Chaos worm

the whole story

Fin June 01, 2009 00:16

Party disbands, session is over.

Aftermath: 0 comments Xou’s Heroic Triumph – Original Far Afield May 24, 2009 12:55

The party decides on a little light labor. Fending off a minor goblin raiding group who were raiding a twin outpost setup.

After tracking the goblins back to the dilapidated mage’s tower, they surpised the goblins and dispatched them.

During their recovery period, a raiding party of Derro – who have been displaced by a vengeful returning Drow war party, have come to the surface.

We start off with the group being lead back into a cavern in which the Goblins have been busily storing and sorting (?) their spoils. Complete with pens for livestock and crops packaged for storage. The party is herded into a stone shaped corral. Wherein Xou sets down for a good rest… to be disturbed by Akarai who attempts to wield the “Jesus Sword” to attempt to cut through the rock. Meanwhile Ms. Strange wails on regarding Cass’s “obvious” plight of missing his one true love, that another great tragedy has arisen for star crossed lovers. Despite the sword antics, the stuffy room, and piteous wails of a semi deranged love sick sorceress – Xou gets into a meditative state … communing with nature.

Meanwhile Guru is pulled out of the cell and questioned about the surrounding world, where are the forces, where are the dwarven mines near here, etc. etc.

As the sun rises the Derro are increasingly confused, surely they are under attack.. the world is on fire! Xou does some impressive BS’ing and convinces the Derro that he can help protect them from the attack to come.

Xou knows that it will be unearthly difficult to save his entire party from the Derro’s Army of mages and fighters. However he cunningly tricks them using his knack and masterful skill in the arts of Nature. Xou expertly convinces the Derro’s entire Offensive force to assemble well in range of his prepared spell.He brings his comrads close, unleashing the light of the sun, blinding all but a single, degenerate, Derro.

Fleeing from the Derro, and their Elemental sent to destroy them. Xou goes from town to town warning them of the impending attack… mobilized by the bravery of Xou the towns separate their grave differences and rejoice in there knowledge of what to come, wait and wait,.... and wait for the destruction to come.

Soon messengers are dispatched to Deception to make them aware of the impending attack and route to the underworld.

Amid fanfare and pomp… well a couple of hardy handshakes.. the party is hailed as heroes, a plot against the two outpost is uncovered and the compliant town official is stripped of position, wealth, and put into stocks… wherein he is made to laugh until he is barely conscious.

They are given pick of one of his most prized possessions, a signet ring, a magical suit of scalemail, or a 10% share of his accumulated wealth.

Choosing the Armor they head back to Deception where Xou is approached to join an order of Druids… who are a militant faction… intent on repopulating the earth with the blood of aberrations, goblins and the like who brought upon the land this blight.

Upon Returning to Deception the party takes a few days to update their skills, appraise their war goods gathered from the goblins and recuperate from their adventures. The Job Board contains the following:

1. Try their luck against a Wizards defenses … he’s happily asking for someone to steal from him ?!? It seems that he has infact STOLEN three weapons from some aristocrats who offer rewards for their heirloom’s return
 2. Find the Heir apparent that seems to have been taken.
 3. Contact (subtle wording for possibly destroy?) a band of creatures who are attacking all humans in the western mountains.
 4. Fend off some Bandit raids
    Fend off goblin attacks
 5. Join a attack party to seal and take the fight to the Derro
 6. Join the caravan heading South – now with % profit share
 7. Elves want to setup trade with disconnected elven nation
    And of course….
 8. Druid wanted
 9. Druid wanted
10. Druid wanted
11. Druid wanted
12. Druid wanted
13. Druid wanted (if only the Guild weren’t suck sticklers about getting their share)

1 comment Returning to Deception April 23, 2009 02:15

Almost a split in the group.

Xou decides to return to talk to the Druids Guild, and Grandmaster if possible. However the party walks into the base camp of a goblin raiding party (see part of last adventure)

Xou makes the area grow with a charge from one of the Rods, while that occurs Akarai gets a few goblins. The Priest traveling with them begins to summon a storm to take care of the Goblins. The battle rages, goblins die… and Orcs and a Troll are felled, and a Kobold becomes a friend – enter new PC.

The Kobold tells of an attack against Nova Prosperity, that the Horde was planning. A quick about face shows that no attack has come, and the town continues to harvest and celebrate their good fortunes.

The party again leaves for Deception. Outside the gates of Deception Cass becomes fidgity and splits off from the group. The Dwarf and Gnome were not distracted by the return to Nova and have already been received as emissaries from the South – and of their respective guilds and clans.

Deception is a wonder to behold, during the darkness the fear of shadows turned the town into a glittering wonder, with bricks and paver stones set to shimmer in and shift colors.. the fashionable still wear their glowing necklaces and iridescent/incandescent finery.

Xou gets escorted through to the outskirts of the Elven district and to the Druids Guild/Garden hall, where when presented with the opportunity to serve in menial work for a few weeks… he decides to quit the guild.

Perhaps influenced by the Dwarf and Gnome, or perhaps just greedy. He keeps a promise to return with livestock in exchange for carts of grains/roots and vegatables. Several Trips later and the town of Nova Prosperity has its own trade route established, with a running stream of young animals to feed. From an outpost to a village in shortly under a month – rumors have it that a mage has been summoned to work in the town as well.

Cass appears on and off, a quick apperance from an alley to check in to see what the party is doing. Apparently the town has its own detractions that still are looking for Cass :)

Several trips to and from Nova – Xou and Guru have amassed their own sizable fortunes. However growing apprehension regarding Akarai, stabling costs, and Cass’s own increasing anxiety soon have our heroes visiting the Jobs board:

Should our heroes: Try their luck against a Wizards defenses … he’s happily asking for someone to steal from him ?!? Find the Heir apparent that seems to have been taken. Contact (subtle wording for possibly destroy?) a band of creatures who are attacking all humans in the western mountains. Fend off some Bandit raids Fend off some Bandit raids Fend off goblin attacks Join a carvan heading to Hawke Join the caravan heading South

And of course…. Druid wanted Druid wanted Druid wanted Druid wanted Druid wanted Druid wanted (if only the Guild weren’t suck sticklers about getting their share)

Find the Kender’s Family and notify them of his death?

Either way the Dwarf has become NPC and split from the Group. The Old man seems to be entraced with Deception and has stopped pestering for passage to Hawke

Well off to the two outposts a wee east north east of deception.

It seems that two men started up outposts a stone’s throw from each other on the same stream… Omsfard – the would be leader of one town believes that Lekto is behind the attacks, or made some arrangement as the goblins are making the effort to continue to attack his outpost.

Lekto apparently built his “town” up stream and that’s when the disagreement’s started. Diverting the stream to irragate and then the trash in the water has led to bad feelings and mischief between the town men and their settlements.

The trail to the Goblins’ camp is obvious, even to the untrained eye. Up until last month once a week the Goblins would attack about once a week.. however three men were tending sheep and cattle when the last raid came, and their bravado got two of them hurt, and one of them killed.

A short ride later, the party (Akarai & his chocobo, Xou & his Chocobo, Alonis & HIS chocobo, and their new Kobold friend arrive at a small valley.

The valley appeared to have a defensive wall that was destroyed some time during the darkness – not far into the valley a slightly less than habitable Wizard’s tower appears to be built into the rockly cliff face, and after some scouting a cave entrance is found.

Akarai’s tracking comes into play, and although he is not able to find the mechanism, he’s sure he knows where a secret door is located.

Leaving their chocobos undefended in the amble cave, the heroes climb up the staircase the kobold found to the base of the tower… where the goblins are gambling, drinking and “keeping watch” – no sooner than through the door the Kobold screeches into battle, dual meat cleavers in hand.

Snicker-Snack and a goblin loses its head!

Xou’s sword bursts into flame, and his rage fuels a celestial Wolf to appear to deal with his hated foe. Akarai begins shoot arrows, and the Goblins – recovering from being stunned launch a fusillade of pewter ware at the obviously Gnomish spell caster – who gets off a color spray knocking half the goblins unconscious, while nearly getting knocked out himself by an errant pewter mug!

Goblin’s bravado, in the face of the party, who unlike them, are armed. Ebs into a mass retreat, while a golden sparkling trailing wolf leaps and tears the throats out of the fleeing, and the unconcious… along with..

What is wrong with that badger??? Wow.. that a really anemic and palsy ridden badger… who messed up their casting attempt? Xou

Weazing in asmathic fury, the three legged, nearly blind badger that was summoned toils its way to the first goblin and although neither pretty nor quick, the goblin is left bleeding to death.

Meanwhile trouble comes from upstairs… its the boss “Gunna!” – whose metal greaves are quickly heated to red hot, while Xou attempts to hack with his flaming great sword, sadly the strike he makes is cauterized by the sword and the greave’s blistering touch. Gunna back pedals and tried throwing a short sword… and misses.

HOWEVER, Akarai… attempting to make his move, puts an arrow INTO XOU’s back!!

He changes tactics and tosses Alonis from the staircase, his weapon… a mug of grog in hand.

Two goblins atop the stairs, and a maimed Gunna, the orc remained at the end of the session.

Starting off again. Xou attempts to finish off the Orc… misses.

The kobold hacks off the Orc’s foot and then Akarai puts two arrows into the Orc. Frustrated Xou goes off to search the bodies, the Gnome follows suit.

Soon everyone is scouring the area for what these bandits might have.

Xou whips out a Body of the Sun and begins to light afire the barricade the two remaining goblins have built while the search progressed below. Soon the whole mess is on fire and comes crashing down the stairs, to be turned into an icy mass with another rapid spell by Xou.

Sending his Wolf upstairs (the badger being dispatched by an unwieldy dagger’s flight into the poor badger’s – known as Francis – belly)

Soon the whole matter becomes academic, the Kobold has dispatched the last two goblins… or rather their legs. Himself wounded, and unable to descend due to the burning pile of rubble atop the stairs, he waited.

Akarai finds a “Wee Free Man”… a 4” little blue humanoid that is on an enchanted stone that prevents his “stepping” into another dimension.

Xou goes outside to rest…. just 30 minutes if he can… but about every 20 minutes the party disturbs and harrangs him.

So he goes a wee bit away, to be attacked by a big spider… yummy chow for the chocobo.

and again, 20 minutes later… Akarai, Alonis, and the wee blue man come running up to ask how they can … hum… free the wee blue man… who is running next to them.

Oh well.

Giving up Xou returns to the tower ascends two levels and upends a stone table over the mage’s levitation hole. Blocking the party below from gaining access.

For the next 8 hours Xou recoups spell points, while the party below finds little of value and destroys what little there was before that. Night falls during this time, and an inky blackness settles over the land.

Below voices are heard. The Pictsie pulls up the rope… with a Derro in tow!

A rapid fight, and an unsettling darkness and the party soon hears the disturbing sounds of something massive below… the tower shakes.

The Derro party below has summoned an earth elemental to bring the tower and the people within down.

Xou deftly moves from level to level and then takes flight out of the tower. meanwhile the Akarai attempts the same, but has the sneak past the earth elemental.

The Pictsie, alone in the dark seem to find the wee holie… but freed of its prison it ken take a wee twist of the ankle, ya’ ken?

Finding itself infront of a Massive Stone.. or is that BONE! citadel knee deep (2” of ash that suck the energy from him.. the wee one finds itself outside the home of a powerful creature on the elemental plane of ash… a border plane of the negative.

Back on the Prime.. and on Hawke.

The remaining party finds itself outside, and find themselves being addressed by a deep voice, giving them the choice to return to the cave entrance or be destroyed… little did they know that they were bluffing to buy them time to get a spell caster in place to summon muscle to fight if need be.

The underdark is a different world these days. When the drow armies were routed and forced underground, many houses found their armies thin shadows of their former selves. Bitterness over whom was to blame and how many members of their houses lay rotting under the merciless sun above lead rise to civil disputes over trifles. The other races Svirfneblin and Derro had the benefit of being able to avoid major traffic throughfares for their supply lines to the surface… and grow their domains and take over resources where possible with the Drow so focused elsewhere.

The drow returning quickly changed things below. The Derro are searched for the spoils of war when they came across an old supply line that lead to a large cavern that some goblins were stock piling crops and livestock…. what else could they acquire with a little more investigation? INTO THE MIND OF EVIL

William stumbled from the town, still reeling. His dagger in hand, an old friend from his days with the thieves guild… back when he had worked with Ysol, Fania’s lifepartner. He had known he loved her back then, but… he was just a up and comming thief, while Ysol was already a padfoot, and Fania his new apprentice. A shift in careers was needed. To get the bitter taste of failure from William’s mouth, and too open new doors. The town guard paid, and with his working for the guild he became a better value. After all, he could delay the watch’s rounds when needed minutes were required for a job off the main streets, and William was good with a sword – it came naturally to him.

He wasn’t paying attention – and something of the fighter in him brought his mind back into present events. What was it? The first arrow came as a surprise, Fania has specialized with the bow, his ragged throat was evidence of that… however the fletching… and the fact that it missed meant it was something else. Likely the goblins that cursed group had come across. Yes… there they were, in a gully laying wait for travellers.

His throat still hurt, and his dagger’s hunger was driving him on, he didn’t care about his life anymore anyway.

Two shots found their marks in his flesh in the time it took to cross to the gully, it wasn’t until he was almost on the goblins that he figured out why the rock they sheltered behind seemed so… odd.

As the mudd and slime covered gray troll stretched out, he tried to remember what he knew about trolls.

He laughed, he had probably faced a dozen drow, demons from Manes, to Vrock. Enough Goblins to build a new layer on top Deception’s highest wall… but he didn’t remember fighting a troll before…

The troll’s hand hammered through the air where he had been standing an instance before he dropped into a slide on his knees in the slick mud.

turning on his side and bringing his legs into his check he cocked and pistoned his feet out has passed beyond the troll and into one of the Goblin archers.

The dry snap as his feet found the goblin’s chest let him know that at best that goblin would not be taking a counter attack. He was down in the gully now, and apparently … in a campsite of Orcs and Goblins on their way to attack willstown.

Grabbing a notched short sword from the Goblin standing gapping mouthed next to him, Will’s released a battle yell, which through his torn voice box sounded more like a rough breeze through dry branches.

In another instance the troll was upon him from behind. Goblins cackled and danced in glee from the spectacle. Troll flesh, Will found was both rubbery and oddly easy to cut, as his dagger etched lines through the troll’s skin. He knew he couldn’t kill the troll permanently without acid or fire, but with each cut he felt better. Even though the troll was giving what it got the two danced. The trolls ragged nails leaving deep red furrows in Wills face, arms and chest. While his pilfered short sword and dagger continued to slice slug like chunks of troll bits that littered the ground and gave him the appearance of a man succuming to an angry horde of leeches.

Will didn’t notice that the something odd was happening, that time and time again as his dagger magically healed his wounds, bits of the trolls ichor and flesh knitted into the wounds, just like leeches they seem to wriggle into the cuts and tears, where previously red scars would adorn Will’s skin, grey green splotches and stripes began to occur, and increasingly… Will felt …. better.

He was only slightly concerned when he traded sawing through the trolls left arm while its needle teeth bit into and tore a chunk his cheek off and spat it back into his face.

With the sudden release of pressure from the trolls left arm, William was able to plant the dagger in to the hilt in the troll’s neck, severing both the airway and the spinal column.

While the Goblins and Orcs watched in amazed horror, William began the process of first returning the favor to the Troll’s face and then using his stomach acid to destroy it.

Hours later, Will glanced behind him, his face a mottled gray, half of his lower teeth were normal human like, but between them – liked weeds in a picket fence – were clusters of needle like teeth. From them hung bits of troll brains and flesh.

He was distantly aware that he was changed. Not just physically, but inside – the word mentally only flitered across his mind’s edges. He was Wrath, more than human – feared leader of these Goblins, stronger and more savage than even the Orcs. The two other trolls in the group quickly left for other hunting when they saw his snack of choice, it was taking a lot of time to eat that thing… but he was patient.

And, was what these ragged groups needed, a Military Leader… with a plan!

Kill and eat Xou and Cass. 0 comments It Starts March 03, 2009 12:07

It starts…

Solo 1) “The Bard” – a mysterious traveler has passed away – no tales of his arrivals now filter from town to town.

However – far away, where none see. A thin figure appears on the muddy barren wastes and crumples to the the ground. Having little to know memory of his life the ancient and apparently palsy ridden man begins to try to gather together his wits, and his memories and get back to ….. where was it? Finding his way across the putrid mud, sucking heat and sustaining himself on insects, worms and the like – he crawls… driven south east.

The book.

He remembers, something….

the Book

he is “the carrier.”

Dreams of a childhood – like smoky tendrils plague his dreams.

He is dying.. he knows that now.

So he has to go south east…

The book.

Group 2) Have ventured forth, with the south almost untouched by the Long Night, the greedy and desperate have once again a lemming’s journey in mind. A Dwarven would be warrior (Urrgur) and Guruu , a Gnomish Illusionist of the old order—from the recently “returned” Iron Kingdom – that still annoys them – seek:

1) Profit 2) Profit 3) Understand why the caravans of refugees continue to poor southward – what happened. 4) Profit 5) Adventure

Venturing Northward, the trusted Dwarven Maps become useless – the milestones – even the roads, forests and towns are as if filed off the surface of the land. Dwarf and Gnome alike are increasing agoraphobic as they venture across the dusty border from one fungal forest bloom to another – fending off sickly wolves, goblin patrols and the misfortunate wretches moving southward. More than once they come across caravans – apparently attacked – but not looted, and the bodies all gone.

In a small “village” (a collection of meticulously built homes and perimeter defenses – near a thin, milky stream – Dwarf and Gnome become separated, after the apparently insane villagers insist to the point of combat that they share in the “food” – their waste.

For reasons that even I cannot fathom, they are unable to reconnect outside town, .... on the equivalent of the Kansas dust bowl plains. Group 2 – becomes Solo 2 & Solo 3.

Solo 3 – no progress as yet

Solo 4 – Akarai appears… along with the rest of people. A race of Elves from another Time/Land/World perhaps – fleeing from the relentless onslaught of the filthy human war machine. Nearly hunted to extinction this group of Elves found an ancient way gate, overrun with vegetation and time – the group’s sorcerer and priests were able to recover some of its function and open a transport portal… hastily it seems.

How strange to leave a land where beneath never ending trees even the rocks are bespeckled with colorful lichen and moss… to step into … a skeletal remains of a forest, whose trees are barely alive, whose earth lies like a ancient prune skinned body. Near them was/is a city. Akarai takes point and scouts the city’s edges. The work appears elven, but unfamiliar… the twisting borders and pattern books he soon realizes must be their language. Finally he see’s one. Good.

At least its elven. Also tall (around 7ft) – the spotted High Elf is confused by this elf’s golden skin color and slovenly appearance.

Akarai starts up a conversation… or rather talks a lot.

Akarai’s group is attacked by the High Elf and his fellows, harranged through the forest and out into the plains. Akarai is expelled – disowned.

Coming across several small “hunting” parties of humans with their war wagons. Akarai comes across his new companion – a huge, apparently flightless Avion (ok… its Chocobo….sue me). Still unable to understand anything being said around him. He sees a group of other Avions in another war party… he approaches.

Group 5 – In Deception, Xou – the apparently Scottish Druid – finishes his training, and is promptly assigned. Asking no questions of the charge. He promptly takes his escorts and leave Deception. The most battle experienced Laucion hefts a greatsword of apparent value. Like Xou – Alonios, rides his Chocobo and the two seem to get along.

Xou is being sent to Willstown… another settlement, to server for 3 months (healing and promoting growth of crops and the return of the trees near deception. A few days ride – but near Deception there are still the hordes slowly draining back into the underdark.

A day and a half out they come across a lone Chocobo Rider. Outside of a fungal forest. Apparently a High Elf.

(Solo 3 becomes part of Group 5)

Akarai sees the humans war party and plans for revenge.. when from the Forest a Ogre and Goblin assault. Xou is critically wounded. Laucion is coated in gore.. and likes it.. perhaps too much.

Akarai’s companion befriends the other Chocobos, and through his empathic link he is gains VERY limited communication with Alonios, and Xou…

Humans who seem to fear “big” elves?

With Xou’s injuries the 3 day trek becomes 6.

Upon reaching Willstown – William, the town leader. They are given temporary quarters and Xou’s guards are releassed from service.

(Group 5 splits into Solo – Xou and Group 5)

they meet Urrgur (who came across an elderly man suffering from malnutrition and cholera)

(Solo 1&2 combine with Group 5)

Xou goes to treat sickly children, Laucion goes to confront Willstown’s squatter.

Things get odd. Kids are sick, but cannot be healed. Laucion goes nutty. Get’s evicted from Town. Then just goes insane.

Xou rejoins the group and together they kill Laucion before he kills the children.

A house is destroyed, A bad bean is found. Is it responsible for Laucion’s and the children’s illness? What does Synour (the squatter) have to do with any of the this? William is a BAD ASS with sword and dagger. What’s wrong with Xou’s Chocobo?

In the aftermath of Laucion’s attack, Xou runs back to the fungal forest to gather building supplies to fix Fania’s roof.

Meanwhile in town: Fania and her children take over William’s home. Alonios, searches the city’s keep and finds a box of wands and rods – of Defoliation?.

The children’s health continues to decline.

Xou returns to town with supplies to fix the house, and a Kender. Xou cannot seem to hold off the children’s illness. Synour gets more irritable

Xou finds that part of Synour’s fields are tainted, the crops cursed – presumably with madness. When Xou goes to notify Synour, he comes out wielding a hatchet. Quick as a thought the Kender’s nimble hands have a dagger in flight…. critical strike. Synour dies.

The fields are put to fire, and 2 more folk take ill. The kids do not look like they’ll last the week. Fania becomes despondent.

Who will answer her prayers, and at what price? After a long hiatus.

Freshly chased from Deception, Cass – the perhaps overly amorous Bard – wanders the roads in his scivies. Seeing the smoke rising from the burning infected fields.

Cass wonders into town, under dressed.

Fania’s children continue to decline, the Kender – Just trying to be helpful looking for clothes for Cass – interrupts Fania doing something suspicious.

Xou thinks that the fumes from the fields have spread the infection.

Piola, Tumes’s lifemate, seems to have taken a fancy to Cass… and Tumes is not happy about it.

Alonis’s box of rods and wands of Defoliation become subject to a Kender’s curiousity, and to a twist of fate.

The magical oddity (a black 4 sided pyramid) comes into play.

Piola’s attempt to “be helpful” and useful to Cass, may have spread the disease…

The Kender decides to check in on Fania, who appears to be attacking her children. The Kender “walks” into her house and finds her standing over the middle child, his face coated in gore and flecks of blacked “tissue”, her youngest is already coated head to chest in such stuff.

The Kender attacks, and finds that Fania is skilled in combat, however – her left hand is her weakness, having lost some fingers, and the hand appears flayed to the midwrist.

Cass – who was scrounging through Synour’s house hears the scuffle and arrives in time to defend Fania (who appears to be attacked by the nasty little Kender) However Cass’s perceptions soon change when he see’s Fania’s children, the state of her hand, and a make shift Altar to Iuz. It seems that Fania, having given up hope was offering her sacrifices to Iuz to save her children’s lives – only to be interrupted.

Xou – not very good with other religions – doesn’t get this, and just labels her Mad. Given her progression and the other towns folk, he proceeds to quarantine EVERYone who MIGHT be infected… into one room.

Further folly and mischief causes the towns central security and support structure to collapse in upon itself – The rods /wands are lost as is the inverter.

William gives up, just under 5 days since the party arrives the town lays decimated… its founder, and the towns midwife trek back to Deception, their days of exploration at an end…

Fania’s youngest child sits amid the dead and dying – gurgling and content. Apparently Iuz chose to make him immune… a god’s sense of humor. Deus Ex Machina

William is distraught – his towns folk (hand picked friends, neighbors) now are bound in the former house of Fania – who has become inconsolable in her grief – perhaps insane. The rest of the town folk are bound to beds where their sickness fouls the room, Fevered murmurs and retching are the background in which Xou works to temper the illness.

New to the scene Cass confronts William who has taken the last other well towns person – the older Balnor to run/ride back to Deception to find another source of help. How did it go so wrong so fast?

Cass doesn’t help his dark mood – persuasive as Cass is, Cass’s words fall upon a man haunted by his misfortune. Murderous Rage washes over William as Cass accuses him of leaving his friends to Die rather than stay and help – the old william is barely able to hold his temper in check. However, Cass cannot suggest a solution to the illness – and William resumes his determined forced March. Alonis loans him his steed to make the ride quicker.

The town center remains a sort of burial marker for the town.

Strange magics are afoot – the flow of time seems to break from the weave and drop back in upon itself.

No sooner is William out of sight then fields suddenly are no longer scorched earth, Fania’s flailed arm restored, the town folk (with the exception of Synor and Fania’s Eldest – both of whom remain lifeless).

The town’s center seems restored, and again the Drow’s arsenal of Rods of Defoliation are locked safely in the cellar storage…

What has happened?!?

The Kender returns a necklace and book to the Elderly man.

Cass steps up and provides an answer – not the right one – but an answer none the less.

William “the Defiler” is to blame – it was HE that was cursed, with his departure the town can restore itself… and then Cass sets about whipping the townsfolk to prepare for William’s return – William has to pay.

Fania’s heart – once seeking william’s – now seeks his blood.

The elderly Man who once seemed so satisfied after the sudden reversal of fortune now seems despondant on the actions of the town.

The Kender’s Magical pyramid is thrown again into the chest, and the Rods’ destructive abilities are inverted – it seems hope can spring anew…

Cass and Xou lay plans for the use of the new magical horde – how will they recreate their domain, what should they call the town – “Will’s Folly”.

If they use the Rods to maximum effect – how much of the world can they restore, how many charges will raise up the forests anew. Is it better as they believe to use the power quickly to prevent its accidental destruction – or to wait.

How will the Lords and Powers of the world feel about their new “untainted” nation… If word spreads that they have the ability to heal the Land…

who will fight for that power? who would kill for it?

Suddenly vaulted to positions of possibly unequaled power – a band of ragged “heroes” now hold the most precious commodity in their greedy clenched fists …

HOPE Reset- Rebirth – Nova Prosperity

Xou takes the magical oddity and see’s what happens with the Laucion’s apparently Demonic Blade.

Afterwards he lays out a couple of Kender Traps – fire traped pouches. Which first burn then mame the Kender…. Xou finishes him with the Great Sword.

Is Xou following Laucion’s path?

The town is pressed to keep up with the bumber crop production over the next 5 days the fields produce a years growth. Outside of town the grasses goes to seed again and again, and the ground and perimeter have an inch of seeds – so much that the ground looks like a sandy beach.

Halfway through the fifth day a party arrives: William at the head.the party slows as they—half expecting to find a town bereft of life… find instead a verdant green and golden oasis in a stagnant quagmire. The party slows and from town out bounds Xou on his mount Draith awash in a green fire. Williams party has 2 other Fighters, 2 Priests, a Sorceress (Ms. Strange) and a Druid. The Druid dismounts and runs his hands over the grass and sprouting trees. As Xou approaches two rapid twangs sound, and suddenly William has a near mortal wound in chest and another arrow narrowly missing his jugular rips and carves open his throat.

Xou magically enhances his vision and scans the fields…. FANIA! Dressed in a make shift gilly suit – her hatred has born a bloody fruit. The priests rapidly stabilize William while the Warriors attempt to determine where the attack came from. Fania fires twice more while the Warriors find their attacker – and Xou sets up an entangle spell. BOTH of Fania’s shots find William !!! Barely able to keep him alive the Priests prayers rise, as the weeds roots and grasses wind them selves in a extremely aggressive way (magical growth zone and all).

The warriors set up an human shield between Fania and William.

Meanwhile the Druids have a conversation – Akarai comes along, and the parrots “Wah’t?” “Wha’t?” “What?”… it seems that Xou has begun training Akarai in common… with a Irish accent.

Fania’s hands were bound by wooden shackles, and William’s were bound with Leather thongs while the group left the two warriors watching over the bound captives while the rest take their time to investigate the contradictory claims. (namely that the town was near death, and that William was the reason!)

Satisfied that at least the town is safe, mystified by how well it was doing, and very curious why it is that Xou has been given this power (as he relates it)

The group return to the bound prisoners – to find that William (who has a tatoo of holding for his Dagger) has cut himself free, killed one guard and knocked out the other. Leaving a fuming Fania – whose rage was left unrequited.

Our heroes seem to be splitting up – the gnome and dwarf buy up excess crops and seeds to run to Deception to make a huge profit! Magic Seeds!! How very folk-loreish… and from a magical Gnome and Dwarf! OH the profits!

The new Druid is still a bit skeptical – and decides to stay in the town… rechristened “Rebirth”… and then re-rechristened in song and subtle marketing to “Nova Prosperity”

Locked into a fight or flight scenario – Xou decides to return to Deception and face the possible repercussions of finding/discovering the rods and claiming their affect as his power, a result of Cass’s guidance on how to handle things.

Leaving Nova Prosperity and heading to Deception the group scavenges Synor’s & William’s home into a series of sleds burdened with grains, roots and seeds.

h2 Into the Mind of Evil Leaving town, the group leaves behind it a mother coping with Grief and confusion of her muddled memories – and a Would-have-been hero remade.. a man who choose those family members of his friends and trusted brothers in arms from his service to start an new adventure, and restart his opportunity to be a hero. Only to find hardship upon hardship while building “Willstown” his attempt to gain immortality. The town will now be know as Nova Prosperity, his name a curse upon all who dwell there… including his would be love – Fania. In whose eyes he once saw joy and promise of a new sort of legacy. Now he sees only her blinding rage, and his own confusion on how it all ended so quickly. and over and over he sees Cass, Xou, the Kender, and that damn klicking Elf. after they came to the town everything died… his hopes, her love of him, his legacy.

A life of service and now his name, his LIFE turned into a mockery!

The rapid comings and goings of the forces brings the attention of the wandering Goblin hordes who have gathered to see if a carvan of traders can be found to fill their empty pockets and bellies. And then, as if by magic a slow movie caravan complete with giant chickens!! Dinner is served! A la Carte to the skirmish base camp.

Lucky them! The outriders are out tracking – they can have whatever is left.

Two deadly shafts and two failed volleys from the Goblin archers leave the raiding party in a state of flux.

The battle is not resolved – next adventure starts with conclusion of their battle 0 comments What Came Before Background Campaigns October 10, 2008 02:18 The Iron Wars

Discovery of Vast Iron Deposits and increase skill in metallurgy case the south to gain a economic and military advantage. Competition bred contempt. To stave off growing pressures from the Shadow Council, thrall workers (goblins and Orcs) where put into service. Dwarven Miners left in disgust, Southern Dwarven communities shut themselves off from “topside” stupidity. Southern Nations fall under a series of well placed surgical strikes aim at destabilizing the communication infrastructure. Trade roads became unusable. The council’s hand picked team had succeeding in bringing what the Hawke rulers saw as a “war machine” – to a halt. Guess what? With soo many troops and effort diverts to the skirmish lines, and the resource lines being severed internally. Too many goblins, not enough handlers…. The full fall of the South begins.

Return of the Rule

With the now REAL war machine in service in the south, and the human nations polarized and divided. A unity is sought. Arise the Crowns of Rulership, the shadow council seeks to unify my pushing their “working” system onto the existing provinces and governors. What happened to the human population down south? Well can’t very well trust a typical human… so you’d better just kill ‘em, and then reanimate them. Necromancy is the new black down south. Human? Want to live? Get some corpses and send them northward. One such Mage – thought the process was bit tooooo slow. Whoops. As the Crowns become weapons rather than just a rapid means of communication…. HEY who destroyed the Forge! The penultimate weapon is not complete!! Where did this FOG come from?

The south is cut off none that venture there return a rolling mist covers the land, no scrying or divination can pierce.. without repercussions (the shadow council gets a new friend)

Balance of Power / Rise of the Ecomancer(s) On the Continent of Primos, life is simplicity itself. The holy and revered elves dispatch 2 champions for the coming challenge. Local Humans and even a dwarven would be hero arrive in the towns lining the challengers way. The semi god(like) – Merlik (don’t blame me. past PC) has decreed another time of the test. Hillarity ensues as the field is thinned over the next several weeks Treachery, stupidity and false sense of superiority are a lethal plague. Clusters of competitors align and soon the end is in sight. Rewards are given, the back stab becomes the move of choice – looting of prizes by the silent majority… where’d this Fog come from?

In a small town the remaining winners find themselves. Confused and suddenly weak a truce is called. What is going on with this town, where are the Adults? Why won’t anyone talk? One by one the victors disappear are taken. Did the test really end? Why are only the EVIL being taken? Battle in the sewers (was that a dragon’s head?!?). Margarett accepts the calling – a priestess is (reborn). Thibor becomes her paladin…. fog rolls in… a mountain pass, the gypsies need some help … fog rolls in … the musician won’t play, yet …. fog rolls in … Whats a gnome? That is big ball, and those people are very strange… fog rolls in… Modnar joins the group, Sage joins in… with a bug… a big bug… that talks…. PSIONICS?!? Vampire attack margarett… fog rolls in…

ah at last, a normal town. She was so nice last week. a half Dwarf?? The city of Doppelgangers, the city behind the pain. You’re only hurting yourself. Behind all that …. a dragon?... fog rolls in.

Vomited from another place, the town of Deception is spat forth… in its midst are our heroes of past (Margarett, Thibor, Fernandez, Magnus Nightwalker, Sage…where’d Modnar go?) Fernandez takes over “Deception”, Thibor get to training his Wyvernling, Magnus builds THE TEMPLE, and all Margarett wants is her “little Grove” at the center of town. A tree grows tall. Interlude On the Rule of the Land

Fernadez makes the town charter, Gets some help from Magic. Emissaries are sent forth – a shift in continental power? Is Hawke… THE CITY

Margarett’s tree has grown BIG, Fernandez rule is over… so short a life. She’anyi Moonbow’s servant takes the lead. A town of multiple cultures and equality…. stone buildings, a working septic system, running water, and “what lives beneath” Sage’s new friend. There goes the Neighborhood, tell Modnar to get his Kender outta here!!! Elven Nation comes to call, looks like their staying for dinner… or longer

The musician plays, a crown is found, a pyromancer is found, the past revealed. Thibor gets his wish… finds the spell to slay the undead pests – somatic component makes him lose his Paladinhood – but hey no more undead…. right?

Hey?!? Guess what? The south is open again! What’s happend with them? Oooo Zombies!?

The Wheel of Night

- The last successfully completed campaign

The gods are going silent, sorta. The power of divination is lost… but the statues are all silently screaming?

An Assassination attempt on Margarett[NPC] leaves her in a coma, ironically she’s the only one who can heal herself.

Zombies advancing from the south, the border towns are passed by… looks like they’re heading for a night on the town.

With each passing day the night is growing longer, and the horrors that errupt after dusk are eliminating the smaller settlements. Exodus to the large cities – Verbonoc, Deception, Hawk and the outpost of Hope founded and they close their doors.

Divine powers are costing an additional spell slot when cast at night. Magnus[npc] finds about the Wheel of night. part of an ethereal mechanism that shouldn’t be accessible by mortals. 12 spokes that where forged from the divine, The spokes have been broken, the wheel itself unbounded, and the guardian/servants now slain her sacred charge destroyed… these are his goddess last words on this plane. Alerting the shadow council Magnus and the council organize teams of adventures to seek out the spokes hinted at by She’anyi. The undead hordes advance. That wall around town was a good idea, maybe it’ll catch on.

Nights continue to lengthen, within the month there will be no light. Apparently with the night comes an forseen side effect… the continent is dimensional anchored. Magical travel between planes becomes VERY dangerous, and if taken runs through the outskirts of the demiplane of shadow.

Food and Medical support is running short.

Mage Engineers and Ranger Foragers are the jobs of choice. Cities are ringed in by the dead.

Bad news from the Elven Capitol(s), demons and Drow. In full retreat the elven nation takes up residence. In desperation Thibor, the lost Paladin takes flight – for the fabled homelands “to the north” Magnus is put to the task. A funny thing happens, Margarett’s Tree starts to shines, and fruit is harvested.

Elsewhere Zuggtmoy is making her move… wanna make a deal?

Either way Mana errupts from the ground in and around remaining settlements – food shortage seems to be resolved.

Big cites, bigger population, bigger problems… with divine magics going south, pestilence is the issue at hand. Iuz, the lesser of two evils, and he can heal??

The spokes have been forged into spears wielded by the generals, our party of adventures has found 4 in the month, and a crown… hey I’ve got a thought!

Members of the shadow council are slain, the balance swings to evil – say hello to their little friend.

The month is over, the last sun sets. The Drow take the surface – en masse.

Humanity has penned itself nicely – into tasty morsels. The real Assult begins against Deception. Nobody survives in the Sewers of Deception. Looks like the Walls are going to hold. It seems the Demons don’t like that their BOUND to this plane (ie. cannot gate or teleport) sure its nice to not get dismissed… but if it renders you unconscious and helpless…. and your essence is really destroy… like FOREVER… demon uprising. Manes are useless without teleport. A lull in the battle lets ethnic tensions rise inside Deception – too many people, not enough magic – the drow change tactics, after all they have all the time they need. Somehow the far western reaches of the elven nation goes silent, and shortly afterwards, almost no demon activity is seen near the besieged Deception. With no sunlight the surface grows cold The dead are turned into soldiers… ever faced an undead demon? Characters die as more sorties are made for the spears – and the enemy grows overconfident. Magnus reveals he is Psionic, and that he’s lost contact with She’anyi – his healing has been done with psychometabolic skill and by skipping across the shadowplane. He crosses to Hawke, the remaining leadership is gathered. Deception lives up to its name. The cold turns to winter Series of feint “teams” are put out to “find the remaining spears”, while our real adventures are skirted through the shadowplane to Hawke to quest for the Crowns, a new companion is found. 5 of the crowns are reunited, and the choir begins. The tide of battle shifts, suddenly the last 5 spears are once again in reach. Treason within the party. Loss of 2 crowns, and 3 spears. The new companion a traitor? The new elves arrive, and its not a good thing. A new religion rises. The High Elves are merciless and effective. Thibor is praised, and missing? The Winter becomes a like a new ice age. Two new spears found 6 still remaining. The drow are beaten back into the foot hills and mountains near Deception. A counter assault is launched against Deception, and the party takes a risky step, and takes the crowns they possess, the spears and a sizable force to raid the Drow base of operations nearby, wherein they find the Drow Ecomancer, and his generals in war council – assassins and human insurgents apparently riddle the various other cities, shadow Demons are their couriers – looks like another kind of assassins guild has been protecting Deception. You mean nobody knew that the human priest of She’anyi were lycanthropes? And that Sage is a GuildMaster Assassin? That’s a new wrinkle.

With the Drow looking at a stalemate, the endgame is put into effect. Drow priests (who inexplicably retain some spell casting powers) proceed to curse the ground and loose hordes of Goblinoids to build massive siege weapondry from the remnants of the forests, and burn what ever else remains. For nearly a week the world is lit as if in twilight as the forest and plains are charred to ash, and the ashen grounds cursed fallow. Systematic elimination of the human settlements begin, the undead rise again, shadow demons now fill the ranks openly in combat.

Its now been just over 5 years … the humans and elves are breaking against the onslaught of drow – the mother tree’s light has been growing dimmer since the destruction of even the barren land. Sage is killed one night, his body found armless from the main gate. Margarett dies at last – never comming out of her coma

In the Drow camp, a simple sweep of the Elves has become years of campaign. The heads of each major city of the underdark have now begun to see their counterparts as weak, and the likewise the 7 remaining of each cities elite 8 houses – see the weakness.

Lolth is bored and reveals a nexus for planar travel – Tavu Barreit. It is revealed to both sides though, and rapid scurry to secure the gateway – the drow send their generals, as does Deception.

Grand scale meele on the white wastes.

... and that is as far as anyone has been able to divine. It is commonly believed that the wheel of night was reconstructed, and that the heroes were successful, who would have reason to think otherwise?

After the long Night

In the weeks that followed the air warmed and the sky became gradually clearer. The sun began to shine as if through dense fog, softly at first, but then becoming more and more strong.

The rains came, in torrents, as the ice and snow melted, washing away once fertile topsoil, leaving great fetid marshes of ooze and driving many remains to clog the creeks and riverbeds.

But among these the wonder of the Fugi forests – the mana has stopped – becoming less and less frequent after Margarett’s death… perhaps it wasn’t Zuggtomy’s doing?

Those few called into service as Druids are busy. Its slow work.

The elvish nation’s retreat put them as visitors inside the growing city sprawl of Deception. With Sage gone, and suddenly Magnus found sheared in half, the rulership of Deception falls into dispute. The Mother tree remains, and the Elves know this is their most holy of spots, while the High Elves are calling their cousins back into the forests.

In service and hopes of settling tensions the wild elves have begun teaching Humans to be farmers, and in the process apparently awakening adept Druids – blasphemy?

The surface dwellers that remain have become strong under adversity, hold more and higher level characters than at anytime in history. They are restless and long for lives away from the press and stench of so many others. But settlements are risky business – wandering ogre, orc, goblin, and even trolls. Find out you’ve set up on cursed soil, because your settlement withers and rots with a contagious disease, the any animal that grazes or produce harvest from it goes mad, that you and your livestock are struck barren yourselves, or that your crops appear to grow blessedly fast but ripen to rotten at your touch.

The elven Nation rises from its ashes, its forest’s trees standing nearly a mile high – were they burned at all? And with the spread of their pastures and fertile fields humans are rushed to make their claim on lands. Even the powerful were slaughtered. The High elves take their duties very seriously and guard the land like a mother wolf. Soon the humans and semi-humans see these new elves – rail thin, standing 6 to 7 feet tall. A malignantly beautiful cancer spreading south from their landing spot, and shortly afterwards so of their massive ships are seen sailing the coast lines of the northern edge of the world.

The campaign begins a few years after the Long night. Human and Elven relations are strained at best, nowhere more so then in deception wherein a communal council of the indigenous races has been formed to provide leadership and steward its growth.

Burrows have arisen in town, and the most notable is the Elven, who hold up closest to the tree, dispossessing the upperclass which held rank before. Their houses and mansions are the stuff of fantasy and also COMPLETELY off limits to non elves. Deception itself was Dimensionally anchored now… its seems more elves arrive than leave. Have they found a way to teleport past the protections. Regardless of its bureaucracies the council knows war and its town guard are quite literally the subject of Legend. A retinue of Assassins are know to be on retainer.

The some of the southern Dwarves have opened their mines now, and the job of choice for the young adventurer is caravan escort and on the teams working to rebuild trade roads. Visitor from the south report that the south seems years behind in the their understanding of the world, and that a embittered resent smolders there from the Iron Wars, long forgotten- seems still fresh in their minds.

Almost every true city has a reluctantly offer a share of its earnings to a mage, and the successful ones employ a Druid as well. Every creature over the age of 2 has witnessed first hand arcane magic, and its no longer as wondrous. Divine magic is still revered but, in hearts of many fickle. Nearer to Hawke the feelings of resentment are strongest against Magic – a odd transposition.

And for the first time the inhabitants of the world are interested in what lies beyond the horizon. Welcome the new Era of Exploration! 0 comments The Backstory Picking up the pieces October 03, 2008 08:22

The long night has finally been broken, and in the light of the days that follows humanity struggles to reassert a culture. Much of the land lays dead under the melt of snow, and the sparse vegetation that remains is sickly and starved.

Druids are the power in the land now, for their healing touch every royal and commoner demand. Too few are given the gift to raise the forests after the years of darkness.

The demons have fled, the dark elves sent back into their caves. Powerful magics lay mired in the putrid mud of battlefields…

The Great Circle of Ruling attempts to reclaim its hold on the broken dutchys and provinces – however the circle’s true leadership was from a shadow conclave of sorceresses and wizards – now dead.

The church of Iuz and Zugtomy – once fattened with followers hoping to stave of illnesses and seeking to sustain themselves on Zugtomy’s fungi are falling away. New religions (and false prophets) are riding the winds of change.

The elven nation lays shattered after the Drow’s assault, rumors of corrupted elves flitter on dark wings. The Silvanesti’s cousin elves, the fabled High Elves have come on their fantastic living ships from far across the world sea – summoned by the Lost Paladin of Meliki. With them, they have brought a bound and subjugated race of creatures, the halfling – although there were a few halflings around, these halflings are not the the carefree, capricious spirits – more like thralls and pets.

While those in the scattered Elven nation ask themselves “Did The Lost Paladin Survive?”, the new Elves, these uncommon elves whose thin, over 7 foot tall frames make it so easy to distinguish themselves from their “lesser” cousins – continue to claim land once held by Humans, continue to collect and rumor has it kill half elves and even some of the non Silvanesti elves.

The death of Margett the ecomancer – beloved of Meliki, has been punctuated by the Holy Mother Tree’s that towers over the still proud mixing bowl of Demi-Human cultures, town of Deception. The town besieged during the Long Night and the lead border fort for skirmishes against the demons and drow, has now become the safe haven of semi human and non noblis elves – the mecca of cross breeds. bring unity or be the cause of the next war?

What happened to the heroes at Tav Barrit? What of the Wheel of Night? What of the Spears?

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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