Sagiro's Story Hour Returns (new thread started on 5/18/08)

I have had little time to keep up with my favorite story hours in the last two weeks and just caught up.

WOW.

To say, "Nice work, Sagiro." is such a vast understatement, but you don't have all day to listen to me gush (and sadly, I don't have all day to gush anyway).

Kudos to all involved. You guys are the embodiment of what I strive for in my games.
 

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Ernie has mobility issues?

I can imagine... I just took the Dash feat for a Dwarf PC of mine, and he isn't even wearing heavy armor.

Boots of striding and springing would be nice.

Ancalagon
 

KidCthulhu said:
Then we just have to deal with Parthol, who wants the Spire dead with or without the Emperor, that wierd Slayer prophecy, Shreen the Fair, destroy the Guild of Chains, Save the halflings of Appleseed and...

Find out why the cats want Aravis so badly :D
 

Ancalagon said:


I just took the Dash feat for a Dwarf PC of mine, and he isn't even wearing heavy armor.

??? Well that's a relief, since Dash has no effect if you *are* wearing heavy armour...

Anyway, Sagiro, great story! More!
 

Note: this thread needs trimming, but the boards are too busy right now. Sagiro or I will delete extraneous threads when it slows up.

Second note: Sagiro, will you please change the link to your web page in the very first post? It still points to the dead mediaone.

I haven't updated my own story hour yet, so here's something for Sagiro's; after Sialia's art, I have to scramble for anything half as good! But I might have succeeded.

Linked below is a mp3 of Sagiro doing the voice for Shreen the Fair. You remember Shreen (from run 88, right here); in Kivia, he was the priest of Dralla, Goddess of Abominations, who gave us the clue to finding the Crosser's Maze. He's also the creepiest person we've ever met.

  • Eyes peer out from the darkness all around them, and the air is full of whispers. A humanoid shape approaches out of the darkness; it appears to be a horribly disfigured man, limping, with a hunched back and one eye covered by his own drooping brow. In a coarse whispering voice, he introduces himself as Shreen the Fair, Night-Master of the Temple of the Dark Mother. The party greets him, and when he asks why they have come, they ask him straight away about the Crosser’s’ Maze.

    Shreen answers. As he talks, his voice fluctuates, sometimes a cracked whisper, sometimes pleasant and normal, and sometimes rising into a harsh scream. When his voice rises, many rasping and hooting cackles come from the darkness all around them, making it evident that the party is surrounded by dozens of unseen creatures.
Now you can hear his voice!

http://www.folded.com/defenders/shreen the fair.mp3

Warning: the file is 279K, and you might have to download it; when I try to play it through Windows, I at first only got the first seven seconds, but it seems to work fine now. Also, you may not want to play it loudly at work. It's... disturbing. Thanks to Blackjack for the help!
 
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PC took Sagiro into the other room to record this clip, but he didn't tell us what they were doing. We all jumped when we heard Shreen's voice coming from the kitchen. Talk about conditioned response!
 

KidCthulhu said:
PC took Sagiro into the other room to record this clip, but he didn't tell us what they were doing. We all jumped when we heard Shreen's voice coming from the kitchen. Talk about conditioned response!

Heck, I jumped out of my seat here in my living room! Tres cool, tres creepy.
 


First, I just want to say thank you to all you people who pop in here with nice things to say about the story. I really do appreciate such comments, even if they give me a swelled head. :) Rel has the right idea when he lumps the praise on the players, too; they're absolutely fantastic, and I probably don't tell them often enough in person how much I appreciate their dedication, good nature, fun attitude, and willingness to swallow all the crazy stuff I throw at them. ;)

But enough with the gushing... on with the story!

Sagiro’s Story Hour, Part 142a

Kibi glances up uncomfortably at the walls and ceiling of this huge room – over 100’ on a side, with no pillars or arches for support. As a dwarf and former stonemason, he knows this room should be collapsing under its own weight. He casts detect magic -- and of course it doesn't work, because Grey Wolf is still carrying around the Divination Sink. They stick it in the bag of holding, Kibi casts again, and he sees that all of the walls are glowing with enchantment magic. He breathes a little easier. While he’s got the spell up, he does a quick sweep of the room identifying magical loot. There is plenty on the bodies of the four they fought, but none down in the bloody soup in the lower part of the room. "Just as well," says Ernie. "I’m not into looting with a sieve."

Kay flies up through the hole in the roof, to get a better sense of just what this ritual room is below. She discovers that the retractable roof opens into a courtyard nestled nicely in the center of several city-estates. It looks like it abuts three different properties – those belonging to Lord Southinghorn, Lady Canterrin, and "that nice old chap" Lord Cosnor.

With many party members low on health after the fight, and nearly out of spells, the Company decides to burn a few more charges of their wands of cure serious wounds. Shaking their heads at how many total charges they’ve used, they estimate that since they were made, those wands have cured over 1,100 hit points of party damage!

Ernie takes some of the remaining soldiers and goes upstairs to see what has become of Cobb. He finds signs of heavy fighting throughout the upper level of the Black Circle complex – over 20 dead house guards from the Silent Quarter, along with 14 of Cobb’s men and 6 priestesses of Ell. But Cobb still lives, his unconscious body tended by two Ellish clerics who also survived the battle. Together with two other injured city guards, the five of them are the only survivors of the skirmish. The clerics are out of healing magic, so Ernie uses more charges from a healing wand to restore Cobb. The guard captain opens his eyes, sees Ernie, and says, "Oh, hell, they killed you too?"

"No!" Ernie says cheerily. "We’re alive. And we won! We beat the Black Circle, and they’re the ones who are dead."

Cobb looks around, the truth dawning on him. "Hot damn!" he says, breaking into a grin.

Down in the Ritual Room, Dranko has spotted a door in the lower chamber, semi-concealed by the patterns of stonework. It seems that there’s more to discover down here, but the Company knows from experience that the door is probably trapped. Sure enough, Kibi detects strong abjuration magic. Out of other useful spells, and not wanting to subject Flicker to the risk, Morningstar casts one of her few remaining spells, summoning an octopus which Dranko then heaves against the door. As it strikes, it triggers the harm glyph, and wounds open up all over the body of the poor sea creature. It writhes in pain for a few seconds before Dranko puts it out of its misery with his mace. All of the clerics wince, and look up to the heavens in an apologetic manner. It’s not their finest moment. Dranko swings the door open.

Beyond is a straight hallway, lit with continual flame torches. It goes on for over eighty feet, and ends at another door. There are two doors on either side of the hallway as well, making five in all.

Little does the Company know just what a hall of horrors it is they are about to explore…

…to be continued…
 

Is that "horrors" as in "indescribable atrocities and offenses against all that is good and decent", or as in "should never have started down the hall without full hp & a full complement of spells"?

:D
 

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