the Jester's OLD story hour, UPDATED AT LAST!

Casting Spells at Candidates

Vito talks to the farmers owning the well the party descended. “I have some powerful and wealthy friends,” he tells them, “that would be interested in using the caves that your well leads to for storage of certain items, no questions asked,” and to seal the deal he gives the freeholder family a tidy sum of gold. His diplomatic ways brook no opposition from a newly-wealthy family, so they count their money and cheerfully agree.

Back at the Drinking Dwarves, our heroes fall into an interesting conversation with Longburns. The long and the short of it is that his clan is in debt and willing to sell some local land cheap. Although the group has plans elsewhere- after all, this town doesn’t like their kind and some of them have plans to assault the forces trying to restore the Temple of Elemental Evil- he sells them on the idea, both because the parcel of land he’s offering is supposedly riddled with caves, including a mythical tomb of the last king of Dorla (which may or may not even exist), and because if they own it they can vote in the forthcoming election.

The next day the group revisits the harbor, and to their great satisfaction the infestation of fungus is clearly not as thick as it was previously. Harbormistress Bentricle is as salty as ever, which Krunkshank finds enticing. Later in the day, Vito leaves the group to run a few errands.

These errands, of course, involve the Magpie Gang. He tells them about the farmer on the edge of town and the little operation he’s set up, but much to his chagrin the gang leader, a female half-elf named Athro, won’t have him running any operations until he’s proven himself. She’s more than happy to give him a chance to do so, however. Ooluts, one of the candidates for governor, has some documents that might compromise the Magpie’s man in the election; on election night, Vito is to see to it that those documents are removed from his possession. The gang provides him with Ooluts’ house’s floor plan, including the location of the safe.

Meanwhile, Droidi makes another trip to the bugbear cave and offers them a chance to live in the caves on the land the group bought from Longburns. He’s worked out a deal with the rest of the party; he can live in the caverns with any friends he wants. They don’t yet realize that he means the bugbears, but they probably won’t care anyway. Chagsuuth, the bugbear druid, seems to like the idea, and states that he’ll sneak up to the surface and check out the caves’ suitability, but that most likely his tribe will take Droidi up on his offer.

That afternoon, while the group is in the Dwarves drinking, Ooluts enters the bar, flanked by a pair of tough-looking bodyguards. “A round for everyone, on me!” he cries, tossing Longburns a bag of coin. “And while you’re at it, use some of that to resupply yourself a little, my good dwarf!”

Horbin says, “So are you going to keep buying the whole town drinks if you’re elected?”

“Of course not,” Ooluts scoffs. “But don’t you agree that having a governor with the resources to get things done is better than having a governor who can’t?” The two begin a minor debate, and Vito drops back into the corner, trying to be unobtrusive. Then he begins casting a detect thoughts spell...

Of course, Ooluts’ bodyguards are observant folk. They see Vito begin spellcasting motions and spring into action. The smaller, wiry fellow pushes Ooluts to the ground, shouting, “Down!” and whips a blade free of its sheath. The larger, burly fellow, having missed Vito’s spell beginning, looks about, and Vito, deciding that discretion is certainly the better part of all that other stuff, stops his spellcasting and slips out the door, then hurries around the corner to a good hiding spot.

Inside the Dwarves, Horbin says, “Your bodyguards are quite quick. Maybe they’re overreacting a little bit?”

“Well,” Ooluts answers as he rises to his feet, “we’ve seen what kind of damage adventurers can do here, haven’t we? After all, they did kill the last governor- and I, for one, don’t intend to be next.”

But there’s no more trouble. Vito stays outside, though he does cast his detect thoughts and try to eavesdrop on the bodyguards and Ooluts, and the candidate and his guardians leave shortly, no doubt embarrassed by the ruckus.

“I still want to kill that cleric of Juiblex,” Horbin tells the rest of the group.

“Arr, I agree,” says Captain Clambake, tossing back another beer. “First thing tomorrow. And isn’t tomorrow election day?”

Indeed it is.




Well, folks, it's late so I'm afraid that the election and the final battle against the Juiblexian have to wait til next time. Coming soon, we'll have not only those events, but also breaking and entering....
 

log in or register to remove this ad

A messenger comes for Horbin at the Mulled Mead: “Tangus the Brilliant requests you join him at a Temple of the Light.”

Horbin is a cleric of the Light, just as Tangus is; he can hardly refuse. Smelling a political trap, he tries to demur, but the messenger frowns darkly. How can he refuse a request by one of his fellow clergymen? Finally he agrees to an appointment. When the time comes, he goes before the other cleric. Tangus is a human of obvious Forinthian lineage; he has golden hair in a halo like a lion’s mane, and though he isn’t arrayed for battle his mien is grave and severe.

“I hear you and your friends have been spreading rumors about me,” he begins without preamble. “I understand you’re claiming that I was responsible for the problems in the harbor.” He frowns, his eyes narrowing. “Is this true?”

Horbin, caught point-blank and off-guard, stammers, “Uh...” and thinks about it. He himself hasn’t spread any rumors, but he remembers overhearing Captain Clambake, Bolfol, Vito and Krunkshank discussing the possibilities of propagating the bugbears’ rumors. They must have done so. Crap. Choosing his words carefully, not wanting to perjure himself in front of another priest of the Light, he says, “I myself have never told a falsehood about you.”

Tangus’ frown deepens. “Do you believe that I had something to do with the harbor problems?” he demands.

“No,” Horbin admits.

“Are you willing to say this in public?”

“Uh... yes, as long as it’s true.”

“Come with me.” Tangus leads the hapless Horbin out of his office and into the church’s main hall of worship. The windows are stained glass depictions of important points in the Dextrite faith: Solurnustice, the moment the sun was ignited a million years ago; Dexter casting the demon out of the child; Dexter casting himself into Bleak’s Maw; the Archangel Gabriel guarding the Gates of Heaven with his flaming sword... The chamber is packed with people.

“My friends,” Tangus announces, “here is Horbin, one of the adventurers who have been sullying my name. He has something to say about this.”

Crap, Horbin thinks. He’s as evasive as he can be, but he can’t just lie to all those people, can he.



It’s all last-minute maneuverings at this point. Zenvo seems to be doing pretty well, but Ooluts has really started to buy himself a come from behind. A lot of last-week spending seems to have done him well. Election night rolls around, and the party members who have title to the land they bought from Longburns’ family all cast their lot for Zenvo Dalais, spoon-player extraordinaire. Then Vito takes Horbin and Droidi quietly to Ooluts’ mansion. They know where the safe is thanks to the floor plans the Magpie Gang gave Vito, and Ooluts is pumping hands with his bodyguards until the polls close. His mansion is stone, and so it’s easy prey to a stone shape spell. It takes a few minutes to search the safe out and convince it to open, but then Vito swipes the papers and that’s that. They stone shape everything closed when they leave.

Later, at the Dwarves, Longburns tells them that the results probably won’t be in all the way until the next evening or afternoon. “It takes a while to count things up- unless there’s a landslide, which isn’t the looks of things tonight.”

“Let’s go get the thing that destroyed my holy symbol,” Horbin suggests, and Droidi and Vito agree; Horbin does a divination that seems to point back to where the adventurers first met it again. The three heroes pick up Blunder and head back to the sewers......
 

Final Battle Against Bleth

Once again, the four companions are plodding through a disgusting smelly sewer. Once again they go back to the place where the shrine to the Faceless Lord was. And this time, the creature has sensed them before they’ve spotted it. It rises from the morass in a half-humanoid, half-ooze form, roaring praises to its dark Lord, and Blunder’s bow shivers and shatters in his hands. He gives a deep-throated cry.

Droidi reacts first, conjuring a flaming sphere near Bleth- the Juiblexian- who screams as it appears right around him! Vito calls upon Boccob to strike out at the strange ooze-like cleric with a spiritual staff, and he has a little more good luck, landing a solid blow. With a cry of rage, Bleth charges Blunder, smiting him and paralyzing him in a single deadly blow! The half-orc gives a single strangled cry as he drops onto the sewage- unfortunately, there’s no water walk this time! Horbin moves to save his ally, while meanwhile Droidi hurls a dagger into the evil cleric’s body. The spiritual staff swings again, narrowly missing the monster’s head, but Vito’s sound burst explodes right next to it. Even though Bleth isn’t stunned, it’s damaged enough that it drops back under the surface of the sewage.

Vito and Droidi assume their guard. Vito’s prepared for this tactic this time; he casts deathwatch, and even though he can’t see its exact location he knows roughly where it is. The entire group- except for Horbin, who’s busy keeping Blunder from drowning, and the half-orc mercenary- makes ready to attack it as soon as it pops up. And a moment later, as it rises, they get there chance. Vito hurls an enchanted rock at it, Droidi stabs it with his dagger, and with a horrified shriek the creature dies, spilling foul-smelling ichor in the river of sewage.

Forty minutes later they are at the sea, rinsing off. Then more baths, beers, and an exhausted sleep. Horbin sleeps well for the first time in days.

And Captain Clambake doesn’t sleep at all......







Notes: I was actually quite disappointed, the party did almost maximum damage against Bleth in this fight right out of the gate. He didn't do as well against them in the final fight as I'd hoped; but the next two sessions taxed the party to their limits, between the return of some old friends, the resolution of
Captain Clambake's... issues, and the first time in 3e (and it wasn't even close to fair) that I've gotten to use... well, you'll see.

I posted Blunder in the Rogues' Gallery thread if anyone's interested: http://enworld.cyberstreet.com/showthread.php?s=&threadid=23482



Next Time: Investigating the caves on the land the party bought; and oh yeah- who won the election?
 

Election results in!

When the results finally come in, our heroes are sorely disappointed. It seems that Zenvo came in a reasonably close second, but the election’s winner in Tangus the Brilliant. Tangus, who doesn’t like adventurers; Tangus, who entangled Horbin (and clearly dislikes him).

Most of the party gets drunk at the Drinking Dwarves. The talk in the tavern around them is mostly about the election. Tangus will be inaugurated in a few days. The party decides to check out their new holdings while they wait for a ship to be able to take them back towards Dorhaus. A trip to the harbor shows that the fungus is rapidly clearing from the harbor, and the shipwrights are starting to repair the ships that were infested in the harbor. The party figures they have a few days or a week to kill, a hostile new authority in town and some new land outside of town to acquaint themselves with. Easy to follow where this one leads, isn’t it?

Krunkshank also notes a distant ship moving in towards the harbor in the distance. With the psionic Third Eye Aware on his forehead, he can almost see the tattered condition of the sails. He shudders, remembering the Wraith.

The next day they head out to their land minus Captain Clambake (nobody’s seen him in the last day). It’s rocky, full of tall grasses, well-broken with ridges and troughs, and full of little creeks. The soil looks poor, but there are dozens of caves that the group sees all over the place. They decide to survey the area before entering the caves- and Droidi points out some smoke. There’s a campfire on their land. The group proceeds with caution and finds another party of adventurers!

“What are you doing on our land?” Droidi asks.

The other adventurers seem on their guard, wary and capable. They explain that they’re, well, adventuring. The halfling in their group seems to be a powerful wizard or sorcerer, and it looks like there’s an elf archer-type in their band as well. The two groups size each other up, and though neither one wants to fight, it quickly becomes clear that the other group isn’t going anywhere without finishing whatever quest it is they’re on. Our heroes, of course, don’t want these outsiders muscling in on their new land; and things get a little more complicated when it becomes clear that these are the adventurers who killed the last governor of Poppin. (Shrug. “That’s the kind of stuff that happens if you get in the way of my summoned celestial dire bear. Call it collateral damage.”)

Still, before things come to blows, Vito and Krunkshank work out a compromise with the adventurers- a 20% share of the money they recover (a tax, as it were). The other group claims they’ll be done in two days; our heroes agree to allow them that much time to finish up. The party goes on their way, somewhat nervous about the other band, and goes poking about in a cave.0

[Note: as they went into the first cave, I had them roll a d% to see how “interesting” the encounter would be. They rolled a 00. :D]





Next time: I hope to get the next update in before I leave for my adventure, because it's got the return of some old friends! Nothing like a template to really change things around a little!
 

Old Friends Return

The cave the party enters is large, studded with wet stalagmites and stalactites dripping down from above, and it has a passage out the back of it. Our heroes move forward to investigate, chatting as then move- and then Krunkshank hears a strange sound. It sounds like the squeak of moving metal.

"Do you hear that?" he asks the group, moving up to stand before the dark passage. He peers down the long cavern, looking to the limits of his darkvision- and two metal hounds come bounding out at him, charging at him before he has a chance to act. Both hit him and try to latch onto him with their steel jaws, but he manages to force both of them away. He gives a great cry of pain as they savage him, but whips out his axe and swings wildly at one of the gear hounds. Horbin draws out his mace, calling upon Dexter for a circle of protection from law. Vito, meanwhile, conjures a magical staff, which pummels one of the constructs attacking Krunkshank. Droidi moves in, a flame springing to life in his hand. One of the metal beasts turns to him and savagely catches him in its jaw for an instant before he throws its grip off.

Krunkshank trades blows with the monster on him; Horbin, meanwhile, begins to summon a monster. Before he can finish, Droidi has tumbled away from the one that snapped at him and it bites Horbin instead, ruining his spell and catching him! The gear hound shakes him, disorienting him, but he manages to keep his wits. Then Droidi hurls a flame at the thing holding him.

Vito hears something- a strange, tortured gait; and a word- “Flee! Flee... you fools...”
What was that? he wonders.

Horbin struggles with the monster holding him, taking advantage of the moment of damage to slip out of its grip, tearing his shoulder as he does it. A shrill sound signals a sound burst from Vito, further damaging the gear hounds. Then Droidi steps in and tears into the one on Horbin, attacking with both claws and both bites. He rends it to pieces. Krunkshank has suffered several bites from the one he’s battling, but the dwarf feels his blood sing. He’s enjoying the back-and-forth dance of axe and bite, and he’s just destroyed the one he’s on. Then a chill runs through his spine as he hears a voice- something familiar in it- croak out, “Flee... run...”

And stepping from the tunnel to face our heroes are two of their old friends: Titus the Clockwork Master and Anvar, the Paraelementalist.

Both of whom, the reader may recall, vanished after the strange clockwork vessel sank.

Both of whom now show... a few changes.

Anvar has a large metal hammer-looking thingy mounted on his shoulder. He’s also got some sort of crackly face-mounted wand-looking metal tube thing next to the right side of his face, with some sort of metal lens over his right eye. He also has a large crystalline gem set in his forehead.

He croaks again: ”Flee...”

Titus has already hasted himself, and he too has a crystal in his forehead. He also has some sort of shoulder-mounted metal device that suddenly barks and fires a burst of slugs into Krunkshank’s midsection. He gives a great cry of pain, staggers back a few paces, and drops to one knee.

The entire party is gaping. These are two of their friends!

Horbin tosses a shatter spell at the crystal in Anvar’s head, but it resists. And then, as the two clockwork servitors begin to move forward, Krunkshank cries, “Anvar my friend- I’m sorry!” And he seals the passage with a wall of stone.








And it’s not over yet, since Anvar can cast Pass Through Earth and Stone on himself!

Next time I can I’ll update this and finish the fight off- if not tonight, then prolly not for a couple of months, I’m afraid.... but I will try to finish this off before I leave.

Aw, crap, that still leaves Captain Clambake and the lich to tell... Did I say lich? Heh... forget I said that.

Lich. These guys are only around 8th level, after all.
 
Last edited:

Krunkshank’s face goes white as Anvar steps right through the wall of stone. Vito’s prayers summon up a thoqqua. The party is retreating already, but too slowly. Horbin blasts off a searing light while Krunkshank casts heat metal on their former companion.

“Flee, you fools...” Anvar chokes out, and drops down into the floor, out of view. The party tries to flee, but they just aren’t moving fast enough. The shock of seeing their old allies, corrupted by strange metal and machinery- it’s taken the wind out of all of them. They’re almost in shock. They’re falling back, with Horbin and Krunkshank both pausing to heal themselves a little, when Anvar re-emerges from the ground and casts a powerful spell at them- a rain of lava pours from the ceiling, burning and hammering the entire group! Screams, the hissing of burning flesh, the tremendous thundering of pyroclastic rocks bouncing all around them-

Droidi breathes on Anvar, a billowing cloud of acidic vapors, and then tumbles back. Horbin entreats Dexter for aid and a circle of healing spreads among the party. Krunkshank throws off another searing light, noting that, although Anvar’s metal parts are glowing red hot from the heat metal spell, Anvar himself seems unharmed. He must have protected himself while he was underground, the elementalist thinks, then winces as his former friend bursts into bright flames and whips out his longsword. Vito has already left the cave, and Droidi tries to follow. The climb up and out of the cave seems much longer than on the way in, and his fingers scrabble for purchase.

Another blast of searing light shoots from Horbin while Krunkshank readies a counterspell. Then the clockwork servitor whips his blade into Krunkshank, slashing at him several times. The battle rages back and forth, with Krunkshank and Horbin blasting spells and swinging weapons while Anvar hacks back at them, stopping briefly to heal himself. Finally, the two heroes flanking him manage to drop Anvar. With a sick thunk, Krunkshank’s axe splits Anvar’s head in two as he blasts at them with a last flaming spell. The party is gasping for breath; their healing spells are virtually exhausted, they’re wounded, they’re exhausted... and they’ve won.

Or so they think.

But Titus has not been idle this whole time. The wall of stone has been suffering the effects of a steady stream of slug thrower attacks the whole time the party has been battling Anvar, and just as he falls, so too does the wall. Titus, the clockwork master-the clockwork servitor- steps over the rubble. A volley of magic missiles shoots into Krunkshank, who staggers back, crying out in pain, and dives for cover.

“Get up here!” screams Droidi from the cave mouth.

Horbin is trying to heal himself enough to stand up to Titus, and shouts back, “Get down here!” Droidi curses and starts to climb back down into the cave. And Krunkshank rolls out from behind his rock and flame strikes the clockwork master, following it up with a fireball. Horbin whips out his sling, mutters, “Crap,” and shoots a bullet at Titus, missing badly.

A lightning bolt surges out, staggering both Horbin and Krunkshank, and the elementalist responds with another fireball. Red-orange fire blossoms like a rose in the cave, And as soon as he can see through the heat haze Horbin tries to hold Titus- but with all the mechanical stuff in him, is he still a person? The spell fails.

Screaming a war cry, Krunkshank charges with his axe, but Titus is well-protected. He fails to penetrate the clockwork servitor’s defenses. Titus draws his rapier and pokes at the elementalist, but Krunkshank’s a dwarf; he wears heavy armor, and it’s enough to turn the point. Then, enraged by having had to slay his own friend Anvar, Krunkshank manages to land not one but two solid blows against Titus, driving him back a step. A moment later, a flaming sphere appears and then a flickering flame seems to spring into Titus, thrown by Droidi. The half-dragon’s keeping his distance this time, but Horbin isn’t; he tosses his sling aside and draws out his holy mace, then charges. At the last instant, his toe catches on an outcropping of rock and he stumbles, badly missing.

A jet of scalding steam pours from Titus’ hand as he speaks magic words, and Krunkshank grunts and staggers, his face badly burnt. Horbin moves up, blinking the hot water from his eyes, and is forced to go through the flaming sphere in order to flank in the passage that Krunkshank and Titus are battling in. He swings his mace and misses. Krunkshank lands two more telling blows, however, and Titus tumbles away and whips out a potion, obviously badly wounded. “No you don’t!” cries Horbin, and casts random action on his friend turned foe. But again, the mind of Titus is no longer in charge. The spell fails.

But Droidi’s flaming sphere is close enough to Titus for Krunkshank’s purposes. He channels fire, screaming from the strain, and a great flaming serpent rises from the sphere and lashes out, catching Titus in its coils and dragging him back to the sphere. Droidi springs forward, viciously biting and clawing at him. The clockwork servitor tries to squirm free, and then goes limp, slain by the fiery constrictor.

Now they’ve won.

“Dexter’s nadlies,” breathes Horbin.

“You can say that again,” answers Krunkshank, panting...





A few notes about this fight: the whole thing (starting with the gear hounds and ending with Titus) took 21 rounds. If the pcs hadn’t separated Titus and Anvar I doubt whether they would have all survived. Heck, it might’ve been a TPK! But, thanks to Krunkshank’s wall of stone, they not only got to fight them essentially one at a time but also exhausted Titus’ slug thrower ammo.

It’ll be a while before I get another chance to update this, :( so I don’t know when or if I’ll tell the tale of our heroes finding out what’s up with Captain Clambake, the Return of the Wraith, and, of course, the lich. But when I get the chance, I’ll certainly try to do it! There are stories yet to be told- the tomb of the Last King of Dorla, the magic of the ancients... Hopefully I’ll get the chance!
 

Your story

Wow. We've been going back and forth on a thread in the house rules forum, and I happened to notice your sig. Glad I did, I don't normally enjoy reading other people's stories, but this was fantastic. I'm an aspiring dm, and while I know more rules than most, I'm terrible at reacting quickly to an intelligent annd inquisitve party. Any tips?

Incidentally, if you get a chance to post those custom feats, I'd love to see them, and any hints on running a campaign (for 20+ years?) would be greatly appreciated.

Wow.

Technik
 

Re: Your story

Technik4 said:
Wow. We've been going back and forth on a thread in the house rules forum, and I happened to notice your sig. Glad I did, I don't normally enjoy reading other people's stories, but this was fantastic. I'm an aspiring dm, and while I know more rules than most, I'm terrible at reacting quickly to an intelligent annd inquisitve party. Any tips?

Incidentally, if you get a chance to post those custom feats, I'd love to see them, and any hints on running a campaign (for 20+ years?) would be greatly appreciated.

Wow.

Technik

Hey, thanks for the praise! It's always nice to have someone throw a few kind words out about my game, since I have been running dnd games since 1981, and they do ultimately all tie together (although my original campaign world got eaten by Tharizdun, my current world was created by one of the survivors... long story!)

Anyway, I find that my best sessions are a mix of improvisation and prep work... If you can create a few encounters that can fit in to the session regardless of what the pcs do with just a slight change of the background it often seems like you've planned things a lot more than you actually have.

For example, if your party is 4th level you might create a group of low-level warriors led by a 4th-level rogue. The party goes on the road? The npcs are bandits. The party stays in town? The npcs are a street gang. The party goes into a dungeon? The npcs are bandits, and this is their lair. And so forth.

Winging it is a tricky skill to learn, but one thing that helps me is constantly flipping through the books looking for things that give me ideas (while I'm dming). Another thing is to drop plot hooks like crazy, letting the pcs bite at the ones that interest them, and have the others in the back of your mind for later. Keep in mind that even if the pcs don't do anything, the rest of the world is moving along. Look to the real world for inspiration on this: while we ignored it, for instance, the genocides in Rwanda went on.

Another thing about winging it is that if you make up stuff as you go along, make sure that you take notes so that when the party goes back to the little mystery you hinted at five sessions back you can pick up where you left off. Also, the more stuff you make up as you go along, the more threads you can refer back to later.

I like to give the pcs the freedom to do what they want within the context of the campaign world. I rarely run "stories"- I mostly set up situations. I can't tell you how many times I've had brilliant ideas that the pcs have totally ignored. (There was a big intrigue and revolution oriented thing that the party touched on a few times but mostly ignored a while back.) The key is that these situations advance regardless of whether the pcs dabble in them or not.

When the party throws you a curve, roll with it. I never try to railroad them into doing what I want, though sometimes my npcs do, or sometimes they end up trapped somewhere they can't easily escape from and they have to work through it. But generally, I let their tricky tactics work for them (unless the npc involved would logically have a counter); I let them run with their wacky ideas. I find that, rather than trying to design adventures for them, I try to anticipate a few of the things they're likely to do and plan a little for them.

I don't know if this is exactly what you're looking for, but I hope it helps a little!

About the custom feats: I'm on the road right now, so I don't have easy access to them. However, I'll email my love slave (she has my computer) and have her email them to me, then copy and paste the ones you want. Er... which I'll have to check out our discussion on the thread that led you here to see about (? the one about the combat mastery or attack bonus feat, right?)

Tallyho!
 


cool stuff you've got here...an odd yet real cool (tm) storyhour.

So you wing it too? I also wing my games, with somewhat less success than yours...

Speaking of which [pimping] why not visit mine, which has just been updated, after a long hiatus [/pimping]?
 

Remove ads

Top