Showing posts with label Adventure Log. Show all posts
Showing posts with label Adventure Log. Show all posts

09 August 2017

Earthdawn: Adventure Log 48 - Is This Going to Happen?

This is the forty-eighth Adventure Log in an ongoing series about Earthdawn. Introduction and Index.







Adventure Log – 048 Is This Going to Happen?

Written By: Bongani Kreskas

Date:  27 Strassa, 1509 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Elmod the Nethermancer
Honeysuckle Sunspray the Warrior
Ting the Swordmaster


As the party took a rest, I went to scout around. I heard the thumping of feet and found some strange ball-like creature with stumpy legs, clawed hands, and a gigantic mouth. I retreated with my friends up the tunnel to prepare for a pitched battle. The creatures seemed repelled by the light, so I crept forward to see what was the matter. I come face-to-face with a critter doing the same. In surprise, I cried out and Honeysuckle came to my rescue, cleaving it nearly in half! I skillfully retreat down the hallway and battle was joined!

Ting says the creatures are "gnashers" - weak Horrors. They are, however, freakishly strong. They swarmed over Ting and Honeysuckle, but our line held. The creatures gave us a surprising amount of trouble, but we eventually persevered. Peculiar how these minor threats cause so much grief - perhaps we should use more caution in the future(1).

After a little recovery time, we continued on our way. We found a lovely grotto where everything gleamed like crystal(2). We also found statues of Namegivers transformed into crystal(3). Ting identified it as living crystal, even. In the back, I saw some crystal creatures moving, so we crept back to the mouth of the cave. Elmod started us off with a fireball. How explosive!

The crystal cave reverberated intensely as the horrors awoke, becoming manta-like creatures sailing through the air(4). Ting engaged them with an amazing leap, swirling through the air. Like an airborne dervish, scything through their crystal wings, Ting tore them to pieces! The horned, winged creatures descended upon Elmod, injuring him viciously. The gargoyles took quite a bit more attention to deal with, as they were hardy creatures(5).

We gathered up some of the living crystal (for barter) and continued on our way. We also took the horns off the gargoyles (Elmod takes their faces, for unclear reasons)(6). Afterwards, we returned to the kaer.(7)


*     *     *
(1) This should be their mantra. 
(2) Trap.
(3) Now I want to know more. After consulting with Zamrica, he shivered, threw up, then hid (if that order, and yes, this needs to be maintained for posterity). After prying him out of the wardrobe, he thinks this is the work of a powerful crystal entity. While superficially similar to the Crystal Gardner, it's too blunt for that Named Horror. Interesting.
(4) These sound like shadowmants of living crystal. How curious. Were they formed completely from crystal, or turn from their living form into a crystalline form?
(5) Similarly with the gargoyles, though I suppose these could be a different form, rather than the work of a Horror, just with an affinity to a different kind of earth.
(6) Well. That... happened. I suppose. 
(7) Received and edited by Ela Pono

As the title of the session may suggestion, there were some scheduling problems leading up to this. Months of scheduling problems. Complete with loss of internet when assembling everything for the session. The result was events not going quite as planned. Still, some pieces of the plot were dispensed and it was, in part, about getting things back on schedule. Ready to be disrupted by GenCon.

Mechanically, the gargoyles and shadowmants had crystal masks applied (Infused and Imbued respectively, adding +1 and +2 Circles). And even when much lower Circle, gnashers are still dangerous and obnoxious.

23 January 2017

Earthdawn: Adventure Log 47 - Forest of Feelings

This is the forty-seventh Adventure Log in an ongoing series about Earthdawn. Introduction and Index.






Adventure Log – 047 Horror at the Gates

Written By: Elmod of Glenwood Deep

Date:  09 Strassa - 26 Strassa, 1509 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Elmod the Nethermancer
Honeysuckle Sunspray the Warrior
Ting the Swordmaster

Uriel the Illusionist

I, alas, have been distracted by enchanting duties here at the kaer and have missed direct action in the most recent group adventures. I have also been studying many advanced Elementalist techniques and should gain very useful skills for the future. Bongani has been negotiating with Meta Poobah Ein about final training and costs.

Also, it is still very hot here. It tries me a little, but I manage. And suffer. The Air Armor is kept on much of the time to keep things tolerable.

I miss Regia from time to time(1). Nightmares of the White Queen and her mangled body appear(2). My heart hopes that she is safe and growing strong within her tree. Having not tended the forest, it is hard to know whatever may have helped her and the forest. I trust Kristof will tend it best(3).

I hear the group has been fomenting plans to go to the other connected kaer from the present. It will likely involved another Horror. Oh joy.(4)

While I cannot enjoy the institutional racism present in this kaer leveled against elves, I can't blame them too much. I'm fairly used to the ignorance and belittling from those misunderstanding Nethermancers(5). And the group(6).

The Elementalist I trained with was kind enough to lend me a spell scroll to learn from. The Mantle of the Fire Marauder seems an interesting way to perturb an opponent.

We arrange a meeting with Meta Poobah Ein and get invited to dinner with him to discuss plans. Ein is pleasant and happy to see us, his family is delightful. The mushroom-based meal as fine and earthy as has come to be lamentably expected(7). I could go with a few lighter flavors. Alas.

Upon mention of the plan, Ein cut short our dinner enjoyment of a strange mushroom liquor and we made a fairly quick exit. Ein handed us a note, however, which Uriel reads as a meeting for later in the evening.

We make the meeting at the kaer passageway, Ein meets us and explains some of the history of Kaer Kuzzins. Pains were taken to keep some channel open, Kaer Kuzzins made sacrifices and suffered disease and poor designs in a hastily made kaer just before the Scourge. Cover-ups and guile wove over the historical truth, a dedicated group preserving some hope of linkage. The will of the Grand Poobahs is unknown. The connection between them remains active, aid given to Kaer Kuzzins remains secret. The other Namegivers there that represent the others of Barsaive. An opportunity should arrive in two days.

I should have found some time to make some blood magic charms.

We get the message and depart for the passage. The guards alert us to traps in the passage, mostly directed towards the far end. Bongani disarms of of the traps in the passage, but a major magical seeing glyph remained. Most of us climbed (via rope) or flew (me) over. Uriel made an elaborate illusion and also successfully crossed.

Bongani examined the paths through the caverns, deducing the paths taken and not. He also worked out the lock to the gate to the kaer.

It made a lot of noise. They would know we're here.

They did. Upon exiting the date to the kaer, we are immediately ambushed by shortish (5 ft ish) bootless humanoid figures. Perhaps they are the famed wulfaiders. We are taken to some cells and locked up until we are let to an old and well appointed - wooden furniture, carved - room to meet their leader.

Brie, an overachieving weaponized elf greets us, basically describes the situation of their besieged status of defending the kaer from Horrors. Her companion, Bray've, is the commander of the Stalkers, the elite defense brigade that initially welcomed us.

Eventually we are deemed helpful, having offered such services as ours and given some space in the wooden appointed barracks.

Wandering around town, many humans, elves, and tall bipedal wolf-people(8). The entire place feels like a military base and outpost.

We find a large cavern where trees and vegetation are grown and maintained. We interview a wulfaider, Prood; Ting seems strangely enamored with the gruff Stalker. She pets it, after asking permission. She seems uncharacteristically pleased. At least without having killed something first.

Uriel learns many things from their hall of records. It is mostly a tale of slow decline, Uriel writes some epic ballads.

There is remarkably little else to do here.

Honeysuckle later recounts enjoying sleeping in trees and avoid Elementalists trying to catch her in the forest. She even fended off a wulfaider trying to evict her, but she eventually re-establishes her squatting supremacy.

Brie returns to tell of the Crystal Heart. An as yet unfound emanation of the Horror troubles befallen to the kaer. Crystalline spiders seem to guard it. Still not sure if the Horror is present or just minions. They suspect the Robber of Twenty Candles is the Horror associated. They have one of its pattern items, but don't yet trust us enough yet to have access.

So there's that, sins of the father, etc.

We prepare for, as Ting calls it, the "pants-off, dance-off", She codifies as her fighting preference, the next day.(9)

Gnasher 3's (10) abound, but are deftly dispatched. The Stalker guides only take us so far, but then depart after a point and describe some of what they know on a little map. Then we are alone.

Further on, I discover a portion of cavern with many gruesome Namegivers. I ask a few questions and they get agitated at the mention of the Robber of Twenty Candles. Then some strange creatures come out of the walls and eat the spirits that we were talking with. Then spits out another ball of... itself.(11)

Honeysuckle identifies the creatures as some kind of wraith. Uriel and I attack the found one and get their attention. They engulf me quickly after as they materialize and attack the group. We fight them off long enough to antagonize them into running away. We only actually killed one, but most of the others were wounded. Bongani tended my wound. My soul is further scarred(12).(13)

*     *     *
(1) Wait, what? The creepy little doll thing with the incredibly unhealthy relationship? Oh, wow. His companions are going to be delighted to find that out. 
(2) This feels exactly like something that was deliberately left out previously and someone forgot to scrub it. What does it mean? Is this a reference to the White Lady that meant something back in Sanctuary? I know there are things missing from here. Need some scribes to go through earlier entries and compile references that could relate to this, the cross-reference those against other logs and intelligence. Zamrica's team would be perfect for this.
(3) This is all a reference to events concluded in Mismatched Steel Log 028. Which appear to have even more critical information missing than I originally suspected.
(4) The very first thing upon entering they were told was "don't ever go here". I'm surprised it took this long to get to this point.
(5) There's a lot of misinformation about Nethermancers and people fear what they don't know. Of course, once you get to know a Nethermancer, there's the realization it's much worse than you initially thought. So much worse.
(6) Now I almost feel bad.
(7) Ever since Zamrica archived one of the earlier logs, he has been jonsing for their recipes. And he says I'm weird for drinking hurlg.
(8) Wait, if the tall ones are wulfaiders, what are the short ones? Details, people!
(9) ... what?
(10) What is a gnasher 3? How is it different from a gnasher?
(11) This part is unclear - here is what I think happened: They encounter and talk with the spirits of some Namegivers that were gruesome. Possibly tortured during life and after by a Horror, which is bad news. Not even death is a release. Then wraiths of some variety appear on the scene and begin feeding on the spirits. One of the wraiths then spits out a new wraith? That last statement is very ambiguous, and it feels like it is important.
(12) Understatement of the log.
(13) Received and edited by Ela Pono

This session served as a bridge to the next section of metaplot and revelations. Their actual objective in coming to this place seems to have been forgotten (the key), but everything will swing back to that by the end. For now, there were a lot of callbacks to events and information from previous adventures. Some went under the radar (which is fair, this game has been going on for a long time), but most tickled the memory of something related.

I will admit, the almost gleeful fascination with the wulfaiders is amusing to me. It's not terribly surprising, as something similar happened when the urshan were introduced as refugees years ago. That had a certain air of responsibility to it, this is a little more child-like. 

As to the log itself, there are some small details in there that I find terribly interesting and almost prescient in wholly unexpected ways. Definitely interesting times.

06 December 2016

Earthdawn: Adventure Log 46 - Horror at the Gates

This is the forty-sixth Adventure Log in an ongoing series about Earthdawn. Introduction and Index.







Adventure Log – 046 Horror at the Gates

Written By: Bongani Kreskas

Date:  06 Strassa - 08 Strassa, 1509 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Honeysuckle Sunspray the Warrior
Ting the Swordmaster

Uriel the Illusionist

We are ready. Meta-Poobah Ein tells us to go to the Kara Cafe to meet with Poobah Best, a member of military requisitions, who might be able to get us some healing supplies. He directs us to a military outpost where we "requisition"(1) some healing potions. Then we go out to attack!

We travel to the crystal. We are met by a horrifying grinding noise, but we are used to such things. A high-pitched voice asks us, "Did she(2) send you? Have you come to free her poor, poor people?" We try to keep him talking, but he instead commands us to die, and then he bursts into thousands of shards(3), and a floating mass of maggots(4). In the center of the mass is a dwarf skull. How interesting!

Ting is quite effective at smashing the skull, make it writhe and scream and spew filth. The flying shards chase us, shredding our clothes and flesh. They move like schools of fish, in four large groups(5).

Maggot-Face (as we call him(6)) touched my body, and my skin tore from my frame, writhing all over me like a living wave. But death awaits at our backs - there is not retreat, so we fight on, relentlessly, desperately. Ting overcomes, smashing Maggot-Face upon the cold stone ground, but the shards continue to come after us.

Ting shattered shattered the first swarm, causing it to explode gloriously. Then she stomps another. Truly she is a living crucible of violence. Honeysuckle dove through the sky, fighting in a swirling mass of glittering dross. Uriel fought like an enraged beast, striking out in all directions. But I, spent and exhausted, collapsed to my knees, fumbling and weak.

Honeysuckle destroyed the last swarm, and we returned to the kaer, victorious but diminished.

A few days later we helped the army clear out the remaining tentacle beasts(7).(8)


*     *     *
(1) Did they steal them? Murder a bunch of people? I really just don't know with this group anymore. It could be a bribe as well. 
(2) Who is "she" in this context? That seems important. It could refer to either of the women in charge, but that seems unlikely. There is something else going on behind this and that makes it far more dangerous.
(3) Wingflayer. Bad news. I'm a little surprised to be reading this at all.
(4) Wormskull. Worse news.
(5) Is this indicating there were four wingflayers hiding under the cloak with a wormskull forming the head? What is going on here? This is more than just unusual. Zamrica needs to see this. In part so he will never sleep again. That explains the awful sound - so many metal shards just grinding against each other in a small space.
(6) The Named it. I know it. They Named the wormskull Maggot-Face. Of course they did. Why would anyone expect anything else?
(7) That sounds about right, but there are so many important an unanswered questions here. I cannot believe I am writing this: Why couldn't they just talk to the Horror more? It seemed pretty chatty...
(8) Received and edited by Ela Pono

Not a lot happened in this session, but it did mark a fairly major accomplishment - dealing with the Horrors at the gates of the kaer. I was pleased with how the conflict played out, in all. To balance things a bit, I removed the karma from the wingflayers. Turns out, this was a good decision on my part. The players would not have survived with that in play. As it was, the fight was challenging and forced tactics to evolve, with more tricks coming out to play. To be fair, they knew it was going to be rough, just not how rough. It probably helped a lot Maggot-Face got exactly one turn. Still, it was an ugly turn. What is really important here, and everyone needs to know, is they were deceived by Muppet Man. Also, the full name of the cafe they went to is Kara Lotte. I'm just going to leave that there.

There were more hints dropped regarding larger events and even things going on in the kaer. Real world time constraints kept this session with a laser-like focus for the most part. Which worked overall and provided nice bookends to the events. I'm not entirely certain what they're going to do next session - just leave this place, or explore the things they aren't yet seeing? I know the former has some support; they've been in the Badlands for a very long time. However, it also ignores why they came to the kaer in the first place. Looking for a key.

11 October 2016

Earthdawn: Adventure Log 45 - Kaer Baere Stare

This is the forty-fifth Adventure Log in an ongoing series about Earthdawn. Introduction and Index.






Adventure Log – 045 Kaer Baere Stare

Written By: Uriel

Date:  24 Doddul - 05 Strassa, 1509 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Elmod the Nethermancer
Honeysuckle Sunspray the Warrior
Ting the Swordmaster

Uriel the Illusionist

It seems I must write the log myself, for I am left out if I don't.

We had just entered the Kaer Baere and were asked to defeat the Horror which has trapped them. Meta Poobah Ein(1) welcomed us to rest in their very warm sandstone kaer. he warned us not to wander, the seem to have copious amounts of lava based traps throughout(2).

He told us not to go into a particular section where "evil has been contained". We may need to investigate it, just to be certain(3).

We are put up in the finest accommodations available, with more beds than we could possibly use. Ting and Honeysuckle needed to rest, so I took first watch, just in case. You can never be too certain in a new kaer.

Bongani is excited to have me research his bow, it seems to have developed its own pattern. Elmod went out to go shopping. He does not blend in with the dwarfs. To be fair, he can't blend in with humans either(4).

They don't use standard coins here, only their own coins which are adorned with dragons. Their economy seems to be mushroom-based. Even the ale is made from mushrooms. It's quite earthy(5).

Instead of sleeping, Honeysuckle, Ting, and I went looking for a dwarf party. We found a debate about how they treat their sister kaer. It seems that is where the evil was blocked off. Ting was not ready for an investigation, so we found a place with dancing. The dwarfs have excellent use of percussion and horns, but know nothing of strings or woodwinds.

Honeysuckle found work at a forge. Elmod seems incapable of finding gainful employment. I am spending the time researching the history of some of our items.

We spoke again with Meta Poobah Ein. He will arrange a meeting with the Grand Poobahs after the supplication period(6). They seem to be rather racist against elves. They also occasionally throw criminals into lava(7). We decided to observe the supplication process.

The Grand High Poobah wears the fanciest hat and sits on the best throne(8). [Ed. note: There's a hand drawn picture of a very strange hat in the log. It doesn't actually look like it could be worn, though I cannot tell which end is the top and which goes on the head]. 

Bongani went to find a way through the forbidden tunnel(9). Luckily, Bongani can find his way past any barrier, including dwarf guards with tall hats.

We witnessed the execution of a mad dwarf. He did seem beyond help. He was dipped in lava. There was much rejoicing. It was a little disturbing.

Honeysuckle is making friends with the master smith, having proved herself to be a competent adept. Bongani, Elmod, and I made the rounds of the philosopher cafes. Elmod and Bongani argued about coinage, but a round of mushroom ale was had. We also bought a round for our new dwarf friends. Kaer Kouszins separated many years ago. Before the Scourge, two towns came together to build the kaer. But they were sundered. Some of the people were "vole fighters"(10). Some of the younger dwarfs think it is time to re-establish contact again. Or everyone could be dead. The Poobahs claim they are Horror tainted. Bongani sparked a bar brawl by suggesting a job half done isn't worth doing. We slipped home after that.

Bongani believes "vole fighters" are a race from the North, where the worst monsters ever live. They have a terrible reputation among Therans(11).

We spend a week working on projects, forging, meditating on history, other mundane tasks. We wish to be prepared before truly getting into trouble.

The Grand Poobahs hired us to slay the Horror in exchange for training. They insisted Ting stop training the young dwarfs in the way of the Swordmaster, which appears to be too "elven" for Kaer Baere(12).(13)

*     *     *
(1) Where is the title/Name division here? 
(2) What? Why does an (apparently) unbreached kaer have even more and even more dangerous traps inside of it? Did Horrors just look at it and go, "There is nothing more we can do to these people, they filled their home with lava." There has to be an explanation further along. Regardless, the instructions to not wander seem solid, not that it's going to stop them.
(3) Is this the reason for the lava? There are three possibilities for this instruction. 1) This guy is incredibly naive, 2) this guy isn't terribly bright, or 3) for whatever reason, this guy wants them to go over there. Because of course they are going to do what you told them to do. They're basically psychotic children who try to do a good job, but were raised wrong as a joke.
(4) He doesn't blend in with anything. I have seen that guy - total freak show.
(5) I'm intrigued. This sounds like it could be delicious, especially with some good spice and a little rendered fat. Or, it could be awful no matter what. Zamrica is going to want this, he's on this weird mushroom and pork belly diet. So far his hair is super shiny and he smells awful.
(6) Meta Poobah is the title, Ein is his Name. We also have Grand Poobahs.
(7) If it's just laying around...
(8) Hat-based leadership, I love it. Are the title and authority derived from the hat, or is the hat simply a symbol of the title and authority?
(9) Of course he does! Though, I want to know what's down there also.
(10) What is this?
(11) Checking with some librarians and giving them this scant information, it sounds like this may be referring to "vulfaiders", Namegivers from the Northeast. There is minimal information on them, just some accounts from Therans before the Scourge, though more recent logs with accounts from urshan make reference to them as well and why they are now refugees. That may be a good reason to block off whatever is down there.
(12) The lava is still somewhat inexplicable, though there are a few inklings as to what purpose it may serve. Beyond executions.
(13) Received and edited by Ela Pono

There have been a lot of threads building to this session and slowly coming together. While they went unmentioned, many details in this place connect to various events in their past, including some reveals to seeds planted back in sessions 15 and 17.

Much of what was done here was logistical and trying to figure out this very strange place - currency was a big deal, along with the idea of getting a job. Dwarfs work hard, elves are lazy. It is basically the motto that was repeated over and over, and penetrated to the speech patterns giving rise to some incredibly casual racism. Having a job and working hard is valued much more than being good at the job. Their strange customs arise from how their culture has has been forced to adapt and evolve, though there hasn't been quite enough time to delve into that.

In all, there is still quite a bit going on in this place (even beyond what wasn't recorded) and sooner than later someone is going to make a run at Kaer Kouszins.

26 August 2016

Earthdawn: Adventure Log 44 - Deadly Expedition to Care-a-Lot

This is the forty-fourth Adventure Log in an ongoing series about Earthdawn. Introduction and Index.







Adventure Log – 044 Deadly Expedition to Care-a-Lot

Written By: Ting V'strimon the Merciless of Urupa

Date:  22 Doddul -  Doddul, 1508 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Honeysuckle Sunspray the Warrior
Ting the Swordmaster

Uriel the Illusionist

I got bored. Bongani is taking - FOREVER - guiding us through the entrance of this kaer. There are several huge statues along the maze room to the entrance. They're pretty badass lookin', like 40 foot tall musclemen. I wanted to get a better look at one while we're trudging thought this place. I rocked a pretty slick leap flip up on the shoulder of the nearest guy, planning to hang out for a while. Problem being, they were some kind of guardians and came to life.

Fight started rough. Guy flicked me off his shoulder and stepped on me. Honeysuckle and Uriel stepped up and carried the fight till I could get back in there. Bongani, meanwhile, spent his time setting up some stupid trap and kill-stealing. The stupid rope trap did not work. We whittled them down to rubble and then went back outside to rest. Not worth messing with those guys.

Bongani goes back in by himself, while the rest of us heal up above. He encountered some sort of tentacle monster with really long feelers. he got away, but I suspect this will be our next fight. We plan and bonfire, and get ready for this thing.

We pop in and start wandering around. No surprise, it picks me as its target, and its first attack is murderous, but it's its only attack. Claws drained blood and poison me(1), and after Bongani kill steals - AGAIN - I have to sit around for a while to recuperate. We then follow a distant light to find a huge, shimmering crystal. Saw one of these ages ago, a trap to entrance Horrors(2). And there was a cloak standing right up against it. It was creepy as all get out. Bongani was the only one wanting to mess with it, and went up to get a look at it. The noise was also awful. Its face was blank, and the cloak was moving around(3).

We all skedaddled through the archway where there was another battery of traps before we came to a door. Using a kernel of True Water, we were able to chat with the folks on the other side of the door(4).(5)


*     *     *
(1) Sounds like a qural'lotectica. 
(2) This is recorded in Adventure Log 07, from over two years ago. It feels like it has been so much longer.
(3) What is this? It doesn't sound like anything I have heard of before, maybe Zamrica knows more.
(4) Wait, what? This is a living kaer? I feel that maybe this moment could have been met with a little more detail. A little more gravity. Perhaps acknowledging how big of an event this is. Though, I do wonder how the people of this kaer (if they're not all horribly corrupted and Mismatched Steel doesn't put them to the sword for "reasons") are going to get out of the Badlands. 
(5) Received and edited by Ela Pono

The payoff continues and more subtle clues are dropped. It is worth noting the fight with the massive stonemen was pretty brutal - they have a particular combination of attributes that make them pretty nasty to deal with. Which is to say, they functioned exactly as I hoped (their stat blocks are presented below).

This session started to show just how long they have been away, as some of their key consumables are reaching critical levels; notably, healing aids and absorb blow charms. Though, now they are "safe", so nothing should go wrong, right?

Massive Stonemen

Challenge: Journeyman (Seventh Circle)
DEX:  3      Initiative:                 3      Unconsciousness:    NA
STR:  14    Physical Defense:   6      Death Rating:            110
TOU: 15    Mystic Defense:      12     Wound Threshold:  22
PER:  6      Social Defense:       12     Knockdown:               16
WIL: 10    Physical Armor:     15     Recovery Tests:         4
CHA: 6      Mystic Armor:         8
Movement: 12
Actions: 2; Unarmed: 17 (26), Trample: 17 (24)
Powers:
Awareness (13)Heat Sight
Hardened Armor
Immune to Fear
Resist Pain (6)
Special Maneuvers:
Earth-Shattering Headache (Massive Stoneman, Unarmed): The massive stoneman may spend two additional successes on an Attack test to strike their target on the top of their head, causing him to be Harried until the end of the next round.
Overrun (Massive Stoneman, Trample)
Slowpoke (Opponent, Blunt Weapon): If the opponent has sufficient movement, he may spend one additional success on an Attack test to quickly move behind the massive stoneman before he can react. The massive stoneman is blindsided against the opponent until the end of the round.

19 August 2016

Earthdawn: Adventure Log 43 - Little Bear Went Over the Mountain

This is the forty-third Adventure Log in an ongoing series about Earthdawn. Introduction and Index.







Adventure Log – 043 Little Bear Went Over the Mountains

Written By: Honeysuckle of Glenwood Deep

Date:  03 Doddul - 21 Doddul, 1508 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Elmod the Nethermancer
Honeysuckle Sunspray the Warrior
Ting the Swordmaster


Beware the sandstorms! Believe it or not, the Badlands can actually get worse(1). The sandstorm rages on without an end in sight. It's almost like the sandstorm is alive and starts to speak to you(2). About seven days into this part of our journey, we managed to make our way out of the storm to overlook a glistening lake with a large mountain rising above it(3). In this ever worsening wasteland, you wonder if it's a mirage.

Making our way off the cliff's edge so we can investigate this mountain is going to be a challenge. Elmod has summoned an earth elemental that takes the shape of a sandstorm, fitting for this place. Elmod successfully negotiates with the elemental for it to take us to the bottom of the cliff. We continue toward the mountain and the Badlands keeps putting obstacles in our way. Tonight there was no twilight. Just a change from the blistering heat to darkness(4).

Three days walking toward the mountain and we encounter large bones lain into the ground. Bongani seems to think they are cave troll bones. Elmod claims the bones are part of a spell pattern. Elmod says this is not just the largest bone circle he's ever heard of, but this is also a Named spell. We have stumbled on something of legend(5).

The bones begin to shift and come together. We send Elmod forward in the hopes of speaking the spirit of this bone circle(6). This plan does not seem to be going our way as five cave trolls made of bone come up from the ground to attack.

Skeletal cave trolls proved to be no match for Ting and I as we disposed of them.

Taking stock of our options and resting a bit leaves us with the question of going around the circle, or through it.

Going around the circle, it takes three days and looking ahead, it appears we will be walking into the sandstorm again.

We have decided to leave the investigation at this place for another time and continue looking for the keys to the disappearing city.

It takes another seven days to clear the other half of the sandstorm.

You wouldn't think that the scrub of the Badlands would be a welcome sight, but it was after the time in the desert.

Looking for the keys to the city takes us to this odd shape on the map. Even stranger is the physical features of the land match the shape on the map. We head to the center and find a giant that isn't a rock. It's the entrance to a kaer(7)!

We descend into the first outer room. The pillars are massive stone warriors and the room is huge - so large that Ting starts great leaping around and lands on the shoulders of a stone warrior who then turns to look at Ting. The other warriors turn to look at Ting...(8)


*     *     *
(1) I believe it. Things can always get worse. They usually do.
(2) That's a bad sign no matter where you are. In the Badlands, it's even worse. Basically, it's a miracle this log ever made it back to me.
(3) What? I think there are some other accounts that make mention of something like this. If this is what I think it might be, this could change the political landscape of Barsaive. The Eye needs to know about it. 
(4) That's not a good sign. I think I'm right.
(5) My knowledge of Nethermancy is only cursory, but this could be a Named spell withing a Named bone circle, using it to power the nether breach... thing. They "keys" the group is chasing are probably the pattern items to at least one of these Named spells and can be used to dispel it, them, whatever. This needs to be run by some people who know more about such things. Just cannot let Fastoon or Mestoph get wind of it.
(6) Of all the stupid-!
(7) This could either be the first unbreached kaer from the Badlands, or very, very bad things.
(8) Received and reluctantly edited by Ela Pono

In many ways, this was a payoff session. Not a payoff in the sense of treasure, but the pieces of their adventure starting to come together. A glimpse at the larger pattern at work and how to progress. While the woods are lovely, dark and deep, they still have promises to keep, and miles to go before they sleep.

Since I'm not inclined to reveal much more about the events of the session, instead I'll give the stats for what they fought (which kinda makes this like a bonus Anatomy of a Creature). The petrified cave trolls were made by combining cave trolls with one of the skeletal templates (clearly, the petrified template). I have to admit, these templates make creating custom and varied encounters so much easier.

Petrified Cave Trolls

Challenge: Journeyman (Seventh Circle)
DEX: 8       Initiative:                7       Unconsciousness:    NA
STR: 14     Physical Defense: 16     Death Rating:             75
TOU: 10    Mystic Defense:    16      Wound Threshold:  15
PER: 5        Social Defense:     9       Knockdown:                16
WIL: 6       Physical Armor:   8       Recovery Tests:          2
CHA: 2       Mystic Armor:       5
Movement: 14
Actions: 2; Cave Axe: 18 (24)
Powers:
Enhanced Sense [Sight]: Heat Sight
Fury (2)
Resist Pain (4)
Special Maneuvers:
Brittle (Opponent, Blunt Weapon): Opponents attacking the gaunt ape with a blunt weapon gain an additional success on a successful Attack test.
Provoke (Opponent, Close Combat)

07 June 2016

Earthdawn: Adventure Log 42 - The Key to Happiness

This is the forty-second Adventure Log in an ongoing series about Earthdawn. Introduction and Index.







Adventure Log – 042 The Key to Happiness

Written By: Elmod from the Other Side of the Well of Glenwood Deep

Date:  03 Borrum - 02 Doddul, 1508 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Elmod the Nethermancer
Honeysuckle Sunspray the Warrior
Ting the Swordmaster


I revived Ting at the last moment of opportunity, saving her from certain death.

We on to a glowing room of three white stone depictions of a Passion: arms extended, crossed, and offering(1). This is also the home of the spiders, a small bounty within their bolus of spider stash. A few fine gems, oddly minted coinage(2), and a fine gem that is a pattern item for a Named spell(3). Also, a fair bit of fernweave and thorny weapons(4). And a wand. We leave for Sanctuary after establishing the rest of the kaer is vacant.

We return to Sanctuary and revive ourselves and meditate on our talents. Also spending some time with many of the items in our previous stash. I wandered outside of town to find materials for blood charms. I found a fine vein one day and promptly got to work on an absorb blow charm, but on the fourth day, the makeshift cauldron I had made collapsed and the charm was lost(5). We dare not stay any longer(6).

We follow the river downstream until it goes off the map we have, Bongani reckoning the river continues and completes and connects to other rivers south on our current map(7).

Desiring to be on the other side of the river, I decided to summon a water elemental to aid in spreading the water of the river for us. We selected a narrow section of river, though the task of summoning such a powerful enough elemental seemed quite difficult(8).

As such, first I summoned an ally spirit to aid my elemental summoning(9).

The muse spirit I summoned was quite beautiful, prismatic and scintillating. I bought its services with, after deft negotiation, only a small portion of blood(10) and a song and dance routine done with a wooden carving I lavishly costumed. The spirit liked our Badlands theater - it was quaint and lovely(11).

With the spirit's help, I summoned a delightful and belligerent(12) water elemental that did as we requested for the negotiated price of a kernel of true water from our party treasury.

The Badlands continue to stretch before us as we make our way to the moated pyramid(13) and the symbol of the Polaris beyond(14). I am trepidatious about the latter(15).(16)


*     *     *
(1) This sounds like it is probably Garlen portraying helper and protector. I wish there was more detail to determine some ideas of this kaer's customs. Any details beyond white, female, has arms and knows how to use them.
(2) How is it odd? There is so much you can tell from a minting, it's almost never "odd". Clueless or deliberately obtuse?
(3) Very interesting. Also: MORE DETAILS. 
(4) This just sounds like blood elves with their own coinage who got messed up with a Horror. Which means there is a Horror around. Is there something along these lines that isn't being shared in these logs?
(5) Make. Shift. Cauldron? Is there anyway this could have gone right?
(6) Did something happen? Is this a scenario that ends with them leaving or someone getting married? Was it because of the makeshift cauldron's predictable end? Details!
(7) How many maps are we talking about in this scenario and how many rivers? It sounds like there is some kind of river valley hiding in the Badlands we have never heard about. This is entirely possible, given we haven't heard of this Sanctuary before either.
(8) This is so boring. And I listened to Zamrica tell a story today.
(9) And here we have all the unwanted details about something about which no one cares.
(10) Yeah, real deft. It only took your blood.
(11) I feel like half of this log is about crossing a river. Incredible details on how a river was crossed. The only logical conclusion is they are screwing with me. Me personally. No one can be this blindly self-involved.
(12) This may be the first time I have ever seen those two adjectives together without a trace of irony. Delightful and belligerent.
(13) WHAT IS THIS!?! This is the first anything of this kind has ever been mentioned? Is this the thrice-damned city for which they are searching?
(14) AND AGAIN! What is this? What is he talking about?
(15) WHY? Explain yourself, Nethermancer!
(16) Received and reluctantly edited by Ela Pono

After big sessions, such as the previous one, I generally like to dial things back and have something a bit more low key. Normally there would be lots of social interactions, but Uriel's player was absent. Things were starting to go sideways and were aborted before they actually started going completely out of control and the only answer was to burn everything to the ground. Which has happened before.

The major pieces going on in the background of this session continue to move various plot elements forward. Some have been going for a very long time, others introduced more recently to begin connecting them together. In all: everything is falling into place.

As an editorial aside: there is a lot missing from the log. At times I feel like I should write a companion log to go with the in-character log, but that would ruin a lot of the fun. In part, it would almost certainly give away some details and connections given the perspective. I know some omissions are deliberate, while others are highly dependent on who is writing the log. Each player and character takes different notes based on what they feel is most important.

In all, it was a good session to have when down one player and started to provide a greater context for some disparate pieces. Others are still building.