Transmogrification and Posters
Posted in Transmogrification, WoW

I’ve always loved Destiny, the two-handed sword from the Romulo & Julianne event from Karazhan. It’s an interesting graphic (and for those of you familiar with Kingdom Hearts, very keyblade-like), vibrantly colored, and just generally fun. So I decided to build a set around it.

First I tried the purple Judgment recolor. A little out of place for a Warrior, and skirts never were really Lelissa’s thing, but what the hell. Destiny is purple, the purple Judgment recolor is purple, it seemed like a good idea.

It was alright, but not really good enough. Not only that, every other plate wearer, from Death Knights to Paladins to other Warriors had a set of this stuff and was running around with it. Then I remembered something from the early days before Burning Crusade.

Soulforge.

Soulforge was perfect! It matched the colors all but exactly, and is a great looking set to boot. Fortunately, with the reintroduction of Darkmoon Faire, it’s also really easy to get if you’re willing to burn a few tickets on some armor pieces. Fortunately, you only need the chest, shoulders, gloves, legs, boots, and belt for a really good look. The helm is good if you’re going for that “warrior nun” sort of vibe, but Lelissa is anything but pure, so that’s not happening.

Finally, the poster.

I’ve been seeing variations of the original poster here and there on the internet, and I figured it was high time I made my own.

D&D Campaign – Session 9 – August 21, 2011
Posted in D&D Campaign, Game Sessions

Given the options for their return home, the team chooses the middle ground – a hike through the mountains. It’s a little longer than the route by ship, but somewhat less dangerous than the road these days, and given their current run of luck, the group figures it’d be the best way to go. The route takes a winding path through the hills, and the group cuts off a little travel time by working their way up the slope where they can. At the top, late in the evening, the group runs across an abandoned watchtower. Dorn checks the door, and it is unbarred. The inside of the tower is dark, musty, and odd-smelling; a few hesitant halloos with no response tells the group that it’s empty.

The group enters, finding that there are signs of conflict – overturned tables, broken benches, dried blood – but no bodies. The group believes the tower was given up for lost. Clearing out a space, they start a fire for the camp, and that’s when Shayla and Lazan begin to hear strange noises: a barely perceptible ticking sound. The group splits up to investigate, but rickety stairs keeps Kevara downstairs on the lower level. Dorn and Loranys, in heavy armor, remain with her.

Lazan, Shayla, and Caelissa head upstairs, but on the upper floors of the tower, they hear nothing. Heading back down to the bottom floor, they check the kitchen next, discovering the complete disaster in the room. Amid the destruction, the ticking sound is louder and faster, sounding like rattlesnakes. Further searching reveals that the wood in the kitchen area is rotting, though the wood in the rest of the tower, while broken, is unharmed.

Undaunted, they go outside to seek the source of the sounds, but a scan around the grounds reveals nothing. Returning to the main room, they investigate a door they had ignored before because it was blocked by heavy furniture.

This was actually an important clue – the door was barricaded with the intent of keeping something IN, not keeping something OUT. A subtle clue, but kind of an important one. Unfortunately, the group didn’t pick up on it.

At that moment, the floor in front of the door begins to undulate, the tiles breaking up from the ground. Once they’re sufficiently broken away, a strange insect-like creature clears away a small section of the floor and then drops back out of sight. The group rushes to investigate, but the hole is far too dark. Dorn drops a sunrod down the hole, and the team catches a glimpse of a tunnel before a creature like the one they saw before grabs the sunrod and takes off with it. Dorn decides to break down the door, and as usual does too good of a job… he finds himself barreling through the door, and into a wide open pit that tumbles him down thirty feet into a soft, spongy tunnel floor coated in slime. Dorn is a little bothered – the chittering sound the group heard is now much louder, and echoes through the tunnel.

Kevara pulls out a rope and they try to haul Dorn up, but the rope is slick with the slime from the edge of the pit, and Dorn just slides back down to the bottom. Despite numerous joking (and not-so-joking) suggestions that they leave Dorn down there, Kevara jumps down and the rest follow.

The group heads up the tunnel, following the fading light of the sunrod. They run across more than a dozen of the strange creatures like the one they saw earlier, but they take no notice of the party and continue reinforcing the tunnel walls. Further down the tunnel, the group runs into three more creatures – much larger, and a strange combination of humanoid and insect – with larger claws and obvious defensive capabilities. Kevara thinks for several moments, trying to remember something her old teacher told her about: she believes that they are Seiq’Ikrah, the Eldest’s army that was believed to have been wiped out during the Thirteen’s War. With this knowledge in mind, they attack.

D&D Campaign – Exposition
Posted in Background, D&D Campaign

So, before we move on to the next storyline, it’s time for me to reveal some history of the game. You can skip this part if you like, but the upcoming sessions will have a few unfamiliar terms for the casual reader, and I don’t want anyone to be confused. Basically, this is my way of saying “the critical plot is being introduced during the heroic tier that will take them all the way to level 30, possibly, so here’s some exposition so you’re up to speed.” Essentially what you’re getting here is the quick and dirty version of what is otherwise going to play some integral part in my novels sometime in the future. Obviously, most of the races in the novels will be different, as I won’t be encroaching on Wizard’s copyright, but I’m using what I’ve been given for the game world.

In the beginning, the chaotic energies of the universe roiled about in an empty void. A single spark became a fount of consciousness, and from that fount, the great Gods and Goddesses were created. Some were benevolent, some less so, but all of them had grand plans that they wished to enact upon the universe. All, except one.

Theria.

Like the other gods, Theria wandered to her own corner of the universe to begin her work, but once she got there, she had no inspiration. She thought, she dreamed, she considered, but nothing came to her mind of the world she wished to create. In her frustration, she began to weep. A single tear fell from her cheek and crashed into the chaos around her, the result stretching and forming into the first of Theria’s children. Theria smiled as she regarded her first son, watching him as he grew and caring for him as he learned to touch the energies around them and shape it according to his whims. While she watched him play, she gained inspiration.

Out of the stuff of the universe, Theria reached out and shaped the world, warmed by the sun. She planted the seeds of life that would become the forests and grasslands, swamps and marshlands, deserts and tundra. She carved out the oceans and the rivers, setting their tides in motion with a single moon. Her work finished, she set out to create the world’s inhabitants, but once again, her inspiration failed her, and the world she created was left lonely and empty.

Theria and her son journeyed for many centuries over this world, searching for the inspiration she needed to realize her dream. All the while, she tended to the trees and flowers, to the lakes and rivers, to the marshes and swamps, helping them thrive and grow. Finally, sitting on the bank of a river, inspiration struck her once again as she watched her son, now a man, tending to the plants along the river. She watched as he reached out for a single blade of grass; he touched it, shaped it into something else, something Theria had never imagined before. It was then that she realized that this world was not hers to make alone. Retreating to the void with her son, Theria reached out again to the energies of the universe, carefully and lovingly creating her new children; order from chaos.

As each child came into being, Theria gifted them with names and told them to choose their power. Kitavru came first, quiet and thoughtful, and she quickly mastered control of Time, and through it, Death. Vadza was next, powerful and swift, claiming dominion over War and Travel, which War cannot exist without. Tweli followed Vadza, her soft, gentle spirit offering Protection, the safety of Hearth, the gift of Birth. Then Silxeban, inspired by the warmth of Day and the Peace it promised. He claimed both, and with them, the gift of the Harvest. His opposite in nearly every way, Sorti claimed the Night for herself, as well as the powers of superstition: Luck and Magic. The triplets followed, each brother the exact copy of the other, save their mannerism and their dominion: Ledelit, who took Law into his hands; Ahrax, who believed that Chaos was the one truth; and Mizean, who brought Balance to the world. Eight children had been created, but still Theria was not done.

Reaching out again, Theria gave life to the Scholars, the twin sisters Tghallem and Issama. Tghallem reveled in Knowledge and Lore, where her twin delighted in Innovation. Kahra came next, forsaking the intellectual pursuits of her older sisters, instead directing her energies to Music and Secrets. The last of Theria’s creative spark went to Perwyl, who claimed Nature for his own.

Her children born, Theria gathered the twelve together. “Go now, my creations, my children. Visit this world that I have made, and work your powers upon it as you see fit.” She took her eldest child and retreated once again to her domain in the void. The Twelve pondered her words, and Kitavru said, “It seems unfair that we alone share in the beauty of our mother’s creation. It would seem that we should populate it.” The other gods agreed, and set to work.

Perwyl changed his mother’s vision, growing new forests, digging out canyons and shaping new mountains from the rock. He then created the creatures of the land, air, and sea, both mundane and magical. The Scholars created the Giants, wise, powerful, and full of knowledge. Vadza borrowed from his siblings, carefully crafting the Dwarves and the Dragonborn, stout and powerful beings, ideal for war. The Triplets created the Human and Genasi races, instilling in them the capacity for Law, Chaos, and Balance. Kahra, Tweli, and Silxeban gave life to the Halfling and Tiefling, both of whom inherited Kahra’s love for secrets and trickery. Sorti and Perwyl created the Elves and the Eladrin, similar in appearance and stature, and born with an innate gift of magic. Through it all, Kitavru touched each creation, ensuring that none would live forever.

Theria’s Eldest watched, angry and jealous, for his brothers and sisters were allowed to create, and he was not. When Theria and the other gods rested, he would steal away in secret to create his own race… insect-like creatures called the Seiq’Ikrah. He gave life to the first four Seiq, intending them to be the leaders of the race, the most powerful. Mardathi, Tingiza, Stkerra, and Tasirik were those creations. They were powerful, and they were full of guile, malice, and anger, just like their creator; for the Eldest was not born of Theria’s love, but her sorrow and her tears. He and the Four created more forms, the rest of the Seiq, and as they created, the Four worked to poison the Eldest’s mind. When the creations were finished, the Seiq race grew numerous and powerful, under the earth where none knew of their existence. While they flourished, the Four slowly worked to drive the Eldest mad with rage and jealousy, hoping that their creator would ask them to rid the world of the other creations. Finally, his mind warped and broken, the Eldest called upon the Four, ordering them to marshal their soldiers, emerge to the surface, and destroy or twist everything they found.

The first attacks by the Seiq were swift and merciless. Villages and towns were overrun, the races living there twisted into new forms, or mutilated and devoured by the armies of the abominations. At first, the Twelve ignored this threat, knowing that the Seiq could not travel long distances without great effort. Kitavru, however, realized that the Seiq could never die, for they were created without her touch upon them; the abominations could live forever. They tried to treat with the Eldest, to convince him that his creatures must be destroyed and remade. He refused. The Triplets tried to reason with him, saying that True Balance could not be held while the Seiq lived, and still the Eldest ignored their pleas. Vadza tried threats, and the Eldest responded by demolishing a Dwarven mine; the final straw, and the Twelve declared war upon the Eldest and his creations.

The battles were long and bloody for both sides. Every race mustered an army to beat back the vile creations, and countless people died, despite the best efforts of the Twelve. The war raged on for hundreds of years, each new generation of the races fighting legions of battle-hardened Seiq, and the races were losing. Theria watched the wars from afar, content to let her children sort out this war on their own terms.

That is, until the Eldest razed the Garden.

The Garden was Theria’s place of refuge, where she would go to sit and dream and watch her world go by. After returning from the void, she discovered the charred, blasted remains of her refuge, and immediately went to confront her children. The Twelve informed her of what had happened, and that the Eldest and his legions had fallen upon the refuge and destroyed it.

Theria went into a rage.

When the Seiq’Ikrah went on their next offensive, Theria was there to meet it. Her wrath was fearsome, and the Seiq were decimated or beaten back. As Theria pressed her advantage, she came upon her eldest son, standing on a mountaintop behind his forces, guiding them in their terrible war… Gathering all her anger, all her rage, Theria summoned a mighty storm in the sky. A single, blazing bolt shuddered from the heavens, striking the Eldest where he stood, driving him deep within the earth. The mountain erupted, fire and molten rock falling from the sky, incinerating the last of the Seiq army, and charring the land for miles around. Theria, overcome with weariness, grief, and bitterness, died where she fell, utterly spent.

The Seiq had been destroyed. The world was in ruins, bleeding and broken from a thousand wounds to its land and its people. The Twelve tried to restore what they could, but in the end, they were unable to restore everything to its former glory. Theria was gone, and with it, it seemed, the very lifeblood of the world.

The Giants came to call the world Dar na Theria: “The World Without Theria.”

Everyone Thinks He’s Such a Jerk…
Posted in Funny

Click to see full size.

Man, do we ever hate that guy.

D&D Campaign – Session 8 – August 7, 2011
Posted in D&D Campaign, Game Sessions

Ustizarmo considers the party. While powerful, he is pragmatic, and decides to try a less direct approach.

“You are no match for me. Better that you leave here, and run back to your little village.” Ustizarmo stretches his wings wide as he says this, being as threatening as possible. Kevara is obviously shaken because they stand before a dragon; yes, a small one, but a dragon nonetheless. “Alternatively, you could stay to replace my minions that you dispatched – it is clear to me that you are far more capable than Big Grigbad and his ilk. I am a reasonable master, and only punish incompetence, as you saw just a few moments ago.”

The group briefly talks amongst themselves; they are bruised and battered, weak and low on resources. A fight with this creature could easily end in their deaths. Ustizarmo settles back on his haunches, attempting to appear as regal and strong as possible. A short conversation ensues, and the party is attempting to come to a decision when Shayla suddenly says, “I don’t know about you guys, but I’m not going to just roll over and die for some wizard’s pet lizard.” Instantly, Ustizarmo is enraged. “Pet lizard?” he roars. “YOU WILL DIE!”

And did I ROAR it, too, hitting that final word and punctuating it with as much hate and anger as I could muster on behalf of a small dragon. It did what I intended.

Shayla is prepared – she sends her spirit wolf in to battle to strike and get into position. The dragon’s superior reach, however, gives him the advantage, and Ustizarmo attacks as it comes close enough. The wolf is impaled on his horn, severing its connection to the physical realm. Shayla suffers a little damage due to the spiritual backlash, and she stumbles in pain. Lazan moves in for an attack and misses; Kevara fires a bolt of dark energy and it goes wide, smashing into the cave wall. Loranys attacks, her greatsword grazing Ustizarmo’s scales – a hit, but not a very damaging one.

Ustizarmo roars again, firing off a blast of lightning breath. The blast chains between Loranys, Kevara, and Dorn, and Loranys stumbles – she’s badly hurt, and another attack like that could possibly kill her outright. Dorn and Caelissa attack his unprotected flanks, and Dorn issues a challenge to Ustizarmo to attack him instead.

Shayla heals Loranys and summons her spirit wolf companion. Sorti, the goddess of luck, favors the party, and the next few rounds go by with the group making successful attacks against Ustizarmo, but he does little damage in return. Infused with a false sense of power, the group manages to back Ustizarmo into a corner; a followup attack by Caelissa bloodies the dragon…

…who immediately unleashes lightning breath, catching Loranys, Dorn, and Caelissa. Caelissa nimbly dodges aside, taking a minimum amount of damage, but Dorn and Loranys take a full blast. Loranys collapses, unconscious. Dorn forces Ustizarmo back, putting himself between the dragon and Loranys’ fallen form. The group scrambles, knowing that they are now at a severe disadvantage. They have to win, or die – fleeing is no longer an option with Loranys so badly injured.

The team uses their most powerful attacks; Caelissa manages to sneak her way into position to make a devastating strike on Ustizarmo, dealing an incredible blow. Letting out a savage bellow, the dragon lunges for Loranys but falls short, dying in mid-leap.

Recovering from the devastating battle, the group revives Loranys and spends a few minutes resting and restoring their health. After their recovery, they go through the dragon’s hoard, finding a great deal of valuables, several magic items, and a pretty big pile of coins. They immediately load everything up into sacks and head off to Ardenor to find the villagers of Camlain.

The team finds Millia and informs her that they found the bandit lair, and defeated their dragon leader. She is surprised at this, enough that she doesn’t think to ask about the village’s valuables. Millia tells them of their possible routes home: either through the mountains, by way of boat, or by way of the road. The road is the safest but the longest, the boat is the shortest and the most dangerous, and the mountain path is somewhere between the two. She gathers the rest of the villagers and heads home; the team finds a fence for the valuables they discovered, upgrade to more portable currencies, and choose the mountain path for their journey back to Three Hills.

At this point, I hope you’ve noticed what I noticed. Yep, that’s right – our heroes have fenced the villagers’ property. I didn’t bring this up in the hopes that someone would realize it, but they didn’t, and they didn’t get as much of an experience reward that they would have otherwise. They also passed up about three separate plot hooks in the city of Ardenor, something I decided not to mention to them until a later game session.

Delays!
Posted in News

So, yeah, it’s been two months since I’ve updated. I haven’t forgotten, but being back in school full-time with a full schedule, a full-time job, and a host of other responsibilities kinda put a dampener on my posts.

But!

Have no fear. I have plenty more D&D posts coming (we’ve had quite a few sessions since the last), as well as some updates on how the Arms guides will work going forward into Mists of Pandaria. I’ll still update a basic guide for recommendations on spec and rotations as well as gemming options, but the game is changing dramatically once again, and those of you starting Arms warriors anew will find that what I can impart to you now will only have value for a short time.

Stay tuned!

D&D Campaign – Session 7 – July 24, 2011
Posted in D&D Campaign, Game Sessions

Unfortunately, this post is going to be more narrative, less hilarious conversation between the team. I forgot to make a copy of the chat log, and it seems that no one else on the team did, either (most times, I can count on Amber to back me up, but she was away this week.) Anyway, I’ll do my best to keep things interesting.

The three scouts return to the village square, cold, wet, and clearly exhausted. It is nearly midday by this time, and the group gathers in the square to plan their next course of action. Millia and a middle-aged dwarf approaches the group as they chat amongst themselves.

Millia introduces the man as Atra’s husband, and he apologizes for the attacks the night before, mentioning that the six dwarves who attacked were his former employees. He also mentions that these employees stole all of their equipment from him, and that the equipment was on loan to him from his cousin, a dwarf who specializes in supplying equipment for inn guards and many other roles. He needs to get this equipment back, desperately, otherwise he won’t be able to return it to his cousin, and he and his wife will very likely lose their inn.

The dwarf takes a scroll out of his coat and unrolls it for the group, revealing the faces of the four dwarves who escaped from the previous night’s assassination attempt. The innkeeper begs the group to find them and recover the items they stole, particularly their cloaks with the insignia pins. The group agrees, and Millia and the innkeeper head off in the direction of her home.

Shayla makes the argument that the group should immediately find and assault the bandits’ base. There is far too much to defend, and not enough defenders to do it.

During Shayla’s argument, Jin was in contact with me through gchat as he brought up this point, and called it the team’s “Maginot Line Problem.” The argument he was giving in the MapTools chat to the rest of the group was worded beautifully, full of wolf metaphors and the like – I ended up having to give him some bonus xp for such a well-spoken argument done in character.

Lazan strenuously objects, stating that the town will likely be attacked as soon as the team leaves, thereby leaving the entire village undefended and vulnerable. Millia has returned by this time to offer her own thoughts, and she comes up with a solution. She will get all of the remaining townsfolk together, and head to the nearby city of Ardenor. They can keep to the forest and move in small groups to remain undetected by the bandits, and should be able to make Ardenor by the end of the evening. Once the team is finished, they can contact Millia in Ardenor, and they will return to Camlain.

The team immediately returns to the crossroads from the day before, and follows the second path that Lazan, Caelissa, and Shayla discovered. They work slowly and quietly up the path, keeping their eyes open for clues, and they hear arguing in the distance. Attempting to remain stealthy, the team comes upon a group of hobgoblins, griping at each other and shoving for emphasis. The team tries to get closer to get a few early attacks in, but Kevara steps on a twig and gives away their position. Dorn immediately shouts a battlecry, and one of the hobgoblins answers in kind: “Big Grigbad will CRUSH YOU!”

I love doing guttural voices for villains. It really gives me the opportunity to ham it up and get into some real scenery chewing. Sure, all of the villains usually do that anyway, but let’s face it – it’s a lot more believable from something big, bulky, and dumb.

Kevara curses Big Grigbad, and rushes in to breathe fire on the hobgoblins. Lazan, in an effort to back her up and increase the amount of area effect damage, hurls a flaming seed at the foremost hobgoblins, but misses the attack. The seed flies wide, goes out, and bounces harmlessly off a tree. Undaunted, he shifts into a badger form and rushes into melee. Dorn rushes in, sweeping his blade in a wide arc, aiming for Big Grigbad and the hobgoblin soldier standing near him. Grigbad ducks out of the way, but the soldier isn’t so lucky, taking a mighty hit to the chest that crunches his armor and sprays blood. Shayla calls upon the spirits to deliver a powerful strike against her enemies. Her attack misses all but one of the soldiers, who is driven to his knees by the resulting bolt of power. As the bolt hits, our six heroes are imbued with a healing aura. Caelissa moves into range, her shortsword and dagger flashing. The combination of strikes dishes out a bit of pain to the soldier she attacked, as well as knocks his weapons wide, setting Caelissa up for a mighty attack next round.

Hobgoblin archers take aim at Kevara, and Kevara learns the dangers of running into the line of sight of people who can use you as a pincushion. She staggers from the powerful impacts of two arrows fired from hobgoblin longbows, coughing up a little blood on the fletchings. Two of the soldiers move in on Caelissa, one slashing her across the chest, the other nearly hamstringing her. Another soldier slashes at Shayla’s spirit wolf companion, but overbalances and misses the creature’s hide. Big Grigbad swings his flail around and lashes Kevara, the chain wrapping about her neck and choking her. A quick flip of his wrist catches the flail head on the chain, and he holds her tightly in place – Kevara cannot escape.

Loranys rushes into the fray finally…

This is what happens when you’re last in the initiative turn. It happens to Sara a LOT.

…using her Righteous Brand power to cleanse one of the soldiers with holy fire.

Lazan, knowing that he needs to spread these enemies out before they can be managed, makes a savage attack on one of the soldiers. He knocks the hobgoblin back, and then burns an action point to do the same to another of the soldiers. Dorn rushes to Caelissa’s aid, sweeping his sword out in a harsh arc against one of the soldiers. Cleaving through its armor and cutting deep into its chest, Dorn wrenches the blade free and sets his shield in between like a powerful wall, and Caelissa takes the opportunity to get to a safer location. Burning an action point, Dorn then slams his shield into Big Grigbad, following up with a powerful slash of his sword, forcing Big Grigbad to give ground.

As I mentioned before, Amber was out this week, so Jin was taking the notes for this game. He was having a rough day with his attack rolls, and his notes show it – in fact, this next little part comes straight from his notes; I didn’t see any reason to try to spruce this one up at all. You’ll see why.

Shayla sucks all around, flounders and wastes Spring Renewal Strike AND Elven Accuracy (this ability means, “You screwed up your attack roll, you can use this power once per encounter and reroll it), heals Kevara some with Healing Spirit and goes into the corner to cry.

See what I mean?

Caelissa makes an attack on the soldier nearest to her, misses, and tumbles away to avoid any return attacks. Kevara struggles with Grigbad, finally breaking free of the flail as she uses her arcane abilities against one of the other soldiers, blasting him in the face with dark energy. Loranys calls upon Sorti for strength, and sweeps her blade around in a wide arc, her blade surrounded by ice and snow as it aims directly for Grigbad, unfortunately missing.

Two of the guards move in to attack Caelissa, their blades narrowly missing her small frame. The two archers fire at the spirit wolf, and it explodes into spiritual energy and dissipates. Shayla reels from the pain of the feedbak, and snarls in anger. Big Grigbad has decided he’s had enough, and he runs away. Dorn and Caelissa get a swing at him as he rushes past, both scoring a hit. The two archers hit Dorn with arrows and retreat with Grigbad; the two remaining soldiers move to cover their escape.

Lazan pounces on one of the guards, knocking him to the ground, filling the hobgoblin’s face with flashing claws and gnashing teeth. Caelissa twirls her blade and punches it through the nearest soldier’s armor, neatly gutting him as she pulls her sword free. Kevara blasts one of the soldiers with dark energy again, dropping him to the ground. Shayla resummons her spirit wolf and calls upon it to attack another one of the soldiers; it immediately falls to the ground, bleeding profusely from the throat. The group manages to finish off the remaining soldiers in a few moments, but the archers and Grigbad have escaped.

The group takes a short rest to heal and recover their strength. They continue up the path at a normal pace – by now, the bandits know they are coming, and there’s no reason to hurry. Coming around the side of the mountain, they reach a large cave concealed by other rock formations; at night, this entrance would be impossible to see, and explains why the group was unable to find it the previous night of their search.

Dorn leads the team into the cave in his usual manner of charging off recklessly while the party is left with the choice of rushing in after him to assist, or leaving him to die while they catch up at their own pace. As they round the corner of the tunnel, they are ambushed by a large group of hobgoblins. The team sees the archers from before, as well as Big Grigbad, and another hobgoblin they haven’t seen before: one greatly feared by his own soldiers.

Dorn rushes into melee, taking out two of the weaker hobgoblins, and avoiding attacks from two others. In response, the new hobgoblin leader shrieks, “Ashurta will bury you all!” Ashurta then sweeps his blade out to the side, killing the two hobgoblins who missed Dorn.

The team realizes that they are fighting the worst kind of enemy – one who is completely and utterly insane.

Lazan summons up a spirit strike of his own, killing three more hobgoblins and greatly damaging a fourth. Kevara fires a bolt of dark energy at the one that survived Lazan’s attack, finding a weak spot and blasting a hole through its chest. Dorn slams his shield into a hobgoblin, weaving his sword in an X pattern, cutting another hobgoblin down.

Minions are fun enemies in 4th edition. They have one hitpoint, and still do a fair bit of damage, so you can send a small army of the little buggers at your players, and they can happily cut through them all and feel awesome while they do it. It adds a certain level of heroism to the game, one that I feel was sorely lacking in AD&D and 3rd edition.

Caelissa sweeps her dagger out in an arc, distracting one of the hobgoblins as she delivers a backhand cut with her shortsword, slashing the much taller creature across the belly and dancing away as it falls face first into its own entrails.

Rogues have some of the coolest attacks to play up.

Shayla’s spirit wolf leaps in and overpowers another hobgoblin, making a meal out of it. Loranys moves closer to the fray, calling upon Sorti to bless her greatsword for a powerful strike. Big Grigbad moves toward a nearby wall and suddenly disappears from view. Ashurta attacks Dorn, misses, and whirls about in fury, slaying another one of his own soldiers. The archers fire at Kevara and miss. Big Grigbad suddenly appears behind Caelissa and strikes with both daggers at once, impaling her on the blades and causing massive internal injury.

Grigbad had a very powerful attack that he was holding in reserve on this one. I rolled a critical strike on it, and did full damage automatically; it took Caelissa from full health to a single hit point in that one attack. Yeah, she was hurt BAD.

Dorn moves to intercept Grigbad, slashing with his sword to get his attention. One of the other hobgoblins, a warcaster, points his staff at Caelissa. It pulses with energy before firing a bolt of lightning… right into the wall. The spirit wolf charges Grigbad, making a devastating strike on Grigbad’s throat. Grigbad drops dead, and Caelissa is healed by the surge of spirit energy. Shayla follows up with a healing spell on Caelissa, who is no longer so terribly close to death. Loranys swings her greatsword and cuts a deep gash into Ashurta’s chest, wounding him terribly. The group, finally having the upper hand, moves quickly to mop up the remaining hobgoblins, and then moves deeper into the tunnel.

The party comes up on a large chamber that appears to have once been the lair of a very large dragon. A lone Dragonborn stands near the center of the room, and the pile of treasure behind him appears to be a very good haul. To the side, the remaining four dwarves lie dead on the ground, near a small pile of bones.

The Dragonborn speaks calmly. “I see you’ve gotten past all of my minions. Inevitable, I suppose, but this is where your assault ends. As you may have guessed, I am Gravash.”

“One of you, six of us,” Dorn says. “You’re outnumbered, outmatched, and out of time. Surrender.”

“Oh, I think not,” Gravash replies, a slow, feral grin spreading across his face. “You make a great assumption that I am alone.” At that moment, he raises his hand to the sky and cries out, “Ustizarmo! Come, dispatch these fools with me!”

The light in the chamber has been very bright until a shadow seems to detach itself from the wall, and giant bat-like wings unfurl as a large form swoops to the ground to land behind Gravash. The wings flare wide, sunlight shining through the blue membranes and glinting from the sapphire-colored scales and the single silver horn on its snout.

A blue dragon. A small one, to be sure, but a dragon all the same.

The dragon’s voice is a deep rumble, thick with boredom and distaste. “You disappoint me, Gravash. You allowed these fools into my lair, and now command me to assist you in destroying them? I think not.”

A look of confusion crosses Gravash’s face just before Ustizarmo’s maw crosses Gravash’s face. Devouring the Dragonborn in three quick bites, the dragon begins shimmering with strange auras as it turns to face the party.

Yes, it’s totally a “TOO SOON, EXECUTUS,” moment, but given how bruised and battered the party was, I had to make this fight a little more even. The way this was supposed to play out was a battle between the adventurers and the combined might of the dragon and Dragonborn, but that would certainly end in a TPK (that’s a Total Party Kill, for those unfamiliar with the term.) Nevertheless, it served as a pretty good cliffhanger for the following game.

D&D Campaign – Session 6 – July 10, 2011
Posted in D&D Campaign, Game Sessions

Uncomfortable with the idea of bandits so nearby and burning inns, the group decides to set up a watch rotation while staying at the Heavenly Hearth. Dorn begins the watch, patrolling hallways and checking out the windows, searching for signs of any incoming assault. Suddenly, he is attacked from behind by a dwarf wielding a blade wreathed in shadows.

Unknown to Dorn, at that very instant, each of the other party members are attacked in their sleep. The initial attack wakes the party, and they scramble to fight back. Loranys corners her opponent and slays him; Shayla pins hers against the wall using the magical properties of her spear. Outmatched one-on-one without the element of surprise, the others escape through windows or down the stairs. The team, sans Shayla, meets in the hallway as they regroup. Lazan is briefly distracted by Caelissa, who has arrived wearing only the dagger in her hand. They check on Shayla, to find that she has effectively nailed her opponent to the wall; upon seeing the group arrive in force, the dwarf surrenders.

Dwarf: “Enough! You win. I’m not going anywhere.”

Lazan: “Who are you, and why did you attack us?”

Caelissa: “Who sent you?”

Dwarf: “Forget it, I’m not telling you anything. I won’t bother you any more if you let me go, but either let me go or kill me – you won’t get any information from me at all.”

*Kevara tries to loom over everyone to see into the room.*

*Loranys considers running off to fetch her armor.*

Shayla: *grimly keep hold of the spear* “Keep the impetuous cub away. He’s going to do more damage than good.”

Loranys: “Fine by me, let’s kill him and search his body.”

Dorn: “Kill him if he doesn’t want to talk, or let me at his hands. He’ll talk when he’s missing some fingers.”

The group continues to press the dwarf for information, but he decides that he has had enough. The team is obviously not going to let him go, and he can’t fight his way out, so he spits a few epithets at the group and pulls Shayla’s spear further into his body, cutting into his heart and killing him instantly. Lazan searches the body, finding only an ordinary shortsword and a black, boot-shaped pin holding the dwarf’s cloak closed. He takes it for later identification.

Kevara: “Well, now that that’s over with… I would suggest that people start sleeping in clothes from now on, at least while we’re on a mission.”

Shayla: *looking down at her armor* “But… I do! I don’t even sleep in the beds, usually.”

Loranys: “Hey, at least I have a shift on. Have you tried sleeping in plate armor?”

*Lazan eyeballs Caelissa and says nothing*

Kevara: “I said CLOTHES, not ARMOR.”

Caelissa: “Hey, I wasn’t expecting to get shanked in my sleep, or I’d have put on something nice and just seduced him.”

Kevara: *obviously flummoxed* “Seduce?”

Caelissa: “Oh, Kev, honey… you have SO much to learn.”

Kevara: *tilts her head* “I do not understand your strange mating rituals.”

Shayla: *blinks in surprise* “There are clothes made for such things? Can I see?”

Caelissa: “Sure, Shayla. Come over the next time we have a room.” *winks*

Shayla: *nods innocently* “Okay.”

Kevara stands there looking terribly confused, while Caelissa giggles to herself and Dorn just grins knowingly.

Y’know, these guys are my friends. I know most of them very well, despite never having met them in person, and they still find some way to catch me off guard.

Lazan: “Look, could we maybe not discuss this right now? I think we have more important things to worry about.”

Shayla: “It seems like our foes know where we are… and can get to us with relative ease.”

Lazan: “Yes, but are they related to the other situation in town? Or is that seperate?”

Loranys: “Well if we can’t all leave the town defenseless, perhaps just … one of us can go seek help?”

Kevara: “I think we’re in this alone, unfortunately. Even if we could send someone, by the time they got back, this would be over one way or the other. I think we need to send out a scout. Caelissa, perhaps?”

Dorn: “Hey, if you’re sending her out like that, I’m all for it. Half the town probably would be, too.”

Lazan: *clears his throat* “ANYWAY. I don’t suppose any of you know anything about this… pin? I don’t recognize the insignia.”

Loranys: “Sagemaster might recognize it. Could we send someone to him with it?”

None in the group recognize the insignia, and they decide to hang on to it for the time being, opting to handle the two incidents separately, and focus on the immediate bandit threat. Kevara laments the possibility that they won’t ever be able to sleep in peace again, and they discuss the dwarves who escaped. Unable to come to any conclusions, they return to the more immediate task.

Loranys: “I’m sorry, but I still don’t like the idea of letting these unknown assassins escape into the night.”

Lazan: “Do you have a better option? Should we abandon the town to deal with assassins we may or may not see again?”

Shayla: “What shall we do, then? Chase our badgers into their den, or howl challenge from the middle of town?”

Dorn: “I doubt that shouting until our voices give out will do us any good, Shayla.”

Loranys: “Well, we know the names of the people who burned down the inn, and we know that they’ll be coming back. We also know where their base is, assuming that we can find it again.”

Lazan: “Yes, cause THAT worked out well yesterday, didn’t it?”

Kevara: “Hence, why I suggested a scout. The rest of us remain here, just in case.”

Shayla: “Tsk… it seems we risk defeat or further mishap no matter what we choose. If we leave, we could see another repeat of yesterday. If we stay, they could outmaneuver us anyway and attack travelers or something.”

Lazan: *nods* “It is kind of a no-win situation.”

Caelissa: “I’m ok with being the token scout,” *glares at Kevara* “just tell me where and don’t get mad if I kill someone.”

Loranys: “We could pretend to leave the area and wait undercover to see if they stage an attack.”

Caelissa: “I like that plan.”

Kevara: “I worry that it may be an undending battle, depending on how easily they can get reinforcements.”

Shayla: “So we fight an infected tree. No matter how many blighted leaves we tear off, the sickness will not end until we find the parasite and remove it forcefully… or burn the entire tree to the ground. So far we have not seen this leader of theirs in person. Do you think if we kill enough of his pack he will be forced to confront us directly? Or will we have to ferret him out of his hiding place?”

Lazan: “So… what about waiting for today’s strike, and then following them?”

Loranys: “If we do that, we put the villagers in harm’s way if we don’t rush to their defense. If we do defend them, they’ll expect to be followed.”

The group debates further on the prospect, and decides to go speak with Millia on the matter. Millia is surprised at their appearance so early in the morning, but welcomes them into her house. The group tells her about the attack, and they begin to discuss their options further.

Lazan: “How about tracking them after the attack, while some of us wait here in case they return?”

Kevara: *crosses her arms* “I refuse to leave the villagers undefended again, at least just yet. Perhaps waiting for their attack and then following them back is the best method.”

Loranys: *sighs* “Well I don’t want to wait around here and chance getting attacked again, so I vote that we go do something.”

Millia: “Well, the bandits have only been taking a single tribute each day; they awakened me barely a few hours before you got here, so we should be safe until tomorrow.”

Kevara: “Well, if payment has been made for the day, and you think you remain unmolested, then we should perhaps see about taking the fight to them.”

Loranys: “This just really means we need to deal with these bandits fast, so we don’t miss them again. If we really need to scout, then three can stay here, and three can go scout for the hideout.”

Shayla: “Millia, the surprise attack last time failed, you said, because your militia was unskilled. Can we afford to wait and spring another trap? Or is there no time for such things now?”

Millia: “We have maybe two, three more days worth of supplies and food that we can afford to give as tribute and still feed our people. We don’t have any time left.”

Lazan: “That settles it. Caelissa, Shayla, and I will go scout. You three stay here with the villagers in case any return.”

Shayla: “I am fine with this. As she says, we have no time. The decision is made for us. We must kill this Gravash and as many of his pack as it takes until they learn to leave this village alone. And we must do it soon.”

Lazan: “I’m inclined to agree.”

Loranys: “Is there any way we can quickly alert you three if they do come to the village?”

Lazan: “Hmm…. Yell?”

Loranys: “I hope you have good ears, then.”

The group separates, and the three scouts head back to the trails in order to search for more clues. Shayla finds a clear, new set of tracks, and the group begins to follow them stealthily. After a short while, however, Caelissa feels that something is amiss.

Caelissa: “Wait…. guys? These tracks feel a bit TOO obvious.”

Lazan: “What do you mean?”

Caelissa: “Well, there’s not hiding your tracks, and there’s planting your tracks. I just think we should be careful.”

Shayla: “You’re right. These make it seem like we’re to be herded somewhere.”

The group continues further, only to find that the tracks dead-end in the middle of a dirt patch underneath some trees, near a rock face. Lazan and Caelissa move a little away from Shayla in order to investigate a little more, and a trap suddenly springs. A heavy net falls toward the ground; swift as ever, Caelissa and Lazan dodge out of the way. Shayla is not so lucky, and is trapped under the weighted ropes. A flare fires into the air, a clear signal that the trap has been sprung, and prey is caught.

Working madly, the group desperately tries to free Shayla. The ropes are stout and thick, and the group tries to cut through carefully in order to avoid any risk in harming Shayla. Shayla, too, works from the inside, but unable to effectively maneuver her spear, she is not making very much headway. Lazan is forced to shift into a lynx form – he has no bladed weapons, but sharp claws and teeth will be more helpful than just standing aside.

Seconds fly by, each moment bringing the three into great danger of being discovered. In frustration, Caelissa gives her dagger to Shayla while continuing to work on the ropes with her shortsword. Lazan, too, is making little headway. Suddenly, they hear shouts off in the distance; the trappers are coming, and they know that the language they hear is hobgoblin. In less than a minute, the bandit army will be upon them.

In desperation, Caelissa begins to hack at the net, barely missing Shayla on several occasions. Finally cutting through, Shayla untangles herself from the trap, and the three make a mad dash for the cliff edge, diving off the side and into the river below. None of them are hurt in the escape, and the river is fortunately a calm one. They swim across, climb out on the opposite bank, and dive into the underbrush as the bandits appear on the cliffside. Shivering, cold, and panicked, the three wait for the bandits to disperse before moving from their hiding place and back to the village.

D&D Campaign – Session 5 – June 26, 2011
Posted in D&D Campaign, Game Sessions

Due to a few scheduling conflicts, this one took a bit longer to get together than the previous games. We were also expecting to play the weekend of the 4th, but since only two people remembered… the next game is for the 10th. Anyway, with the end of each adventure, I try to offer several different plot hooks for the group to decide where they want to go next. In this case, I had three hooks in different locations with different goals; the group can only choose one, and the other two options are essentially lost forever as the Sagemaster assigns these tasks to other groups. On these other tasks, I use a group of characters with level appropriate stats, make a few rolls, and see if they succeed. If they do, they might come back with a new plot hook for the group to choose from, or they might even come back with information regarding something from one of the player character’s pasts. It’s a little more work on my part, but it gives the players sort of a choose-your-own-adventure when they play. Most people seem to like it.

In the morning, the group returns to Sagemaster Volrane to hear of the new tasks he has requested they undertake. He provides a modest breakfast (and cookies once again at Shayla’s most adorable request), and speaks to them from his chair, steepled fingers held thoughtfully before him.

“I have three potential tasks that you may undertake. These are the events that I consider most important at this time, and must be addressed as soon as possible. Rest assured that I have other groups who can undertake whichever tasks you do not choose, though they are still somewhat untested. Either way.

The first option you might undertake is for the village of Heartwood. I have a colleague who lives there, and he has not responded to the last several missives I have sent to his home. I have tried contacting him magically, but I have been unable to reach him that way as well. I fear that something has befallen the village, and it must be investigated.

The second choice is a task in the Fireharrow Region, near the Cities of Knowledge. The report I received from the gnomes who reside in the twin Cities tell me that an organization has been wandering the borders of the Cities, mapping and investigating the region – something that is expressly forbidden by the Pact. The gnomes have engaged this organization several times, but it seems that every time they put down one group, another appears in another location and resumes the duties from before. They have requested assistance from the signatories of the Pact, who informed them that they would be entrusting the task to me and my associates.

Finally, I have received word from a paladin in my service who is in the village of Camlain, in the Kingdom of Thraxis. Bandits have attacked the village, and she is requesting reinforcements to deal with the group.

Which task will you undertake?”

The group confers briefly, and agrees to go to Camlain to deal with the bandits. Sagemaster Volrane supplies them what little information the paladin has been able to provide, and asks if there are any questions. The group is in a hurry to leave, and Lazan asks what the fastest route to Camlain would be, and if they would be able to procure mounts in Three Hills. Sagemaster advises the team that he will be able to provide them with transport to Camlain, but they will be on their own for returning, as the method of travel that will get the team there fastest is one-way only.

Volrane takes the group to a room at the back of his home, decorated with colorful tiles with a fountain against the far wall. The team gathers behind him as Volrane begins casting, his arms weaving circles in the air until he stretches his arms before him, touching his fingertips together as if opening a bag. He presses his thumbs to his first two fingers, then slowly parts his hands, tearing open a rift in the air as someone else would open a sack.

Chris, Lazan’s player, let out a brief chuckle at this point and said, “Pix, that was pretty cool.” That sort of thing makes me smile – it means I’m doing a good job of impressing the players with the magic of the game. It made my day.

The group can see villagers moving back and forth in front of the rift, going about their daily business. Sagemaster Volrane says that due to the distance and an undetermined side-effect of the casting, what they are viewing is a scene from roughly two hours in the past, and that when they step through, it will be current time, and they should be prepared for whatever they run into when they arrive. Dorn steps through first to no one’s surprise, and the group emerges into the middle of a battle.

A quick scan of the area reveals the paladin that the group was told to expect, unfortunately she is surrounded by hobgoblins.

This is one of the best adventures yet. It had, by far, the most in-character conversation, and fortunately, I was able to preserve it in its entirety. I love sessions like this – the group does the job of moving the story forward, and my job is to handle any NPC interaction. It’s fantastic – it’s less work for me, for one, and more enjoyment for the players. I hope that we have more sessions like this – it’s totally worth it.

Shayla: “I don’t mean to alarm anyone, but I believe she’s surrounded.”

Kevara: *counts quickly* “They won’t quite outnumber us two to one, so that’s not so…” *notices a hobgoblin fire an arrow at the paladin* “Oh, archers. Fuck.”

The group rushes to the paladin’s defense, with Kevara firing off a blast of energy toward one of the hobgoblins. The shot streaks over her target’s head (causing a string of profanity to pour forth from Kevara’s mouth), leaving the next attack to Lazan. Lazan shifts into a wolverine form, using a spirit attack that cleaves the hobgoblins that rushed forward and surrounded the paladin. Dorn cuts another hobgoblin in half, Shayla’s spirit wolf makes an attack on yet another, dropping it, and the paladin finishes off the last. The two archers, safely out of melee range, throw down smoke bombs, obscuring the party’s view. The group rushes through the smoke and to the other side, only to find that the two archers are gone. Kevara grumbles at her ineffective attack, and Lazan grumbles that he didn’t have a chance to be even more awesome.

The paladin approaches the group, looking obviously relieved (and a little gore-spattered, thanks to Lazan).

Loranys: “I don’t know who you guys are, but thanks.”

Kevara: “The Sagemaster sent us. Apparently, just in time.”

Dorn: “We’re here to support you in your fight against the bandits.”

Lazan: *still in wolverine form, growls in greeting*

Kevara: *glancing down* “That’s Lazan, by the way, and I am Kevara.”

Loranys: *acknowledging Dorn* “Well, I didn’t think I would NEED that much support, but the details about the bandits weren’t quite up to speed.” *she nods to the group* “I am Loranys.”

Shayla: *smiles shyly* “I am Shayla. Can you update us on what is going on here?”

Lazan shifts back into his halfling form, and Kevara goes to investigate the hobgoblin bodies.

Lazan: *raises an eyebrow* “Hungry, Kevara?”

Kevara: *stops and turns to look at the halfling* “If I were hungry, I wouldn’t eat carrion, oh snack-sized one.”

Loranys: “Basically what’s going on is that I have a lot of hobgoblin guts in my hair now.” *Loranys eyes Lazan approvingly* “That was you, eh?”

Lazan: *Grins and bows*

Kevara: *Kevara wanders over to where the archers were last and grunts* “We shouldn’t let them get away.”

Lazan: “Did you see which way they went? Cause I sure as hell didn’t.”

Dorn : “They’ll be back, and with greater numbers.”

Thanks, Obi-Wan Dorn-obi.

Loranys: “Well, when I spoke with the Sagemaster, he told me that there was a small group of bandits, something I could handle myself. As you can see, it wasn’t exactly like that. There were even more than you just saw, mostly hobgoblins too.”

Kevara: “Bandits have bases of operation, even if only a camp.”

Dorn: “Are they attacking from a specific spot? A lair maybe?”

Lazan: *headshake* “Well, at least hobgoblins are world renowned for their massive intelligence.”

Loranys: “Well, their leader is … something else, I haven’t been able to tell what, but he is smarter than the rest of them at least. He stays in their lair, it’s not far from here.”

Dorn: “Then lets go attack him.”

Kevara: “For once, I agree with Dorn.”

Shayla: “I, however, do not. At least not immediately. Assaulting a lair with this little information seems ill-advised.”

Lazan: “I’m with Shayla, for the moment. Blindly attacking something we know nothing about is about as smart as charging in through a wooden door, blindly.” *glares at Dorn*

Loranys: *Loranys laughs wryly.* “NOT a good idea. Like I said, they have a lot more than I initially thought. At least 50. I told the Sagemaster that it could even be more than that, though they don’t seem to go out in groups much larger than the one we just … exploded.”

Shayla: “So have you been able to contact any of the local people to ask more? Is this where your information is from?”

Loranys: “I’ve picked up some things from talking to the locals, that’s what helped me find the hideout. But that I saw with my own eyes.”

Kevara: “Well, we can’t just call this done and leave, becuase if there’s that many of them they will just return. So greater numbers or no, we have to do..something.”

Lazan: “Nor am I saying we should, but blindly attacking something we know little about is just as irresponsible.”

Loranys: “Well I can show you where their leader is so you can decide for yourselves, but my recommendation would be trying to find them in smaller groups away from the base. Because, yeah, they just ambushed me as I was headed back to inform the Sagemaster.”

Kevara: “Whittle them down? A reasonable course of action, assuming he doesn’t have a source of reinforcements.”

Lazan: “You said the leader was ‘something else.’.. What exactly do you mean?”

Loranys: “Well he was obviously not a hobgoblin, he was bigger for one thing, but everything at the base is dark, so it’s hard to tell.”

Kevara: “The next step then is…recon!” *she turns and looks expectantly at Caelissa*

Caelissa: *Caelissa is absently picking her fingernails with a dagger* “Huh?”

Lazan: *Lazan shakes his head* “You said you’ve seen the lair. What can you tell us about it? Is it fortified in any way? Any scouts? Any loose threads on the ground she might trip over?” *motions towards Caelissa*

Shayla: Perhaps we can use some of the spirits in the area… where is this lair located?

Loranys: “Well,” Loranys motions at her plate armor, “clearly it’s not that hard to sneak up on the place. It’s in the woods not far from here, and I honestly thought there weren’t any scouts, but there must have been since I got followed and jumped.”

Kevara: “We might as well at least take a look around for ourselves.”

Shayla: “Hmm… strange. Well I suppose going to have a look is our best option for now. Should we rest before we go?”

Lazan: *Lazan shrugs*

Kevara: *Kevara shakes her head*. “I am hale enough to continue.”

The group heads off into the woods, following Loranys. Lazan and Shayla find three trails: one marked with a tree cut by a claw, one marked with a tree cut by a knife, and one marked with a bit of string. Lazan shifts into a lynx form and lopes off down the claw trail; after a few hundred yards, the path doesn’t seem to go anywhere, so he returns. Shayla sends her spirit wolf down another trail, finding nothing as well. Both the spirit wolf and Lazan go down the third path, finding a fairly recent campsite, maybe no more than a week old. A few humanoids used the camp, but apparently traveled off in different directions.

Loranys remembers a few other facts about the village while the group waits, and begins to share a little more. She informs the team that the village’s militia has been destroyed, and it may be that the camp they found once belonged to some of the former members. Kevara blinks with the realization that the village is now entirely undefended; as she comes to this conclusion, the group smells smoke on the wind, and looking back in the direction of the village, they see a giant plume of black smoke rising into the air.

The group rushes back to the village to find a building burning wildly, and the villagers working frantically to put the fire out. Slowly, the combined efforts of the village and the group get the flames down to a manageable level, but the damage has been done; the building is completely destroyed, and, worse, Kevara has spotted blackened and burned bodies on the lower floor.

Lazan: *to Loranys* “So…. you lead us out into the woods, to a place you can’t exactly remember how to get to, and the village has no defense whatsoever.”

Loranys: *Loranys puts her hands on her hips.* “I never told you that I was good with planning. Remember how you found me?”

Kevara: *Kevara looks clearly distressed. She rounds on the paladin, angry* “You should have told us they had no defense before we started traipsing through the gods-be-damned woods!”

Lazan: *to Loranys* “We were sent to help.”

Loranys: “Hey, my job was to take care of the bandits, not protect the village!”

Kevara: *Kevara makes a strangled noise and stalks off a few feet.*

One of the women of the village takes notice of the group, coming over to them. She is clearly angry, yelling at them for even being in the village.

Lazan: “You…. don’t sound very pleased that we’re here.”

Village woman: “Of course not. You’re here NOW after all this time?”

Shayla: All what time? How long has this sort of thing been going on?

Village woman: “We’ve been dealing with this problem for months. We sent a message to Volrane early on to ask for his assistance in getting us help, but apparently it wasn’t important enough for him to sully his hands until now.”

Lazan: “We only just arrived, in time to see a mass of hobgoblins attacking the *benevolent* young lady.” *thumbs back at Loranys”

Loranys: *shrugs* “I was told that there were a lot of dead messengers, so …”

Kevara: *Kevara has turned her attention to the conversation but she is still clearly agitated.*

Shayla: *hands Kevara a cookie she stashed away from the Sagemaster’s house*

Village woman: “Either way, it’s irrelevant now. The damage is done, and if you’re all that we can count on, then I guess we’re just going to have to be comfortable with the fact that we’re all doomed.”

Kevara: *Kevara blinks at the cookie. She then turns to snort at the woman.* “We aren’t that bad. I swear when properly informed we’re at least moderately useful.”

Lazan: *stifles a laugh*

Loranys: *angrily, at the village woman* “It’s not as though you people wanted my help when you got it, I had to bribe someone to even tell me about the missing people. Maybe we’ll be less doomed if you tell us what is even going on.”

Shayla: “Perhaps you are doomed with our help. You’re certainly doomed without it. You can help us help you or not, your choice.”

Lazan: *nods* “They have a point.”

Kevara: *Kevara takes a deep breath. And eats the cookie.*

Dorn: “Perhaps the sagemaster did not send help sooner because he did not have anyone who could handle it.” (Kevara: *aside, to Dorn* “Because we were off frolicking with the animated corpses of dead children?”)

Village woman: *sighs* “That may be.”

Lazan: “Let’s not worry about that now. We ARE here to help. What can we do?”

Village woman: *She turns to Loranys* “I’m sorry that we were not more forthcoming. I’m sure that much of this could have been avoided. Please, come with me, all of you.”

Loranys: *Loranys stares at Dorn and Kevara* “I knew you guys were weird. And you wonder why it took me so long to tell you what I know.”

Lazan: “Yes, because our weirdness has ANYTHING to do with what we were sent to do, am i right?”

Kevara: *Kevara follows the woman while answering* “I didn’t mean really frolicking. They were trying to kill us. It wasn’t very frolicsome.”

The group arrives at the woman’s home. It’s a large place, away from the village square, moderately furnished and comfortably fits the entire group in a single room. Kevara decides not to risk the furniture, so she stands, and Dorn stays back near the doorway. Loranys takes a seat in a nearby chair, and Shayla finds a place on the floor with her wolf.

Village woman: “It has been difficult here as of late; I’m sure you’ve noticed. I do apologize for being so short with all of you, but before we go any further, perhaps I should introduce myself. My name is Millia Kaedas; I am the Reeve of this village.”

Kevara: “I am Kevara Bloodbane.”

Lazan: *Inclines his head* “I am Lazan Silvershaper.”

Dorn: “Dorn.”

Loranys: “Loranys Songsteel.”

Shayla: Shayla.

Millia: *She nods to everyone in greeting.* “A pleasure. Now, to the point. We have been dealing with this bandit group now for some time. Initially, they were content to raid infrequently, taking only what they could carry, and be chased off by our militia. Lately, however, things have taken a turn for the worse. A month ago, we discovered that the old leadership of these bandits had been displaced. The old leaders, Ashurta and his lieutenant, Big Grigbad, were disorganized but clever. They would rarely fight our standing force, and hid in the forest and mountains between raids. Since then, they have been under the leadership of a Dragonborn. This Dragonborn, Gravash, came to us one day to bargain, asking for supplies in return for “protection” from the wilderness. We declined.”

Kevara: *Kevara makes a disgusted noise.*

Millia: “After that meeting, Gravash began making regular strikes on the village, taking what they could, killing anyone who tried to stop them. We lost our blacksmith in the first raids. The building you saw burned today was an inn called the White Lion. The owners were still inside.”

Lazan scowls at Loranys, who looks back, making a ‘What, me?’ face at him.

Millia: “Our militia tried to seek them out, to put a stop to all of it, but these bandits were much more organized than they once were. Our village once had over a thousand residents, and nearly two hundred fifty for our military. That force has been destroyed or chased off, and our population is now closer to four hundred.”

Kevara: *Kevara swears softly.* “We are many things, but a replacement for an army we are not.”

Millia: She nods. “This may be true, but our militia was largely untrained. Newer recruits from our lord’s military. They were never expected to deal with any organized force. Gravash’s group, until this morning, numbered 50.”

Shayla: When hunting prey in large packs, a smart wolf picks off the weakest and most foolish first.

Dorn: “Shayla’s right, we pick off their numbers and we have the advantage.”

Lazan: “Yes… Goddess help any doors that stand in Dorn’s way.”

Dorn: “I’ll remember to use you as my shield next time.”

Loranys: “In my defense, that’s what I told you we should do, but you guys wanted to check out the hide out.”

Shayla: *hands Loranys her last cookie*

Lazan: “But you mentioned nothing of the hundreds of people already killed… which MIGHT have swayed our decision a bit, don’t you think?”

Kevara: *shrugs* I wanted more information than she could give.

Millia: “I will understand if you all choose to leave, but we are desperate. Lately, when we have been unable to make a payment, they have been taking villagers as food.”

Kevara: “And I–” *Kevara gags.* “As food?!”

Millia nods.

Kevara: *Kevara crosses her arms.* “This stain upon my race must be done away with.”

Millia: *She frowns* No, dear, Gravash claims it is for the hobgoblins. Gravash is a soldier, not a cannibal.”

Shayla: Bandits and thieves are not known for strength of conviction… if Gravash is the source of this newfound organization, perhaps his death could be the end of it.

Millia: “That may be true. We can only hope. I know it is much to ask, but please… PLEASE help us. We have no other course.”

Kevara: “He’s a bandit. He needs to die, regardless.” She adds grudingly, “Or be apprehended, but when I get my hands on people I don’t tend to leave them apprehendable.”

Lazan: “Like I said, we were sent here to help. We may be late to the party, but we always bring the good times along.”

Loranys: “I’m here to do a job, so my sword is yours until the bandits are gone.”

Shayla: And it’s my job to make sure this one doesn’t die before I have a chance to beat him in a fair fight. *gestures at Dorn*

Kevara: “So if until this morning they numbered fifty…we did away with, hmm, how many this morning? The archers got away, but the hobgoblins…”

Lazan: “Sorry.. I lost count while I was busy *eating them* all. Er…. not literally eating them, that is.”

Kevara: Kevara pats the Halfling on the head.

Lazan: “Oh don’t give me that. You were almost offended that you couldn’t kill any of them.”

Kevara: “Oh no I wasn’t almost offended. I was offended.”

Lazan: *chuckles* “Move a bit quicker next time.”

Kevara: “Next time you’re in a rose bush… I’ll let Dorn help you again.”

Lazan: “I think Dorn will be a bit too busy browbeating old men or running headfirst into doors while I’m escaping wild rose bushes before you incinerate them. I should be just fine.”

Kevara: Kevara coughs. “So. Um. I think we killed roughly 10 this morning, so that leaves a force of forty. Assuming he doesn’t have a source of reinforcements.”

Millia: “Well, they have never attacked twice in the same day, and I doubt they’ll start now… Gravash is too methodical in that regard. So please, stay in our village tonight. The Heavenly Hearth is still open, run by our own dear Atra. She will put you up for the night.”

The group agrees to the arrangement, and heads for the Heavenly Hearth to rest for the night.

Character Introduction – Loranys
Posted in Characters, D&D Campaign

I normally try to stick with groups of 5 for games, but I felt I had to make an exception for Sara… after all, she’s a pretty awesome person to hang around with and talk to, and I figured she’d bring something special to the table. She’s new to D&D, like many of the other players, but she’s one hell of a roleplayer – and she’s always thinking outside the box. You’ll see.

Loranys is a paladin of Sorti, the goddess of Night, Luck, and Magic. Followers of Sorti, especially the paladin sect, are dedicated to helping others through dark times, and being the hero for those unfortunates who haven’t been blessed with Sorti’s good fortune. For Loranys, this usually meant kicking around the occasional creature terrorizing small villages and having a few friendlies in tavern brawls over the years.

Loranys is self-reliant and relies heavily on her strength to handle any difficulties – she strikes first, strikes hard, and hopes to smash the opposition before any harm comes to her person. Armor only helps so much, after all.

Born to an elven mother and a human father, Loranys Songsteel was raised among the elves of her mother’s tribe. As she matured, she devoted herself to the goddess Sorti and took up the divine cause of the paladin, feeling an innate desire to help others and do good deeds, partially because she feels that it’s important to help others, and partially for the fun of it. As a half-elf, her natural tendencies are towards wandering the world and seeing what it has to offer, and the paladins of Sorti especially believe in the importance of seeking one’s own destiny.

Charming enough when she wants to be, Loranys has spent the last several years traveling, mostly alone and sometimes falling in with companions for a short time, lending her assistance to those in need – usually for the satisfaction of a good deed done, but she’s never been one to turn down payments. She has been part of a group hired by Sagemaster Volrane in the past, and when her wandering leads her back to Three Hills she is sure to see if he has work for her.

Her most recent visit with Sagemaster Volrane has directed her to the village of Camlain, where she has been investigating a bandit attack at Volrane’s request. She has sent information back to Volrane, but up to now, has had no word of reinforcements…

I have to say, there’s something intriguing about a paladin who worships a Night goddess. Most people I know would associate paladins with gods of the sun, or gods of war… but Night, Luck and Magic? That’s new, and gives a lot of great RP potential. I love it.