Saturday, March 9, 2013

Chapter 12: The Emerald Enchanter



It has been two weeks since the encounter with the undead at the manor. In that time much has happened.

Tyrrian has fallen ill with a strange malady. The nuns fear evil humors have settled in his lungs. He is young and strong and all believe his recovery will be quick.

Alex asks Bulls Zi to train the monkey “jack” in some thief skills.

Sally has begun to sway some twenty odd villagers to follow Mesha as their primary deity.

Alexander has cast some magic that has a mercurial effect of growing wheat. This has helped the farmers get back crop lost to the cultists. He is also coming to grips with his newly bonded patronage to Sezrekan.

Farhoud has become a trusted member of the group and joined the Warrior class.

Brother Beavis has begun brewing an ale at the White Horse, called Losborsts Hearty Pale.

The reformation of a new town militia under Mordacity has helped repair the overall village morale.

  The attack by the handful of faceless ones as they escaped the undead has been causing Lars to wonder if the Cult of Palimdybis has been truly destroyed. He sends Garrotte and Calis to scout out the old ruin along the coast that sits between the Manor and the Tegel Lighthouse.
The two report that it appears to be nothing more than a very ancient ruin. Weed choked and unlikey to be more than a den for rodents. The party decides they should still form a team to go there and make sure the place poses no threat in any way.

  The following morning Bulls Zi, Alex, Sven, Sally, Lars, Alexander Ballistic, Garrotte, Calis, and Faroud set out in the wagon to the ruins. At the last moment Lars thinks it would be best to take the “Magic Boat” from the fishing village and approach the ruins from the beach as there is no direct land route to get there except crossing unknown terrain.
  A couple of hours later the party climbs up from the small beach and nears the ruins. When they get within thirty feet the ruins waver and disappear! “A massive illusion!” exclaims Alexander, “The power needed for such a thing is intense!”

 They stand before a squat cyclopean structure some sixty feet in height. It is topped by a temple-like second story. Directly ahead is a large silvery door of unknown metal, the only apparent entrance, flanked by two man-sized statues seemingly carved from green crystal. The group approaches with Alexander in the lead.
“The green hand!, I forgot about that one we found in the manor.” He mutters to Lars.
“Well, it’s still in that chest. I think.” Replies Lars scratching his chin.

Bulls Zi steps away from the group and walks along the base of the structures east side looking for any windows or balconies.

Meanwhile, Alexander decides to get a closer look at the metal door. Sven follows him as they slowly move closer to the doorway. Suddenly the two statues move, brandishing weapons and block the door. Alexander moves back wary of setting off any other magical defenses. He cries out some “command” words and phrases in a few different languages to no avail. Finally Alexander steps forward palms up and says “May we enter here?”
In response the green warriors swing weapons at him and barely miss! Instantly Sven is lost to the battle lust of the Chaos Axe and charges the foes!

Bulls Zi has decided that he can easily scale the sixty feet to see what may be on the roof. At this point he some 30 feet up the side when he loses his grip! A last ditch effort to save himself fails and he falls impaling himself on his very own javelin he stuck in the ground when he began his ascent. As his vision goes dark he hears the faint sounds of battle from the front of the structure.

One of the green warrior statues is very rough and poorly sculpted, as if it were an early work by the artisan, the second is of exquisite detail and could even be said to almost be truly alive! As Sven takes the brunt of the attack upon himself the rest of the party attempt as best they can to aid him while being wary of his berserk state. A few minutes of battle sees the rough warrior fall and shatter as 6 large emeralds fall from its chest cavity and scatter upon the ground. The concentrated efforts of the group fell the second green warrior who surprisingly turns back into a mortally wounded man! As he expires he gasps “Thesdipedes knows the word….”
As the group ponders the significance of this, Alex the cleric wonders where Bulls Zi has gotten off to and goes looking for him. Sven is healed by Sally as the battle with the guardians was very taxing for him.

Upon discovering the impaled body of their companion Alex calls out and the group move his body to the wagon. Going back to the Silvery door and discovering it has a large keyhole some attempts to pick it are made. First up is “Jack” the monkey who was being trained by Bulls Zi. After a few minutes Lars tires of waiting for the monkey and waves him off so a real thief can try.

  The door is opened and a twenty foot wide hall is revealed. It is about fifty feet in length and the walls are adorned with bizarre mosaics portraying a green wizard fighting demons, casting spells, and various other deeds. Once again with Alexander and Sven in the lead the group enters the strange edifice. A weird clattering noise and a cool breeze swirl about the group. Tiles fly off the wall and form into a large golem that now blocks the party’s progress. A couple of attempts at communication come to nothing, so Sven steps up and offers his hand in a gesture of friendship. He gets a golem slap to the face for his trouble!


The party expends a great amount of effort in battling the mosaic tile golem, Alexander casts an awesome display of Alexander’s Arcing Axes (magic missile) to great effect! A second and even third mosaic creature battle with the group, before they realize the trick of destroying the tiles so they cannot add to the mass of an existing golem. Sorely tired and with a few lost spells amongst the Wizard and Clerics, they party discovers a doorway that had been hidden behind the tiles.

to be continued.....

28 comments:

  1. {Violently waking from a feverish dream, covered in sweat} We must go, our friends are in trouble!

    Tarek, we must leave, Tom has told me that our friends are in grave danger and need our help. Grab your gear, we haven't much time!

    ReplyDelete
  2. < As Tarek

    {Eyeing the young "knight" with disbelief and sympathy} Tyrrian, you are ill. You've been asleep for days, you've just had the devil's dreams... [handing his mug to Tyrrian}

    Here's some Kill Devil fer ya.

    You know that Tom has been dead awhile now - how can he possibly know what is going on with our friends, let alone speak to you from beyond the grave.

    ReplyDelete
    Replies
    1. "Tarek, drop the ale, grab your gear, and I'll tell you on the way."

      As one of the abbey nuns looks at the wild eyed young squire with an open mouth ready to protest, Tarek looks at the nun and simply shrugs.

      Setting his ale down, Tarek simply says, "What can I say, our dead friend told him we need to leave, quick healer I suppose. I guess I'm done with this. Thanks for your aid, sister."

      Before Tarek can even grab his bow and quiver, Tyrrian has already gathered his armor and weapons. "C'mon Tarek, we don't have time."

      "Right, right, because Tom told you our friends are in trouble. We haven't seen them for days, they are probably still in the fishing village after that attack outside the manor."

      "Tarek, please, with haste, I will tell you all on the road." Tyrrian implores.

      Reluctantly, Tarek follows.

      Delete
    2. {On the road outside of Tegel}

      Tarek: Okay Tyrrian, enough is enough, you promised you would tell me what is going on. And why are you heading away from the manor? If they really are in trouble, wouldn't it be at the manor?

      Slowing his pace, Tyrrian turns to look at Tarek.

      I fell ill, as you know. The cause of it is beyond me, but I felt lost. As I felt myself slipping further and further away, I suddenly felt a tug, a glimmer of hope. Suddenly, amidst the swirling abyss a familiar voice was calling my name. It was Tom. Suddenly Tom appeared on a floating radish to pull me away from the abyss.

      Once safely on the floating radish, Tom told me that I must wake. That our friends were in grave danger and that they needed us. He said, "look not in the manor, but instead in the unexplored ruins, and hurry, for I fear one of them will fall before night."

      I said, "Tom, do you mean one of our friends will die?! If so, who, and how can I stop it?"

      Tom simply looked at me and and said, "I mean, one of those dang fools will fall! I don't know if they will die, I'm not a dang fortune teller you fool. Now get yer lazy but up and go help yer friends! Don't forget feed Bessie and tell that halfling if he keeps eyeballing her I'll stick this floating radish somewhere he really won't like!"

      And with that, Tom was gone and I was awake.

      Delete
    3. The floating Radish has earned you 2xp for both Tyrrian & Tarek. Your side story has greatly amused me. :)

      Delete


    4. I am pleased by the reward and am happy it was amusing.

      Delete
  3. The party will quietly require "Sir Robert" to knight Terrian for his gallant deeds so far. We think that may help "Sir Terrian" to recover!

    ReplyDelete
  4. SIDE QUEST: Locate Sir Robert Rumph. He is said to live in a Hunting lodge somewhere on the Manor grounds.

    ReplyDelete
    Replies
    1. He is probably in the White Horse, even though he doesn't need to worry about losing the deed, for now...

      Delete
    2. Brother Beavis says Sir Robert has not been in town for a few days. This is not uncommon for him though.

      Delete
    3. He is probably drowning is sorrows in his hunting lodge. Or maybe his hunting lodge was overrun by the foul undead that attacked the group, and Sir Robert Rumph lost his last game of chance...

      Delete
  5. A word on Luck.

    We as a group, seem to be lucky. Recently our luck took a turn for the worse. This resulted in a multitude of very bad events and more than a few deaths. We need to learn that pushing our luck in the past can swing back like Karma and take it’s toll on us.


    Out of character, I say the newly used rule on luck had drastic unforeseen effects on the whole group. We had no way to foresee that used luck would effect us in the ways it now does due to a newly discovered rule. A majority of us are down on our luck. We have pushed our luck to the limits. I think both mid campaign and mid adventure is a bad place to work in new rules that vastly effect all our skills (luck effects attacks, saves, spell checks etc.)

    While the new rule totally balances out, people pushed their luck without knowing the costs and frankly I blame this rule for some character deaths. I am not sure what to do to proceed, but I believe it merits discussion and possible compensations to Bryan for his losses.

    ReplyDelete
  6. Alan, Chi, and Emily.

    I have a lot on my mind about how to fill the voids we have encountered recently. I think now that we are effectively operating in a negative cash flow enverment. I am not going to call anyone out, but it may seem like I am holding them to a higher standard than they can step up to. However, we need them to step up. We needed it sooner rather than now, but here we are.

    Mope. Pretty much a no show and the party’s lucky charm. I said all I want to about luck before. We can’t count on the player to show or the character to do anything other than leach 1/9th to 1/12th the XP and loot.
    My socialism extends only so far. I would like to make Garrett the party lucky charm since he is now an NPC and can be present 100% of the time. Thoughts?

    Friar Beavis. No longer played. Was our primary healer. Someone needs to step up and replace him STAT!

    Bull Zi, Sven Narg, and Alex. All dead due to bad Karma and lack of experience. We learned a lot and refreshed ourselves on things everyone should know. Never work alone or freelance. Work in pairs at the least. Use your rope and grapple hook. Don’t fall, it hurts a lot. Greed kills. Lack of self restraint kills. Lack of experience kills. Combine all that with the new luck rule and forget about it, you’re dead!

    Alan, Chi, and Emily. With this player being present for pretty much 100% of events and excusing her youth, these characters are totally underdeveloped. As original heroes of Eros and playing in every session all 3 of these characters should be at least 2nd level and closing in on 3rd as fast as mine. I think they should have all of them updated to make sure that the player and the group carrying her can get the full potential out of our association in the future. We need these characters to step up and pull the weight formerly carried by Sven at the least. I don’t fault the player at all, but I think we are going to have to insist “in character” that at least Emily shoulder some of Sven’s heavy lifting. I tried to do this alone to prevent the deaths we had but, I was not able to express how much another shit kicking, blow absorbing, and plate mail valkrie armored was 100% a factor in how things would have played out. Chi could have quietly summoned “The Dude” and taken care of the flying eyes. Alan could have carried my new books!

    All these failures rest on me. I suggested we weaken ourselves by only taking a few of us inside. I mistakenly thought that the encounters would be easier to handle and I knew, I fucking knew that we needed a real healer and another plate wearing tank or we were dead.

    Now we are in some deep shit. We are down 3 healers and a tank with a huge strength. Now we have to carry 3 more zero level new guys who’s only job in life is to leach off 1/9th - 1/12th the XP and loot until they can do anything worth a shit, a mope of a Moep doing the same thing, a Paladin in training who comes down sick often enough to mention, his mentor and the deed holder who is absent just as often, an Elf child who does nothing at all until someone else is trying to do it, a female warrior I can’t recall ever seeing in a fight beside the one where she got 1d12 teeth knocked out, the best and luckiest treasure carrying chiropractor ever, a story telling merchant who seems to be pulling a 3 card Monte on us all and hasn’t killed anyone but a paralyzed cultist, and a master dread magister who’s magic only seems to be beneficial if it backfires or has a side effect with an up side. That is deep shit my friends.

    What I would like to see:

    ReplyDelete
    Replies
    1. I'm glad your fired up! Also remember, unlike old AD&D, XP in DCC is not a base number divided by the members of the party. It is a set amount that each survivor of encounters gets. If 5 of you go in and three survive each survivor gets "X" xp. Now loot is a different story, but that is for the Party to handle.

      Delete
  7. Alan needs to continue to carry my boxes and ball bag. If he can wear armor and swing a sword, then dammit he need to step up beside a tank and add on once the battle begins.

    Chi needs to shit or get off the pot. An elf is a great and powerful thing. I myself can’t recall one from 1st edition or know much about one in this game so my expectations are low. If you have such a crap agility that you can’t be a good archer then you are stuck with Magic and Melee. Maybe even both at once? I am not sure what all the options are, but with new hide armor and the elf sword she should be doing more.

    Emily is one of those characters that I didn’t expect much out of considering the low, low 5 strength. Then I saw how that extra combat die and mighty deeds went, and I wished I had a warrior myself. I had passed on Sally being a warrior due to her 8 strength thinking it needed to be 9 like old school 2nd edition. My mistake. I see how Tyrrion is with his 8 strength black smith and I know it can work. I think that showing the kid that Emily is a huge badass with a 2 handed axe and unlimited potential mighty deeds of arms can only make it more fun for her and really help us out in shoring up our weaknesses. I suggest we give her 3-5 sample mighty deeds to start with and let her make up her own, or as she is much more fond of, steal from her favorite characters from popular entertainment shows. The limitless potential for her to have fun in this is being wasted because none of us know jack about this in advance. Now that we have seen how much fun these things can be it is up to us to let her in on it and insist she pull her own weight now that Sven is out of the picture.

    All this is just my thoughts on how we are short changing ourselves and missing out on a lot of fun. I hope this dialogue opens up a lot of options for us and makes our characters team a better, stronger unit.

    ReplyDelete
  8. There is no limit to the types of Deeds that a warrior can perform. Any situation-appropriate specialized attack should be encouraged. To help provide some general framework for understanding the concept behind Mighty Deeds of Arms, we have provided seven general categories below. These are merely suggestions to give a sense of possibility and scale. The guidelines that follow should help the judge
    decide which benefits to apply to a high deed die roll.

    Creative players will certainly come up with new Deeds.

    Encourage and allow this.


    ReplyDelete
  9. Additional perks of the warrior class include getting to add their class level to the initiative roll and getting to apply their Luck modifier to one weapon type that is chosen at first level.

    Pick the lucky weapon at 1st level not zero?

    ReplyDelete
    Replies
    1. Lucky weapon is picked at 1st level because that is when you decide to become a Warrior. Nobody is saying that "lucky" weapon couldn't be the rolling pin you used as the zero level Baker.

      Delete
  10. Check out this class summary:

    http://irontavern.com/2012/09/07/dcc-rpg-character-class-series-summary/

    And this:

    http://www.goodman-games.com/forums/viewtopic.php?f=60&t=32219

    ReplyDelete
  11. . Another fun perk is that the Halfling only fumbles if both rolls come up 1.

    ReplyDelete
  12. Wow, you definitely have provided much to ponder and discuss.

    I too agree that up til now, we have relied too heavily on luck (don't let Tarek hear me say that). Our luck is running out, except for Tarek's, so we need to be smart now. We also no longer have the crutch of Sven. Even though Sven never really utilized his true potential as a warrior, he did have extraordinary strength and damage potential, but that is now gone.

    We must all evaluate what our strengths are and our potential, and build from there, because we all know what our weaknesses are.

    Let us not see the words above as negative criticisms, but instead as a challeng to which we all must rise. Suffering and trials give us the chance to learn and grow. As iron sharpens iron so too does one man sharpen another.

    I for one plan to take this challenge and serve the group in the capacity in which I'm needed.

    I also agree that others need to step up for the benefit of the group.

    ReplyDelete
  13. Emily's Execution: Called shot to the neck.
    Emily's Encouragement: Pushback/move
    Emily's Execution: Axe(ex)Ecution
    Emily's Exit:Fall back/retreat
    Emily's Epic Effect:!!!!!!!

    ReplyDelete
    Replies
    1. Nice! These will be passed along to our youngest member.

      Delete