as we turn one of its twisting corners a very narrow view between the crags and overhangs reveals a clear enough view ahead to see a group of nefarious bandits busy trying to lever a big boulder over the pass to block it.

* Naturally we decide to pick up the pace to get ahead of them before they seal us in, and so we run the gauntlet. A few haphazard horsemanship accidents later we do manage to get through the treacherous gullies, icy paths and twisting tunnels, hidden snipers and a few bandits on horseback to reach the open stretch of ground between us, the path of the landslide and the bandits camp located just beyond.

o The bandit’s leader sits astride his Blackhorse and his appearance is immediately recognisable to a select few, this is the horseman that was sat outside of the poison apple pub on New Years Eve (that hit Ashlyn with a bizarre true strike type spell).

o However in this case he has a hard time as everyone splits up and rides around him managing to avoid his wrath, only Kain manages to get caught by the rider and is chased around the path (again using the weird glowy green true strike power in a nasty charge attack) for a little while before escaping.

* Due to some people being delayed in the gauntlet Brick and Elisha break out first, riding through the bandit’s un-sprung trap and into their camp, here they notice that the bandits have set up their camp at the Wish Grotto’s.

o An old new year’s tradition of gate pass, every one writes down their truest wish on a scrap of paper and they are stored in large clay jars and take up here, locked away behind rusted old gates. One wish is pulled for each year and the people of Gatepass try to make it happen, the rest are stored here.

o They notice that one of these holding sections appears to have been replaced with new (ish) iron door and lock, most likely a prison cell.

o They then promptly ignore this and begin rooting through the bandit’s possessions (finding quite a lot of coin tucked away in sacks and backpacks) much to the annoyance of the bandits above who quickly abandon their attempts at shifting the huge boulder and intent on climbing down the rock face shouting “You thieving bastards, that’s ours!”

o With Lembit and Crickets’ arrival to the camp the source of easy riches runs out and attention is turned to the prison cell, using one of the horses and some chain to wrench the door from its hinges, inside is a dead man wrapped in rags, clutching a clay jar tight. Cricket gently wrestles the jar away enough to open the jar and inside is a long piece of paper. “Please don’t let my death be in vain”, he passes this to Lembit who upon reading it out triggers something and the rags wrapped around the corpses shoulders unfurl and weave together sprouting feathers and golden script until finally they form a rather snazzy cloak.

* With powers for discerning lies and the like, so we give it to Urien, who says last rites over the man before we make ready to depart.

* Meanwhile Elisha has been amusing herself by dousing the bandits remaining clothes and supplies with lantern oil and starts a few fires and we ride away to the sounds of their discontent.

o Eventually (when they give up chasing us) we stop for a rest, and swap to a more sedate speed of travel.

* Some time along the path we see a few buildings come into view and the more eagle eyed among us spy a work team of dwarves hard at work building a tower near the side of the road, as we approach a pair of armed and armoured dwarfs come out from the half built tower and take a stand on the road, we come to a gentle and friendly stop and a “hail and well met” (or possibly a “top o’ tha morning to yer” in the case of cricket). They tell us that we have entered the domain of Dwarf King Marben Diamondheart and must surrender ourselves to his care while we are in his realm. Once we have accepted this rather curious offer we’re handed over to another dwarf who leads us further along the path to a settlement built around an old stone bridge, a stout looking gate sealing the way across.

o We’re lead inside to what presumably is the king throne room where he and several other dwarves are fretting over an impressive model of the surrounding area, much finger pointing and beard stroking occurs until we’re announced.

o We explain our situation, getting lots of gasps of astonishment, the kind clearly is displeased with the lack of current information his advisors have over the state of Gatepass and the Ragesian Army. He then goes on to give a round-a-bout “you scratch my back, I’ll scratch yours” speech.

o His “kingdom” is having some difficulties. Firstly food appears to be missing from the storeroom, and the thief has routinely gotten in and out without

alerting any of his guards posted upon the stores. Secondly the complex (and highly ingenious) engineering system they had build to use the power of the river to operate bits of the settlement and more importantly control the big door is frankly buggered, so if we can help out and get the door working he’ll let us pass and maybe throw in a bit to help us as well if we can solve the thief problem.

* So we split into two teams, Lembit, Brick and Cricket tackle the broken machinery, leaving Urien, Elisha and Kain to tackle the storeroom thief problem.

o However things do not go to plan, the investigation of the storeroom leads to a few leads but possibly a crucial piece of evidence escapes their notice and all leads point towards one of the many inept guards to be on the take, the most shifty looking of them is frog marched to the king and ends up in the stocks.

* The evidence of one guard claiming to have been “scratched” by an unknown creature trying to get through the door is forgotten against the “overwhelming evidence” pointing towards the guard that routinely abandoned his post to play cards.

o The other team get off to a flying start with the broken engineering project, spying some clogged gears from overgrown ivy, Brick takes it upon himself to clear some of these blockages, he slips and his bulky weight pulls one of the gears out of alignment there is a scream of protesting metal that echoes throughout the settlement as the teeth of several key gears are sheared off and the machinery is well and truly buggered.

o While we aren’t harmed by the dwarves we are quickly banished and frogmarched out of the settlement without our horses, our route still lies across the river and it takes us most of the night of silent trudging to find a shallow enough section to cross safely.

* To add further insult to injury from our quiet camp we see the dwarf settlement be the victim of an attack (by a tribe of kobolds that had been secretly tunnelling into the storeroom and took them unawares), the flames are still visible come the dawn.

* In the morning we continue our journey noting that while still deep winter the temperature is changing, getting warmer and there is less snow about. Torrent informs us we’re getting closer to the forest; it will get a lot warmer still. Our stroll through the forest is interrupted by an “ambush” from some wild emaciated looking hyenas and an equally unfortunate looking gnoll. While they take a few chunks out of us, they are quickly put out of their misery, and a search of the gnolls ruined hut reveals a few choice pieces of treasure (proving you can be very rich but you can’t eat gold).

* By the end of the days march flecks of ash and cinders can be found wafting in the air, there is no snow at all and it’s as warm as a summers day “a day or so more and we’ll reach the Ash Fields” says Torrent. Soon enough the forest comes to an end leaving a wide patch of barren ground before the clogged black earth that is the Ash Fields, a lone farm house sits on the border, empty un-worked fields are marked out with broken fences, two scarecrows hang limply near the house.

o However as we get closer we realise they aren’t scarecrows but corpse, an elderly male “mage” has been impaled upon a stake, a younger woman crucified with slit wrists hangs limp nearby, the blood staining her simply peasant garb a grisly scarlet.

o The door creaks open and a figure in a bear skull mask, steeped in bulky furs steps out of the farmhouse, sharp clawed gloves covering its hands, and an equally fierce looking entourage piles out behind him onto the buildings porch.
 

Had a couple of weeks without enough players for what turned out to be a rather fight-heavy session, but we now return you to your regularly scheduled update!

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12th March

* We find ourselves approaching a farm (very much on the decline given the quality of the soil so near to the indomitable fire forest), surrounded by cliffs and hills blocking a clear view to the farm house, atop one of the hills is a what originally seems to be a scarecrow but is quickly revealed to the a corpse nailed to a cross, its wrists slit.

* A bulky figure appears near the corpse, a look out who screams “People coming!!” and then legs it down and behind the hills back towards the farmhouse, alerted we approach cautiously.

* The fight kicks off with a surprising sniper style shot from a goblin hiding atop the stables who manages to nail Kane (our Half-Orc Rogue) with a poisoned arrow before slinking back out of sight, the faint giggle the only trace of where he may have gone. This cat and mouse game goes on for several rounds before ending in Kane’s favour.

* The rest of us slowly move up using the hills for cover but eventually we reach the open ground of the farm, spying the inquisitor (funky face mask and long clawed hand) standing amidst a large collection of bones near the farmhouse side door and some Orcish bodyguards lurk nearby.

* Cricket gets up front first, and it’s when he’s involved with the bigger of the two Orcs that the inquisitor reveals the Ace up its sleeve, a black shadow streaks from the side of the house and plants two nasty looking poisoned daggers into the barbarian's back, leaving cricket bleeding on the floor. The shadow reveals itself to be a former comrade, the turncoat assassin Durzon Blint.

* The second ace is played as the skeletons (predictably) rise to form a skeletal entourage for the Inquisitor who moves up, stabbing Brick (the bard) rather feeling with his claw.

* Cricket receives some healing but being in a tricky spot pretends to be dead or dieing, an act that convinces the Orc next to him and the two goblin snipers on the farmhouse roof, only the assassin isn’t convinced but slinks away to engage the bard, between him and the inquisitor’s claw “You will be taken to the Prison of Torment” he assures us.. Brick is quickly put on the floor blooding from several nasty wounds.

* A bit of focus fire and an enraged Cricket sees the undead assassin set back to the grave, the tides of the fight start to turn in our favour, until only the two goblin snipers atop the farmhouse remain, one vanishes but the other is spotted by Cricket (who climbed up) vanishing down the chimney with a smug grin across its face. It meets an unpleasant end hampered by Kane’s daggers (waiting at the bottom of the chimney) as a brick is torn from the stack and hurled down by Cricket, caving the goblins skull in.

* Kane makes himself useful flitting from room to room, corpse to corpse and finds a smattering of gold and the inquisitors chain armour (which goes to Brick, +2 Summoned Armour).

o He also finds a scroll on the corpse of the inquisitor giving him explicit instructions to find and kill Hadin so that he cannot reinforce the city (gatepass).

* Inside the farmhouse we find another body, this time of a young woman (the farm owner’s daughter) who had only recently been tortured and killed (an event we perhaps could’ve prevented if not for our disastrous detour at the hands of the dwarves). Cricket digs graves for the Old Man as his daughter, spying the grave of the old mans wife the two are reunited in death, their daughter beside, another family torn apart by the Ragesians.

* Lembit examines the paintings that adorn the walls of the farmhouse, the name of the painter (Haddyn) causing him to recall a story involving the artist and his brother who once lived in Gatepass. A nefarious story of betrayal and deceit. A tale of two brothers, one using his magic to ruin the reputation of the other, causing him to flee the city along with his wife and young daughter. He gathers up the paintings (worth an estimated 1,000 gold pieces) but realises they are unlikely to survive a trip through the fire forest. He buries them hoping to reclaim them at another time.

* Torrent suggests that we rest hear until the morning, we can spare a little time before we enter the forest but once we do we must move swiftly and with purpose. She takes a small bottle from her knapsack (which jingles with the promise of more such bottles) and explains the properties of the “cooling draughts” that she has procured for the journey. They will not make us immune to the flames within the Indomitable Fire Forest, but will allow us to survive the exposure to the heat, we will still need to pick a safe path but won’t be roasted alive (she does using her best reassuring voice!).

* That evening the shamanic “wizard” retreats to one of the side rooms, taking out a crumpled piece of paper and recites the lines upon it “blarney, blarney, blarney”. There is a pop as the fireplace crackles into life and the roaring fire baths a battered armchair in flickering light and red hand stretches over the rest, its body hidden from view by the huge back rest. It gracefully holds an extended cigarette holder, flicking the ash towards the fire. Lembit gives a cautious hello, this is not the impish rogue he is accustomed to, “My dear” replies the voice,(a voice not unlike noel coward) “I understand you’re seeking a familiar, my card” he flicks his wrist and card filled with flowing runes appears in the shamans hand, one word sits above the others in blood red ink “Olivier”.

* Before the shaman can reply there is a spluttering cough from the fire “sneaking into me business are ye, sassin’ up my friend deh” comes a much familiar brogue, one tiny hand reaching inside his waist coat and pulling out a burnished bronze knuckle duster “why don’t yous’ an me having a lil talk” and the imp leaps from the fire into the chair which starts rocking back and forth, the arena of an epic battle that ends with a little red imp in a smoking jacket being tossed into the fireplace, “an let that be a lesson to ya!”.

* Lembit wastes no time in offering blarney employment, the deal sealed and shaken over a bag of slightly battered duck eggs.

* In the morning our journey continues, hoping to push as close to the forest as we can tolerate before taking the potions (which only last 12 hours each), and quickly progress is halted by Dag, crickets scruffy little companion. Knowing the beast will not be able to make it through the forest the barbarian is forced to turn him loose. Removing his own holy symbol to Sehanine (the moon goddess) he tucks it around the frayed bit of leather that serves as a collar and fishes out a hunk of meat from his pack for Dag. He says a prayer for the dog and then continues silently onwards behind everyone else as they neck their potions. The barbarian continues to cast glancing looks back (where Dag waits and watches) until finally the heat haze makes it impossible to see (may mother moon watch over you laddie).

The Indomitable Fire Forest

* We follow the natural trail through the forest (becoming aware that our trip while dangerous is not insurmountable and it would seem that albeit rarely, people do make this trip) and notice that the “fire” of the forest seems to wax and wane around us as if we are in a bubble, 30 yards or so in front of us we can see a roaring inferno that has quietened (in scale) to something traversable by the time we reach it, behind us the flames raise back up, “Most unnatural” decides Lembit and then regales us with the story of the fire forest, how it was once a lush wondrous Elven nation, until about forty years ago. The rumours were they were on the verge of some great ritual which would give them great power; the forest set alight and didn’t go out. Almost all elves that live in Gatepass are themselves refuges from the forest or the descendants thereof.

* Barely a quarter of a mile along the path we are greeted by the sight of three burnt bodies, Kane quick to loot as ever starts rifling through the burnt strips of cloth that remain of their clothes when he lets forth a rather girlish shriek, one of the men is still alive. The burnt ruin of a (what we could be a man but its impossible to tell) hand feeling grips his wrist, seared flesh and bone visible on the mans wrist where a golden bracelet has melted through the heat. “Release me”… he asks barely a whisper, clearly in impossible agony.

* Eyes turn to brick, the noble bard and healer who doesn’t believe anything can be done to ease the mans suffering and does the only thing he feels he can, bashes the blokes brains out…

* Kane continues his search (finding a level 5 item which goes to Lembit).

* We continue on, managing to make (to our best estimates) two miles into the forest when there is a bizarre shriek from above and a fiery goblin falls from the sky, quickly pursued by two large “Imdomitable Fire Bats”, he scampers behind Lembit (too busy saying things like “oh my, an Elemental Goblin you don’t see these every day…” to object to being used as a human shield) and quickly a Ruckus ensues.

* We discover that the fire bats refuse to die in the standard sense of the word, reigniting and coming back to life a few moments after they have been killed, very much a phoenix rising from the ashes (but chopping them into pieces does delay this effect, long enough for us to saunter away). With the two birds down and out, the goblin flees back into the roaring inferno, vanishing as quickly as it arrived.

* With another delay out of the way we push on, getting a few more miles into the forest before the path reaches a chasm (60ft deep) with a stone bridge crossing it (that’s obviously seen better days as half of it is missing). Peering over the edge we see the remains of a charred wagon and a few bodies. It would appear a previous group’s travel through the forest did not end well.

* Loot hungry as ever Kane swings himself over the side of the bridge and begins to clamber down the side of the chasm and only halts when a quiet screech causes him to look back up, in the shadowy recess under the bridge hundreds of tiny eyes stares back at him… “BATS!” is all he manages to say before a swarm of tiny fiery bats encase him and start nibbling, a second group swoops up and out to swarm the rest of us on the bridge.

* With the Bats defeated, kane continues his thoughts of plunder (and we’re glad he did) finding a cache of 24 cooling draughts and an assortment of treasure (kept nice and chilled from being with the potions). Resulting in a new Full Blade for Cricket, some Iron Armbands for Kane and a new necklace for Lembit (allowing him to replace the flowery gift of Erdan Menash with something more butch…)

* We make it safely (for once) across the ruined stone bridge and take a little rest break, barely four miles into the huge forest... Indomitable indeed.
 

19th March

* Having dealt with Kane’s little bat related booboo we traverse the bridge, picking out a route across its more stable sections and continue on our merry way through the fire forest, making decent progress (for the situation, poor visibility and choking air) until our path takes us between two stout hills, forming a shield from the pressing heat.

* Our path ahead is slightly blocked by a fallen tree, a dark recess has formed in the side of one hill where its roots ripped free, and upon investigation reveals a sort’ve hole or tunnel. Ever inquisitive our rogue (Kane) slithers his way down to find a cool cave, with a little stream that runs through pooling in the centre. With a bit of effort the rest of us join him and we take refuge there, filling our water skins, having a good long drink and generally recuperating.

* While resting we also have a good poke around discovering what can be best described as cave paintings, which our scholarly shaman believes to be messages left by goblins (of the razor tooth clan!). His investigations reveal that he believes the writing to be some forty years old (which coincides with the same time frame as the forest catching fire). Hidden in a niche near the end of the last message we find a sack containing a chunk of rather grubby (but still serviceable) gold coins, a leather bound ledger and a smaller sack containing 140 pieces of Shalhalisti Gold (same value as legal tender but we’re told they carry much more diplomatic weight to the right people!), and some little vials of grey smoke.

o The ledger reveals several business transactions between the Shalhalisti Elves and the Goblin tribes, mostly that the elves were supplying arms, funding and “shatterspell vials” an antimagic cloud grenade to this goblin tribe, reasons unknown.

* Sufficiently rested and a good deal richer we leave our little cubby hole and continue onwards following the main path through the forest (there are many side paths the join and split from the broken road we’re following, but Torrents urging causes us to leave them all un-investigated). Our uninterrupted trudgery is finally disturbed by an odd whooshing sound (which Brick and Lembit surmise to have been the pop someone teleporting).

o A few people gingerly step off of the path into the burning forest to investigate, finding a burnt bush with some odd trail marks, certainly someone or thing was standing here recently.

* We continue on our way but soon our path is blocked by a Gorge some 30ft deep, filled with burning brush, handily a stout (if slightly blackened) stone bridge crosses it but a large fiery looking dog sits on the other side “with an air of cordial ferocity”, a long object clamped tight in its jaws (which upon reaching about halfway over the bridge is revealed to be a bone).

o Kane takes slow steps towards the beast and as he gets closer the Hellhound (as Lembit believes it is) drops the bone and pads to the side of the road, watching the half-orc with an air of expectance. Across the path, waiting in the forest is a collection of slightly mangy looking wolves eyeing the rogue hungrily. He takes another step and the wolves bark, padding forward; they’re intercepted by the hound that streaks into the forest, chasing them off.

* Kane retrieves the bone and retreats along with the rest of us to “our” side of the gorge, scratched into the side of the femur is a message. Lembit reads aloud “Leave the Case, Cooperate and we might find a way in which to spare your lives. Carry this bone with you if you wish to bargain!”

o And so begins a brief but powerful argument in which we decide if we should keep the bone or not, finally resolved with the bone being thrown over the side into the gorge. Uriel will suffer no more dealings with the infernal.

* We continue along the path, everyone slightly on edge awaiting the return of the Hellhound, so we aren’t greatly surprised when a short distance from us a chrysanthemum of fire blossoms and dies revealing a robed figure carrying an enormous jagged bladed glaive standing in the road ahead of us. He sweeps his glaive in front of him, causing several smaller demons to appear in the weapons wake forming a wall around him.

* He greets us quite happily and openly (but doesn’t give a name) and generally a mocking tone for our refusal to meet his and his masters wishes. He has orders to retrieve the case, but no specific deadline and wishes to have some “fun”.

o While not a particuarly taxing fight we do learn a few things about him, mostly he has a nasty “wounding glaive” that makes people bleed (more than normal!) when struck and can happily teleport around so is obviously immune to fire.

o Brick spent the entire fight throwing feeble insults at the devil and trying to stay as close to Lembit as possible… (Perhaps a blossoming romance, two lost souls thrown together in fiery inferno of passion?)

o Once we’ve given him a bit of a beating (and vice versa) he appears next to Brick “better luck next time” he whispers and vanishes.

* We continue along the path, ready for round two however it appears our bearded chum is in rush and instead of a devil we find a hamlet (barely more than a few buildings, all on fire) and sat near the side of a road is a dragonborn, we approach cautiously and he reacts likewise until we’re in easy talking distance, a few greetings soothes things some what and he introduces himself as Khadral of Clan Petrov and offers food and shelter. He points to one of the bigger buildings and leads the way through its burning rooms down into a cool cellar that he has made his own little shelter from the forest.

o Soon we find ourselves sat around with bowls of soup made from local vegetables (that have quite a kick to them, as you’d expect from growing in a fire forest!) and begins telling his tale (which enthrals or bores depending on your skill of the arcane arts) of his interest in the forest, his own investigations and alliance with a dryad of the forest. They believe that the power that keeps the forest burning is draconic in nature and he’s had some success in permanently dousing small areas of the forest. He’s ready to take things to the next step but his progress has been halted.

o The ritual he plans to cast requires some components that can be found in a cave, the first is powdered flint, easily found in the cave in abundance. The second however is a special type of mushroom; he has used up the supply of mushrooms near the caves entrance and is loath to go deeper due to a bizarre and haunting shrieking sound he hears coming from inside.

o Lembit takes the opportunity to share all knowledge he has of shrieking mushrooms and their ilk, causing torrent to immediately raise her objections to any plan of helping the dragonborn sorcerer and waste our limited supply of cooling draughts. At the mention of this Khadral pips up that he himself can brew more and will gladly brew up a batch while we’re collecting mushrooms, she relents once his offer reaches three days worth for everyone.

* Using Khadral’s directions we pick our way through the fiery forest paths and trails until we find a stony area devoid of fire and the entrance to the dank and earthy mushroom caves. Even from outside we can hear the repeating screaming shriek coming from the caves.

o Here Kane devises a “cunning” plan, taking several lengths of cloth and padding (from where, we’re not entirely sure…) and begins to wrap it around his head like a bizarre turban / ear muff hybrid… now suitably deafened Kane’s ready to proceed inside. No one else feels the need to copy his apparatus.

* The first chamber indeed has been picked clean of all but the tiniest of mushrooms, however we do find several areas of flint, a few cracks with a mallet later and we have more then enough flint to satisfy the sorcerer’s demands.

* With the flint ticked off the check list we start to investigate the cave complex, the next chamber in we discover is more of a ledge to a larger chamber, a spur of rock leads down like a ramp in to the rest of the dark chamber, another path leads off into an enclosed area (or possibly a second cave chamber completely) but that’s where the screaming seems to be coming from so we decide to go down the ramp (how terribly brave of us!).

* We reach the lower chamber floor without incident and shining a few lanterns (or waving magical fiery / glowing weapons) about we get a good idea of the side of the cave and spy various “patches of shrooms” here and there which contain some good size specimens of the type Khadral needs. Across the small stream that splits the cavern in two is a ladder seemingly bolted / fastened to the wall (and rusted to hell) that goes up to a smaller opening, one might guess (and correctly so) that this entrance also leads into the “shrieker’s cave” that we avoided.

* Having explored a little (not obviously not enough…) we begin to harvest mushrooms, generally splitting up and not being sensible at all, so it was a slight (if not totally unexpected) surprise when our brief stint of fungus farmers is brought crashing to a halt by the arrival of…. “a squelching sound”.. o http://azathought.com/shiplog/wp-content/uploads/2009/05/myconid.jpg

* Mushroom People came from the darkness and unfortunately for him Cricket was the closest (by quite a margin) to their entrance and finds himself swarmed by the little blighters (quite quickly being reduced to 2hps, but doesn’t go down!). But the barbarian is saved by some timely healing from Uriel and Lembit as Brick, the noble Bard decided to continue picking mushroom, right up until the rogue fell over and then made a mad dash to save him that ended up with him tripping in the stream and falling in a rather unpleasant looking patch of mushrooms.

o We discover that the algae ridden floor is also covered with a dense network or grid of roots and tubers that the mushroom men seems to move from, uprooting, toddling along and then clamping back onto the roots. This has the side benefit of all being linked to one another allowing them to share hit points / split damage about, meaning they all stayed up and fighting before keeling over practically at the same time all expect one that managed to slink away into the darkness beneath the ramp which we discover leads deeper down into the fetid darkness.

* We use this lull to gather the rest of the mushrooms we require and then debate what to do next (which is to have a good search around and find out where the mushroom men came from).

* Its near this tunnel down that we find the bodies of some previous adventurers, their corpses now a bed for hundreds of tiny fungi and mushrooms, but digging about we find a rather hefty amount of coins, the smell of money wafting through his noise Kane suggests (rather noisily as he is still wearing his earmuff turban) that we go down deeper “that’s always where the best treasure is” he says almost sagely.

o So we do, and wish we didn’t as it gets so dark and “misty” with fungal spores we can’t see more than a few feet in front of us, the barbarian falls in a small hole clogged with more fungus people and takes a few hits before being dragged out. We admit that we aren’t equipped to deal with such a situation and withdraw, telling ourselves the squelching sounds we can hear aren’t laughter, no just the sound of them retreating, in fear… yeah… that’s it!.

* As down is right out, Kane proposes we check out the shrieking cave instead “bound to be something those things are shrieking about” and soon rather than “EEEEEEEEEEEK” I’m sure

we’re all hearing “TREASURE” screamed out every few minutes instead, we prepare ourselves and storm the shrieking cave to find… nothing..

* Well not nothing, just a disctinct lack of mushrooms for a chamber supposedly containing “shrieking mushrooms”… and so we stand around for a bit looking through the cave when Lembit has one of those “Oh I could kick myself for being so silly moments” and then begins to tell us more than we wish to know about the fickleness of the “Eye of Alarm” spell and how they will continue to howl long passed the actual event, digging through the rocks we uncover a small gem encased in metal framework that forms the shape of an eye. A few words and the gem crumble to dust, the screaming halts.

o We also uncover under a rock fall the bodies of an Elf and a bunch of goblins. Our shaman weaves a tale of his own imagination (but probably is true) an Elven paladin (as his armour and weapon suggest) took refuge here, casting the ritual to warn him of anything approaching, he was attacked by goblins and in the ensuring battle part of the cave collapsed killing them all, the eye however continued its vigil.

o Picking over the bodies reveals an old artefact, the Jewelled Badge of a Solar Palansis (a Shalhalisti Paladin Order), an object that offers the ability to boost (or apply if it lacks) the radiant damage of someone’s attacks. The badge quickly ends up pinned upon Kane’s tunic (an act I’m sure would make the dead paladin spin in his grave if he had one and perhaps it is this thought that spurs Lembit wish to give the old boy a proper set of funeral rites in the way of his people).

* With several sacks full of mushrooms we return to the sorcerers cellar, finding him and Torrent busy by the cauldron… brewing up potions.

* “Excellent, excellent, with these we can complete the ritual, douse the grove and free the dryad, we shall make history!” (The rest of us are thinking… you keep saying “we” instead of just “I” ….) and soon find ourselves caught up with him crazy plan to change the forest (for the better hopefully) and we follow him to Bag’nera’s (the dryad, who is also on fire) grove. o http://1.bp.blogspot.com/_tswE5kJ_nGw/TFWzWzjyHJI/AAAAAAAAAGo/LPkhuJ204bQ/s1600/DRYAD.jpg

* The grove itself is a large clearing and set within is a circle of four vine wrapped trees (that are naturally on fire) in the middle of this is a small stone altar and it is here that Khadral shall conduct the ritual (along with Lembit and Brick assisting). “now” he explains quickly “we shall cast the ritual and once done it shall drives the draconic influence away, removing the terrible malaise that causes the flames to burn but not consume and spread…” he is quick to highlight that is won’t however put the fires out, so the grove will continue to burn as will the Dryad and her “children” (in reality four large bushes, I guess that’s what baby dryads look like…), just outside the grove (and quite a distance from her children) is a large pond in which her children must be taken. To douse them before the ritual is complete would kill them utterly.

* And so the ritual begins, with grand words, even grander gestures and the ongoing thought that the sorcerer isn’t entirely being honest about the simplicity of his “world changing ritual” and this quickly proves to be the case as more and more parts that he forgot to mention come to the fore.

o The ritual first halts the “regenerative” properties of the curse, causing Bag’Nera and her children to howl in madness inducing pain, she quickly forgets her children and tries to bolt to the pond (which would kill her out right), she however is tackled by Cricket, who has the lovely task of grappling a fire naked woman made of wood to the ground (ending up a bit burnt and singed).

o This then prompts the “groves defences” to activate; the fiery vines around the trees detach and form huge walls of interlocking vines that seal the Sorcerer, Bard and

Shaman inside the grove. As other vines lash back and forth trying to strike those inside.

o And finally the sheer power of the ritual cause landslides and earthquakes that cause huge fissures to open up around the grove… the one saving grace would be a fissure opens up underneath Khadrals feet as the vines strike him, knocking the unfortunate soul (yeah.. right) in… But the curse is broken, the dryad and her children must be taken to the pond and doused before the flames consume them.

* Cricket quickly rolls off of Bag’Nera and she sprints to the pool howling in pain, the fate of her children turns to us, an act that is slightly complicated by them also howling and thrashing away. Enter Uriel and Elisha the plant whisperers who manages to sooth them long enough that Cricket and Kane can dig them out of the ground.

* Our next problem is getting them across the chasms that now litter the grove, Kane offers a hastily constructed bridge of a fallen log… which tips into the chasm before anyone can even put a foot on it… we settle for leaping, trying to find the thinnest spot to cross, and then a mad sprint to the pond, four bushes and one wet dryad … Victory (for team outside the grove at least).

* Meanwhile inside the Shaman and Bard find themselves in a tricky spot as huge vines lash backwards and forwards, but find themselves a few safe spots where they can’t be struck and begin whittling away at the vines, cutting the tips off each tree in turn (creating larger safe spots) until finally they can cut themselves free.

* By this time Bag’Neera has recuperated from her ordeal enough to call her wayward trees off, allowing to pad up to the hole near the later, at the bottom of a very deep hole is Khadral, his leg twisted in one of those “oh I think its broken” angles, tiny fungal creatures seem to have formed a little circle around him… and then scatter into the darkness as the thudding squelching footsteps of something bigger can be heard…
 

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