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.

19 May 2016

Earthdawn: Adventure Log 37 - Something Old, Something New

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






Adventure Log – 037 Something Old, Something New

Written By: Bogani Kreskas

Date:  11 Riag - 18 Riag, 1508 TH
Group Name: Mismatched Steel

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

Uriel the Illusionist

(1)The letters we found in the antlion's stomach are intriguing - they speak of a doomed expedition seeking the disappearing city. What a find! Our first task is to track down these mysterious adepts - Forest Fire, Tamlin, Jesser, Krassa, Jenneth, and the unnamed author of the letter.

Ting discovered, by careful questioning, that Krassa, the ork Swordmaster, was found dead in an alley. We discovered the name of the last member was Lyra, the sad contents of the antlion's stomach. Forest Fire died in the Badlands from the poison of a terrible beast. That leaves Tamlin, Jesser, and Jenneth possibly still alive, but if they are they are likely still in the Badlands. That is not an encouraging state of affairs! Perhaps we should ask some equipment merchants to find out if the Ancient Blades stocked up for their fated journey.

While working in the forge, Honeysuckle was approached by a violet-haired elf with something to sell. How mysterious(2)! She asked him to visit us that evening at our inn, the Gilded Toad.

He is a pleasant, purple-haired elf, a well-appointed man. Honeysuckle was able to read the coin's history, but the specifics of its bloody history(3). We made arrangements to research the object the next day. Perhaps it will illuminate this mystery!

During the night, a mysterious visitor carved a cryptic symbol(4) into the wall above his bed. I was able to determine that the carver used a blade not suited to the purpose, but I could find no evidence of how the artist managed to make his mark without disturbing the elf(5).

Elmod attempted to find a lead on our mysterious coin, progress was slow. Uriel, however, was able to find Shilpi the Dwarf(6), a collector of rare antiquities. His shop was pile high with doodads and knickknacks of all varieties. Uriel took the lead, proving his worth by making friends with the collector(7). he told a tale of a forgotten empire from before the Scourge, hidden from the world(8). The dwarfs knew of the way to return the empire to this world, but they are understandably secretive. Shilpi mentioned Kaelgrose, the clan of Baere, as well as Kussin. Baere is in the northwest of the Badlands - mines containing true earth and rich farmlands. The Ancient Blades often returned to Kratas, as one member was a blood elf(9).

Shilpi was very helpful, and eventually we returned to the Gilded Toad to discuss our next move. Elmod requests that we watch over him in the night. Uriel offered to guard him with his magic, while I listened from the next room.

In the midst of the night, a creature crawled into Elmod's window. Uriel watched it with his astral sight, finding the pattern unlike anything he had seen before(10). How strange! The creature became spooked and dashed from the room, but we will surely meet him again.

Honeysuckle spoke to her people and found that Forest Fire was a windling trickster Thief that had a weakness for arson(11). Honeysuckle had an enjoyable time while Elmod returned to the library, but alas made no additional progress. Where are the remaining Ancient Blades? Where are the keys?(12) The disappearing city eludes me, but I feel compelled to find it. In that way it has a sort of power over me.

We set a trap for Elmod's nightly visitor. Uriel cloaked the others in shadow as I waited outside in the street. Alas, the creature did not appear. We prepared for our journey to the Badlands, but in the process discovered that the clever Lyra had hidden a gem, some sort of spell pattern(13), in the bottle with her notes! A wonderful find!

Alas, we discovered that Shilpi had been murdered! Uriel was able to avoid the guards and enter the shop, but the authorities were in the process of investigating the crime. He took a jungle t'skrang mask to remember him by, then investigated the body. How unfortunate that I was not there to uncover the mystery.

We quickly went to see our friend on the Travar Council, who we brought up to speed.

And then we ventured into the Badlands. We do not have a lot to go on, but it might be enough for me to find the glorious dragon city. On the third day of our trip, we find a crisis in the desert - 12 desert espagra devour what is left of a poor woman. We leap into action!

We reached the poor woman, too late, but not too late. The wretch turned out to be Jenneth, who has been surviving (barely) for days. She spoke of a terrible black mantis with a poisonous bite. She spoke of a Horror-domain, a land of darkness and madness. She is hurt and disoriented, so we return to deliver her to safety.

Then she gave us a magic sword(14)!(15)

*     *     *
(1) This log got lost, then misfiled during the submission process. It was recovered when a junior librarian attempted to file it, became confused and disoriented, then Zamrica was kind enough to direct the junior librarian to me.
(2) This seems like an understatement. Only this group would react so nonchalantly to this information.
(3) I take whatever was done to the back half of this sentence as a personal affront. What about the specifics of its bloody history? What is bloody about its history? This is important information that needs to be preserved because adepts always die with this rattling around in their head and not written down! We are also treated to a rendering of the coin. It features a dragon on one side, and a marketplace (?) on the other.
(4) In a bizarre twist, this symbol was actually drawn on the log. At least, what is claimed to be the symbol. It is to parallel, vertical lines with space between them. Seven lines are array from the top at increasing angles and five similarly from the bottom. It looks a little like a stylized tree.
(5) I have read enough of these to know it's probably not a notable accomplishment to escape the notice of that elf. Especially if he's sleeping. Also, my guess is magic. It was probably magic. Because it's always magic.
(6) Shilpi was actually somewhat famous. Also, no one ever called him "the Dwarf" as a title. No one.
(7) I was hoping this log would provide some clue as to where this guy came from. No, he just suddenly shows up one sentence. Did he use an illusion to make them think he had always been traveling with them?
(8) I have read a lot of logs about this topic. They always end up with the adepts either dead or insane. There is definitely something out there, but I don't know if it is actually a disappearing city. It seems more like an elaborate lure for a Horror.
(9) Based on the Ancient Blades logs, that would be Tamlin. This is by process of elimination because virtually nothing is written about her.
(10) Details!
(11) I guess that technically counts as a trick.
(12) Now you know my pain.
(13) What sort of spell pattern? By my count, every major spellcasting discipline is represented. Someone should be able to give me more information!
(14) Of course she did.
(15) Received and edited by Ela Pono

Confession time: I lost this adventure log for a while, to the point where I thought it didn't exist. There was also an extremely long gap between sessions in real time.

Most of this session was continuing the thread of the lost city the group has decided to find. Building up the mystery, providing some hints and leads, also evidence something exists out there. The other parts were to introduce some new plots in the background and have call outs to previous events. One of the latter is the black mantis. There were quite a few more details that did not get recorded, but immediately after it was discussed, everyone at the table immediately knew where from where it came. The culprit is still taunted about there part in introducing that particular black mantis into the world.

This session would have benefited a great deal from having the subsequent session follow much sooner. Much, much sooner. There was over half a year between them. Just way too long. I think I'm honestly pretty lucky my players are still interested with such a large gap. Many games have perished over less.

12 May 2016

Earthdawn: Adventure Log 41 - Will You Walk into My Parlor?

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







Adventure Log – 041 Will You Walk into My Parlor?

Written By: Uriel

Date:  23 Teayu - 02 Borrum, 1508 TH
Group Name: Mismatched Steel

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

Uriel the Illusionist

After our battle with the spider hordes, we retreated to Sanctuary. The citizens did not appreciate my new fashion designs, and so required me to stay in their purification hut. While it wasn't the treatment I'm used to, it did allow me solitude to study and refine my Illusionism. After a day of consideration, they realized their mistake and recognized my brilliance(1).

After a few days of resting, we headed back to the kaer to counter-ambush the spiders(2). The entrance has been covered by spider webs, so we found a secluded area and the others built a bonfire for some pre-battle ritual. Once everyone was ready, I made everyone unnoticeable before we headed in.(3)

The spiderwebs concealed metal threads which sand and most likely alerted the spiders we were entering. The marks which previously showed the correct path were defaced, but Bongani still knew the way. There are tiny spiders everywhere. Maybe we shouldn't have stayed away so long.

We decided to go back out and let Elmod throw balls of fire into the webs(4). It smells, but at least there aren't a ton of little spiders anymore. The inner doors were shut. Bongani set to work disabling traps, and Elmod dispelled the runes around the door. And by dispel, I mean set off an explosion in his face(5). The rest of us were safely around the corner. Bongani has better luck with the spears, pits, and rock traps.

Past that, more damn spiderwebs. Bongani crept inside to scout ahead. He came back and launched these fire arrows into the webs. Doors closed. Wait fifteen minutes. Enjoyed pie.

Okay, way fewer webs. Still more webs after a break. I'm beginning to hate spiders(6).

We found the spidertaurs. They seem to be focusing on Ting first. Elmod managed to ice chain their spellcaster and Honeysuckle laid into him. Thing left away from her attackers to slaughter the sorcerer.

Unfortunately, their warrior chased after her and gutted her. She fell with a fatal looking wound. Honeysuckle and I stepped up to avenge her.

This made me the new target of their wrath. Luckily, an arrow from Bongani felled the spidertaur warrior. I knocked the beastmaster down and Honeysuckle beheaded her.

Elmod knocked down the archer with his magic spear. However, the vile assassin struck me with a poisoned arrow, and I was rendered senseless for the remainder of the battle(7).(8)


*     *     *
(1) It's what I like most about this group. The humility. 
(2) I've been reading the exploits of this adventuring group long enough to know this sentence has all the makings of, "Well, that didn't go as planned."
(3) Where is the creepy little Horror thing? Did it wander off? Do they no longer notice it? Is this the new normal for them? I feel like this warrants some mention.
(4) And there it is.
(5) I laughed.
(6) I hate them right now.
(7) Someone needs to work on their craft.
(8) Received and edited by Ela Pono

Unfortunately, this session ended somewhat abruptly due to timing. What normally would be the payoff for the fight will instead be the beginning of the next session.

In all, it was a difficult fight, but one they could win. It marked a definite shift in tactics and provided opponents who adapted to the previous encounter instead of just being surprised when the adepts returned. Many talents and abilities that had never seen use previously were utilized - in short, it forced the group to bring their A game and there were more than a few moments when they didn't think they were going to make it out alive.

Especially the moment when Ting went down. She has typically been the biggest damage dealer and knocked the warrior unconscious during the previous encounter. The opposition forces weren't taking any chances with her. There was this moment of silence at the table when she died. Her damage is often the linchpin to many encounters, with the other adepts being more defensive.

Nonetheless, there where moments of excitement and elation. A sense of uncertainty and the unadulterated joy of beating the odds. There were some very lucky moments, such as when an Earth Spear, against all odds, actually knocked one of them down. Once I publish the knockdown values, this will make sense - all ones on a Step 18 test. Wow.

In all, it was a good session in how involved people got. Well, except for Ting. I do feel bad when a player effectively gets to sit out for much of the session, waiting to find out if they live or die. That was, in and of itself, tense. There was a lot of damage to heal and not many rounds to cast Last Chance - including a debate as to whether or not to raw cast it, or risk the time of potentially failing reattuning on the fly.

12 April 2016

Earthdawn: Adventure Log 40 - Welcome to Sanctuary

This is the fortieth Adventure Log in an ongoing series about Earthdawn. Introduction and Index.







Adventure Log – 040 Welcome to Sanctuary

Written By: Bogani Kreskas

Date:  03 Teayu - 22 Teayu, 1508 TH
Group Name: Mismatched Steel

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

Uriel the Illusionist

After a brief discussion, we decide to investigate the crashed airship (the one half-buried in the desert sands). Although the promise of riches is enticing, the threat of the brown espagra encourage us to take a long path around. Progress is limited at first, but we push on at a cautious pace. For five days we travel, searching for the site of the strange obelisk, but the Badlands confounds my senses. Uriel makes good use of the time, tying threads to our Pattern, making himself a greater spellcaster. What a useful fellow. At the site of the obelisk, we decide to go due west in an attempt to find the hills on our borrowed map.

Six days later, we reach a valley between two mountain ranges. The cliffs in our map must be very close now! In the mountains, we find a smooth, sheer cliff, with life-sized carvings of man-shaped figures. A peculiar landmark, to say the least. Elmod and I find holes that seem to fit us precisely... We feel drawn to the niches, as if they were made for us(1). I must... must see what is within! However, my armor does not easily come off, so I reconsider. Luckily, Honeysuckle checks on of the other niches and discovers some concerning things(2). The team suggests that we head south, and I reluctantly agree.

We head south, trying to find the river. There is more life to be found in the mountains, but the espagra clearly mark their territory, which makes them easier to avoid. At least we reach the river, which cuts through the mountain valley. We follow the river east, seeking the kaer at its terminus. The river is unhealthy, but alive, with strange creatures breaching the surface. After a few days, we find crops. Actual agriculture, with stuffed effigies to scare away espagra. At last we find the outskirts of a town(3). Ting instructs Wendel to remain out of sight while I scout out the area. I find a town square, a well, a statue... and many people of various Namegivers. We decide to approach.

As we stride into town, we are stopped by the town guard, who are rightly suspicious. Luckily, Uriel is a quite effective diplomat! After the Greeting Ritual, they introduce their town as "Sanctuary" and invite us into their community. We meet with their wise woman, a hooded figure by the well. She sounds young, though her face is hidden. They worship a combined version of Jaspree and Lochost they call "The White Lady". The name clearly means something to Elmod, but he says nothing(4). 80 years ago, kaer "Ular" was opened, and this community was founded. She gives us directions to the kaer, several days to the east. We offer to help them with any tasks that are beyond them. Elmod notes purity and the color white are prominent in their culture, which is odd, but not concerning. The statue is of a motherly woman, robed and hooded, with her arms outstretched and her head tilted back. The village itself is astrally clear, in start contrast to the corrupted Badlands around us(5).

The tavern keeper is very friendly, but laments he cannot accept coin. Instead, we offer a trade of services. Honeysuckle words in the forge, while the rest of us pitch in for our supper. At night, the villagers come to the tavern, where the men find they are quite popular. The food is bland, but filling, and the beer is fine. The company is excellent. We dance and sing and drink long into the night. It is nice to sleep in a real bed!

In the morning we have a filling breakfast and leave town, heading east to find their forgotten kaer. The wise woman warns use of the danger of the place. We are concerned about her implications of the "will" required to maintain this place, but we do not push the issue(6). Perhaps the kaer will make things more clear. We find a well-trod area, as well as a pair of runed pillars. They look new and are marked with runes dedicated to the Passions Jaspree and Lochost. Before us, the entry to a kaer stands open. The door swivels on a pivot, and lays open before us. It is dark within, so we light our way and enter.

The traps sit unsprung, unused, as if the Horrors have never tread here. I am reminded of stories of kaers that survived the Scourge completely untouched thanks to the special attention of a Passion. Perhaps Jaspree and Lochost indeed look after these people(7). We notice an immense amount of spiderwebs. Carved into the walls are arrows guiding the way down(8). Deeper and deeper we go, for hours. Trying to find the ancient shelter. The arrows lead us to another pivoting door. Propped open by iron spikes. The webs are thick here, so we begin our search for the beasts that made them.

Creepy, alien eyes set in groups of eight watch use from the shadows. They cluster up in groups, much unlike spiders I have seen in the past. Each creature is the size of Harka, though not nearly as cute(9). Ting charges into battle, thrusting us into a furious melee.

As we venture towards a marble gallery with softly glowing light, four creatures drop from the ceiling. Part spider and part man, they have an alabaster beauty that mitigates their terrible forms in no way. The monsters descend upon us in a flurry of claws, mandibles, and twisted ivory flesh(10). The ambush survived, we run from the kaer and return to Sanctuary.(11)


*     *     *
(1) Because none of this is incredibly creepy and it doesn't scream "A Horror did this!" at all. This isn't the first we have heard about carvings in a cliff in the Badlands, but it is some of the most detail. 
(2) What concerning things?!? Details! I swear they do things like this just to irritate me.
(3) This is new.
(4) These people really need to work on their sharing. This not saying anything isn't helping anyone. Especially not me.
(5) This is huge. Why haven't we heard anything at all about this before? Part of me says this is all a trap and something is horribly wrong with the village, but I really want it to be real.
(6) Push the damn issue! What does that mean?
(7) I have to be a skeptic, but part of me really wants to believe.
(8) Helpful or ominous?
(9) I hate spiders. At least they're not jehuthra.
(10) Worse than jehuthra.
(11) Received and edited by Ela Pono

In many ways, this session was something of a curve ball for the group by defying many of their expectations to date. It played with wants versus fears and generally increased the weirdness of the Badlands. The final battle was designed to be very difficult and possibly marks the first time Mismatched Steel has retreated. After it is resolved, I will post the stat blocks of what they fought.