26 October 2024

Escape from the Armies of the Fire Elemental Khan

  Our heroes:
  • Barehands Brawlsmuch - half-orc monk
  • Dragonspirit Demonmaster - human cleric of Bahamoot
  • Phia the Fighter - human rogue
  • Sorcy Skullfoot - skeletaling sorcerer

As the heroes fled the Temple of the Flame Unquenchable, magma chasing at their heels, Barehands, Phia, and Sorcy collapsed on the obsidian slab before its doors. Catching their breath in the night air, the erupting volcano of the Kingscrown captured their attention as it spewed great globules of lava into the starry sky and lava flows, serpent-like, writhing down the cliffs. So awe inspiring was the violation of the prime material plane by the elemental plane of fire that the absence of Barbrarian of the Wastes, Drugotmi, and Evyn Figglebottom, was almost missed. The three erstwhile allies had boarded the Hellish Shark and were rising beyond the yells of their former comrades into the burning night.

On Barehands, Phia, and Sorcy's flanks armies of vaguely humanoid lava marched, driven by the cruel voices and crueler whips of towering, living infernos. Like dying falling stars, they marched toward the Lake of Swans and the unaware town of Wendover beyond. Blocked behind by the erupting Kingscrown and hemmed in by the armies of the Fire Elemental Khan, our heroes looked for escape down the ravine that would hide them from their foes. Before them in a rocky basin three magmin had turned at the party's yells and begun to advance. As the party engaged in the melee, lava sprouted from the temple, pinning Barehands, Phia, and Sorcy between certain death and a battle. As Barehands tried to pummel the sentient magma, Phia's blade made little impact, but Sorcy's mystical power and Dragonspirit wielding Bahamoot's Claw laid waste to the elementals.



The party scrambled down the twisted and treacherous ravine, reaching a fork. Ahead a panicked voice, in multiple languages, plaintively screamed for help. To the left a warm breeze and dull light beckoned. Pushing ahead, the party came upon another basin, clearly the lair of a large reptilian creature intelligent. Directly across the basin was silver dragon hatchling, trapped under a plinth of stone, separated by the tremors from the erupting mountain behind. Flailing under the stone, showing the whites of its eyes, the wyrmling screamed in panic. Sorcy hung back and started blasting the plinth with his mystical bolts, while  Barehands, Dragonspirit, and Phia moved into hack at the stone with fist and blade. The terrified hatchling turned its paralyzing breath upon them. Dragonspirit sprang back and used his holy flame at range. Meanwhile Sorcy noticed the light and heat of the lava as it crept down the passage behind them. In desperation, he unleashed his wand, Electricus, destroying the stone and the hatchling arrowed into the sky. Grabbing the still paralyze Barehands, the party rushed back to the fork and down the other passage, just ahead of the encroaching lava.



They hurried down the twisting ravine, avoiding dead ends and at one point having to spring over the source of light and warmth they had seen earlier, a lava flow that had come down ahead of them. They were struck with flaming ejections from the Kingscrown above them and finally reached another basin connecting with the wood beyond. Unfortunately a lava tunnel had erupted before them, turning the basin into a seething, hellscape. Guarding the far exit was a hissing, four-headed hydra. Barehands stumbled on some weak stone and was badly burned while Phia, using her acrobatics, vaulted to the stone ledge that bridged the gap, distracting the hydra. Meanwhile, Barehands, Dragonspirit, and Sorcy snuck behind the hydra. From her vantage point, Phia discovered a gate to the forest surrounding the Lake of Swans. She sprang down and as she attempted to escape, found that it was locked, the hydra's many mouths snapping around her. Sorcy attempted to distract the creature with a ball of acid, while Barehands edged his away around the perimeter of the basin. Dragonspirit with the blessing of Bahamoot, engaged with holy flame and magical blade. The beast turned and Phia opened the gate, turning to draw her bow. Dragonspirit brought low the quadruply crowned monster, as Barehands and Sorcy escaped.
Beyond was a tangled, swampy wood, with a small myconid colony. Communicating with the fungus men, they warned them of the erupting volcano, who in return led them through the woods to the beach. Here the party stopped, stranded, as the forest began to burst into flame behind them. As hope dwindled, a call came from the lake, as Maertyn arrived in a boat. Our heroes and the myconids hurried aboard, the Fire Elemental Khan raged on the beach, his armies streaming along the beach, and his words echoing, "I come for Wendover."



13 October 2024

Scavenger-the-Flag

Two nations the Barony of Dryvwey and Bachyardia are in a Cold War. Recently both nations lost spy satellites that crashed within their neighbors borders. Your mission is to retrieve the five (5) data discs from your satellite scattered across your enemy nation's environs. But be warned a Double Agent has infiltrated your ranks and seeks to derail your mission and while trying to retrieve your discs you can be captured while within enemy borders.

  1. Three cones on each side of the impassable Home Mountain marks the borders to each country.
  2. A single cone within each country designates the palaces within each. Prisoners and recovered data discs are retained here.
  3. You can freely enter your neighboring nation. They can detain you by tagging you and you must show them your hands. If you have nothing in your hands they must let you go. If you are carrying a data disc you are captured and imprisoned. Data discs may only be carried in your hands. You may not touch, move or carry a data disc from a foreign country, only those from your spy satellite.
  4. If you find a data disc you may transport it with your hands and try to bring it back to your own territory. You may pass a data disc to an ally, even while imprisoned.
  5. In each country there are clues to where the data discs are hidden in enemy territory. These clues cannot be carried into enemy territory or reproduced. They can be freely moved around your territory. If left unguarded they may be viewed by the enemy agents. 
  6. The Double Agent may view the clues even if guarded. Double Agents can go in either territory. Double Agents cannot move or touch the discs of the nation they are pretending to be but could get discs from the country they are a member of.
  7. Double Agents are selected at random after teams have been divided evenly.
  8. If a player suspects that their teammate is the Double Agent then they may call an Emergency Summit. Game play halts and all free spies return to their home country. During the Emergency Summit a vote is held whether the accused is the Double Agent. If the Double Agent is correctly identified then they are imprisoned. If the player is misidentified as the Double Agent and they are not, then they are exiled and imprisoned in the enemy nation. An Emergency Summit can be held at any time.
  9. One player is required to guard the imprisoned enemy agents. More players can be used as guards to decrease the chances of a jail break. A jail break happens if at least one more opposing player than guards can reach the prisoners and tag them. Rescuers must return to their territory after freeing captives before they can do any other activities. Captives retain their data discs and could be recaptured prior to escaping to their home territory.

06 July 2024

The Temple of the Flame Unquenchable

 Our heroes:

  • Barehands Brawlsmuch - half-orc monk
  • Dragonspirit - human cleric of Bahamoot
  • Phia the Fighter - human rogue
  • Sorcy Skullfoot - skeletaling sorcerer

A raucous celebration was occurring at Granny Blinkins’ Inn of the Flower Princess after our heroes had saved the town from the marauders from the sky. As they caroused they were approached by the mercenary tavern dancing group of the human barbarian Barbrarian of the Wastes, the gnomish druid Drugotmi, and the human fighter Evyn Figglebottom. These three, hearing the exploits of our heroes wanted to join them in their adventures and fortunes. Phia was suspicious but relented. No sooner were they sealing their new partnership with a round of dwarven Mountainroot schnapps when Maertyn breathlessly appeared. Maertyn related that the farmers a few days travel from Wendover were losing crops, livestock, and hands. Investigating brought promise of rich reward and so our expanded heroes climbed aboard the Hellish Shark.

They used their sky ship, to rapidly traverse the distance to the Kingscrown, their two day trip only briefly interrupted by sky pirates. Their new companions demonstrated their martial worth and this other ship was sent flaming from the skies. They arrived at a large farmstead in the shadow of the dormant volcano, the farm master telling them that each night, living bonfires came from the mountain and wrought havoc on the farms. Every morning left destruction and scorched footprints leading back to the mountain.

The party flew the rest of the way to the glowering mountain, landing on an obsidian slab outside two lava tunnels. The party split, with Sorcy's group being waylaid by an owlbear that had made  den inside. The battle was turned when Barehand's team came to their rescue from an adjacent tunnel. With the owlbear dispatched, they travelled deeper into the maze of the lava tunnels. Here they found a ebon pool of water, which they carefully traversed, avoiding the calm, menacing surface. They followed a lengthy lava tunnel to a another cave with a crafted, stone arch opening into the temple antechamber.

The hobgoblin fire cultists ambushed the party inside the antechamber but quickly fell before the might of our heroes. The antechamber opened into a temple of rune carved obsidian. A large mystical altar filled with lava dominated the center of the temple. The temple viewed the pulsing heart of the volcano, a rift into the elemental plane of fire. As the party explored the furnace-like cathedral, a gigantic fire elemental erupted from the lava altar. The party fought a defensive action back to the exit, deciding that entering the very heart of the volcano to be too foolhardy. Burned and wounded the party fled the temple, as the glyphs holding back the elemental plane of fire failed completely. The party ran back through the lava tunnels as molten magma pursued them.


At the pool, Barbrarian fell into the pool and was pulled under by purple tentacles that disappeared into the depths. Using magic, the party injured the tentacles and freed the wandering barbarian who quickly exited the dark pool. The party made a hasty retreat for the exit.

 

15 March 2024

Marauders From The Sky

  Our heroes:

  • Barehands Brawlsmuch - half-orc monk
  • Dragonspirit - human cleric of Bahamoot
  • Phia the Fighter - human rogue
  • Sorcy Skullfoot - skeletaling sorcerer
The four adventurers were enjoying buffalo wings back at their usual booth at Granny Blinkins’ Inn of the Flower Princess when a loud crash and screams echoed from outside but the wings were too good to draw the quartet into the street to investigate. Not 15 minutes later, Maertyn from the lord-mayor's office came tearing into the inn, disheveled, out of breath, and bearing a black eye. He quickly explained that Wendover was under the attack of marauders from the sky and that the town needed their intrepid services once more. When asked what the lord-mayor would reward them for their services, Maertyn answered that they could probably name whatever price they liked as the lord-mayor was one of the citizens abducted.

Springing into action the party raced through misty streets to the Wendover Airship Station. The station is normally neat and quiet due to the rare airship visits to this minor hamlet of the Confederacy. Today it was abuzz with chaotic activity as tall, heavily muscled, bipedal lizards with great fangs herded frightened and shackled townsfolk to large baskets twisting in the cloudy sky high above the cobbles and roofs below. The baskets were being pulled skyward toward a hulking iron barge dimly seen through the fog. The solid fists of Barehands laid low several of the reptilian marauders as Phia's short sword danced and drew blood. Dragonspirit called upon Bahamoot's sacred flame and Sorcy brought is mystical powers and wand Electricus to bear. Soon the troglodytes lay fallen but not before several more townsfolk had been swept into the clouds.


Through the low clouds, Phia's keen vision spied that a sky sloop lay close to the Highwatch just off to the northwest. The party rapidly descended and quickly climbed the battered and shattered tower. Clear evidence of a brutal ramming attack was strewn around the tower and seen in the fissures in its walls. Guardsmen and tower staff lay dead and injured throughout.


Off to the north the floatwood sloop, the Dirty Dragon, drifted close enough to cast a rope. Barehands made the ascent first, through the withering fire of of the sloop's bowman. Phia and Sorcy brought down the pirate trying to cut the rope with arrow and spell, but an errant blast of Sorcy's wand damaged the sloop causing it to list. Phia was next on board and saw Barehands evade a charging pirate who fell to a horrific doom. As they climbed Sorcy fell and became entangled in the rope, forcing Dragonspirit to pull him to safety as Phia and Barehands secured the increasingly listing ship.


Next our heroes snagged the anchor chain of the slave barge, Hellish Shark, as Barehands and Dragonspirit climbed the chain, the lizard men aboard launched spears and arrows at our foes while they tried to loose the anchor. Phia and Sorcy supplied suppressive fire as the two holy warriors managed to board the port bow and make short work of the reptilian raiders. As they cleared the deck, the shaman captain of the lizarf folk launched an attack from astern. Sorcy engaged him in spell battle and felled the cold blooded spell caster. They freed several townsfolk including the lord-mayor in the slave galleys in the belly of the ship. They climbed above decks to the quetzalcoatlus mews. Here they found one nesting quetzalcoatlus whom they were able to calm sufficiently to ride to the ramship, Night Blood.


They arrived near the conn of the ramship, Night Blood, and were challenged by Captain Boldblade, who Sorcy was able to charm into friendship. The Captain command his skeleton drone crew to stand down. Sorcy asked Boldblade to bring them up to the command ship, Lost Soul. The side of the command ship opened up and our brave crew scrambled aboard.


Inside the cavernous deck of the Lost Soul booty was spread about, the afterdeck towered above our heroes. Suddenly a booming laugh echoed out, as a scarred floating orb with a great central eye patch and several severed eye stalks, floated into view, "I'm Orbis Occulus!". And the battle was joined. Barehands sprung up the stairs toward the battered monster. Dragonspirit, Phia and Sorcy engaged with ranged attacks from the deck. With his great speed Barehands reached the floating sphere creature first, and rained stupendous blows. Phia struck with her arrows, Sorcy fired Electricus and Dragonspirit struck with the holy flame of Bhamoot. Then the fearsome globe retaliated, flinging Barehands from the Lost Soul while paralyzing Phia and making Sorcy fall asleep. Dragonspirit struck again but was also struck with somnolence.

All seemed lost when the ship was suddenly struck by the ramship, Night Blood. Captain Boldblade had seen Barehands fall from the command ship and still under the power of the charm had sped to save his new "friend". Barehands had then convince Boldblade that his bosom companion Sorcy was in dire need, and the pirate captain rammed the command ship. The reinforced prow of the ramship disintegrated the after castle and it's ancient beholder captain. As the Lost Soul began to fall from the sky, Barehands rescued his companions with Captain Boldblade's assistance.


The Lost Soul tumbled from the sky and crashed just outside Wendover. Our brave heroes commandeered the Hellish Shark as their own aerial base. The lord mayor rewarded our heroes richly and Captain Boldblade made himself scarce after the charm faded.  







05 January 2024

The Mystery of the Conjurors’ Enclave

 Our heroes:

  • Barehands Brawlsmuch - half-orc monk
  • Dragonspirit - human cleric of Bahamoot
  • Phia the Fighter - human rogue
  • Sorcy Skullfoot - skeletaling sorcerer
Barehands, Dragonspirit and Sorcy were celebrating their escape from the Magus Mif’s Cursed Caverns back at their usual booth at Granny Blinkins’  Inn of the Flower Princess when they were approached by the female rogue Phia the Fighter. She had heard of their growing renown and figured her expertise in dungeon threat mitigation would be much needed. As they were discussing her membership in the company, they were approached by Maertyn, an emissary of the lord-mayor of Wendover. He tasked the company with investigating the strange going ons in the Conjurer's Enclave. Maertyn gave them license to what plunder they recovered as well as a reward from the office of the lord mayor.


The next morn, following a night of revelry at the Inn of the Flower Princess, our brave company entered the Conjurer's Gardens the exotic grounds that houses the enclave. A dense wall of trees, vines and shrubs lay before our heroes, to the northeast the tops of two battered guard houses could be seen while to the south east, looming on the bluff above, lay a mouldering manor of scarred obsidian. The garden gate hung open to a lush, overgrown space filled with flora alien to this world. Fauna unseen but heard rustled and cried in the verdant foliage. In this open space an old campsite lay rotting while to the north sat a locked gate. Barehands, impatient to with the machinations of rogues, broke the gate down revealing a fountain filled with crystalline water standing as regal juxtaposition to the large fungi that guard it. A strong, sweet smell of decay permeated the air. A rickety ladder lay against the far wall. The guard houses lay to the east, behind a gate thickly bound with vines and interwoven trees. While investigating the fountain, our brave company was attacked by four gigantic mutant creatures combining all the worst features of a vampire bat and a mosquito. These they battered with such alacrity that the buzzing aberrant insects fled or died within moments. Turning their attention to the gate, Sorcy investigated the blocked gate only to be assaulted by the living vines and grasping leaf hands of a carnivorous plant. While blade and Sorcy's chill blast had little effect, the power of Bahamoot's flame quickly dispatched the sentient weed. Climbing the wall our party finally encountered the two battered guard houses they had seen in the distance. They stood vigilant next to a broken gate leading to a manmade rise to the bluff above, parallel to the obsidian walls, creating a deep moat to the manor’s gatehouse.

Looming above the  the valiant company, the ruins of a  gate house standing two stories tall with an intact iron drawbridge drawn up. The platform in front of the gate would be the perfect target for defenders of the past to target foes. A shear gap some 8 feet wide and thirty feet deep filled with sharp refuse and detritus yawned before the gatehouse. Behind the gatehouse rose a once magnificent but still impressive manor, its walls scarred by time, war, monsters, and magic. Using the ladder they had recovered earlier, the party made short work of crossing to the gatehouse and lowering the drawbridge.


Before them a broad courtyard with mossy, broken black stone stretched before the manor. Debris of various types and age lay about from crates, barrels and mouldering sacks strewn about the courtyard. In the northeast corner a giant’s skull lay upon the ground. Across the courtyard the entrance of the manor was sealed by a closed portcullis. The party recovered some minor treasure in the courtyard. Sorcy investigated the giants skull, which spoke as he approached:

I don’t have eyes,
But once I did see.
I once had thoughts,
Now white and empty.

To which Dragonspirit answered "a skull". The meaning and purpose of the riddle were not immediately apparent. Phia meanwhile found and disabled the trap on the manor's portcullis allowing Barehands, with some assistance, to lift the heavy iron gate.

Inside the gate lay an ornate great hall  fallen to decay and neglect. Large columns rose twenty feet in the air supporting a darkly stained wood ceiling. On the south wall a large fountain long idle held brackish green water. A large dining table in the middle of the room lay on its side while a second one bore the petrified remains of  a distant repast. Four sconces remained standing, oddly still lit. On the north wall to the right stairs stretch both up and down, while to the left stairs to that tower have collapsed upon themselves. But what drew our doughty quartets immediate attention were the three hideous creatures, appearing as nothing more than lumps of man-sized blobs of molten, stinking flesh, that oozed across the floor towards them. Our brave team engaged in combat Barehands with his flurry of martial blows, Sorcy with his spellcraft, Phia's bow and short blade, and Dragonspirit's divine flame. A hard fought battle injured Barehands and Sorcy but left them victorious.


After the battle, they found some trinkets of treasure but also rudely carven on one of the tables: "Beware the madness beyond the door of the black sapphire! The northwest jail has an answer you will seek.” They explored the once a decorative patio, behind the great hall, overlooking Conjurors’ Park. The patios stones now broken and riddled with moss. They ascended the stairs to a once elegant chamber with a fireplace, beds, and desk. A large mirror leaned against the wall, seemingly out of place with the other furniture of the room. The once lavish study and bedroom had become the roost of a large winged reptile, who snaps irritably in their direction. Again, our party's puissance won out and the great flying lizard fled with grievous wounds. They found another riddle on a scrap of scrollwork:

What has cities, but no houses;
forests, but no trees;
and water, but no fish?

Again answered by Dragonspirit's wisdom as "a map". They also found a conjuror's spell book appropriated by Sorcy and a ring of protection which Barehands donned. They decided to rest in this easily defensible room and explore the lower and likely more lethal levels of the enclave in the morning.

The next day the doughty party followed the stairs curving off to the left, down into the dark. Barrels were stored haphazardly next to the stairs and a corridor of rough hewn stone stretched into the darkness. Using torches they discovered scratches in the floor as if something were dragged to and then up the stairs. The air was stale and dry, this long stone corridor stretched off to the south. About halfway down corridors disappeared into the gloom to the east and west. At this juncture a mirror faced northwest catching the party's startled reflection. At at the end of the long hallway a second corridor opened up to the west.

The adventurers opted to pursue the age old rookie mistake of splitting up with Phia and Dragonspirit exploring to eastern corridor while Barehands and Sorcy proceeded straight ahead. Phia and Dragonspirit found their way seemingly  little used and curved southward before being blocked by crates and barrels. Behind this stacked decree the southward trajectory of the corridor terminated by an old cave in. On the west side a branching tunnel had been walled off. A small area of bedding was tucked into the corner. A mirror standing propped in the corner. A mottled brown, bony, semi-humanoid creature with long tendril-like limbs ending with four fingers, lined on the inside with spines, skulked in the shadows near the ceiling. It’s elongated face ends in a grotesque, snarling, mouth filled with jagged teeth. The commotion from the choker quickly summoned Phia and Dragonspirit back to the other half of the party. With melee and magic they subdued the grotesquerie who bartered information about answers to the riddles they had found for its life. After that they broke down the walled of passage finding a treasure chest. Unfortunately they did not check for traps and sprung a poison gas trap which weakened Sorcy. However they did acquire Bahamoot's Claw a magical long sword, bracers of defense AC 15, and sacks filled with 400 gold suns. The choker fled through cracks in the cave in too small for the party to follow.

The party backtracked from this dead end and headed down the corridor west. This corridor ran a short distance before doubling back to the north. At the corner is a mirror. A little further on the corridor ended  in a closed door to the west. Phia was able to disable the lock and the door creaked open revealing an antechamber. On the west wall a grotesque green monster framed the doorway into an extravagant crypt. A large sarcophagus lay embedded in the floor. After carefully ascertaining that no traps were laying in wait, Barehands used his steel sinews to open the crypt, revealing the dusty skeletal remains of a conjuror. His head was pierced with many arrows as if he were wearing a painful crown. He wore faded but elegant robes. His eyes glowed with a menacing green light as he began to rise from the sarcophagus.

“Who disturbs Xuan Cong?"


Explaining their mission, Xuan Cong requested they help him seal an open portal elsewhere in the dungeon. He was cursed to never die while this extradimensional portal lay open. He was also forbidden from leaving the crypt but if the mystical mirrors between the crypt and the summoning chamber could be aligned correctly he would be able to reflect his magics to them. He noted that the mirror frames could not be turned physically but required a three word pass phrase. He did not realize that some of the mirrors had been removed from their frames, nor could he after centuries recall the pass phrase. Xuan Cong did tell them that his "friend" in the courtyard might know one of the pass phrases.

The party returned to the unexplored southern end of the north-south corridor. A west ward bend ran about half the distance of its parent before terminating in a door.  About midway a mirror was turned toward the near wall opposite a closed door with a black sapphire. Heeding the earlier warning the party proceeded to the end of this corridor. Behind this door they found a damp jail with four cells in varying states of disrepair. A round table served as the desk of the jailer, a seething devil who deftly wielded a vicious, saw-toothed glaive, while below its toothy maw writhed a hideous, twitching beard. The fight with the devil was grim but ultimately victorious. On the wall of the northwest cell they found the final riddle:

What goes through a door but never goes in or comes out?

With much pondering did Phia finally land upon the answer of a "keyhole".

Backtracking once more, the party finally braved the door of the black sapphire. The thick door opened slowly as if hesitant to enter the room beyond. A strange miasma was felt rather than seen as they entered the room. Each step was met with a resistance both from within but also from the strange atmosphere of a world inextricably alien to our own. In the middle of this room lay what can only be described as a round portal to a place that would shatter the minds of mortals. Tentacles as thick as trees waved in the vomitus haze, their tips, cruel with bladed spines and ooze dripping suction cups tested the membrane separating our two worlds.

The party retreated and returned the missing mirrors to their frames before using the key phrases to realign the mirror frames to give Xuan Cong the line of sight he needed to close the portals. The portal collapsed and Xuan Cong disintegrated in relief. Our brave heroes returned to the Inn of the Flower Princess.