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Adventures in Elfaivar, 522 AOV
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<blockquote data-quote="RangerWickett" data-source="post: 8195506" data-attributes="member: 63"><p>This week, the party hits up the capital, meets the <strong>Mayor</strong> who takes their concerns <em>very</em> seriously because she figures that if there are Bounty Hunters who are a bunch of foreign priests suddenly just popping in, that means they know about an old teleportation circle in the ruins. And if they're chasing the Runaway, that means he probably teleported in too. And the last thing she wants is Hitler learning how to teleport her armies within a few miles of the capital.</p><p></p><p>The Mayor takes the party to meet the <strong>Rajput</strong>, a warrior who trains magical elephants. One PC helps the mayor draft a sternly-worded letter that offers a carrot if the Hitler Youth hand their prisoners over, and if that fails, the PCs are to be the stick. The other PCs are dubious, until they learn the elephant can control winds to deflect arrows, can stab you with its tusks from 150 feet away, and creates an aura of gravity that slows enemy charges and blocks teleportation, which will be pretty handy against a dozen women who can cast <em>misty step</em> once per short rest. </p><p></p><p>The Rajput ain't too shabby either: he's been defending the city for 300 years, so he's a bad-ass. He slaps a longstrider onto the elephant and they're off, hopefully to catch up before sunset. Along the way, he even offers to teach the party's druid how to fire a musket from the top of the howdah. </p><p></p><p>So it's rather tragic when, during a random encounter against a swarm of zombies, an undead wizard hits the druid with disintegrate and kills him in one shot. The GM needs to read his statblocks more clearly. But this game was never meant to be that serious, so the GM comes up with a <em>plausible</em> reason the player's soul immediately reincarnates into a nearby wild animal. The player chooses a tree frog, but points out he can wild shape into an ape, so he can still fire the musket.</p><p></p><p>In pursuit of the Hitler Youth and their prisoners, the party sees that they weren't the only victims of a random encounter, as one of the prisoners (an orc who was part of the Merchant's crew) was murdered by something like a giant scorpion. The Hitler Youth seem to have driven the monster off, but left the orc behind and made the rest of their prisoners keep marching. However, the orc was placed in position of repose, with a symbol of blessing on his forehead - a Clergy symbol (a fishhook drawn with ash). After a quick look around, the party finds tracks of the Bounty Hunters, who seem to be close on the heels of the elves.</p><p></p><p>So now a dilemma. The party wants to rescue the Runaway. The Hitler Youth want to interrogate the Runaway and figure out the code to a vital teleportation circle. And the Bounty Hunters claim the Runaway is a demon, so they probably will kill him. The party isn't sure they can win a straight fight against both, so what to do?</p><p></p><p>We'll find out next week. And luckily I've hinted at enough other NPCs in the area that if I need to tip the scales one way or another, I can help the party out in a bind. </p><p></p><p>Now I need to make a statblock to represent a unit of a dozen elvish warriors.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 8195506, member: 63"] This week, the party hits up the capital, meets the [b]Mayor[/b] who takes their concerns [I]very[/I] seriously because she figures that if there are Bounty Hunters who are a bunch of foreign priests suddenly just popping in, that means they know about an old teleportation circle in the ruins. And if they're chasing the Runaway, that means he probably teleported in too. And the last thing she wants is Hitler learning how to teleport her armies within a few miles of the capital. The Mayor takes the party to meet the [b]Rajput[/b], a warrior who trains magical elephants. One PC helps the mayor draft a sternly-worded letter that offers a carrot if the Hitler Youth hand their prisoners over, and if that fails, the PCs are to be the stick. The other PCs are dubious, until they learn the elephant can control winds to deflect arrows, can stab you with its tusks from 150 feet away, and creates an aura of gravity that slows enemy charges and blocks teleportation, which will be pretty handy against a dozen women who can cast [i]misty step[/i] once per short rest. The Rajput ain't too shabby either: he's been defending the city for 300 years, so he's a bad-ass. He slaps a longstrider onto the elephant and they're off, hopefully to catch up before sunset. Along the way, he even offers to teach the party's druid how to fire a musket from the top of the howdah. So it's rather tragic when, during a random encounter against a swarm of zombies, an undead wizard hits the druid with disintegrate and kills him in one shot. The GM needs to read his statblocks more clearly. But this game was never meant to be that serious, so the GM comes up with a [i]plausible[/i] reason the player's soul immediately reincarnates into a nearby wild animal. The player chooses a tree frog, but points out he can wild shape into an ape, so he can still fire the musket. In pursuit of the Hitler Youth and their prisoners, the party sees that they weren't the only victims of a random encounter, as one of the prisoners (an orc who was part of the Merchant's crew) was murdered by something like a giant scorpion. The Hitler Youth seem to have driven the monster off, but left the orc behind and made the rest of their prisoners keep marching. However, the orc was placed in position of repose, with a symbol of blessing on his forehead - a Clergy symbol (a fishhook drawn with ash). After a quick look around, the party finds tracks of the Bounty Hunters, who seem to be close on the heels of the elves. So now a dilemma. The party wants to rescue the Runaway. The Hitler Youth want to interrogate the Runaway and figure out the code to a vital teleportation circle. And the Bounty Hunters claim the Runaway is a demon, so they probably will kill him. The party isn't sure they can win a straight fight against both, so what to do? We'll find out next week. And luckily I've hinted at enough other NPCs in the area that if I need to tip the scales one way or another, I can help the party out in a bind. Now I need to make a statblock to represent a unit of a dozen elvish warriors. [/QUOTE]
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