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Post by SaintYin on Jul 22, 2015 21:01:31 GMT -7
I don't see any reason to reset the game, it sounds like the majority of our characters can easily transfer into a low fantasy path, or even stay on the current path with a little tweaking. Very well. I'll be willing to continue playing Dalthar in a low-magic setting as well since previous experience and events that have occurred thus far have no bearing on a campaign shift to low-magic. It will only take a little tweaking, as you've said. Edit: I'll chalk up the change in dynamic to having an epiphany about granting a god's blessings to individuals not of the cult. He'll set about figuring a way to make himself more presentable within common society, and he'll be taking greater care in who and where he attempts to heal. Get back to the roots of secrecy over proof of potency. Magic users can self destruct... which is a preferred option to the amount of things that can go poorly for them, and clerics can cause horrible plagues and TPKs with a single bad roll. If that isn't a recipe for a low fantasy preference I don't know what is. You're not dividing common society from adventurers. Society at large would want consistency, and in a world of chaotic magic, would undoubtedly have some qualms about accepting magic-users. Characters that wander the world for wealth are generally exposed to all the things that societies can not or will not control. Most of this will have been caused by magic or be derivative of magic, so what's a non-magical character to do when they choose that adventuring is the only remaining path for them? They grudgingly accept that they must have a magic-user so they can deal with all the nasty stuff, with all the potential inconveniences that can arise from doing so. Rogrit is playing a character that should have gone into the ranks of The Godless based on his interactions thus far. He has no desire for adventure and holds but a few survival instincts for traveling abroad in this setting. Admittedly he's only played in 2 sessions, so it's a bit challenging to really figure out how a person can go from adventuring for months to being paranoid enough to discuss killing his allies on the off-chance that something could go wrong. Dominic is playing a character that should have stayed a petty thief with dreams of grandeur, and has no reason to wander from the carefully-secured roads and towns that retain his belief system as law. It's almost as if he went into the business without considering what lay past civilization's walls and all the darker corners of the world. These characters are lower than low-fantasy for the purposes of adventuring. What kind of stories would be enough to hook these characters into taking a risk? Tkul's example was that the death cult's front door needed to be lined with gems to even consider coming back a second time, but by that point it'd be like handing the party several levels without any risk, and more likely he'd refuse to return as soon as the lowest-hanging fruit is no longer around. I honestly expect a campaign catered to either or both to end up being a life simulator as far as engaging and important choices go. What joint does Dominic case today. Who does Rogrit glare at for money. There's word that the next town over had everyone die, but that would be too risky to loot as something must have killed those people and it was probably magical in nature. Since it's apparently majority opinion that low-fantasy is the way to go, Dalthar will be taking the furthest of the back seats to see how it plays out. You no longer need to worry about getting physically deformed by him.
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tkul
Death Knight
Banned
Posts: 406
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Post by tkul on Jul 23, 2015 6:37:05 GMT -7
I'm not sure why you think you get to dictate how everyone thinks or feels but it's getting old, and so is the passive aggressive act. It sounds like you're getting close to going back to your tantrum threat of "If I don't get my way I'm going to sabotage the game" so I'm just going to warn you not to do that.
As far as the game as it stands, the unfortunate thing is we went into the game blind without knowing what kind of module we were going to be playing and with the only real information to build on being - Combat is dangerous, damage is near permanent, magic is dangerous and unreliable, everything can kill you. To that we all built characters that would respect and disdain dangerous and unreliable magic and would take cautious approaches to things. You however went out of your way to make a even more unreliable magic user and for some reason keep thinking that if you try to force your way into bad rolls to mutate people that we'd be ok with it. In general we're not. We're also not ok with a character that has no real desire to be part of the group and has no compunctions against turning on people in the group on the flimsiest excuse. We do not want to travel with a snake monster, we do not want to have to worry about one of our party members killing everyone for the lolz. We want to play the game and explore the stories that are in it.
The unfortunate thing is the story of this module does not click with most of the party's motivations, none of our characters are "heroes", they're mercenaries dealing with something that doesn't pay well commensurate with the risk. Further more, due to the way magic works in this setting, the majority of the party is helpless against what they're facing because magic is basically save or die in this game and unless you have magic you can't really protect yourself. Now the characters all agreed to go into the temple because Dalthar wanted to, and Dalthar was the only one that wanted to, however since we've gone in there Dalthar has only proven to be just as dangerous as what was in the temple and quite frankly did not have a great track record leading up to it. Now, as of the last game, we can see that even if we do find things in there that ping to the mercenary aspects of our characters they could quite likely be cursed and, because magic, they can be permanently crippling. There's no more motivation there. We need magic to protect against magic but Dalthar can't be trusted. No one in the group particularly cares with making the world forget about a random ass cult so there's no hook there, we have however gotten a decent chunk of change out of the place and escaped more or less intact with the exception of the damage that Dalthar has caused. Had we known we'd be dealing with a "Save the world from the death cult" module the character creation probably would have been different and characters could have been made with a motivation to do that.
If you're going to continue on with Dalthar then you need to start working on how you're going to make him acceptable to the group, not whining and threatening about how the other 4 people in the party are wrong and only you're right. You also need to knock off all the salty ass posts, and can the threats. If that's all you're interested in then save us all the trouble and just bow out.
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Post by pantherskye on Jul 23, 2015 7:59:24 GMT -7
I just want to have fun, kill some shit, get killed by some shit, get turned into whatever, it doesn't really matter to me high-fantasy or low-fantasy. Lets just all settle down and remember this is a game and not get all caught up in the back and forth that serves no real purpose other than to cause trouble. My opinion is make whatever character you want, but realize that whatever decisions you make with that character others have just as much a right to act upon those decisions and play their character. You can't play the "I was doing what my character would do" and then get upset when someone else does the exact same thing. We are all alpha personalities and things get pretty heated at times, let it go, have some fun, move on, and by all means do NOT take it all so personally.
I would like to apologize though because I feel that I am to blame for this latest issue. If I hadn't been in the party then this would not have occurred and you all would still be enjoying the adventures you have been for the last month.
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tkul
Death Knight
Banned
Posts: 406
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Post by tkul on Jul 23, 2015 8:46:38 GMT -7
I would like to apologize though because I feel that I am to blame for this latest issue. If I hadn't been in the party then this would not have occurred and you all would still be enjoying the adventures you have been for the last month. It's not your fault, if it hadn't been you it would have been someone else, and despite the persecuted tone, Yin has known we're not thrilled with the direction things were going with Dalthar for a while, and right off the bat I think everyone but Xem said their characters don't like magic. Just unfortunate that your first night with the game was this last one.
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Post by SaintYin on Jul 23, 2015 10:21:47 GMT -7
If you're going to continue on with Dalthar then you need to start working on how you're going to make him acceptable to the group. Here: I believe "having a large shift in priorities" is sufficient to placating Dominic and makes him more viable to work in a lower magic setting. On a separate note, I guess your willingness to reroll was largely hot air. I'd be fine with rerolling if: 1) I retain all experience gained so far for the next character, or 2) Everyone starts at an equal playing field (i.e. rerolls or resets). The fact that you're arguing against this kind of fairness is what bothers me, claiming it as "(no) reason to reset the game." As you've said, the players had no idea what kind of world they were getting set in, and while my characters was the best adaptation to the high-magic setting shown thus far, it is clearly unfair to a player to force one to reroll as if they'd died because the setting type is getting knocked down a few notches to placate the majority.
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tkul
Death Knight
Banned
Posts: 406
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Post by tkul on Jul 23, 2015 11:08:09 GMT -7
So it's pretty clear you're not getting the point. "Everyone else is wrong and only I'm right" is such a bad position to argue from that it's staggering you're continuing to do so. It's a team game, the roles and abilities are narrowly defined so everyone has to bring what they do to the table for the group to succeed. There's no room to put a person on the team that's going to be a hinderance, and that includes just sitting passively and not bringing your skills to the table. You threatened to sabotage the game if you didn't get your way when we all first talked this over in Vent, and from the looks of what you keep posting that's your intent now, I would prefer it if you removed yourself from the game. Nobody is interested in placating your demand that we make characters to fit your whims, and it sounds like that is the only thing that would make you happy. Nothing you've said leads me to believe you intend to play a team game. Everyone else is getting along fine, and having a good time, you seem to be the only person having/causing problems. It's ultimately up to Geck and yourself, but I can't see the game being much fun if we constantly have to fight with you to get you to play with the rest of the group.
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Post by SaintYin on Jul 23, 2015 11:39:42 GMT -7
I only threatened that in the heat of the moment after you/Xemadus said in so many words that the only solution was to kill my character and reroll another mystic so the group continues to have a healing source. I do hope you stop putting words in my mouth and cease referencing a single event that has already been debunked, and instead focus on the conversation being held at this time. Try to respond to the previous post's content, since it's rather important to me that I get your opinion on it. Specifically:
In a low-magic setting where apparently even the adventurers will kill their magic users on a hunch, magic-users would be a bit more averse to using their magic to solve things. Geck has given examples of Maleficar that don't use their spells unless it's the most dire of situations, so I'm remodeling my caster to follow in that wake. They aren't "holding the group back" or "not bringing their skills to the table," they're playing to keep themselves alive like every other character.
I feel like you're heavily projecting yourself when you say things like this:
Because that's exactly what I'm seeing from you when you hold the campaign hostage unless an ally rerolls. I have stated that I'll rework my character/compromise. I have stated the desired prerequisites if rerolling is the only answer. You've ignored all of these and are now calling for me to not play. It's beginning to feel like you have a hang-up specifically with me.
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Post by SaintYin on Jul 23, 2015 13:18:44 GMT -7
After discussing options with Geck, I'm going to be rerolling. Dalthar and Yselle shall be leaving for greener pastures and my next character will be introduced.
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Geckilian
Leadership Council
Empires Mierely require time.
Posts: 1,026
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Post by Geckilian on Jul 27, 2015 15:58:14 GMT -7
So far, current players are now Xemadus, SaintYin and Pantera if you'd like to keep going guys. I can either relocate the campaign to another area, assuming you guys did some traveling, or continue with the temple underground. Just let me know guys.
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Post by SaintYin on Jul 27, 2015 16:11:27 GMT -7
I do have a rerolled character prepared if Xem/Pantera want to explore other stuff, run lower fantasy, don't trust Dalthar, or something else. If we're going to continue running the crypt, I'd prefer to stick with Dalthar as he's got stuff to do in there whereas the rerolled character does not. They're both mystics so there will be healing, but:
Pick Dalthar if: 1) You want healing for even the most minor injury. 2) You want to try the magic solution to many/every problem. 3) You don't mind an increased likelihood of being a snake or eaten by one or more snakes.
Pick the rerolled character if: 1) You want to remain as not-snake as possible. 2) You want your mystic to remain incognito/hard to pick out. 3) You don't mind trying to figure out alternative solutions to problems or injuries.
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Geckilian
Leadership Council
Empires Mierely require time.
Posts: 1,026
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Post by Geckilian on Aug 23, 2015 16:24:24 GMT -7
So it's been a while, and after a quick interest poll SaintYin and Pantera are up for playing Lamentations, with a maybe from Xemadus. The sweet spot is 4+ players so ideally we'd want another one or two.
If you're interested in taking part then please contact me or SaintYin (who can explain the campaign). In a nutshell, magic is crazy dangerous, gold is quite desirable, and adventurers are very much maladjusted misfits willing to go through a lot of danger for a lot of gold, etc. World is somewhat bleak and nightmarish, messed up stuff happens and so on and so forth.
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Post by dragonus45 on Aug 23, 2015 18:35:38 GMT -7
What day do you play nowadays?
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Geckilian
Leadership Council
Empires Mierely require time.
Posts: 1,026
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Post by Geckilian on Aug 23, 2015 18:37:00 GMT -7
Tuesdays for most people, at midnight my time (so technically wednesday for me). UK time.
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Post by SaintYin on Aug 25, 2015 21:52:33 GMT -7
Here's an alternate link to the player's handbook, for those that don't want to create an account on that site.
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Post by hunterkiller725 on Aug 25, 2015 21:54:47 GMT -7
id love to join
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Geckilian
Leadership Council
Empires Mierely require time.
Posts: 1,026
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Post by Geckilian on Aug 25, 2015 22:25:58 GMT -7
Welcome aboard!
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Post by hunterkiller725 on Aug 26, 2015 18:00:35 GMT -7
so you said to post god ideas here so here goes
mab the unseelie queen of air and darkness
a god of fire water and ressurection
or a god of chance risks and firearms
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Geckilian
Leadership Council
Empires Mierely require time.
Posts: 1,026
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Post by Geckilian on Sept 7, 2015 14:09:22 GMT -7
So, current player list appears to be SaintYin, Pantera, Hunterkiller725 and DizzyXI. I'll be aiming for an 11pm start tomorrow, so about 21 hours from now.
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DizzyXI
Leadership Council
Posts: 58
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Post by DizzyXI on Sept 7, 2015 15:58:13 GMT -7
Indeed, I'm in!
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Post by notquitextan on Sept 8, 2015 8:37:14 GMT -7
Can I get in on this? (this is emmy from wednesdays, fwiw)
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Geckilian
Leadership Council
Empires Mierely require time.
Posts: 1,026
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Post by Geckilian on Sept 8, 2015 9:37:47 GMT -7
Sure thing, and I recognised the username, heh.
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DizzyXI
Leadership Council
Posts: 58
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Post by DizzyXI on Sept 9, 2015 14:21:28 GMT -7
Good game chaps! Roll on next week.
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Post by SaintYin on Sept 10, 2015 3:48:33 GMT -7
Session 6: Mushroom for Improvement
Rogrit and Dominic have left due to personal issues, which has sparked a few major changes. Introductions of the current players may be in order.
Dalthar: The one-armed, one-legged snake worshiper is still alive and k̶i̶c̶k̶i̶n̶g̶ a̶l̶r̶i̶g̶h̶t̶ a̶l̶l̶ ̶l̶e̶f̶t̶ alive. Mystic to the Seven Divine Serpents. Played by Saint Yin. Jericho: He's still Snake Eyes in our books. Fighter that'd wear 6 helmets if it improved his chances to not get struck. Played by Xemadus. Dane: The guy that murders all the things in one strike. Specialist with a focus in sneak attack. Played by DizzyXI. Hunter: The mystery man that has a bladder of unusual size. Mystic of a yet-undefined deity. Played by Hunterkiller725. Lumi: Conveys her thoughts via small notes and signs, but is otherwise fairly down-to-earth. Duergar with a strong survival instinct. Played by NotQuiteXlan, who also plays in Geck's wednesday lamentations group.
Cooter (not in session): A bit dim-witted and was last seen being sacrificed to a god-snake by Dalthar, but that whole fiasco was pretty much solved. Bow fighter. Played by Pantera.
Vowing to never return to Morcliff and its madness-inducing mountain, Jericho and Dalthar returned to Freygate to take it easy. Over several weeks of relaxation, they collected several other individuals seeking adventure. After deciding that 5 or 6 was a solid number, they weighed their options, which were: 1) A neighboring village to the southwest has recently called out for adventurers and mercenaries to deal with an indeterminate issue. 2) There are some ruins of a dead civilization to the northwest along a river. Those that enter rarely leave, but the ones that do tend to return with great riches. 3) To the northeast is a well-developed metropolis that goes by the name of Vornheim, and it was built upon a labyrinth of tunnels and old ruins. While there are many that wish to learn what is down there, few attempt it for fear of getting lost. 4) To the east, there is a forest with alleged tribes of Emaciated wandering about. There are claims of something sufficiently valuable within to cause such a conglomeration of magic-users. 5) Morcliff and the mountain is still a valid option.
Just as the group decided to try out the village, Dane decided that travel time was for chumps and Freygate surely had someone that'd hire a small squad such as this one to accomplish some goal. Taking the initiative, he went from one pub to the next in search of people looking for parties that could accomplish tasks that were less-than-savory for the average individual. This landed him in The Little Axe, a pub that contained a rather strange man by the name of Wendel. He'd brokered an agreement with the barkeep to have a specific location available for several days out of the week, so he could peddle his story and offer to any that would pass by.
Wendel was prone muttering about whispers, sported a goatee and black mustache which he twirled quite often, and was predisposed to tenting his fingers. He claimed that within the sewers was a 15-foot-long sentient rat that went by the name Rat King, and this creature controlled the rats of Freygate. He wished for a group to spike the Rat King's food to make it more compliant to dealings with Wendel. Wendel did not know where to find the Rat King, how to disable it, nor did he have any evidence of its existence apart from the whispering in his skull. He additionally suggested the Rat King would probably not react kindly to interlopers, so it would need to be done stealthily, and that all of the specifics was on the job-taker's head to figure out.
Deciding this was a completely foolish idea and that Wendel did not appear to be the sort to pay after success, the group opted to continue their search in other bars. Eerily, the next bar Dane entered contained a man in an incredibly similar position as Wendel, though this one appeared more paranoid than self-serving. He claimed the merchants were all being controlled by a third party of some kind, which was committing various atrocities such as secret slave labor and artificially inflating the costs of things through purposefully withholding stock. When questioned about his extreme similarity to Wendel, this man responded by saying Wendel and himself were a part of a small collection of theorists. While none of them believed the others' claims held water, they all heard whispers telling them the truth and they all could not trust the local authorities to solve their issue.
Dane decided to improve efficiency and to see if there was any connection between all these theorists, and to also see if each offered a tidy reward for completion of their tasks. After some hours, he received the following theories: 1) The Rat King (job: roofie it for the quest giver). 2) Corruption of Merchants (Job: Find evidence of it) 3) Corruption of the Guard (Job: Figure out how they're corrupted and why) 4) People are going missing (Job: Find out where they're going). 5) People are being turned into food animals (Job: Prove this is true) 6) There are magic mushrooms traveling about Freygate (Job: Perform a threat check on the mushrooms) 7) The gold reserves don't exist (Job: Figure out if and why Freygate's politicians would sell the gold reserves) 8) Doors are leading to other places (Job: Find some of these doors and figure out where they're going) 9) Liquids are changing into other liquids (Job: Find evidence of this happening) 10) Immigrants are taking all the jobs. (Job: Discern if this is true, and if so, where they're all coming from)
Dalthar was immediately interested in solving the food animal scare, seeing as it could be possible to revert such a condition, but Dane decided the mushroom quest would be the most readily-available one to complete, for the man claimed the mushrooms were absolutely everywhere. He warned the party that these mushrooms only move when no one is looking at it, and that he believed the mushrooms have consumed entire people in the blink of an eye, though it was usually the homeless or dying.
Dane looked outside, this time specifically searching for mushrooms, and immediately noticed a small collection of 1-2 inch tall fungal caps that were purple with flesh-colored spots along an edge to the inn. He picked one of these, bringing it back into the inn for further exploration. It was at this point that a critical mistake was made: Dane attempted to cut apart the mushroom. This caused it to release some spores, which caused just about everyone to start bleeding from their orifices, such as the eyes, nose, mouth, and ears. Only Dane was unaffected by this, somehow.
Dalthar immediately attempted to purge the blood-inducing affliction from his system, resulting in a success. Lumi successfully resisted the infection from spreading further, but Jericho and Hunter began to suffer from convulsions as the bleeding worsened, along with a majority of the other patrons. Dalthar immediately went to saving Jericho, which was once more successful. He then attempted to return Hunter to health, but his body reacted poorly, instead peeling his flesh and making him more susceptible to airborne spores. He died shortly thereafter, but somehow resisted the final effects of this strange mushroom, which was not the case for the several dead NPCs in the room.
Hunter is dead. First death of the campaign!
Their bodies exploded outwards, creating a gaping chasm of flesh as it turned itself inside-out. The corpses then began to fold inward, disappearing into itself to fold ever smaller until eventually condensing into no more than a square inch. Each slain member's remains then sprouted into a new mushroom, the same shade of purple with flesh-colored spots as the one that slew them all. Dane was notably concerned by this exchange, and took to dragging Hunter's yet-unturned corpse to a nearby alley so that he could properly strip it of its valuables. After noticing the rather alarming spread of mushrooms nearby and their accelerated rate, Dalthar decided alerting the city guard would be a good course of action. Jericho decided to run back into the inn to loot it while Lumi was busy setting it on fire.
Having not paid much attention during his smash and grab, Jericho hauled the coinbox out from being the bar with a passenger in tow. When he turned his attention to his shoulder, there was now a mushroom firmly planted on his plate armor's shoulder piece, appearing as though it had been growing there the entire time. He carefully swept it off to make sure he didn't cause it much injury, then left the now-burning building after some ale taps were ruptured and a torch was tossed in.
Dalthar approached a guard, immediately mentioning that several were dead and the event seems to have been caused by mushrooms. Upon mentioning mushrooms, the guard's interest spiked. His eyes became malformed, and his entire body began to mutate into a shambling hulk of a being. He began to take on the texture and coloring of the mushrooms, all the while speaking out to Dalthar that he would be "glad to help." Carefully weighing the likelihood that this guard was speaking the truth, Dalthar decided he probably was not going to help in a meaningful way, and thus took to searching for a guard station in the hopes that it was just a singular patrol that was corrupted. Upon entering the station, Dalthar was met with 12 guards idling within a room with a desk clerk, upon which sat several dozen mushrooms. He took the hint, and instead asked the clerk about the nearby Leper colony, after which he thanked them for the clarification and returned to his party.
Dane carefully packed all of Hunter's belongings while Jericho kept a close eye on him, as a large number of the mushrooms had converged within the alley where Dane was previously not looking. After Dalthar returned to clarify that the watch was corrupted, the group came to the conclusion that they must leave Freygate immediately, for there was no way to contain or control the outbreak as it was. They all began to run for the West Gate, but Dane got the bright idea that he could make some coin informing some of the other quest-givers about the mushroom menace, but all of the other quest givers were deep within the center of Freygate, and in the thick of the mushrooms they had already alerted. Regardless, the call of coin seemed definitely worth the risk, and thus diverted back toward the thing he had just declared he was running from.
Dalthar, being somewhat hobbled by a lack of limbs, did not consider this a very wise course of action, and thus continued running away from the things chasing the party. Jericho and Lumi decided to follow Dane without any verbal explanation to run back in, because they just trusted him that much.
Dane first went to the man that sought to find an explanation for the missing people. The man was clearly suspicious of this outlandish explanation, and demanded proof. Taking a small dog he'd found within Hunter's pack, Dane tossed the dog at a nearby grouping of fungus, which resulted in nothing happening because they were still looking. Forgetting this was the primary factor in their movement temporarily, Dane chose to instead send a sling hullet through the dog's side, instantly killing it and leaving a perfect hole through its chest. With his memory returned, he then ordered the man to look away for just a moment. They both did, and upon looking back, there was no dog corpse whatsoever and two more mushrooms than before. This entire exchange of producing a cute dog, murdering it, then feeding its corpse to apparently carnivorous fungus was sufficient as an explanation for where people were going, and Dane was paid.
His second stop was to the man that suspected there was corruption within the guard. Dane spun Dalthar's statement that the guard was taken over by the mushrooms to mean that their priorities have shifted, which would explain this guy's problem. Jericho and Lumi had been following this entire time (really) and in doing so, had collected a rather large gathering of mushrooms that trailed in their footsteps. Dane pointed to what was practically a sea of mushrooms by this point that clearly were not there before, and said that while he's just a second-hand account, the mushroom threat is true and real enough that he should be paid for warning his sorry arse instead of leaving him to a fungal fate. He found this agreeable, and asked that they delay in departure so that he can get his things without the mushrooms invading.
Dalthar, noticing he was alone once more, set about to find one last possible solution to the mushrooms. He approached the apothecary he'd worked in front of so many weeks earlier, then gave his mushroom story in the hopes that this medicine-man might have a solution. The man's eyes began to deform and he, too, started to become monstrous, leaving Dalthar to wonder how long this could have possibly been entrenched in Freygate. He concluded that it was truly impossible to save from within, and thus began to search the pathways leading to the West Gate, as had been planned from the start.
With some fortune, Dalthar met back up with the group, they "acquired" a couple horses from some unmanned stalls, and they met with a rather thin man by the name of Kroban.
Kroban: Thin guy with either very good, or very bad luck. It's hard to tell. Maleficar. Played by Hunterkiller725.
Kroban was on his way into Freygate to fill a position of a low-level scribe, but noticed the missing guards and unprotected horses. Dane informed him of the town's magical plague and recommended he did not enter, to which Kroban decided that if his job was bunk, he might as well travel with the group to make a name for himself. After seeing Dane, Lumi, and Jericho steal an extra horse if only so they could have two a piece, he also decided to steal a second one, leaving Dalthar as the only one with a single horse.
Shortly after leaving, Dalthar brought up that he wished everyone to check themselves to make sure they didn't bring the mushroom plague with them After looking around, both Lumi and Jericho happened to have one hidden within their belongings. Covering his mouth and nose with a thick cloth and lighting a torch, Dalthar set one on fire in the hopes that its spores would burn before reaching anyone. This was apparently not the case, as everyone began to bleed except Dane, who somehow mounted up and rode several hundred feet away before anything happened, but after checking himself among everyone else. Dalthar once again healed himself, while Lumi fought it off and Jericho began to fall into convulsions a second time. Dalthar attempted to heal him a second time, but instead caused some rather odd tongues to start flicking from the fingers of Jericho's hand. Jericho resisted the final stages of the plague, and eventually got himself back into workable condition.
Kroban, however, immediately mounted his horse and began to ride away when he contacted the disease. While riding, he attempted to cast the spell Wizard Lock, modifying it to instead lock the blood in his body from coming out. This alteration and his conditions caused him to cast the bones, which resulted in a success, but at a cost. All of his equipment turned to an orange sludge, and the horse he rode also devolved into a whinnying pile of sentient goo. Since he was moving, the abrupt stop caused him to crash into the ground while nude, causing some flesh damage. He narrowly avoided being trampled by the horse he had in tow. Dane, hearing and seeing the abomination that was Kroban's horse, chose the merciful route and hucked a slingshot bullet through the thing, dealing enough damage to kill it instantly.
After checking to make sure everyone is not dying, the party regrouped and headed further away from Freygate and toward the northwestern ruins along the river. Dane gave Krobann Hunter's previous set of clothes, which would've probably been nice to have given him somewhere during the 4 to 8 hours of horseback riding Krobann accomplished in the nude. After getting Krobann washed off, the party set up camp for the night. During Kroban's first shift, a wolverine made its way into camp. He immediately put the creature to sleep using his magic, then approached Dane to get a weapon, as Dane was the next shift anyways. He did Kroban one better, and decapitated it from 30 feet away using a thrown axe. He spent a majority of his shift skinning and preparing the corpse.
During the final shift, Dalthar almost failed to notice a lone Emaciated that for some reason chose to get handsy with a sleeping Jericho. He spoke out to the creature in the hopes it would respond or that he might awaken an ally, but both failed and the Emaciated began the impolite form of touching with Jericho, which caused him to awaken. Jericho apparently sleeps with a loaded flintlock weapon beneath his pillow, and thus pulled the weapon out and immediately shot at the Emaciated performing unwanted acts upon his person. He missed, but the shot was loud enough to awaken everyone else. Dane took his axe and tossed it once more, this time perfectly decapitating the Emaciated with a critical strike totaling above 30 damage.
Kroban immediately went for the skull, greedily attempting to clear out its innards to see its walls. After a poor attempt, he learned a new spell from some mite-like beings that came forth from his flesh.
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Post by SaintYin on Sept 15, 2015 23:48:13 GMT -7
Session 7: Snakes in the Grass
Only Dalthar, Dane, and Jericho had opinions about things for this session. Kroban and Lumi more or less chose to agree with any decisions made and be masters of stealth for this session (they were unavailable).
The session begins with the group clearing up camp, then setting off to the northwest to reach the ruins near the river. Not even a day later, Dane took notice of some strange, foreign-looking deer of unusual size, and due to their relative calmness he could easily approach within 50 feet of one without drawing its attention. He took this chance to attempt murdering a large deer, as he was interested in its pelt and the potential food. His sling bullet struck true, causing it great harm, but it was not slain by the strike. The deer chose to charge him whilst he was unable to defend (due to his extremely reckless strike), goring him horrendously and nearly slaying him in a single blow. Dane was still conscious, but he was near enough to dying that he opted to feign death, which he accomplished handily.
This caused the deer to switch to attacking Jericho. It failed, and so did Jericho on the counterattack. After taking a moment to consider its actions, the deer returned to striking Dane. In a last-ditch effort, Dane swung his hidden blade to keep the beast from slaying him. He failed spectacularly, while the beast's success could best be described as critical. With enough damage to kill Dane thrice over, the beast impaled Dane upon its multiple-point horns, then attempted to shake off the body. No longer in range for his pointy metal stick, Jericho pulled out two pistols and fired wildly at the animal that slew his ally, merely grazing it but also causing its morale to break. It began to buck wildly
Dane is dead. First death from damage to flesh, second overall.
While this happened, Dalthar completed his invocation, but was required to slice his tongue to make it more forked. Having only one hand, he fiddled about to get his dagger, and began slicing. With some fortune, he did not cut anything too lethal, but the act was not completed until after Dane was decorating the deer's antlers. His invocation was to make the deer's tongue slither down its throat, which in practice caused the deer to immediately start needing to roll against asphyxiation. In the confusion of having a heavy object firmly adhered to its head, being unable to breathe, and panicking over gunfire, the deer began madly thrashing about in the hopes to fix at least two of the three issues. Jericho charged the beast to put it down, but slipped after swinging wide, leaving him prone next to the beast.
Dalthar completed his next invocation, this time needing to bisect a snake from tail to tongue in order to receive it. Having noticed strangely-shaded snakes in the local area, he quickly coaxed one out of a nearby bush with promises of great power for the recipient. One foolish enough to believe him complied, and was summarily executed for the invocation to succeed. After accomplishing this act, the deer immediately toppled as its mind filled with poison, causing its vision to invert. Unable to make sense of the world and now on the ground, the deer began to asphyxiate. Jericho rose and plunged a sword into the beast, finally killing it.
Jericho then set about plundering the remains of the late Dane, while Dalthar went to give the snake he'd betrayed an honorable burial. While attempting to bury it, the snake's flesh miraculously knitted itself back whole and it began to breathe once more. It was understandably displeased with Dalthar, but more or less agreed when Dalthar's response was "you shouldn't trust strangers handing out free power." Dalthar, concerned over this strange species of snake, set about finding another one to question it, though making sure it was nowhere near this place as he didn't want to accidentally draw out the same snake twice. Jericho ordered Lumi and Kroban to keep an eye on the deer corpse, opting to follow Dalthar to make sure he didn't do anything similar to that one time on the mountain.
Dalthar found another strangely-hued snake, which was no longer than 8 inches. It spoke as if terribly unaware of the world around it, apparently unable to ascertain where it came from or any local threats. Seeing the lack of knowledge as valuable enough information, Dalthar promised to retrieve it some food to compensate the creature for its time. While on the hunt for a rabbit burrow, Dalthar stumbled across a strange man headed east along the river. His pack was almost entirely destroyed, yet he still wore it. This intrigued Dalthar, so he approached the man who turned out to simply be wandering as his previous allies had more or less disappeared.
Tex: It's not his real name, but rather the one the group has given him. He is a spontaneous fellow whom wields powerful magic. Maleficar. Played by DizzyXI.
Tex found the concept of companionship as an absolutely good idea, and he found the idea of adventuring with a goal as a much better plan than wandering until adventure hit him. Dalthar left him with Jericho, whom returned to the faux camp set up near the deer corpse and convincing Tex to wear/carry some of the equipment left behind by the late Dane. While he left Tex to his own devices, Jericho set a small campfire, then began converting the deer into jerky, with the deer being roughly twice the size of a normal deer, this was determined to be a large quantity of potential jerky, if given time.
Dalthar found a rabbit hole, then set about invoking to charm his prey into a waiting, open sack. With some success, two adult rabbits and one kit jerkily rose out of the hole and into the bag. Cinching it shut, Dalthar returned to the snake he'd promised food in return for its compliance. He initially tried to allow the snake to consume its prey within the bag, but that turned out to be foolish as this snake was a contstrictor with a lightly paralyzing venom. It immediately regretted offering to go into the bag as the other two rabbits he did not bite began to tear him apart. Dalthar yanked the snake from the bag, and after seeing numerous bite wounds and a missing lower jaw, healed the snake with great success. Hit by sudden brilliance, Dalthar stood up and began to slam the sack into the ground to stun/kill the rabbits within.
The snake, fine with consuming the freshly-dead, began attempting to consume the largest of the three rabbits first. Seeing clear issues with an 8-inch snake trying to eat a similarly-long rabbit, Dalthar moved to object, but the snakes jaw stretched to impossible proportion, easily fitting the rabbit into the creature's gut. Instead of waiting, it then moved onto the second and third rabbits, consuming the trio and leaving no sign of having consumed anything. The snake then began to rapidly expand, approaching nearly 3 feet in length. Dalthar was slightly concerned over this development, but wished the snake a good day. It was then the snake claimed it remembered something about its past, but it was concerned over anything else hearing it. It said it would whisper its secret to Dalthar, but it needed him to lean in close. Not a complete fool, Dalthar moved close with the intent to pin the snake by its neck to guarantee it could not try any sudden-eating of him.
As expected, it was a trap and the snake struck out the moment Dalthar moved within striking distance. Voicing his displeasure of the snake striking a follower of the seven divine serpents and an ally that had just given him food, Dalthar invoked once more. He invoked to have the snake consume itself, but learned it would only happen after he completed an hour of fasting. He informed the snake of its doomed status, at which it temporarily stopped attacking and asked for it to be undone. The mystic told it he would work to remove its affliction once he returned to his allies, which the snake took poorly and struck at him. Dalthar compromised and began invoking to blind the beast.
After a failed attempt, Dalthar claimed that it was successful, to which the snake struck at him again, this time finally hitting its mark. It released a paralyzing venom into Dalthar's body, which caused a whole lot of nothing to him, as Serpents cultists are immune to mundane poison. Unaware of this, the snake followed Dalthar, waiting for him to begin locking up before trying to eat him alive. Dalthar reached camp after getting a few more doses of poison for good measure, and informed Jericho and Tex about the snake's man-eating proclivity, whom was still following close behind.
Jericho attempted to gun the beast down, essentially grazing the snake as he'd done with the deer. However, the snake was made of tougher stuff and did not begin panicking upon hearing gunfire. Tex started slamming the beast with magic missiles, which drew its attention away from the seemingly unstoppable prey that was Dalthar. Dalthar took the time to inform the party that the snake will be dying in about an hour, to which they did not care as the snake was actively striking them. Dalthar tried to help, but his invocation required him to cut off a thumb, and having only one hand made this both an extreme cost and a challenge to complete on his own. While Dalthar was considering a way to do such a thing, Tex and Jericho managed to slaughter the snake, but only after Tex became a beacon of sin for the next 5 weeks.
With the snake slain, Dalthar set about trying to read its scales to learn whatever secrets he could from the strange beast. After several failed attempts (the most notable of which being his remaining arm is now a three-clawed limb of some type of reptile), Dalthar finally learned of a secret that allowed to invoke to cause something to double in size. Unsure of its limitations, Dalthar attempted it upon the snake's corpse after having Jericho tie a cloth around it. The snake indeed grew to roughly 6 feet in length, but the cloth had cut into its body before ripping, leaving an unsightly wound where it once sat.
The group then discussed the possibility of somewhere more populated rather than the ruins to the northwest, for in retrospect most wealth isn't worth much if it can't be carried to someone willing to purchase it, or if nature finally causes one to keel over. After some thought, the group decided to instead explore the ruins beneath Vornheim, as it was roughly the same distance from the river ruins, but had an entire city built on top of it. After failing some checks to figure out if anyone knew anything about Vornheim, the group saw it as just another city and set off.
Roughly a week into travelling, Jericho noticed a wagon that seemed to have veered off the path and crashed into a tree. The horses appeared to have died on impact, and the drivers were pinned by the legs. They had all died some time after the crash, as their bodies were far along the path of rot. Dalthar set up watch to make sure nothing that may have caused the crash was still around, while Jericho and Tex went to looting the back of the wagon.
Tex found several bags filled to the brim with copper coins. The heavy sacks hid a much smaller, emptier bag, but this one held a few golden coins. Tex then moved to looting the partly-jellied corpses of the drivers. Throwing caution to the wind, he fumbled forward and went elbow-deep in corpse-juices, causing it to pop and release some very putrid fumes. This caused him to start uncontrollably retching after getting some distance from the foul stench, but that didn't stop him from contracting a disease. Jericho then used some gloves from his winter travel clothes and began to hold his breath to search the bodies. It produced very little, but the corpses were discerned to be those of people that lived in Vornheim.
Deciding the corpses probably have nothing of value, Tex began to inspect the wagon itself to see if it could be used. The front axle was slightly splintered, but it was more or less in good condition. With no one that's actually good at fixing things, each active member attempted to repair the axle on their own. This resulted in the axle shattering from all the failure, causing the group to go back to checking the actual inventory of the wagon.
Within, they found variety of stuff, along with an axle repair kit and a spare axle. Attempting once more, Tex was the one to eventually figure out how to replace an axle. Using some of the spare horses they'd acquired from Freygate, the group set a course for Vornheim with improved travelling conditions. As they approached the gates of Vornheim, many questions were had. A poignant one was "what exactly will a beacon of sin do to a city?" We'll have to find out next time.
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Post by SaintYin on Sept 23, 2015 1:33:51 GMT -7
Session 8: Keep Your Friends Close...The group consisted of Dalthar, Jericho, Tex, and Kroban this time around. Lumi was still a master of keeping out of sight, so much so that even the Referee couldn't figure out where she was. Having just reached the front threshold to Vornheim, the group had but a few goals: to find out more about Vornheim and its labyrinth beneath, and to sell off the various goods found in the wagon. After taking a few moments to take in the general atmosphere of the city, the group took notice of guards armored in strangely-rusted equipment and similar swords. Not wanting to draw the attention of odd possibly-guards, the group instead went into the nearest tavern for more information. Inside, they learned the rusted guards are actually the faithful of Vorn, a deity of the inevitable that is expressed through things like winter and rust. The city of Vornheim was founded by those loyal to Vorn, as the name suggests, and it was supposedly built upon the gravesite of Vorn himself. It was recommended to avoid getting in the faith's way, as they were both the primary law enforcement and they have an obscene number of obscure rules, which they are willing to enforce given a reason. When asked about the labyrinth, the innkeeper heard that many entered, but few ever left. He knew of one man by the name of Mendel that was rumored to have survived the depths of the labyrinth, but that was only rumors. Without much else to go on, Dalthar paid the man for his kindness and the group set off after being given directions to the estate of Mendel. Jericho and Tex chose to make a stop to try and sell the merchandise of the procured wagon. They found a small-scale merchant willing to sell it for 20% of the profit, and if he was given 2-3 days to liquidate it, as the market had a relatively good demand for such items. Taking note of his name and location, Tex promised to return after a few days to get his share. During this time, Dalthar continued on his path to Mendel's with Kroban. As they approached the town's center, the weather began to become unseasonally cold, with a good quantity of snowfall occurring in mid-autumn. At the end of the directions was a fancy structure with a large oak door. A butler spent some time unlocking the various mechanisms on it, only to open it a crack to ask Dalthar his purpose for showing up. After giving him a brief story of the tavernkeeper and his interest in Mendel's adventures within the labyrinth, he gave his full name so the butler could inform Mendel of his visitor. He locked the door behind him, and after a few minutes, ushered Dalthar and Kroban in. Mendel was a relatively aged man. He was not extremely old, but he was most certainly in physical anguish based on his twisted form and heavily-bound arm. After some ego-stroking from Dalthar, he spun stories of oozes, molds, and slimes that seek flesh within the labyrinth, and deeper were other people, some good and some bad. Deeper still, there were strange automatons in the shape of men, but were rusted and sought only destruction. These were the stories from his adventure some decades ago, but he was one of the few to brave that deep into the labyrinth. He'd entered with 5 others, but only himself and 4 left that place. His comrades spent their coin on booze, women, and good food while he had invested to build up the estate he had today. Now, only he lived, for his allies had all died, possibly due to their vices. With such good information, Dalthar offered to heal Mendel's limbs, if he didn't mind the inherent risk of divine healing. He'd always kept to the surgeons and bone doctors of the world in his youth, having seen the horrific side effects that can sprout from an attempted healing session, but in his later years, the knife was probably far more lethal than any prayer. Feeling he had little to lose from such an attempt, he allowed Dalthar a chance, which was gladly taken. While his nose receded into his skull for some serious Voldemort vibes, his arm cracked into place and his posture greatly improved. He stood up and thanked Dalthar for the miracle, then offered that he bring them to his vault for repayment. It was at this time that Tex and Jericho felt a sudden urge to get to Mendel's estate, and made great haste only to be stopped by the butler. Tex gave their names and mentioned Dalthar and Kroban by name, to which the butler went to Mendel/Dalthar to ask if these other members spoke the truth. It was confirmed, but when asked if he should bring them here, Dalthar mentioned that the primary purpose of the meeting has been completed and it would not be necessary to lead them all the way here, then deferred to Mendel as it was his house. Mendel agreed, to which the butler allowed them into a sitting room to keep out of the cold. In the treasury, Mendel went to a chest, retrieving three pendants from it on a large pillow. He claimed each pendant was blessed by the faithful of Vorn to resist the effects of rust. One was once his, another was his squire, and the third was once a pendant belonging to an old party member. He relinquished all three to Dalthar and Kroban as payment, which was gladly accepted. Understanding the value of magic-infused items, Dalthar pocketed two while Kroban immediately stuck one around his neck with no apparent effect. Each pendant was a rusted chain with a thoroughly rusted portcullis hanging upon it. After leaving Mendel's home, Dalthar mentioned and distributed the remaining two pendants to Tex and Jericho, the latter of which stuck it on immediately and noticed all his fancy metal armor begin to pseudo-rust in a manner similar to the guards they'd seen earlier. Concerned this might be permanent, he pulled it off to learn that his gear rejuvenates after the pendant is removed. Placing it back on, he then took it off again as he realized it may raise questions with the guards. He then realized that he was wearing a cloak and concealing robes this entire time, and so put it on a third time and kept it on. The group returned to the tavern they started in, having heard he also rented rooms for board. Dalthar and Jericho took one room, while Tex and Kroban took the other. The night would have been uneventful, but then the following happened: Kroban awoke late at night to notice the window to their room was flung open, and he was quite certain it was closed before. He awoke Tex to make sure he hadn't opened the window, to which Tex's response was to immediately look under his bed. He was greeted with a save vs Breath, which he handily failed and took a mouth full of something horrible. His lips, cheeks, and tongue began to swell slightly, then flake away into what he could best consider to be rust. Not one to panic, Tex immediately retrieved the rust-resistant pendant, and after placing it around his neck, felt the force crawling down his tongue cease, leaving a few teeth and about a quarter of his tongue remaining. He was clearly unable to make the correct verbal phrases without most of his tongue to cast, and so he took to running to the healer to get fixed. Kroban decided that he wished to place this creature in a coma instead of just normal sleep, and summarily failed to get the desired effect, instead growing fleshy stalks out of his left chest area. He then tried to cast sleep a second time, this time succeeding. However, a side effect of his success was that he exhaled a green mist that now held his conscience. Not very panicked over this, he swooped underneath the bed to get a better look at whatever he forced into a coma. The monster was a mix between a spider and a scorpion, and about the size of a housecat. It was an orange-red rust, and the moment it inhaled part of Kroban, it began to sieze and died right in front of him. Apparently seeing a sleeping monstrosity die drove Kroban into an ignore-all-logic kind of panic, and he thus floated to where his allies were because he was in dire need of help. During this time, Tex got to Dalthar and Jericho's room, and began slamming the door while making guttural noises due to not having a tongue. Not wanting to take chances, Jericho fired a gun into the door, hitting his desired mark and sending Tex into the opposite wall. The fighter peeked through the new hole in the door and saw his ally bleeding out on the other side. He swiftly brought Tex in so Dalthar could heal his new gun-wound, then noticed the eerie green mist coming down the hallway. Dalthar immediately set about curing Tex's apparent pistol wound with relatively minor side effects, during which Tex made note of his destroyed mouth parts. Jericho closed and blocked the door to the best of his abilities, but blocking air with a crappy wooden door doesn't work very well. Apparently not taking Jericho's reaction with a grain of understanding, Kroban pushed through the door, near-instantly killing Jericho in the process. He did not make his save against poison, and thus with a single breath keeled over. Jericho is dead. First death from the direct actions of another PC, and first death of a character present since session one. Dalthar, seeing a long-time friend slain by this green mist now invading his room, chose to jump out the window. Tex followed shortly thereafter, immediately pointing to his destroyed mouth as a way to insist that it be healed. Kroban, having murdered an ally, chose not to consider why things were possibly dying after seeing them breathe him in twice, and planned to continue seeking the remaining party for "help." Fortunately, his cloud of death ended at that moment, and he found himself back in his old body in his room. While Dalthar healed Tex, Kroban picked up the creature that rusted Tex's mouth apart by breathing on him, then waltzed down the hallway back to Jericho's corpse. The amulet he wore felt warm and was informed that it felt like it was constantly fighting something, but Kroban threw caution to the wind and continued to carry it in-hand. He grabbed onto Jericho's corpse with the other, then dragged both corpses and himself out the window instead of taking the stairs. Landing near the group, he immediately called out queries about why they ran from him. Dalthar mentioned a green mist that slew Jericho, and wondered how or why Kroban would choose to walk through that veil of death to jump out his window. He deflected by claiming that he held his breath, to which Dalthar went back inside to make sure that mist was not afflicting the other people of the inn. Tex noticed the bright orange glow of the usually average-looking amulet around Kroban's neck, then told him three times to immediately drop the monster he was carrying. After the third time, Tex chose to return inside as well, if only to be kept in the loop. Dalthar informed the innkeeper of the strange dead beast Kroban carried with him and of a green mist, then stated the gunshot was from the late Jericho. Upon hearing a basic description of the beast slain, the innkeeper immediately began to pack up to leave his own tavern. The spider-scorpion was a divine being of Vorn, and it was high treason to slay one. Those that are even slightly connected to the death of one are often jailed or put to death. He did not wish to be anywhere near this place once the church got here, and most of the others awoken by the gunshot followed suit, some leaving without their own equipment as they ran off into the darkness in their bed gown. Dalthar and Tex took this time to collect their own equipment that they'd left upstairs in the rush of the moment. Outside, Kroban decided that listening to Tex was for wussies. His amulet turned from orange to a deep red, and in but a moment, his entire body exploded into a billowing cloud of rust particles, staining the surrounding snow. Over the next half-minute, the rust congealed and re-formed into a new rust creature, one that looked the exact same as the one he was holding earlier. Kroban is dead. First session with 2 deaths in it! As the remaining 2 members of the group returned outside, they both went to Jericho for some final looting. Dalthar grabbed the magic pendant, not wanting to leave such an artifact in the elements. Tex grabbed his money and guns, because those seemed like nice things. Not sure where Kroban went and not entirely caring to find out since he was the one Dalthar assumed had slain the divine creature of rust, all he could find was a nearby portcullis and chain that looked severely warped and broken into several pieces. As they wandered off to find a new inn a good distance away, a bell rang from a great distance away, chiming 12 times and dredging up sorrowful feelings. They wandered into this new tavern which contained a bar wench acting as the impromptu night shift for the innkeeper. Also inside at this strange hour of the night, there was a man reading some books sitting in a corner, but neither side really cared about introducing themselves at this time of night. Dalthar and Tex grabbed a room and slept the night away, this time blockading the window with anything handy in order to reduce the chances of another rust-creature attack. The next morning, the strange man that was awake when all others were sleeping approached them in the bar room. He introduced himself as Tolrin, and having noticed a strange air about the group, asked what they were doing in Vornheim. The group mentioned that they sought to dive deep into the labyrinth, which was a place Tolrin knew well. While few went past the first "level" of the labyrinth, many went into the first for easy coin. Adventuring in the shallower tiers was considered relatively safe work, as they were both well-mapped and the worst one could meet were slimes and oozes. Tolrin was a part of these scavengers, but sought to go deeper. He had a rough time finding others willing to do as such and planned on upgrading his weapon arsenal to convince others that he'd be a capable defender. With some convincing, Tolrin chose to guide the party in order to gain greater riches, enough to hopefully get him out of Vornheim for good. Tolrin: Scavenger of the Vornheim Labyrinth for years. Specialist and well-learned. Played by Xemadus. Additionally, Tolrin had further knowledge of the wyrm that started the entire labyrinth's riches rumor. The wyrm rest at the bottom, said to grant the answer to one question in its entirety, and so a well-worded question could end up with a lot of power. All the long-time veterans of the labyrinth vehemently declare the wyrm to be real, but many claim it does not exist. One particular rumor was that the current ruler of Vornheim gained his power through the answer of a question. Interested in what Tolrin had to offer, the party inducted him and went about their final day before adventuring underground. Dalthar sought to find a sect of the Seven Divine Serpents, while Tex moved to procure a strange ten-foot pole and a large quantity of livestock. Unfortunately, time constraints were a thing and this would have to wait until next session. What would also need to wait was the introduction of the newest character, who might just be an Emaciated... NEXT SESSION
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