Monday, April 30, 2007

The Deities

Albrecht

Symbol: A golden dragon
Alignment: LG
Cleric Alignments:
LG, LN, and NG
Domains: Law, Protection, and War
Favored Weapon: Greatsword

Albrecht
is the god of Protection and Justice and almost all Paladins worship Albrecht.

Kavara

Symbol: A ball of flame
Alignment: CN
Allowed Cleric Alignments: NG, N, NE, CG, CN, CE
Domains: Destruction, Fire, and Magic
Favored Weapon: Quaterstaff

Kavara is a minor god and is the god of emotion and magic. She encourages her followers to follow their hearts. Her followers are primarily sorcerers and young warriors who enjoy her focus on emotions rather than reason. Kavara has about 50,000 followers throughout the Accordlands.

Kor

Symbol: A dull gray hammer, flanked by orange flames.
Alignment: LG
Cleric Alignments:
LG, LN, and NG
Domains: Earth, Healing, Protection, and War.
Favored Weapon: War Hammer.

Kor is the god of Dwarves. If you do decided to take the dwarf cleric racial substitution levels from the Races of Stone, the only change is that at first level it would not be Smite Giants but instead Smite Abyssals.

Neus

Symbol: A circle divided into three equal circles.
Alignment:
Cleric Alignments:
LG, LN, and NG.
Domains: Animal, Healing, Plant, Protection, Good, and Knowledge.
Favored Weapon: None.

Neus is the god of Knowledge and is the most commonly worshiped deity in the Free Kingdoms.

The Storm

Symbol: A golden circle, bisected with a lighting bolt.
Alignment: LE
Cleric Alignments:
LE and LN.
Domains: Air, Evil, Law, Strength, and War
Favored Weapon: Heavy Mace

The Strom is no mere god, but rather the wandering soul of the Great Dragon.

Sunday, April 29, 2007

I have a cunning plan, m'lord

I was concerned about getting out of the fortress alive, and figured my best bet was to get to bed early and then slip away in the morning while Ili was running the others through military drills or something.

However we were all summoned to see the General who told us that their latest supply wagons had been hit by bandits, and they needed someone to go investigate. Oh yeah, sign me up for that one!

The others were trying to work out some plan for finding the bandits, so I pointed out the obvious—if we look like merchants and head through the same area, chances are they’ll find us.

Can you say “works like a charm”?

We were only on the road an hour or so when some arrows were fired from an upslope vantage point. Nobody was seriously hurt. Well, none of us at least. Obegard threw a fireball amongst the archers, four guys who looked like soldiers from The Aerie.

I had bought a bow because I was sick of Malakar always carrying on about how I should have a ranged weapon and I have to say I just don’t see the point at all. Sure, I hit a couple of the guys but it just doesn’t provide the same satisfying feeling as when you feel the blade slide through a gap in your opponent’s armour, past a bone, and twist it deep into a vital organ.

Malakar pulled some magical trick on the four dwarves that tried to attack us from behind. He managed to encompass them all in a circle of protection from evil, which broke the magical compulsion making them attack.

With Malakar’s shouted encouragement Ili rendered the remaining attackers unconscious and the dwarves filled us in. They’d been taken captive 3 months before and didn’t remember anything since then. One of them was able to provide us with detailed information on where we had to go and also told us about the huge floating eye living in the cave they’d been taken to.

We took all our captives back to the watchtower from where they would be taken back to The Aerie and hopefully the Wardens would be able to break the influence on them.

Then we worked our way up to the mountain we’d been told about. I went ahead to check out the cave and there wasn’t much to see, but there were a half dozen guards scattered around.

While the others took them on I scouted through the areas that had been blocked by the guards, and found a huge tunnel heading down.

With the guards taken care of we also found a group of prisoners, including many survivors from Splintercross, the devastated village in Deverania, and a couple of Deveranian nobles, one of them badly wounded.

The Warden called for help and three more Wardens appeared to take the prisoners back to The Aerie, while we headed down the tunnel after the floating eye and the remainder of his captives.

The Sound of War

With the dragon slain, we headed back to town, and it seemed that all was well. Apparently, the dragon and the Nothrogs had chased out many of the predators from the mountains. We stayed in town for a few more days while Obegard scribed the spells that Jarba promised him. I took the time to cast a spell to bring Jerold back to his normal senses.

The trip to Condor's pass was uneventful. We entered the keep and was finally able to sell the weapons and armor we had collected from fallen foes. I was also finally able to be fitted for a suit of full plate that I had been pining for. The others took a few days to buy good and supplies for the last leg of our journey. During this time, we received ill news: that a large Devoranian army was headed this way, blocking our way to the Dwarven town completely. The Devoranian claimed that their towns in the borderlands had been attacked, and everyone slaughtered. The commander of the keep told us that there had been many attacks on towns on both sides of the border as of late.

We tried everything: we first teleported to the town to see if the killers had left any clues. They had not. I even questioned one of corpses left in the town. He hadn't seen anything before he died. We then headed back and I prayed to my deity for guidance. I was answered with the cryptic phrase, "seek the eye." We tried to look for anything that talked about an "eye" in the library and around town. No one had a clue, and Albrecht did not answer my summons for more information regarding this "eye". We finally questioned the captured Nothrog commander from the dragon caverns. He didn't reveal much except that the Nothrog too, had been attacked by assailants as they were passing through the area.

As a side note, I've found out that for all of Ili's loud preaching and boasting, she knows almost nothing about Albrecht. I have no idea what solecisms Ili had been blurting out to the cook. The fact that my church had been so lax in instilling the basic tenets of the faith astounds me. Surely the end times are upon us!

Shopping is hard, let's go to war

I do pray that we all make it out of this alive. Right now the city is under seige from the deveranians, who were attacked by who they think are Denskens.

Let's start from the beginning. We interrogated Gavinor and let free the one Nothrog who we had promised could go free. Gavinor was sent by Hate to retrieve the "blade of Syneri." A very powerful elven relic. It wouldn't be right to kill an unarmed man, so we decided that he should be dealt with by proper authorities. We headed down the mountains back to Stoneyvale, with Grumpy in tow. It was pretty uneventful, we had to gag Gavinor since he was being rather uncouth. Stoneyvale didn't have much of a justice system, so we decided to take him with us to the Aerie, after we bought two mules.

The trip to the Aerie was uneventful, and we came upon the fortress. It appeared to be a miserable place - the mountains cast long shadows over the fortress, and a shanty town of refugees was in front of the fortress. The administrator of the town had put on some strong entry fees for poor peasants who had fled the destruction of their villages. The outside of the shanty town looked pretty miserable.

Inside the town was not much better. The religious quarter was devastated. The paladins of Albrecht had all been murdered here as well. It looked very depressing and hopeless. Many faithful had come to show their respects to the temple, and had set up a small encampment to the side of the large and magnificent temple. There were only two priests left. On the good side, Grumpy wanted to stay and be the cook for the temple and learn more. He seems to be really dedicated to changing his ways.

Well, the good times were not meant to last. The deveranians were amassing a large army outside of the walls, led by a powerful sorceress Ygraine. We saught advice of how to defeat her - the only advice Malakar received was "Seek the Eye." I really question his devotion and a cryptic answer such as that only means that Albrecht must as well. Well, everyone wanted to go to the destroyed village - as if even if we found something it would help. Ygraine kills all messengers and doesn't appear to be in the mood for talking. Borrow was very insistant - I think he wanted to be as far away from the fighting as possible - not wanting to discover the truth for any altruistic means. No matter, our trip was pointless. We are currently watching and waiting for the storm which is amassing at the gates.

Saturday, April 28, 2007

War is hard, let's go shopping

Events initially seemed to have taken a turn for the better after our defeat of the dragon and cleansing of the temple. Barrin and Barricade announced that they would return later with an expedition of dwarves to claim the temple, so we left the gargoyles there as guards and proceeded back to Stonyvale heavy-laden with equipment, coins, and stories.

There we discovered that my pessimism about the source of the attacks was unwarranted; all became peaceful on the exact day we destroyed the dragon. We spent a couple of days in Stonyvale resting and recuperating while I quickly studied and copied the remaining spells Jarba had promised me. Jerrold "the Bold" was still suffering from his affliction of terror and madness, but I think Malakar was able to help. When we were sufficiently rewarded and resupplied, we headed back into the hills towards Denska.

Although we didn't interrogate Gavinor when we captured him, later events prompted us to revisit the events of the cave. His thoughts betrayed his mission: they were sent by Nassiral Hate to retrieve the blade of Syneri (the legendary Elven Archmage responsible for the hundred-year geas), and it sounds like they succeeded in finding it. It's worrisome to think about the purposes to which Hate might put such a powerful relic, and it continues the pattern we saw back at the Temple of Kavara. I can only speculate as to the kind of dire and overarching goal which might motivates Hate to disperse his troops on artifact-fetching missions, instead of concentrating them for conquest.

The trip back north was uneventful, right up until we reached Condor Pass itself and the famous Aerie. Sheer cliffs rise hundreds of feed to bottleneck the pass, and the fortifications of the Aerie plug the gap near-impenetrably. Refugees were encamped on the Denskan side, and the guards weren't particularly welcoming. We were taxed and peace-bonded (I'm going to have to find a way to keep my hands free next time something like this happens), but as partial compensation the city inside is well-equipped (though, of course, nothing comparable to Corinth-that-was). We were able to unload some of our less-desirable goods (Grumpy the cook and Gavinor of Mammoth Tribe not least among them!) and had some success finding resources and information.

The Wardens here are formidable war wizards, well-equipped and trained, who ride to battle on tremendous ill-tempered condors. I was fortunate to earn a modicum of their trust and gain access to their library through their master, Nicodemus. With the wealth we recovered from the dragon, my spellbook is getting close to full, and I've begun to work on modifying some of our items to better complement our group's strengths and weaknesses -- the dangers we've been facing have exceeded even my worst expectations, and it seems prudent to prepare for every eventuality.

But as always, onrushing events don't permit continued comfort or ease. Shortly after our arrival, we learned of an incoming Deverenian army, led by a Sorceress named Ygraine (I'd never heard of her, but apparently she's an aggressively martial spellcaster and leader). In a suspicious echo of Ghostwood, there have been "raids" on Deveranian towns near the border, and the witnesses claim Denskan soldiers (including members of the elite Silver Guard) were responsible. The 5000 implacable Deverenians descending on the Aerie must stem from some peculiar definition of proportionate response.

It's not at all clear that the Denskan forces, even with the might of the Wardens and the extensively inventive fortifications, can stay the wrath of Ygraine's force. So here we remain, sitting on the anvil, waiting for the hammer to fall.

Naturally, we volunteered to help, and met encouragement from our masters and mistresses back in the Free Kingdoms, as well as the General in charge of the Aerie. However, seeing the fury of the war about to break over us, I'm beginning to doubt the wisdom of that course. We've been unable to put enough of the puzzle together to see any way to stop this conflict, and our meager force of arms won't make any difference at all.

What do we know?

First, Malakar asked his deity for advice, and received the typically cryptic "Seek the Eye". My best guess, given present circumstances, is that this refers to the Eye of the Storm; presumably figuratively in the form of Ygraine, rather than literally in the heart of malign cyclone these Deverenians bow to. Still, I'm reluctant to "seek" Ygraine anytime soon, as she's consistently killed every messenger sent to her. One other possibility is that "the eye" refers to the source of the scrying attempts the Denskans have reported. But we have no means to track those directly.

Second, I received another vision from Cassandra's stone: a clear crystal sphere, tainted by the tiniest wisp of smoke within, next to some kind of polearm of impeccable craftmanship (perhaps a spear, halberd, or pike). The viewpoint drew back to reveal shadowy figures clustered around these two objects on a table. None of us have any idea what this picture means, unfortunately. Unlike the previous vision, it doesn't even offer a setting.

Perhaps it's time to reconsider our assumptions.

1) We've been assuming that the Denskans are innocent, and that a third party is sowing discord (just as at the Ghostwood). What if elements here in the Aerie are culpable? Can we discover their duplicity and legitimately leave them to their fate, or expose them to save the innocent rest?

2) We've been assuming that the Deveranian outrage is legitimately motivated (if disproportionate). What if the raids were just a pretext for an attack they wanted to make regardless? In that case, there's little hope we can do anything to stop them.

3) We've been assuming (OK, we minus Borrow) that we're meant to be here, that there's something we can do. Maybe we're wrong, and Borrow's right, and we should get the heck out of here.

4) We've been assuming that it would be foolish to try to go to talk to Ygraine, because she's a cold-blooded Deverenian killer, and lacking any reason to listen to us could swat us like flies. Maybe... she's just misunderstood and needs love and acceptance? I'm having trouble finding a plausible alternative to this assumption.

In the meanwhile, I'm wrestling with an unaccustomed problem: more gold than I can comfortably carry. I can imagine laughing with Mom about that one someday when this is all over... "small town boy makes good, helps slay dragon, staggers around with too much gold"... hopefully the story doesn't end with "died in an unrelated border war far from home because he was weighed down with useless wealth". To stave off that eventuality, I really ought to invest in some extra-dimensional luggage like Borrow's. (At least I think it's an extra-dimensional bag; either that or he has extraordinary packing skills).

Oh, I almost forgot: I finally commissioned those Glowing Orbs I've been craving, so I have a suitably refined light source for the next time we go underground. It'll be so great to ditch this clunky old lantern. I'm pleased to note that Ili seems to share my enthusiasm for illumination; she's asked me to start working on a Watch Lamp circlet for her. It's good to have something to keep hands and mind busy on the eve of battle, since it seems fruitful to let our intractable problems brew in the subconscious for a while, hoping for a creative solution to emerge.

(Updates to Who's Who : Adolphus, Gavinor, Grumpy, Nicodemus, Syneri, Ygraine)

Soldiers: bah, humbug

Collected lots of loot, took the good news back to Stonyvale, made our way to the fortress that plugs Condor Pass, called The Aerie. Okay, everyone up-to-date???

In case people get confused, let me just say it up front—fortresses are not my idea of fun.

There was a shanty town outside the walls, which doesn’t surprise me with all the chaos in the Free Kingdoms. We had the crap taxed out of us as we entered the fortress, and I was tempted to start a “no taxation without representation” campaign, but the only thing worse than being in a fortress full of military types is having them all watching my every move.

We were able to do some trade but it was about as much fun as anything else in the fortress, which is to say not much at all.

I suspect the Northrog have been up to their old tricks as a village in Deverania had recently been razed, guards from the fortress have been blamed, and the fortress was waiting for a Deveranian army to descend. The talents of The Aerie’s defenders leave us in the dust, and when the Deveranians appeared they had similar muscle.

Despite this, the others seem to think we should stay here and aid in the fight. I don’t know what they’re thinking because we’d be squished like scrog larvae beneath a flagstone.

I managed to convince them we should at least get one of the Wardens to trip us out to the razed village for a look around. For all the devastation we found only one corpse. Malakar was able to magically summon the spirit back to answer some questions but it only confirmed the story that the attackers looked like guards from the fortress. We know a bunch of guards have gone missing in recent months so it’s quite conceivable someone has been collecting uniforms.

It sounds so much like the whole Ghostwood thing but I’m struggling to think where we’ll find the proof we need to avoid a bloodbath.

The others insisted we return to the fortress. I would have been happy to continue on to the dwarven mining town. They kept going on about how “we” had made a promise, but I don’t recall having said anything of the sort.

Malakar sought guidance from his god and got the extremely helpful hint to “seek the eye”. Or maybe “seek the I”. Either way it’s about as helpful as an Upworlder in a cave.

But I’m telling you now—when the fighting breaks out in earnest, I’m heading outta here by any means possible.

Sunday, April 22, 2007

Deverenians

The mountains of Deverenia are dark, blackened and scorched by the passage of the Blood Moon. On the far side, the mountains have turned red with fire and blood, marking the edge of the moon's destruction. The Deverenian palaces rise like gothic cathedrals against a storm-covered sky, and their armies march in formation; armor and steel beneath the lightning sigil of their mighty Emperor.

The people of Deverenia are soldiers, warriors with a dark sense of honor and the iron fists of tyrants. They live within a rigid military society where the nobility rules, and the serfs farm the land and care for the day-to-day business. Once, long ago, the Deverenian Empire had conquered nearly all of the human lands in the Accord, butchering those who did not agree with their rule. Many years passed, and the Empire fell from within, leaving only the crumbling shell of a once-powerful nation.

Until now. United beneath a strong Emperor and his sorcerous advisors, the Deverenians have begun to reestablish their conquest, this time seizing Elven and Nothrog lands as well as the lands of the Human kingdoms. The Deverenians see the Storm as a kind of god, a power that can be harnessed and controlled. Their Emperor believes that he can gather the power to summon the Storm ­ and control it. If he is right, the Deverenians could well conquer the world, with the Storm at their side.

The Deverenians are strong fighters and good commanders, using a great deal of fodder-troops and sorcery to compliment a single warrior's raw physical prowess. One Deverenian Knight is nearly a match for 20 Nothrog; if the knight is accompanied by squires and a sorcerer, he could potentially take out a legion. Deverenian politics are ancient and subtle; they know the secrets of all the lands they conquered, and they remember the means to manipulate their enemies. Their ambassadors often hid an iron hand within their velvet glove ­ and all too often carry a touch of poison behind honeyed words. The Deverenian units are typically made up of one massive, heavily armored fighter, and a number of weak grunts that exist to 'soften the enemy' for the Knight's attack. Their wizards specialize in offensive magic, with fire being a particular favorite among their sorcerers.

Deverenian Racial Traits
  • +2 Constitution, -2 Dexterity: Deverenians are slightly hardier than, but not as quick as, their human cousins.
  • Medium: As Medium creatures, deverenians have no special bonuses or penalities due to their size.
  • Deverenian base land speed is 30 feet.
  • +2 racial saving throw bonus against mind-affecting effects.
  • Low-light Vision: An deverenian can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • 1 extra feat at 1st level.
  • 2 extra skill points at 1st level and 1 extra skill point at every other level starting at 3rd level. Deverenians still retain some of of the versatility and as their human cousins. (The 2 skill points at 1st level are added on as a bonus, not multiplied in).
  • Automatic Languages: Common and Deverenian. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Fighter or Wizard




Open Game License

Exit the Dragon

What an unusual battle. Our encounters continue to confound my expectations; but what a marvellous learning opportunity it has been.

In constrast to our entry to this complex, my fireballs and scorching rays have been of little use since we were trapped by the dragon. We encountered several groups of Nothrog soldiers, but I conserved my spells as the militant and faithful majority hewed them down (side note: the apparently-secular Son-of-Clouds, Borrow, and I are now firmly in the minority). In the final showdown with the dragon, my only contribution was to entangle it in a corner of the cavern with a web; all my offensive spells were deflected harmlessly. I'm going to have to think on this further: I believe there may be a way to identify weak spots in the magical protections of powerful opponents. But I'm getting ahead of myself.

We rescued another dwarf, Barricade, who turned out to be a powerful cleric of Kor himself. These Nothrogs seem to have a thing for Dwarves! Again, the mystery of the day revolved around Dwarven inscriptions, as Borrow was able to activate a huge Dwarven Ancestor statue to aid us in the battle. I've been missing out on so much due to my incomprehension of Dwarven, so I'm glad that my studies with Barrin have been paying off -- I think I've almost got the hang of it (although pronunciation remains tricky). I've also been studying the guttural, animalistic Nothrog tongue, since we're encountering them more and more frequently.

We find ourselves uncharacteristically loaded down with resources; the Nothrog were well-armed and -equipped, and the dragon hid a moderate hoard of intriguing items down in the lake. In studying the construction of my new Robe, I've come to the conclusion that I should devote more of my energies to preparing equipment for our coming challenges; every day seems to stretch our capabilities to the limit, and I shudder to think what might happen if we encountered another dragon without sufficient time to prepare.

Now we must return to Stonyvale with news of the dragon's death. A loose end lurks there, however; we still don't know who or what is responsible for the disappearances and maulings. It's possible that the dragon hunts nocturnally, but one would think Stonyvale a long trip for such a light snack when larger prey abounds in these mountains. I still suspect some subtler and darker cause, perhaps a monster of Bascaron lurking amidst the townsfolk. Regardless, we can't tarry too long in Stonyvale, since we have a duty to escort Barrin (and now Barricade, presumably) to Deverania. I look forward to seeing the mountains, and fabled Denska.

I have but one significant dissatisfaction with our performance today; we let the unusual aquatic creature which attacked Son-of-Clouds in the lake escape. With our rout of the temple, I had hoped that Nassiral Hate or his Mammoth-stinking minions might wait a long time before hearing news of our passage; now I worry that the evil dragonoid will report back, endangering us all immensely. All the more reason to get into Deverania as soon as possible; though other dangers await, Hate's hand is unlikely to reach there.
I believe i may have my work cut out for me in an elderly Nothrog cook. While Nothrogs are inherently evil, this guy seemed like he was ready to retire from his life of sin and settle down and live a life of at least neutrality, if not good. I hope that during our trip down the mountain I can convince him to repent. He could perhaps serve penance as a cook in a temple.


Anyways, we managed to shut the door and escape out a back passageway into what appears to be the heart of the ancient dwarven temple. We passed many great works of stone murals, as well as 6 interesting statues that later wound up being the key to unlocking the aid of a dwarven warrior spirit who helped us during our large battle. In the rear of the temple was a small group of Nothrog, very easy to dispatch. In the far rear of the temple we came upon the Nothrog cook, roasting some boar. He seemed very eager to surrender, in stark contrast to the other Nothrogs we had encountered. The cook seems to be one of the lowliest positions in Nothrog society. We tied him up and went to find the leader of their group, to capture or to kill. The cook also informed us that there was another dwarven prisoner, who had also been beaten in order to try and extract information.

We first burst into the study of the Nothrog, giving him the chance to surrender, or else he would have to surrender his life. He chose the latter. Then we rescued a dwarven cleric named Barricade (though he really seems like a Barrister rather than a Barricade). After he had the chance to eat and rest, he restored our sight and our health, he also proved to be invaluable in the coming battle.

The three dwarves used the writings on the paper that we found to unlock first the 6 statues, and then a powerful dwarven spirit protector. The clerics cast many buffing spells, which helped us when we then charged into the room to defeat the dragon. The battle went much better this time, the dragon had backed itself into a corner, making it easy to defeat.

Now it is time to return to Stoneyvale

Saturday, April 21, 2007

Age of Dragons

Dragons--I had thought them extinct. In fact, I've heard that no one had seen them in hundreds of years. Yet now, within the span of a day, we've seen two. Have they returned? If so, from where? Why are they back? And most importantly, do their appearance have anything to do with what's been happening across the lands?

After the door was shut, we needed to find a way out, or find a way to kill the dragon. I healed those who were hurt, and tried to hold the door shut for as long as I could. Fortunately, Borrow searched the walls, and found a small crack in the wall, which turned out to be a secret passage way leading out of the room! We quickly moved toward corridor, which was only a few feet wide. After we entered it, we had Borrow go back and make sure that the door was closed -- completely this time, so that if the dragon broke in, he would not be able to find the hidden door.

We continued a ways down, opening into an empty room. We found another hidden passageway and kept going. Eventually, we encountered a pair of Nothrogs -- how did they get in here? We weren't able to get much out of them before they attacked. They weren't much of a match for us, and after we dispatched them, we kept exploring the ancient Dwarven halls. In the next room, we found ourselves in a grand hall. It was possibly the dining hall or perhaps the training grounds for Dwarven warriors. In either case, four Nothrogs seemed to be standing guard in the room, and they leaped into action. They seemed to be well trained and highly motivated, but still no match for the five of us that weren't blinded by the dragon. I speculated that they must be more of Nassiral Hate's elite guard.

In the next room, we encountered the smell of roasted meats and other cooking. An elderly Nothrog was standing near a stove and he didn't seem to be paying attention. He quickly surrendered as he we called for him to drop what he was doing. He didn't seem to be the meanest Nothrog around, and actually provided us with good information about what to expect. He told us that the Nothrog legion came with the black dragon, and that most of the legion had left already, with the best pickings of the slain silver dragon's loot. He said that one lieutenant was still around just down the hall, and that they had also captured a prisoner. We tied him up and told him that we'd be back.

We found the room that belonged to the commander. He was a tough Nothrog, but we defeated him without too much difficulty, because he was heavily outnumbered. These Nothrog don't know the meaning of surrender. Inside the room was a few notes and a piece of paper with Dwarven writing on it. We found the Dwarf prisoner in the next room. He explained that his name was Barricade, and that he was captured not too long ago. We rested for the evening and the next day, we prepared to fight the dragon.

Using the Dwarven note we found, Borrow and Obegard managed to figure out the puzzle to unlocking an ancient Dwarven Protector spirit. Then, the three priests, Barrin, Barricade, and I cast as many defensive and offensive augmentation spells as we could and set forth back into the tunnel. It didn't take long before the dragon appeared. He blasted several with a line of acid, but he made a tactical error in choosing to stand in the corner -- it allowed Obegard to trap it there with a well place sheet of sticky webbing. Ili and the Dwarves started in to attack as I tried to sap its strength using a spell. The dragon's natural resistance foiled my spell, and I also saw that several flurries of Obegard's magic missiles seemed to just get absorbed by the dragon's hide. However, all this time, the dragon was still trapped, and Ili, Barricade, and the Dwarf Spirit were pounding away. I moved in to attack as well. I called upon all my power and determination and hacked at the dragon twice. The first time, I cleaved a deep wound in its side, which caused it to reel back in pain. That left him open and vulnerable, and with my second strike, I aimed my blade at its neck, striking true and cleaving the dragon's head with one mighty blow.

It was done. The dragon had been slain, and Stoneyvale should be safe...for now.

Sunday, April 15, 2007

Verdatha

These winged dragon-horses have red eyes that glow in the darkness. Fire sparks from their nostrils and hooves, blazing faint trails in the sky.

CR 4

Verdatha

LE Large dragon
Init +6; Senses darkvision 60 ft., low-light vision; Listen +13, Spot +13

AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, -1 size)
hp 42 (4d12+16 HD)
Immune electricity, fear, fire, paralysis, posison, sleep
Fort +8 Ref +6, Will +6

Speed 50 ft. (10 squares), fly 80 ft. (good)
Melee 2 claws +10 (1d8+6) and bite +5 (2d6+3)
Space 10 ft.; Reach 5 ft.
Base Atk +4; Grp +14
Atk Options Power Dive
Special Actions breath weapon

Abilities Str 23, Dex 15, Con 19, Int 6, Wis 14, Cha 12
Feats Improved Initiative, Power Dive1
Skills Intimidate +8,  Listen +132, , Spot +132, Survival +9
[1] See page 72 of the Draconomicon
[2] Verdatha have +4 racial bonus to Listen and Spot checks.

Breath Wepaon (Su) Once every 1d4+2 rounds, 25-ft. cone, 4d4 fire, Reflex DC 15 half.

Strategies and Tactics

Verdatha are steeds, specially trained to enter combat at the will of their masters. They are taught to charge, to sweep over their opponents and burn them with fire-breath, and serve as flying war-steeds for Deverenian knights. Verdatha know no fear, and are expectionally loyal.



Open Game License

Denskan Condor

The body of a Denskan condor is dark brown or black, with a collar of white feathers circling its neck. Its forewings range from dark to light gray in color. Its head and neck are naked of feathers, exposingthe bird's dark gray skin. A male condor has a fleshy wattle growing from his forehead and throat.

CR 8Denskan Condor
Always N Huge beast
Init +3; Senses low-light vision 60 ft., Listen +10, Spot +12

AC 17, touch 11, flat-footed 14 (+3 Dex, +6 natural, -2 size)
hp 105 (10d10+50 HD)
Fort +12 Ref +10, Will +4

Speed 20 ft. (4 squares), fly 80 ft. (average)
Melee 2 claws +15 (1d8+8) and bite +10 (2d6+4)
Space 15 ft.; Reach 10 ft.
Base Atk +7; Grp +23

Abilities Str 26, Dex 17, Con 21, Int 2, Wis 13, Cha 11
Feats Flyby Attack, Snatch, Wingover
Skills hide -2, listen +10,  spot +121,
[1] Denskan Condor have a +4 racial bonus on Spot checks.

Strategies and Tactics

Denskan condors are ill-tempered, dangerous creatures. They are also highly territorial. The Denskans have been able to exploit this territorial instinct and enlist the help of these birds in combat. A condor attacks from the air. Its favorite tactic is to choose a victim, snatch it off the ground in its monstrous talons, carry it to a great height, and drop it. Failing that, it has a formidable bite and tremendous talons. Against airborne, mounted opponents, it attempts to snatch a rider from the saddle of his flying mount and drop him.



Open Game License

Dragon death

I rock.

Well, okay, the other guys have their good points as well but I think they’d have trouble if I weren’t here watching their backs.

It seems the Northrogs know how cool dwarves are too because every time we find some they’ve nabbed another one. They’re just lucky most of the dwarves are still in the World Below or they would so be getting their butts kicked from one end of the Upworld to the other.

So first I found the hidden exit from this room so we could get clear of the dragon. Then I led the assault on the Northrogs we found, and even found another hidden passage from the temple back into the cavern.

For the final fight against the dragon I pretty much stayed back and watched—the others were pulling their weight in this one. Of course, I did activate a humongous dwarven ancestor spirit to help them out, but it’s not like the others couldn’t have worked it out. Oh wait, it’s exactly like that!

The Northrog cook was not such a bad guy, and even Ili agreed there was no reason to kill him (not to mention he roasts a tasty boar). He told us that some of the best items had already been taken away, and the rest was in the lake.

Obegard says he should be able to work out what all the magic items are. I hope there’s something nice in there, though most of it looks kind of boring. Some nice boots that I might be able to use.

The Northrogs have also loaded us down with minor magical breastplates and axes. We could almost set up a shop. At least it will be worth some money if we can find any place big enough to be able to handle them all.
Ow. Ow. I feel so weak and tired right now. I managed to get the doors closed to save us from the strange possessed dragon but not without becoming drained.

Starting from the beginning... We set out up the mountains in search of the shadow creature.
We were ambushed by a hill giant on the way up, but he was dispatched and probably completely unrelated.

When we went up closer to the summit of the mountain, we saw what at first appeared to be a large cage structure of some type. Upon further inspection, we discovered it was the ribcage of a gigantic silver dragon. It had been dead for some time, but how long is undiscernable.

The Northrog left a small contingent in the cave in the mountain. They were still guarding something, but the contingent was small enough that it could not have been
very valuable or perhaps everything of great value was already taken. In the main guard area Borrow saw a shade lion - which I thought was the "shadow" that caused such disruption. According to Borrow, it saw or sensed him but did not seem to care. Since the creature was obviously not evil, we spared it when slaying the Nothrog. It seemed to thank us and then disappeared.

There was a cave full of shrieker mushrooms hiding some sort of temple or treasured room, built by the Dwarves. We thought that our troubles were over and we could waltz in, finding something important. We were wrong. When we got close, we noticed (or should i say, it noticed us) a sort of black dragon. Except it wasn't like a normal black or shadow dragon. (well, at least according to the others, I thought that dragons had all died long ago and were just a myth). It was definitely not friendly-- it spewed this ray of acid that blinded and drained away my health. We ran into the room and I used my ring to enlarge myself in hope that I would be able to shut the door. I was hit badly, but managed after many tries to get it shut. This is a temporary solution, but at least we are still alive.

Saturday, April 14, 2007

Shadows Over Stoneyvale

While trekking up the mountains in search of this shadow "thing", we were ambushed by a Hill Giant, who hurled boulders at us from a vantage point high on a cliff. I think Ili was first struck since she was in the lead. The rock nearly knocked her to the ground. As we scrambled for cover, we discussed whether or not we should fight the beast or run away. Fortunately, Obegard had prepared a spell of flight that enabled me to quickly reach the top. Obegard slowed it down by trapping beneath a field of webs, and as I approached the top, I noticed that the other had found a small steep incline that allowed the faster members to reach the ledge the hill giant was standing on.

Once we had reached within striking distance of the giant, he did not last long. Between Ili's powerful blows, Borrow's daggers and my greatsword, the giant was quickly taken down. It still was able to land a few good hits on me. After the fight, I took to the air to see if there was a larger lair nearby.

There was not, so we continued on our way to the cave for several days. The weather got foggier and foggier, until we could hardly see in front of us. On that day, we could barely make out "something" in the distance just through the fog. Not wanting to take chances, we backed off, and let Obegard cast a spell to see what it was. It turned out to be the ribcage of some giant beast. Perhaps a silver dragon Obegard explained. I was taken by surprise. Why would there be a dragon here, and how did it get killed? We next sent Borrow in under guise of invisibility to scout. He returned a short while later and reported that inside the cave, he saw a small room with several Nothrog inside playing cards. There was also some sort of shadowy beast, though by the description, Obegard concluded that it was a shade lion, and that it probably was being pressed into battle by the orcs against its will. We formulated a quick plan of ambush. Obegard would incinerate the four orcs sitting inside with a fireball while the rest of us would charge in after the initial explosion. The plan was simple, but as before, it worked well.

They were not match for us and we managed to capture one of beasts. We questioned him, and in return for his freedom, he told us that there was something important in the cave. It wasn't much, and we couldn't risk him going to warn others, so for the time being, I knocked him unconscious; he'd find his way out later.

We made our way deeper into the cave, where we came across a large double door. As we were examining it, a silent shadow made its way behind us and attacked by surprise. It breathed a line of pure shadow. I was fortunate enough to be standing to the side, but several others were not. Several of them, including Barron were completely blinded by the shadows. I turned around and saw that it was some sort of a shadowy dragon. This must have been what the earlier adventurers had seen. Since it blocked our only exit, we ran through the double doors into a large chamber, while guiding the others who were blinded in as well. Some of the others tried to close the doors, but even with Son of Clouds running into the doors with a thunderous bang, the doors refused to budge. Ili's perhaps just being stubborn, kept trying. For her troubles, the dragon breathed another line of shadow into the room, blinding her as well. Somehow, she still with one final push, managed to get the door closed.

Perhaps it has bought us a few minutes, but unless we find some artifact in this room that would allow us to drive away the dragon, it was certain that at least one of us would have to be sacrificed in order to hold off the dragon long enough for the others to escape.

Sunday, April 1, 2007

Sandstone Gargoyle

These stone creatures are squat and short with a solid wide-body and long, sharp stone claws.

CR 4Gargoyle, Sandstone
Always NG Small construct (gargoyle)
Init +0; Senses darkvision 60 ft.,  low-light vision, Listen +4, Spot +4
Languages Common, Dwarf

AC 19, touch 11, flat-footed 19 (+8 natural, +1 size)
hp 46 (4d10+24 HD)
Immune disease, energy drain, fatigue, exhaustion, nausea,
paralysis, poison, and sleep
Fort +7, Ref +4, Will +1

Speed 50 ft. (10 squares)
Melee 2 claws +6 (1d4+1)
Base Atk +3; Grp +0
Spell-Like Abilities (CL 4th):
At will - detect evil

Abilities Str 12, Dex 11, Con 22, Int 10, Wis 10, Cha 6
Feats Lighting Reflexes, Weapon Focus (claws)
Skills hide +111, listen +4, move silently, +111, search +41, spot +41, survival +82
[1] Sandstone gargoyles have a +4 racial bonus on Hide, Move Silently, Search, and Spot checks.
[2] Sandstone gargoyles have a +8 racial bonus on Survival checks.




Open Game License

Gargoyles

When the Dwarves journeyed to the World Below they encountered Sjonnegaard, The King of Elementals, and his Elementals in a gruesome battle with the Abyssals. The Dwarves rushed to the aid to Sjonnegaard and his Elementals. After the battle was won, Sjonnegaard found the Dwarven people to be a noble and good race. In exchange for aiding him and his people in the war against the Abyssals, he granted the Dwarves the knowledge and power to create Gargoyles.

Gargoyle Subtype: A gargoyle is a new subtype of construct, created from specific types of stone and given sentience and free will through a ritual that only dwarves can perform.
Traits: A gargoyle possesses the following traits (unless otherwise noted in a creature’s entry).
  • Unlike other constructs, a gargoyle has a Constitution score. A gargoyle does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
  • Unlike other constructs, a gargoyle is not immune to mind influencing effects.
  • Immunity to disease, energy drain, fatigue, exhaustion, nausea, paralysis, poison, and sleep.
  • A gargoyle cannot heal damage naturally.
  • Unlike other constructs, gargoyles are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
  • Unlike other constructs, a gargoyle can use the run action.
  • Gargoyles can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a gargoyle can be healed by a cure light wounds spell or a repair light damage spell, for example, and a gargoyle is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a gargoyle.
  • A gargoyle responds slightly differently from other living creatures when reduced to 0 hit points. A gargoyle with 0 to -10 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. The gargoyle does not loose any additional hit points unless damage is dealt to him. When a gargoyle hit points falls below -10 he simply crumbles to dust.
  • Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
  • Does not need to sleep, but must rest for 8 hours before preparing spells.
  • Gargoyles receive a +4 racial bonus to Search and Spot checks.
  • Gargoyles receive a +8 racial bonus to Survival checks.
  • Spell-like Abilities: Gargoyles may use detect evil at will.


Open Game License