(Thanks to Wulf's book) Heroes of High Favor: A Dwarven Saga

Session 2, part 2

As the dwarves cautiously press forward, they can make out what looks to be a rather large shallow boat, little more than a raft, loosely tethered to a stalagmite. The ground drops down steeply just in front of the soldiers; it is clear that one of the dwarves will have to swim over to the boat if they are to proceed in this direction.

Both Wart and Brunta step forward into the deep water and begin to splash toward the strangely convenient raft. Together, they manage to untie it and drag it back toward the shallow ground. The dwarves board the boat and begin to paddle toward the odd rocks that they noticed in passing.

All around them, outside of the range of their sight, they can hear the steady drip, drip of stalactites showering the cavern. Everywhere around the dwarves, water is in motion.

The dwarves paddle on in silence, watchful and wary.

Presently, the dwarves detect that their unstable craft is moving contrary to the soldiers' direction. They trade silent, grim glances as the realization dawns upon them that they have hit a current. A strong current.

To make matters worse, Wroth chooses this time to point out that he can see something moving in the water in front of the raft. He thinks it's a giant bug. The current is taking the dwarves straight toward it.

Pikkit chokes on her tongue (altering her voice only slightly) as she yells out, "It's huge...an' it's under th' black waters!"

When Brunta realizes that Pikkit is talking about a second creature, rising up behind them, he panics and throws his goblin prisoner at it--one less goblin in the world to worry about.

The creatures are now clearly visible as they tower over the raft; they are massive centipedes--massive swimming centipedes; their exposed halves tower fifteen feet above the water.

In unison, they strike.

At the boat. Each fractures the sides of the craft, but fortunately, neither is able to snap the craft into pieces, yet.

Wroth fires a crossbow bolt into the centipede behind the craft, while the other dwarves scramble around in an attempt to find good positions. Regrettably, there are no good positions on this craft, as Brunta finds out soon enough. His spot in the center of the boat does not protect him from the mandibles of the towering centipedes; he drops to the deck, bleeding his nature-loving life away.

His badger is the next to go; the other centipede snaps it nearly in two.

The other dwarves fight as savagely as they can in their tight space, but a new problem confronts them. The boat is rapidly filling with water.

Thrallin's intense hatred of all things mindless (except Wroth, 'cause he's kin) sees him deal crippling blow after blow against the rear centipede. Eventually, the monstrosity decides to cut its losses and retreat. The other centipede is not so fortunate. The combined might of the dwarves still standing is enough to bring it near death. In its dying throes, the creature turns belly up and floats down current with the dwarves.

After checking the bodies of the druid and his badger and discovering, to their shock, that both have stabilized, the dwarves leap on to the belly of the dying centipede, just as their own boat sinks forever into the dark, bloody, cavern lake. The centipede dies soon after.

The dwarves are now riding a swift current on a dead, thirty-foot centipede, which they cannot steer.

Thrallin feeds Brunta a potion that he has long stored and the nature-lover is restored to health--somewhat. The druid quickly heals his badger, in turn.

The dwarves' anxiety is renewed as they peer into the depthless space around them. They are clearly picking up speed--and they are also clearly arcing around a central point, far to their left. The dwarves are caught in a whirlpool.

Before the group can discuss the implications of this new dilemma, a tremendous thundering roars about them and they are tossed into the air; their centipede-craft has struck a rock and torn in half.

Wroth and Thrallin land on the front half as it floats away in the current.

Brunta and his badger land on the second half.

Wart and Pikkit are…gone.
 
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Geeeeez man. You are one serious bastard.

I'd ha' seen water over my head and turned around, no questions asked, no regrets. End of adventure.


Wulf
 

Wulf Ratbane said:
Geeeeez man. You are one serious bastard.

I've heard that before. It was, I believe, specifically mentioned at the point when I picked up the quarters representing Pikkit and Wart from the table and dropped them in the coin-cup when they were tossed from the sundered centipede-craft. As it turned out, it wasn't the coin-cup after all, but Fruff's (the player of Brunta) drink.

I'd ha' seen water over my head and turned around, no questions asked, no regrets. End of adventure.

You might have turned around, no questions asked, no regrets, but I seriously doubt that it would be the end of the adventure.

But, anyway, keep tuned. Things start to get pretty strange in the last part of session 2.

And session 3 was just loads of fun. The players were really on that night.
 
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Session 2, part 3

The two halves of the dead centipede spiral faster and faster toward a central point that lies beyond the range of even Wroth's superior darkvision. Brunta calls out to Thrallin over the gap of water separating his half of the makeshift craft from the brothers' half.

"Ye durned fool! Did I no tell ye tha' ye should no ha' gone killin' tha little buggers every time they cross yer path? Now look at tha mess ye put us in!"

"What's yer problem? Ain't ye ridin' a big dead center-vermin? Everythin' turned out all right in tha end."

"We ain't at tha end, yet," mutters Brunta under his breath, "but we might well be in a minute." Bagger, still uncomfortably wet, growls in agreement. "An' what about Wart an' Pikkit?"

Soon the focal point of the spiraling waters comes into view; it is a massive rock island, perhaps one hundred feet in diameter. Strangely, the water appears to be flowing into crevices at its base.

The dwarves have very little time to ponder this new phenomenon, for their impact is imminent. Thrallin and Wroth both leap from their semi-centipede as it is crushed into the jagged rock formations of the climbing island. Brunta, with Bagger in his arms, follows the feat in like manner a moment later. There is very little left of the centipede carcass as its bits float into the crevices at the base of the island.

Brunta is knocked unconscious again from the impact of his landing. This time, Thrallin and Wroth just let him sleep it off. In the meantime, Thrallin takes the opportunity to explore the jagged island. Before he has gone more than a dozen steps, however, the nature-loving dwarf comes to with a start...just as the island lurches forward and begins a slow, but steady, advance into the unknown.

"It's alive! This durned island is alive!"

Wroth wears a puzzled expression, but Thrallin beats him to the question: "What the hell are ye talkin' about, nature-boy?"

"It's a big turtle, fool! That whirlpool was caused by it standin' up! It's a durned turtle!"

"Real damned rocky, fer a turtle. Well, what now?"

"I can talk ta it. I think."

Thrallin has a list of questions on the tip of his tongue ready for Brunta to ask, but the druid is already chanting his little nature-chants and walking toward the massive head of the animal. He leans over the edge of the shell and speaks in the turtle's own tongue, or head, or something.

"Well," asks Thrallin impatiently, when the druid is finished, "what did it say? Where are we goin'?"

"Says he's goin' home."

"Where's that?"

"Tha place where he lives."

"Where's that?"

"Home."

Without another word, Thrallin leaves in disgust, to explore the rocky cave-island-turtle.

Brunta takes the opportunity to take a much needed rest.

When Thrallin returns, he is leading a pasty-white human in shredded clothing through the pitch-black of the cavern, because humans have weak, useless, human-eyes. Apparently, Thrallin found the fellow unconscious and freezing in a rocky crevice, healed him up with another potion of ass-saving and dragged him back. The remaining dwarven warriors take turns interrogating the pasty surface-dweller (except for Thrallin, who doesn't speak that Nancy-folk human tongue). For some reason, he seems terrified.

"What're ye doin' here?"

"I've been estranged from my adventuring troupe."

"That don't answer our question. What're ye doin' here?"

"We came into the East side of the mountains, in pursuit of a young brass dragon that has been ravaging our crops, our pastures, and our villages. We intended to kill it, but, alas, we were lost."

"East side? Hell! Tha's the other side o' tha mountain! What're ye doin' here?"

"I know not where I am. I have been lost and terrified in this evil blackness. I sought shelter on this rocky outcropping and have had no food or water since. It has been a week, or more, I would guess, but I know not, with certainty."

"Well we ain't goin' yer way, wherever yer goin', so don't tag along wi' us! Reckon we can give ye a little food an' water, though."

The turtle is still advancing (slowly, but with great strides) and the dwarves consider jumping off, but realize that the water has become too shallow with the turtle's rise to safely leap from the back of the massive creature.

Once again, they ride an uncontrollable craft. After some time, the dwarves can finally make out a wall of the immense cavern. They are heading straight toward it! A tunnel no more than thirty feet in width and twice that in height opens up in the wall, but the turtle gives no indication of slowing, much less stopping.

The turtle runs into the wall.

The cavern shakes and hundreds of bats fly forth in a frenzy above the party. The dwarves ward them off as best they can, but they can do nothing to avoid the stalactites that are randomly falling as the turtle continues to ram into the wall.

Suddenly, the ramming stops. They are grinding forward.

The rocky growths on the turtle's shell are cutting through the tunnel as a hot knife cuts through butter. Thrallin runs up to an outgrowth and takes a good look. He is surprised to see a large amount of ore in it, black in his dwarven dark-sight.

Thrallin grins, takes up a pick, and starts to merrily mine the turtle.

In irritation, the turtle attempts to roll into the wall. The dwarves manage to safely avoid a crushing death as they roll to the tunnel floor, but the pasty human is not so lucky. There is really nothing left of him when the turtle moves on down the tunnel, delving as it goes.

The dwarves shake their beards in amazement as they look after the massive beast. When it has finally passed beyond the range of their vision, their wonder shifts to Thrallin's hand, in which a small chunk of stone and ore seems to reflect a dull glow even in the pitch black of the mountain's eternal night.

So intent are the soldiers' gazes on this new treasure, that they almost miss the torch-lights coming up behind them in the distance.
 
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Re: Session 2, part 3

Rune said:
The two halves of the dead centipede spiral faster and faster toward a central point that lies beyond the range of even Wroth's superior darkvision.

Superior Darkvision from the DWARVES book?

I had a conversation with a fellow ENworlder at GenCon-- he feels this feat is broken, envisioning all sorts of mayhem that a group with 30 feet more of vision can inflict on the enemy. I didn't agree; let's see how it plays out in your game.

Wroth wears a puzzled expression, but Thrallin beats him to the question: "What the hell are ye talkin' about, nature-boy?"[

Err... Who? Wha? You mean Brunta?
 

Re: Re: Session 2, part 3

Wulf Ratbane said:
Superior Darkvision from the DWARVES book?

Yep. Wroth (an NPC level 3 Fighter) took the feat once.

I had a conversation with a fellow ENworlder at GenCon-- he feels this feat is broken, envisioning all sorts of mayhem that a group with 30 feet more of vision can inflict on the enemy. I didn't agree; let's see how it plays out in your game.

I can't imagine why. A whole lot of enemies have better darkvision than that. Even if that isn't the case, it doesn't provide that much more time for planing. 90 ft. Is still pretty close to start a combat. This assumes wide open spaces, in pitch black, of course. In twisting tunnels, it won't matter a bit.

Err... Who? Wha? You mean Brunta?

Yep. Brunta is the druid.
 

Gee, a whole thirty feat? Wow, that's amazing!

Whoever said that Superior Darkvision was broken is a Grade A moron.

Good update, however. I wonder what happened to Wart and Pikkit?
 



Session 3, part 1

With a start, Wroth jerks his companions around to point at the approaching torchlights.

Wroth and Thrallin exchange glances and quickly move to find some crevices to hide in.

When they turn around, a fairly large tree stands rooted against the wall, in the spot that Brunta had occupied a moment before.

Thrallin is condescending as he hisses, "Durned fool! What're ye doin? Ain't no trees what can grow down here!"

"I know that, an ye know that, but they don' know it!"

There is no more time to argue, for the torches are rapidly closing the gulf of blackness that separates the two parties. The dwarves dive behind the tree and hope for the best.

Presently, the group converges on the now-massive entrance to the now-massive tunnel. It is as diverse a group as could possibly be imagined--an elf, a half-breed orc, a human, and a...halfling.

They stop short of the tree as it calls out in a commanding voice that echoes through the chamber.

"WHY HAVE YOU COME TO THE TREE OF POWER?"

A moment of silence follows and the very air of the cavern seems to thin with tension.

"We know not of your magnificence, O, Tree of Power."

Thrallin joins in. "Ye don' know of tha Tree o' Power? What foolish mortals be ye?"

"Er, O companion of the Tree of Power, what role, exactly, do you play here?"

"I don' play no role! I'm tha Voice o' tha Tree o' Power!"

From behind the intruding party, rumbles a massive voice that has the consistency of jagged rubble grated across brittle bones. "AN' I'M ITS GUARD'YEN"

The mismatched group of wanderers panics. "They've got a hill giant!"

The dwarves know better. They are all too familiar with the soul-crunching voice.

Pikkit has returned.
 
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