Seldarn Empire - The Mega-Module Jam

arwink said:
From my understanding, Durhon's happy he killed the dragon because it makes him look tough.

Not so much looking tough but more for conquest as the dragon took out two of his comrades and himself and yip were left to nuke it out!!

Blarths really the head colllector. Blarth reasons that when he has collected enough heads of creatures that have proved to be a tough fight in combat he'll earn a place by the side of his god.
 
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Durhon said:


Not so much looking tough but more for conquest as the dragon took out two of his comrades and himself and yip were left to nuke it out!!

Blarths really the head colllector. Blarth reasons that when he has collected enough heads of creatures that have proved to be a tough fight in combat he'll earn a place by the side of his god.

Only if they are slain in vengence. . .

Then again, if you believe that everyone is "Punny" and find that to be a personal innsult then you're safe.
 
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Lela said:


Only if they are slain in vengence. . .

Then again, if you believe that everyone is "Punny" and find that to be a personal innsult then you're safe.

Blarth's doesn't actually St Cuthbert, he follows a Celestial Lord that serves as the commander of St C's armies. Basically still under the controll of the Church, but with a much more militant focus.

Of course, Blarth's grasp of Dogma is still somewhat limmited, but he has his ideas and they may yet work :D

Edit: None of which has anything to do with this storyhour, I know...
 
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Yay we played again. As a teaser there was a twist to a bet and one naked elf... a party member rebelling, a holy city and a challenge to enter a town!! LOL
 
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Just a quick update.

Tuesday, August 22nd, 508 AF, Continued

"So, ye spent some time in the wars?" Durhon asks. He's sitting on the rubble of a war, letting Calmert bandage wounds healing spells hadn't had the power to heal.

"Some time," Calmert tells him. "I wasn't close to the front lines, but we saw some action. The church eventually recalled us a few months before the end."

"What ye doin' here then," Durhon asks.

"My Cousin Ezekial is meant to be in these ruins somewhere. I'm here to bring him out and drag him to our mutual cousin's wedding."

"Drag?"

Calmert gives a grim grin. "He isn't likely to come voluntarily."

Warwind and Yip quickly strip the bodies, gathering together as many valuables as they can find. The assasin's magical rapier and invisilibity wand is quickly claimed by the elven wizard, and Durhon takes a magical broach. The few masterwork weapons and coins among the gnolls possesions are pooled for later sales.

"Do we give the cleric a share?" Warwind muses, looking at the small pile of loot. Yip gives him an unimpressed stare that answers all questions.

"Calmert's comin' with us," Durhon grunts as the cleric ties off his bandage. "He's got business in the ruins, and we owe him a debt. Either of ye got a problem with 'at?"

Yip shrugs, not caring. Warwind scowls slightly at the shining holy symbol Calmert wears, but can't think of any suitable arguement.

"Right then," Durhon tells them. "Let's see what's inside this pile of stone."

He points, and Yip quickly scampers up the stairs.
 

The toughest part about story hours is waiting for the updates.

another good one I'm now locked into Arwink. Kudos.

We already know Yip is Yip in Copperheads, and the angry dwarf is the angry 1/2 Orc.

Buuuut - is the Cleric the cleric? and the wizard the wizard?
 

incognito said:
We already know Yip is Yip in Copperheads, and the angry dwarf is the angry 1/2 Orc.

Buuuut - is the Cleric the cleric? and the wizard the wizard?

Nope. The black sheep Ezekial (that'd be me) is the Copperheads' wizard. And Geoffrey's player isn't in this game at all, though he does play a Cleric in Company of the Random Encounter.
 

Capellan covers it. Copperheads started because two members of what used to be the regular group were becoming increasingly harder to scheduel due to shift work and other commitments. AT that point, Capellan had just joined and knew a few other players, so we started a new group for the "off-weekends."

As it turns out, I now tend to think of the Copperheads games as the main group, while The Mega-Module Jam is kind of the "off-weekend" game. We get together and play this campaign about once every month and a half (One of the reasons I'm much more attentive to the Copperheads storyhour than this one - it's way further behind).

Update coming tonight some time.
 
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Tuesday, August 22nd, 508 AF, Continued

The group ventures into the ruined moathouse. Little has changed in the entry chamber since it was being used as a dragon's lair. Durhon and Yip quickly examine the room in detail to verify the fact, but all they can see are the marks where a bleeding gnoll had made his way to the wall.

Two darkened hallways lead off from the main room, and there is a doorway leading down to a dungeon level in the north-eastern corner.

It takes them little time to scour the rooms off the western hall, most of them crumbling and devoid of any sign of life. There are two rooms that still have fresh gnoll corpses within, and amid the rubble of one they find the small cubby where the assasin was hiding out of the rain. The southern hall proves almost as un-interesting. As they work their way along the rooms that lead to the far end, they see signs of the gnolls camping out while waiting for the ambush. In one, they even find a good quality dagger stuck into the wooden frame a round the arrowslit, a quiver of arrows slung over it.

"Dagger any good?" Yip asks, eyeing it appraisingly. Durhon grunts.
"Not bad, nothing special," he explains. "Aint worth nothin."
"Yip need dagger," the kobold says reasonably. "Fists not hurt anyone."
Durhon just shrugs, not really caring. Calmert and Warwind have already lost interest, heading back into the hall. Yip contemplates the dagger, hanging at least a foot out of reach, as he realises that none of the taller party members can be bothered pulling it down for him. With a shrug, the agile kobold scrambles up the wall and grabs at the handle, trying to lever his legs against the wall and pull it free. He hangs in the air for several seconds, drawing a quick bark of laughter from Durhon, before the dwarf leaves and Yip's alone in the room. His tiny muscles strain, and the kobold wonders if perhaps the gnoll had hammered the dagger in.

Durhon, Calmert and Warwind finish searching along the southern hall, arriving in a large chamber that seems to have stood up relatively well to the ravages of time. Most of the walls have held up well, although the southern edge seems to have collapsed into a pile of rubble. They can hear the slow trickle of the moat beyond the crumbling wall, and the room feels damp and slightly humid.

"I got a bad feeling," Durhon mutters.
"That's just because you can sense water," Warwind tells him. Durhon snarls in reply. Acting on the dwarfs gut instinct, they more carefully through the room. Calmert has his magic sword at the ready, using it's dim light to explore nooks and crannies, while Durhon and Warwind scour for secret doors and traps.

In the corner of the room, a small puddle of runny ooze suddenly senses their presence. It rears up like a serpent breifly, then drifts slowly over the ruined tiles towards Calmert. It's glide is silent, and slow enough that the cleric doesn't notice until the ooze wraps itself around his leg. Calmert screams in pain, hurridly scraping at his leg to free the clining substance. In seconds, both the leg of his armor and his sword have dissolved into slag. The ooze is shaken off, but rears up to strike again.

"Heironous protect us," the cleric mutters as he stares at the stump of his sword. There is a sharp cry and Durhon and Warwind leap in to hammer at the ooze, and their weapons fare better than Calmets own. Within seconds, they have beaten it into a faintly steaming pool.

"You got a spare weapon," Durhon asks. Calmert nods mutely, still staring at the remains of his sword.
"What?" Durhon asks. Warwind coughts softly, pointing to the glowing sword insignia on the clerics holy symbol.
"Right," Durhon says. He searches around for some encouraging words to offer his new ally. "Maybe we can find another one."
Warwind rolls his eyes as Calmert sighs in resignation and searches through his pack for a spare weapon.

There's a muffled thump up the hall, followed by a short Yip of truimph. A pleased looking Yip emerges with a gnollish dagger in his paw.

"Yip get dagger," he announces. "Lets go see what in dungeon."
 
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