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Aphonion Tales: Ravenskrag and the Shadowline, a preteen D&D game (lightly edited notes, COMPLETED on 1/20/23)
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<blockquote data-quote="CPaladin" data-source="post: 8266138" data-attributes="member: 7030144"><p>Session 5 (5/30/20)</p><p>Tar-Skard 9:</p><p></p><p>They wake up from their rest in the area around Circle Constance.</p><p></p><p>They decide they want to hunt the necromancer raising undead on this side of the line.</p><p></p><p>They decide that they’ll try to find the necromancer by doing patrols in concentric semi-circles around the area guarded by Circle Constance. The lands of House Nin are much less heavily patrolled than the area around the Circle. There are reclaiming villages, where there are some houses, some fields, and every type of fertilizer imaginable. There are a handful of ruined buildings—probably the result of the border moving back and forth as they fight the war.</p><p></p><p>There is a thundering of hooves, and a cloud of sand off to their right. It’s at least 3-4 times the size of the cloud of sand that they produce when they gallop. Mreep gallops over to take a closer look. She sees a large herd of wild camels, clearly spooked. They are fleeing like mad, towards their group, as a lion chases after their hindmost. The lion misses one of the camels, pouncing on empty sand.</p><p></p><p>Mreep calls back that there’s a herd of wild camels coming, chased by a lion. Runor immediately starts plotting to tame the lion, and get another dangerous pet. The camels rush past them pell-mell. The lion stops running, having lost the chance. It looks over the group, and turns to slink away among the dunes. Ashaltir rides out towards it as it’s trying to slink away.</p><p></p><p>They cast animal friendship on the lion, and it walks over, growling softly in the base of its throat.</p><p></p><p>They feed it some dried meat and befriend it. They now have a young male lion as part of their menagerie. It’s not ready to fight for them yet, but it will travel with them.</p><p></p><p>The night passes peacefully. The shadow(?) does not appear.</p><p></p><p>The next day they travel on. There are more small villages, more ruined buildings, and small packs of hyenas that avoid them assiduously.</p><p></p><p>They have an encounter the next day.</p><p></p><p>One building is particularly large. It’s not in good shape—at all—but it’s still standing, and it has a huge tower, 8 or 9 stories tall. It’s clear that it’s been beaten and battered. There is a large symbol on the stone disk blocking the path to the building. It was a forbidden symbol, but has been broken in half—clearly deliberately.</p><p></p><p>This seems like an ideal place for a necromancer. There could be magical energy here, because both sides have valued it, and the frequent battles give a steady supply of bones. They decide to approach.</p><p></p><p>They enter a broken bailey. The exterior walls are breached but the tower still stands. They hear a grinding noise from an inverted stone bowl which rises out of the ground, and then two steel bolts slammed into Ashaltir’s armor. It sinks back into the ground, and the grinding noise starts again. The group all charges up and attacks the stone bowl.</p><p></p><p>Mreep tries to shoot her bow into the slots on the stone bowl. She shoots into the bowl, doing 8 points of damage as it pings inside. They shot more arrows and fire into it, and an imp crewing it came out. The imp talks to them and complained. It told them where they could find the necromancer, because it wants to get unbound. Runor wanted to kill it, but the rest of the group wouldn’t hear of it because it was cute. They found that this is the tower of the Great Bartholomex, and Bartholomex is three stories down. They went in, and headed downwards to try to find the necromancer.</p><p></p><p>They come down stairs, into a 30’ square room, with corridors opening north and south from the room.</p><p></p><p>After initially considering splitting up, Runor persuades them that they shouldn’t split up, and they decide to head north as a group. They follow a passage east, and while they don’t hear a voice, they feel the same cold feeling as they felt outside when the voice (the shadow?) spoke to them.</p><p></p><p>Humanoid figures made out of bones scrabble out of the weak light. They seem to be drawing bows. The cold is still there, and a voice begins to be heard, whispering to the skeletons.</p><p></p><p>Mreep charges into the darkness with her sword.</p><p></p><p>Ashaltir gets a critical hit against a skeleton and shatters it.</p><p></p><p>Runor zaps one with a sacred flame.</p><p></p><p>They keep hacking down the skeletons.</p><p></p><p>The shadow is still there, but it hasn’t done anything.</p><p></p><p>The Shadow says “Master, they are coming. The imp has betrayed you.”</p><p></p><p>They find 13 sp in the skeleton room.</p><p></p><p>[End Session 5]</p></blockquote><p></p>
[QUOTE="CPaladin, post: 8266138, member: 7030144"] Session 5 (5/30/20) Tar-Skard 9: They wake up from their rest in the area around Circle Constance. They decide they want to hunt the necromancer raising undead on this side of the line. They decide that they’ll try to find the necromancer by doing patrols in concentric semi-circles around the area guarded by Circle Constance. The lands of House Nin are much less heavily patrolled than the area around the Circle. There are reclaiming villages, where there are some houses, some fields, and every type of fertilizer imaginable. There are a handful of ruined buildings—probably the result of the border moving back and forth as they fight the war. There is a thundering of hooves, and a cloud of sand off to their right. It’s at least 3-4 times the size of the cloud of sand that they produce when they gallop. Mreep gallops over to take a closer look. She sees a large herd of wild camels, clearly spooked. They are fleeing like mad, towards their group, as a lion chases after their hindmost. The lion misses one of the camels, pouncing on empty sand. Mreep calls back that there’s a herd of wild camels coming, chased by a lion. Runor immediately starts plotting to tame the lion, and get another dangerous pet. The camels rush past them pell-mell. The lion stops running, having lost the chance. It looks over the group, and turns to slink away among the dunes. Ashaltir rides out towards it as it’s trying to slink away. They cast animal friendship on the lion, and it walks over, growling softly in the base of its throat. They feed it some dried meat and befriend it. They now have a young male lion as part of their menagerie. It’s not ready to fight for them yet, but it will travel with them. The night passes peacefully. The shadow(?) does not appear. The next day they travel on. There are more small villages, more ruined buildings, and small packs of hyenas that avoid them assiduously. They have an encounter the next day. One building is particularly large. It’s not in good shape—at all—but it’s still standing, and it has a huge tower, 8 or 9 stories tall. It’s clear that it’s been beaten and battered. There is a large symbol on the stone disk blocking the path to the building. It was a forbidden symbol, but has been broken in half—clearly deliberately. This seems like an ideal place for a necromancer. There could be magical energy here, because both sides have valued it, and the frequent battles give a steady supply of bones. They decide to approach. They enter a broken bailey. The exterior walls are breached but the tower still stands. They hear a grinding noise from an inverted stone bowl which rises out of the ground, and then two steel bolts slammed into Ashaltir’s armor. It sinks back into the ground, and the grinding noise starts again. The group all charges up and attacks the stone bowl. Mreep tries to shoot her bow into the slots on the stone bowl. She shoots into the bowl, doing 8 points of damage as it pings inside. They shot more arrows and fire into it, and an imp crewing it came out. The imp talks to them and complained. It told them where they could find the necromancer, because it wants to get unbound. Runor wanted to kill it, but the rest of the group wouldn’t hear of it because it was cute. They found that this is the tower of the Great Bartholomex, and Bartholomex is three stories down. They went in, and headed downwards to try to find the necromancer. They come down stairs, into a 30’ square room, with corridors opening north and south from the room. After initially considering splitting up, Runor persuades them that they shouldn’t split up, and they decide to head north as a group. They follow a passage east, and while they don’t hear a voice, they feel the same cold feeling as they felt outside when the voice (the shadow?) spoke to them. Humanoid figures made out of bones scrabble out of the weak light. They seem to be drawing bows. The cold is still there, and a voice begins to be heard, whispering to the skeletons. Mreep charges into the darkness with her sword. Ashaltir gets a critical hit against a skeleton and shatters it. Runor zaps one with a sacred flame. They keep hacking down the skeletons. The shadow is still there, but it hasn’t done anything. The Shadow says “Master, they are coming. The imp has betrayed you.” They find 13 sp in the skeleton room. [End Session 5] [/QUOTE]
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Aphonion Tales: Ravenskrag and the Shadowline, a preteen D&D game (lightly edited notes, COMPLETED on 1/20/23)
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