Monday, 12 March 2012

The original Tomb

The Dog Leg gang make a hasty exit from Royal Forge, just as the smelly stuff hits the fan. The King dies, the Queen rules as regent, and Jervis is "on a quest". Prince Nicos becomes persona non grata, but fortunately both sides just can't be bothered to fight another war. All that is in the news, however is the huge Melee scandal: the Port Blacksand Buccaneers have been suspended from the league, the coaches and Captain Quintus Thunderhammer all arrested for embezzlement of league funds - a trail leading back to a theft of 75000gp from the Courts of Justice evidence hold. Oh, how they wished that the celebrated jurist Lord Talmir "Chops" Deathblow were on hand to preside over matters - sadly he had just that morning left town.

The journey is more about "getting out of the Capital" rather than any pressing need to visit Skull City, but Chops does express a desire to have his Drow statue repaired. Crow is behind in her deadlines (again), Squid is appalled that she is married to a thief, and needs her own space, and Thelonius is apparently convinced that the Grandmaster's Office is bugged.

Skull City is in ruins, but not quite as bad as it sounds. The areas controlled by the Faithmarked are as pleasant as they can be for a shadow-touched metropolis. Certainly, the undead seem to experience an enormous sense of well-being there. The suburban areas are quite like Putney for dark mages, where the overriding concern is where middle-class necromancers can find a decent state necromancy school for their children. There are rumours that the schism between the Faithmarked and the Black Disciples actually has its roots in a quarrel over cheating on a private school entrance exam*, rather than any ideological dispute over the fate of arch-lich Acererak.

A fight with some of the less amenable Black Disciples turns nasty with the intervention of a Black Heart, although the party do capture a certain Hazon Skullcaterpillar, and trade him with a group of human "survivors" known as the Skullbreakers.

The Skullbreakers give the gang some insight into the Original Tomb, and after a civilised dinner party, they set off.

It's actually quite sad. The old tomb has seen better days, and years of neglect has led to the secret doors falling off, the mosaic discolouring, the Stone Juggernaut has been traded in under the scrappage scheme, and damp has gotten into the Spheres of Annihilation. None of the old traps work - but something new is a planar crossover, and deadly manifestations of souls inhabit the old chapel. Although there is the potential for great harm, Crow pulls out the move of the day knocking one out stone cold, whilst the rest of the party develop a new tactical manoeuvre known as the "Dog Leg Special", which consists mainly of one character laying a debilitating effect on an enemy, the others surrounding it and beating it to death.

Hilarity ensues as the party display their absolute ineptitude at anything other than violence. Trapped in a mummification lab, with extremely dangerous undead rising around them, their best chance is to complete a number of rituals on the corpses, whilst some party members hold the tide back. Red and blue powder, bandages and myrrh fill the air, as well as another Dog Leg Special on the final mummy.

Monday, 23 January 2012

Meet....Drachor Flameblood

Just who is the powerful and intense young man that has been stalking the Dog Leg Gang, once saving them from assassins, at other times keeping watch from afar?

Late at night, he sits under a tree in the University Gardens and with the gentle strumming of a late-night minstrel's lute in the background, he laments to a young female student of evocation, who listens intently, in awe of his raw magical power....

"I hail from Westsea, my mother was the daughter of a poor dairy farmer. The farmer, my grandfather died when marine dragons plagued the town, swooping in to raid for cattle and human flesh. He was one of the victims of their terrible breath weapons of lightning and ice that ravaged the town. My mother was left to fend for herself and my grandmother, with only a few beasts left, she barely scraped a living as a milkmaid.

"The dragons were vanquished soon enough by great heroes mounted upon griffons and pegasi, and this brought some stability to Westsea, which in time would become the home of Prince Cal. There were still problems with raiding wolf pirates and aquatic beastmen from the depths. The heroes had long since gone, and without the challenge of mighty dragons to face, there were none to help the town from these perils. Soon the people would surely be slain or enslaved.

"One such terrible raid took place on a hot summer eve. Pirates landed on the beach and set about pillaging. For hours they carried on, with none able to stand up to them. Westsea was a lamb to the slaughter.... until the sorcerer appeared. My mother said he was tall and handsome. My grandmother said his eyes flashed with the fire of the gods. The sorcerer let forth the power of flame and storm, and destroyed the pirates utterly, their boats burning in the summer night.

"The sorcerer took up home in the village, and although more a deity than a man, he found comfort in the arms of a humble milkmaid. A year later, the kuo-toa attacked, and the sorcerer drove back into the sea, my mother told how their scales burned with acid and white-hot fire as they fled from him.

"A few months later, my mother knew that she was with child, but the sorcerer was troubled. What vexed such a mighty Arcanist? My mother begged him to tell her, but the sorcerer did not want to burden her with his wisdom that went beyond the stars. He told her only that there was a evil beyond evil that had awoken, and that the greatest warriors of the land had set out to vanquish it, but without a master of elemental magicks and sorcery, their quest was a doomed one. The sorcerer told her not to worry, and that he would soon return. And he left.

"I was born the next Spring, and my grandmother told how a mighty storm appeared from nowhere the night I was born, lightning and fire split many trees in the village. It was clear I was the true son of the sorcerer, and the midwife said that truly the blood of the dragon had been passed into my veins.

"Years later, the sorcerer returned to see me. Although overjoyed to see his young son, he was a changed man. His quest had been brutal and deadly. He had seen things that even such a magus would be haunted by. He told my mother a little of what he had seen, and where he had been. He stayed a few weeks, and then told my mother that he was due to leave for the magical city of Klef, with new powerful warrior friends with whom he had faced deviltry and shadow, but who would not be welcome in Klef (athough the sorcerer would be feted like a king). Again the sorcerer left. He never returned.

"I remember only a giant man whose eyes burned like dragonfire, and whose fingers rippled with lightning. A year later, I felt the power of the sorcery for the first time, and knew him truly to be my father.

"Afraid that I would leave her to seek him out, although my mother told me many stories of him, she never spoke of his companions. Finally, on my 15th birthday she told me that they were heroes of great renown, and they were Lords and Sages that had vanquished some of the Legendary Evils of the land. As bards had sung no songs of the sorcerer, and there were no tales of him at the Royal Court with the others, she feared that he had perished, no doubt in some deed of inhuman courage and sacrifice. She told me the names of his companions, and knew that I would leave to seek them out.

"I am Drachor Flameblood, son of the sorcerer of Westsea. My father was made of ancient inferno and the winter storm. His gift to me was his immortal and unearthly power. I watch over his companions as he once did, and soon I shall ask to take his place among them, such is my destiny...."

Sunday, 18 December 2011

Seaside Brawl

A cinematic montage of fast horse travel cross-country takes Chops, Crow and Thelonius to Westsea, the home of the insane Prince Cal. Just in time for a melee tournament between the Port Blacksand Buccaneers (Squid's husband's team) and the much unfavoured Westsea Pirates. Prince Cal is clearly heavily sedated as he sits in a rudimentary Royal Box. Crow takes a position on the bench with the Buccaneers, Chops stays close to the Prince, and Thelonius hovers outside the box. They have been told that the Enchantress will be present to witness the murder she has paid for - they just need to locate her.

The melee tournament is over very quickly as an easy victory for the Buccaneers. Prince Cal's nurses help him over to the Buccaneers' tent for some meeting and greeting. A diversion behind the tent distracts Crow, and the Buccaneers' medical team turn out to be a hit squad made up of an extremely competent mage assassin and two not-so-competent assistants.

Chops and Crow aren't faring well, and Thelonius hangs back as he tries to locate the Enchantress through the crowds. As they think they have the mage surrounded, he teleports away, adjacent to the prone Prince. Certain to deliver a coup de grace, he is only saved by a moment of inspiration from Crow, who teleports next to the prince, and then away to safety. The assassin, having clearly failed makes good his escape.

Thelonius identifies the fleeing Enchantress and gives swift chase. Chops grabs a horse from the Buccaneers, and between the two of them, she is very swiftly cornered.

Another NPC with no loyalty, the Enchantress is quick to bargain all she knows in exchange for a one-way ticket to Tahiti. Confiscating a teleportation device, the party learns that the Princess of the East and now the wife of Prince Nicos (King Leric's other brother, presumed KIA in the war) is behind the conspiracy. With the King dying and Cal and Jervis out of the picture, Nicos could succeed to the throne.

Burdened with much information, the group return to Royal Forge and are informed that their apartments have been burgled by Mungo - who has "gone rogue". Chops's flat is ransacked and his prize possession (a statue of a nude elf woman carved out of obsidian) has had the head broken off. More disturbingly, Crow's notes from the Tomb of Horrors are all missing.

In the days that follow, a lot of information surfaces regarding news from the Badlands about the original Tomb of Horrors causing something of a Californian Gold Rush - large numbers of adventurers are suddenly being drawn to the old site. After Acererak was vanquished by 1st edition adventurers some 30 years ago, a large community of necromancers grew up around the original Tomb, which remained deadly dangerous. Called Skull City, many of the worshipped the demi-lich and never gave up the faith. Others simply hoped to learn his dark arts in the proximity of the Tomb. A steady stream of adventurers over the years ended their days in the old Tomb, whose traps remained active.

In the last year or so, reports emerged that there had been an earthquake in Skull City and Eldritch storms and vents rocked the city. Most of the undead and necromancers were apparently killed. Not long after the adventurer's foray into the city of Moil and their destruction of the Shadow Engine, something happened in the old Tomb. Many adventurers are being drawn back to the old site. Apparently Mungo believes there is something important in Crow's notes that he can benefit from. One of the manufactured parties 4*Eva have reportedly gone with him....

What does Mungo know that Crow doesn't?
Why have 4*Eva gone with him?
Will Squid kick her drug habit?
Will Chops get his statue repaired?
Who is the mysterious young man that saved them from the Spice Market assassins?
Where is Prince Jervis and Real Emily?

Find out as the Dog Leg saga draws to an earth shattering climax.

Meanwhile, Back at the Forge....

Squid is too badly injured to do much of anything except convalescence. Thelonius's plotting has taken on a life of it's own, and the former Grandmaster has been arrested for embezzlement, a chest of 75,000gp mysteriously appearing in his private quarters. By pure chance (a little serendipity that cost Thelonius 6000gp), the judge for Tober's arraignment is none other than Lord Talmir "Chops" Deathblow of Dog County. Chops impounds the chest of gold to the evidence cell, where they spends several hours puzzling over how to remove it.

There is more distraction from all the toadies looking for the nobles in their absence. Chops has to pass judgement over some old crones accused of witchcraft and a clemency plea from a halfling sentenced to death. Crow has her warhammer turned into her official seal and processes several documents including an expedition to the Underdark.

The matter of a Royal Summons comes next, with the party invited to a Queen's Banquet, where they fear they will be asked about the whereabouts of Jervis. A nine-course banquet, the group blag their way through it by Chops getting the Duke next to him roaring drunk as a diversion and Crow engaging the mob side of the Queen's family in stories of the Underdark, whilst Thelonius keeps a watchful eye on the Queen and her bodyguard Mungo.

The Dog Leg gang excel in two things - violence and revelry. Their approach goes down a storm with the King, the Duke and the Gambarinis - one of whom, Louie seems intent on sending his son off to the Underdark to become an adventurer rather than a mobster. The Duke and King have far too much to drink, and Chops learns that the King is terminally ill - making sense of the attempts on Jervis's life. The Queen is exceptionally unamused, even though prompted by Mungo to question the adventurers on their fortune - were it not for the infamous Tomb of Horrors, surely they would be mediocre bandits?

The banquet breaks up for the hostess, but Chops and Crow aren't done. They hastily arrange for an extended private drinking session for the King and Duke at Barry's Opus Bar, where they learn more tales of treachery and intrigue. Putting this aside, they opt for a dawn raid on Muraf, the assassination broker.

Muraf lives on Ladies' Row - a bridge covered in high-end shops. As they arrive, Muraf is hastily packing up to leave town. Making to escape, he finds the other end of the bridge blocked by Mungo. Muraf sends his henchmen to fight Mungo, and calls on a pair of DynoRat franchisees - Elvis and JT to deal with the party. Chops charges forward, but is quickly flanked by demons summoned by DynoRat. The Demons prove too tough to deal with, although Thelonius has the mobility to tie them up in melee. Crow switches tactics and uses psionic power to hurl the Rat Demonomancer through a shop and out into the river. The tag line for this part of the battle was, of course "Elvis has left the building,".

Without their summoner, the demons are recalled. Mungo finishes with the minions, and demands the party hand over the broker. Muraf is a business man and prefers to take his chances with Chops & Co, rather than the Queen's executioner. The party dive out of the hole in the back of Tiffany (made by Elvis) into a boat previously arranged by Thelonius. In a mid-river interview, Muraf reveals that he has also arranged a hit on the King's younger brother - Prince Cal, and that his paymaster is a mysterious eastern woman known as "The Enchantress".

A Tale of Two Emilys

Hunting a prince whilst nursing a mammoth hangover is no easy task. An early tactic of knocking on doors and asking if "anyone has seen a boy that looks like the prince" is quickly abandoned for discretion's sake. By the docks, the party are accosted by some mean-looking gangsters that turn out to be henchmen of Vitor Gambarini - the Queen's cousin and notorious gangland boss. Vitor has heard that his nephew is in town, and is keen to have him over for dinner. The party make some excuses about security and melt away into the evening rain.

Thelonius tries getting help from Mr. Noriega, who for some reason considers him persona non grata. Squid find her missing stiletto embedded in the head of a corpse lying the gutter in the Temple District.

After hours of fruitless searching, Chops declares that their task is futile and decides that their time would be best spent in contemplation and trying to use intelligence-led techniques to track down the missing royal. To this end, he herds the whole party into a nearby curry house and settles down for a four-hour meal in the warm embrace of comfortable cushions and the aroma of spices and vindaloo.

The party decide that rather than tread the streets themselves, they cajoule, bribe and menace a group of street-food hawkers into doing their leg work for them. This soon pays dividends when one reports that someone matching the prince's description was seen in the Temple of Pel last night. Reluctantly leaving the bosom of the Port Blacksand Karahi Hut, they make their way to the Temple.

Guess what? There's a huge queue because it's alms giving. The poor and wretched form a long line into the temple to receive a few pennies. The PCs have trouble getting the attention of the duty priests, but throwing a cauldron of coins into the street disperses the crowd from inside the temple (although this has the effect of starting a riot in the street). Having the full attention of the priests, it appears that a young man was sitting in a pew for several hours late last night talking to a teenage girl believed to be a barmaid named Emily. The priests name two local drunks that may know her - a one-legged sailor and his friend.

Venturing outside once more, Chops halts the riot long enough to locate the sailor, before allowing it to continue. Promised huge bounty, the sailor quickly gives up that Emily is a barmaid and the daughter of the innkeeper of The Star & Anchor in Spice Market Square. The two wretches are quickly off to spend their riches, although Squid rather unsportingly ambushes them in the bar and takes back their fee.

It is almost early morning when they arrive at the Spice Market - the cobblestones a rainbow of colours from centuries of exotic spices being ground underfoot. All the stalls are closed up, including the Inn. A young woman - presumably Emily is seen in at the far end of the square.

Yet again, it's a trap - but a deadly one. Crossbowmen from all sides fire bolts on the party, whilst heavies jump out of an empty lot to engage in hand to hand fighting. A wizard atop a small building pours deadly lightning bolts down. Even "Emily" pulls out a crossbow to join in. Squid is struck by an very well-aimed shot and badly wounded. Her early contribution is to crawl under a cart to hide. She's exposed when Crow and Chops upend the cart to crush two thugs hiding behind it. Several crossbowmen all aim at Mr. Shambles, who goes down.

The party are having a hard time of things, especially them wizard, but they are assisted by a mysterious figure who flings acid and flame on the assassins from behind. They mage makes his escape, and their mystery benefactor - an intense-looking young man nods to them before disappearing off into the alleyways.

Sadly, Mr. Shambles was killed. Fake Emily was captured alive, and when interrogated it appears they had been contracted to kill the Prince - and they had presumed that Mr. Shambles (with bucket on head) was the he. They also learn that the mercenaries had been retained by an assassination broker in Royal Forge - Muraf Arshad. The party try a new tactic, and recruit the mercenary Fake Emily to their cause. Ransacking the pub, there is evidence that the innkeeper and his family left town in an awful hurry, and apparently on the road back to Royal Forge.

Walking down the mainstreet, Lady Amelia TwoGood, the chief paladin has arrived to take charge of The Great Food & Penny Riot of 1534. The party decide to make good their escape and hitch a ride on a cart headed back to Royal Forge.

Sleeping off the labours of the last two nights is welcome, but on the road, they are attacked yet again - this time by a hit squad looking very much like a traditional adventuring party - fighter, ranger, thief, cleric and mage. Initially things go badly, but Fake Emily turns out to be a deadly shot, killing the mage outright. Squid remembers what it was like to be upstaged and 4th Rogue, so uses her turn to kill Fake Emily. We've seen this before with Errol Flynn, so there is general shock, but no surprise.

The rest of the attackers are seen off without too much difficulty, but the party limp into Royal Forge, having survived two attacks.

Social Climbing

Crow awakens in the Royal Suite of the best hotel in the city, the Millenium Blacksand. She uses all the facilities, abuses the mini-bar and then strolls down to one of the five restaurants, being acknowledged and greeted by a number of the super-rich of the Wretched Earth.

Is Crow having a hallucination, whilst actually being tortured by mind-flayers? No. It’s actually happening. Normal service is resumed when her early tiffins is interrupted by two messenger boys. One bears an invoice from a sleazy bar by the docks called “Lady Palm” for repairs, the second is from the Sheriff’s office requiring the posting of bail for Squid. Both of these events are fairly commonplace to Crow, who with some annoyance gathers her purse and makes her way downtown.

First stop is the sheriff’s office. Squid is unconscious in a cell with three corpses, covered in blood and vomit and missing a shoe. When roused, she is also incapable of speech. Crow posts her bail and carries her out of the jail, looking for Lady Palm.

Which is not hard to find. It’s the only bar in the tavern district that is missing the doors. Looking inside, there are bodies scattered all over, Chops is lying face-down in large puddle of urine, whilst Thelonius is sleeping happily in an iron chandelier, twenty feet up. Crow rudely awakens them, drops Squid down with them and has only one question:

“Ok, where’s the Prince?”

*

A year down the line from the foray into the Shadow Tomb in Moil, and the party are back into a rut in Dog Leg. Chops has spent fortunes on his stronghold, the entire project has turning Dog Leg into a building site. Insistence upon making all decisions on the basis of cost has led to an influx of cheap labour. Dog Leg is a huge muddy puddle swamped with goblins wearing hi-vis vests, the farms have taken to more intensive production methods and large industries have popped up to support the new workforce and project. The denizens of Dog Leg are rich, but miserable.

Squid has re-married a big time sports star – the melee player Quintus Thunderhammer. Let’s not say there’s already trouble in paradise, but they don’t spend a huge amount of time together. When not training, Quintus does a lot of shopping. Squid doesn’t get on well with the other WAGs being a woman of her own means, after all.

Crow has a big-time book deal for a series of travel guides and is doing well financially. Her big sellers are Lonely Planet – Underdark, and Bayve Crow’s Budget Crypts and Towers.

Thelonius- you can’t say much more about a man that has constructed a small hovel on the outskirts of Dog Leg, and encased it in a steel mesh cage and dozens of arcane wards, to keep out scrying from both clairvoyant hags, and NSA spy satellites. Worryingly, Thelonius has began to surround himself with people even less grounded than himself. Associates that he describes only as “Mr. Shambles” and “Mr.Noriega” have come on to the radar. The former walks around with a bucket on his head, the latter appears to be a dealer in all things illegal.

Chops is invited to the Capital – Royal Forge, as the guest of the Lord of Dog County. Sir Renston is an old warhorse due a promotion, and he wants his supporters near him. The Dog Leg gang are also included on the invitation.

Royal Forge gets its name from something in the past that is to do with dwarves. The small bearded people installed hot running water into the city, and it became the natural choice for kings and queens due to this. With the departure of the dwarves, this system broke down within a few years and had never been repaired, but the capital remained.

Welcomed to Royal Forge, the party attend Sir Renston’s reception. Surprisingly, there are actually a fair few people they recognise – Mother Bedana, the Regional Director of Healing (and their first sponsor), Drum’s old mate Simon Ironleaf (who has become Chief Ranger), and even Chop’s cousin Barry the Fist – having opened his flagship bar “Opus” in the capital.

King “Bob” Leric, Queen Isabella and their son Jervis hold court and duly present Sir Renston with his retirement gift – he is appointed as Lord of the sunny holiday island of Nymeris in the south west – a favoured destination for hen parties and young student girls. Whilst technically a demotion, Sir Renston is overjoyed and trades in his plate mail and lance for a pony-tail and Bermuda shorts.

Surprisingly, the honours do not end there. Unbelievably, the King calls Chops forward to be knighted and declared Lord Talmir Deathblow, new Lord of Dog County. Squid becomes Lady Jennifer Bryce, gains the dubious title of Royal Scout, but is more importantly granted a pardon for all outstanding felonies.

Crow is given the title Royal Geographer, but most surprising of all is the replacement of the current head of the Holy Orders of Monks and Sages – the learned and wise Grandmaster Tober, with the paranoid and unstable Grandmaster Thelonius.

Recovering from the shock, the new aristocrats are invited to dine with the King and Queen. It is at this function that the King expresses his admiration for them all, and how they came to his attention from their forays into the far east, and of course their worldwide fame for defeating the construct of Acererak in the demi-lich’s Fey and Shadow Tombs. As the Queen’s executioner and bodyguard, Mungo looks on in envy, King Leric begs a favour of the party – that they take his 15 year old son, Jervis in their charge and “make a man of him” for a few months until his 16th birthday. The king believes his son to be idle and soft – and surely accompanying such powerful and renowned adventurers would turn him around.

Unable to refuse, the PCs settle into their new roles with aplomb. Squid takes to social climbing, Thelonius begins a number of plots and surrounds himself with cunning toadies. Chops is appointed to the bench on rotation to pass judgement on commoners – whilst Crow is invited on a number of junkets to five-star hotels.

Chops and Squid make a half-hearted attempt to “train” Jervis, involving a foray into the sewers and a lackey dressed as a werewolf, which bear more resemblance to early LARPing than any serious attempt to toughen the prince up. Jervis does express his desire to experience life and meet girls other than those chosen by his parents (usually uncomfortably closely related cousins). Given that the exciting city of Port Blacksand is only 30 miles down the road, an educational field trip is hastily arranged…

Details of that excursion are still sketchy. Crow took advantage of a free stay at an exclusive hotel, whilst the others made their own arrangements. It’s not clear exactly who suggested what, but somehow the idea of taking the Prince to a number of brothels and dives seemed good. There is to this day argument over exactly how drinking a liqueur distilled from Drider venom came up, but Squid and Chops blame one another. Thelonius pointed out that Vrzzt (or Lolth’s Tears as it is known) is exceptionally dangerous, and not intended for human consumption – commonly causing memory loss, brain damage and in 3/10 cases – instant death. This didn’t stop him snorting half a bottle from the belly of a Halfling hooker, though.

The recollection of the night’s events have never come back, but what did become clear is that Jervis was nowhere to be found.

Monday, 18 July 2011

Non-spoiler ToH

So as not to be the ruiner of games, we shall not dwell too much on what happened within the Tomb of Horrors, suffice to say that a Shadow Engine was wrecked, some frozen undead thwarted and most importantly a demi-lich defeated.

Note - a demi-lich, not the demi-lich.

We think.

Also - and with a heavy heart - I have to report the demise of Fat Harold. Harold fought bravely to the end, but ultimately had his corpse unceremoniously dumped in a sea of undead. As his spectre floated up, his last words were reported to be : "You bastards!"

The shadow of Acererak still looms large. Will he re-emerge? Where and when?

In the meantime, the adventurers have found enormous fame and fortune. They are veteran survivors of two of the most famous dungeons in history - Rappan Athuk and now the neo-Tomb of Horrors. They just need Ravenloft and the Vault of the Drow to complete the set.

The gang return to Dog Leg with untold wealth and are feted as superheroes. They are in a manner of speaking the first celebrity adventurers that the Wretched Earth has seen. It is not long before manufactured celebrity parties start to appear - noticeably "Dream Boys", to appeal to the teenage girl market, and girl-group 4*EVA. The only serious competition coming from "The Company of the Grey Wolf" a very straight high-fantasy D&D party that no-one likes very much. The players are reputed to be a Quality Assurance Team from Northampton.

Monday, 14 February 2011

So What Happened to Drum?

Russell has been catching up with what Drum's been up to since quitting the adventuring game:

Drum went to work sourcing rare ingredients for the restaurant at Barry’s Place. After a few years hunting dire crocodile and gathering hippogriff eggs to satisfy the jaded gourmets in Winder he quit after a nasty incident with a cockatrice and he went into business for himself.

He opened an ostrich farm attempting to market them as a new super food. In an attempt to boost productivity he fed them cut price potions of fertility from an unlicensed travelling alchemist. These turned out to be spoilt potions of heroism that were tainted with toxic production byproducts. In the resulting chaos fourteen townsfolk died from mercury poisoning after eating ostrich steak, another two (including the town beadle) were killed and twenty five injured after the alpha male gained a dozen levels and kicked down the fences and ran amok through the streets.

Drum was forced to flee pursued by an angry lynch mob. He now scrapes a living with a group of travelling entertainers, giving archery demonstrations while wearing stick-on latex ears and calling himself Silverleaf. He shares a caravan with his assistant and common law wife, Bridget the midget. He has a drink problem and after a few unfortunate accidents no longer shoots apples off the heads of volunteers from the audience. He had to pawn the purple jewels from Rappan Athuk to pay off the last volunteers next of kin. Drum blames the cheap arrows.

Sunday, 30 January 2011

Conned By Emos



The best place to sell the loot from the last episode was clearly the city of Klef - the shining city full of hundreds of mages, sages and dealers. Unfortunately, Klef is a magocracy where status is only given to arcane spellcasters, all others treated as serfs, or worse. For the purposes of pawning the booty, the party travelled to Klef and nominated Harold as their major domo. Giddy with his new status within the city limits, Harold took days at a time to carry out even the most minor tasks, so the others were left to spend some relaxation time in the outskirts of Klef, amongst the trading bazaars and markets.

Chops took the opportunity to broaden his mind and learned a new language. Crow started writing her travel guides. Jenny "Squid" Bryce ran into trouble with some paramours and Thelonius developed further his paranoid neurosis.

In what was to be their last day in Klef, the party toured Glassteel Row, one of the notorious tourist drags. Chops and Crow bargained with a merchant, whilst Squid hid from Fabio, an ex-, in an alley. Fabio tracked her and followed her in, and the ever-suspicious Thelonius darted after. The sky suddenly blackened with assassins leaping from the rooftops.

Making short work of the assailants, with Chops not even bothering to put down his kebab, the usual brutal interrogation followed, and the prisoner, a Raven Queen follower named Glimpse, spilled his guts (not literally) to the effect that there had been a case of mistaken identity, with the party wrongly assumed to be the custodians of the now-defunct Fey Engine. Demanding to be taken to his leader, Glimpse led the way to the Klef RQ temple, where the group engaged in a great deal of cruel mockery of the local cult lay people. What followed was not their finest hour, as the party was tricked into "meeting the superiors" via a teleportation circle, which turned out to be a one-way portal to one of the least hospitable parts of the Shadowfell.



Materialising a dozen or so feet in the air, the group succumbed to gravity and landed in a cold, dark, slick stone tower in the forbidden city of Moil - a cursed land thrown into the Shadowfell by Orcus, and its inhabitants long since a population of undead.

Immediately attacked by a group of Moilian Zombies and Winter Wights, a vicious fight ensued, with the tide being decisively turned by the late arrival of Fat Harold, who apparently followed the party and was similarly conned by the RQ Cult.

The city was mostly towers and aerial walkways. Travelling from ruined tower to tower, looking for a way out with some traps avoided resulted in entering collapsing tower inhabited by an animated undead "barrow" which proved to be an extremely stern test. Having defeated it, but low on health and resources, the final chamber appeared to be anothe stepping disk, but surrounded by wards. Disarming the many wards appeared easy at first, but a sense of urgency developed when an alarm triggered the arrival of a Moilian resident known as the Dark Legacy. Certainly not one to be trifled with, with a series of huge hits, the characters quickly disarmed the remaining wards and dived through the portal. The faster ones benefitted, but Crow and Harold were left lagging. Harold was hit and went down. Crow took some hits too, but procrastinated long enough to grab Harold's corpse before making the jump to lightspeed.

Insultingly, the matching portal was situated on the ceiling of a chamber, so yet again the party suffered a fall. The bad news was that they landed in a chamber decorated only by the visage of a green horned devil. The word "Devourer" inscribed on the floor by some previous visitor. Could they have wound up somewhere far worse than they could have predicted?

Wednesday, 22 December 2010

The Ballad of Fat Harold


Harold was born to a family of wealthy donkey breeders in the market town of Red River. The first twelve or so years of Harold’s life were opulent and comfortable. Harold’s lack of intelligence and ability of any kind were compensated for by his family’s riches. Lacking any drive or life plans, Harold had assumed that he would simply become a useless fop in a city somewhere, representing the family interest whilst surrounded with wine, women and song. Unfortunately for Harold, Trader County (his state of origin) was to become the battleground for one of the most vicious commercial conflicts the Wretched Earth had ever seen. The Arcane Donkey Wars were about to begin…

Trader County was a logistic hub for merchants travelling all over the Western part of the Wretched Earth, and especially to the ports that linked to the island nations. To this end, a constant supply of beasts of burden was continually in demand. Harold’s family had been in business supplying donkeys for over two hundred years and had a reputation for always being able to deliver the hardiest animals that could be worked for years of back-breaking toil. This all changed when Ro-Alum, a hotshot young wizard was contracted by the rival Packart family of breeders to magically crossbreed a newer, stronger animal. After a few unspeakable blasphemies against nature, Ro-Alum came up with what was christened the “Packart Mk VII”. The new donkey, although rather stupid looking could carry 50% more cargo, required less food and could be made into a delicious meal when they finally collapsed from exhaustion. In response, DonCo, another group of breeders contracted Delecti the Necromancer to come up with a competing solution. Whole herds of donkeys were slain and raised to make the “DonCo Frontiersman Undead Pack Animal” which whilst more expensive, required no food or water, and was immune to fatigue, disease and followed orders unquestioningly.

A bitter war for the marketplace ensued, with Harold’s family – convinced that they could prevail using traditional (non-magical) donkey breeding methods – being squeezed from both sides until their business collapsed. The Arcane Donkey Wars ended a few years later, but it was too late for Harold.

Thrust rudely into poverty, and with no marketable skills, Harold had some bad times, but clung to his dream of being a rich waster. The traditional method of achieving this and climbing out of poverty has always been adventuring – but Harold was palpably unsuited for Fighter or Ranger school, too dumb (and poor) for Magic University, and too coarse for the seminary. He tried his hand at joining the Thieves’ Guild, but his large size made him a poor rogue, and his aversion to physical exertion was the nail in the coffin.

Harold’s lucky break finally came whilst selling souvenirs at a small tourist town on the coast. The village had a dragon problem with raiding marine dragons swooping past to gobble up holiday makers at the seaside. A hippogriff-riding party of high level NPCs took up the task of ridding the town of the beasts, and engaged the dragons in an aerial battle. One of the dragons, stuck with a fatal blow, and burning with several arcane wounds, spiralled out of the sky and landed on Harold’s souvenir stand, crushing Harold. Both badly wounded, the dragon’s blood intermingled with Harold’s, and imbued him with the sorcererous abilities he now enjoys.

In his early days as a sorcerer, Harold used his powers almost exclusively for petty personal gain. Over the years, he has grown as an individual and learned much about his powers. As such, Harold now utilises his gifts for grotesque and enormous personal gain. Early on as a young low-level 3rd edition sorcerer, Harold was part of a classic D&D party providing fire support. As always, health was at a premium and following the loss of several party colleagues, Harold switched to a less bold and more cautious party. Over the years, Harold has seen editions and parties come and go and with the advent of 4e has found a niche as a mercenary make-weight in higher level parties. Up until 8th level he wasn't able to command particularly good fees - only taking on petty delves for a few encounters at a time; but as he has neared paragon level, he tagged on to the powerful and pragmatic Dog Leg Posse. Although the quests have been more dangerous than he would have liked, the rewards have been great, and Harold is only marginally short of his paragon goal. Following that, he may look to retirement as a minor dictator in a small tropical island.



Note: Despite his ultimate fate possibly being sealed, I'm now intending to use low-level versions of Harold as my main PC.

Friday, 17 December 2010

Thelonius Monk Special

Courtesy Phil Vigus

Excerpt from the journal of Thelonius Caine…
I write after the strangest of days, with my time alternating between episodes of pure frustration, and challenging combat with the most hideous, unearthly creatures. Although we may have disturbed the spirits of the long dead, I have no guilt in our actions and feel that they are finally at peace. I still find myself saddened by people’s willingness to believe in the need for such ornate yet pointless structures to house their empty husks, and hope that when their souls moved on to inhabit their next bodies they were able to learn the error of their ways.

The adventuring group that have hired me are a little…..unorthodox, but they appear to be able to get the job done. However, they have yet to fully convince me they are worthy of the reputation that precedes them, and I will continue to watch in case any are scheming against me. I have however been paid handsomely for my efforts and this should go some way to helping improve my equipment, some of which is desperately in need of replacement. If I am to fulfil my destiny then I must strive to be as strong as I can be, and I have heard rumour of the most fantastical magical armour and weaponry, which I am sure one day will be within my reach.

With each day I become more convinced that I have chosen the path I was born to walk. Everywhere I look I see the scheming of vultures, preying on those who cannot or will not defend themselves, and I know that I was sent to help them. Unfortunately, I am sure that my actions are attracting much unwanted attention, and I must be ever vigilant in watching my back.

I hope one day that I will be strong enough to return to the monastery and prove that the accusations made against me were fabrications, dreamt up by those who saw that I was willing to fight back, but I feel I must bide my time and make sure that when I make my move I can drive them away once and for all.

Monday, 13 December 2010

Spotlight on the Morgan Sisters

Courtesy of Bjorn



Mort Morgan had a dream: set up a thriving potion workshop in a big city, become rich, pass on the business to his sons. Unfortunately, he was a terrible artificer, so he had to set up shop in Dog Leg (killing the first two goals in one sweep), and his wife died giving birth to a daughter, Bayve, so over his misogynistic impulses he started training her early to take over the family business. When Bayve was about ten, Mort vanished for a couple of weeks while out gathering potion ingredients. When he came back, he had a child. He never explained where the child came from, or even gave her a name, so she was only known as the Foundling Morgan.

Some kids might resent the sudden appearance of a younger sibling, but Bayve could see the big picture: it was somebody else to take over her dad's damn shop. When it became clear that all the supernatural death and corruption that seemed to follow Foundling around also meant she was actually pretty good at magic, Bayve saw her way clear to follow her dream: get the hell out of Dog Leg and never look back.

The obvious path to glory/escape for someone with no real plans was to enlist in a battle against the Pirate Kingdoms. The recruiting sergeant, faced with a puny example of a filthy half-breed race, chose the obvious option and assigned her to a front-line unit with expected 80% casualties. It was during that battle that Bayve figured out how to smash someone's face in telekinetically, and so to everyone's surprise she was a) the most effective soldier in the battle and b) not dead at the end of it. In the eyes of high command, she'd gone from being a freak to being a DOUBLE freak with potential use, so they put her in yet another spearhead unit. This started off a cycle in which Bayve would get attached to a unit, that unit would be wiped out, but Bayve would survive. The only difference between Morgan and a crow, the rank and file muttered, was that Morgan showed up early for the slaughter.

When the war finally ended, Crow needed a new career that involved never having to move back to Dog Leg, so she decided to become a travel writer, and not stop until she'd seen the whole world. Unfortunately, a certain direct mindset, violent tendencies, and a bit of bad luck means her carefully kept notes tend to consist of "Nice trees, weather unpleasant, smashed some bastard's face in for summoning ghouls," which hasn't received great critical appeal. Still, she did a good job of the travelling and becoming a hard bastard.

In contrast to Crow's more free-wheeling approach, Foundling's goal in life has been pretty simple: get overwhelming magical power. She would nod through the days as her father explained how to make a potion of healing using grapefruit juice, and then spend the nights summoning fey spirits and making bargains for power. This was a starting point, but Foundling had quickly realized that the key to power wasn't making bargains to borrow part of someone's magic; you had to steal everything from them instead. To carry out this, she needed money, and hiring herself out as mad wizard to Chops et al was the easiest way to go about it.

Since getting back from the East, Foundling has been locked away in her father's old lab (she kicked him out), doing something to get power not dependent on magic items or infernal favours -- whatever it is, it's led to every house within five hundred yards being abandoned. The first person to see her in person since Foundling got back to Dog Leg was Crow, who having finally used up all her money on her travels, had come to ask her sister for some help. The sisters get on fairly well, being cut out of the same kill-you-if-you're-in-my-way cloth, so Foundling wrote a letter of introduction to Chops, reconsidered, then enchanted it with Magic Mouth.

Focus on Chops

Courtesy of Russell

Chops initially struggled to expand his horizons beyond his Heroic tier goal of owning a gastro pub. However with his new found extra point of INT has been reading books (well magazines) and has come up with a set of Paragon tier life goals. These are:

To sleep with a Drow princess (off camera of course). A proper one with silver hair, not an eladrin in make-up and a wig.
To raise a mercenary army and carve out his own kingdom in the wilderness and be king with a throne, a crown and one of those big fur white fur cloak things. This kingdom will be humans only with a few select demi-humans by invitation only*.
To have his own prestigious brand of designer plate mail for the discerning martial character.


Artwork by Emma Yam (mlynnz)





This is obviously all going to be pretty expensive so as a first step he has decided that he wants to go one better than Cousin Barry and kill a dragon. This is a proper dragon that breathes fire and sleeps on a pile of gold. Not a big monitor lizard or salt water crocodile. He is willing to go into the wilderness or Underdark to find this dragon, just as long as there is adequate provision for cart access to its lair to transport all the cash away afterwards.

He also wants a fifty foot high statue to himself put up in the town square in Dogleg (along with slightly smaller ones of the other surviving party members, and perhaps a tasteful plaque for the ones that died). He’d prefer marble as long as it isn’t too expensive, but he will accept granite or anything that holds a shine and isn’t going to dissolve in the rain. He is not going to let some dodgy stone merchant rip him off with limestone.

As to Fat Harold Chops votes to keep him on. He is an asset to the group dynamic, i.e. Chops enjoys bullying him.


*Presumably the hypothetical Drow princess, some Dwarven artisans (brewers) and an assortment of mixed demi-human slaves.

Sunday, 12 December 2010

Character Folio



(Left to Right) Sandals, Drum, Chops, Spanner and Squid
The original Wretched Earth line-up at 1st level

Artwork - Emma Yam (mlynnz)



Talmir “Chops” Deathblow 11th Level Warlord
Chops is the de facto leader of the group for reasons that no one can clearly remember. His heroic exploits can turn the tide of a battle, but he is better known for his bigotry against halflings and gnomes. And elves. And the other lot of elves. And the lizard people.
Known as "Chops" due to his bright white teeth.
"Halflings are disgusting. They live in holes in the ground."



Jenny “Squid” Bryce 11th Level Rogue
Lethal chav with a short temper, poor social skills and an unhealthy appetite for celebrity. Squid is wanted in several states for crimes ranging from mass murder, sedition and desecrating holy artefacts to camel rustling, littering and vagrancy.
Squid gets her name from an incident as a teenager when she was arrested for stealing a calamari salad from M&S in Dog County.


Bayve "Crow" Morgan 11th Level Battlemind
Unusual woman (like her sister) who seems to use a variety of parlour tricks and stage hypnosis to her advantage in battles. Claims it's all to do with the power of the mind.
It is not known why Crow is so-called.


Ancillary Characters/NPCs

Fat Harold
Current NPC Mercenary Sorcerer. Unfit, unhygienic, uncouth and unpopular. But strangely seems to do well in the party.
"It's my glands,"


Foundling Morgan
Ex PC Warlock. Weird dusty woman that could teleport. Scary and enigmatic, but she couldn’t do a lot of damage. Crow’s half-sister.


Drum the Ranger
Ex PC Ranger. Despite being a ranger, couldn’t hit a cow’s arse with a cricket bat. Blamed the arrows, the bow, the weather conditions, solar conditions – everything except his own ineptitude. Currently propping up the bar in Barry’s Place.
"It's these arrows I got conned into buying. They're cheap rubbish."


Jack Triceratops
Former NPC Mercenary Fighter. Tough as nails, and useful to have around. MIA somewhere in the Middle East.


Barry "The Fist" Deathblow
Chops's first cousin, famous adventurer and now restauranteur. Sole survivor of high-level dungeoneering party, although the M-U exists in Barry's Place as a petrified statue.
"Dungeoneering is yesterday's news. Today, it's all about goose liver parfait and a half decent Chilean Rioja, with a good location in Muswell Hill."


Errol Flynn
Former NPC Mercenary Rogue. Swashbuckling type. Good while he lasted, but low level meant that he was always on a hiding to nothing. KIA in the Far East.
"Mon dieu, and me without my sword!"


Lucky
Former NPC Mercenary Seeker. What the hell is a seeker? Wasted a lot of party healing trying to keep him alive. And he had a mullet. KIA in the Far East.
"Oh shit! There's arrows and lightning and claws and junk. People are dying! I thought I was signing up for a LARP group!"


Ned
The original low-level hanger on. First to die. Eaten by a Purple Worm in Rappan Athuk.
"So what level do all the groupies come into it?"


Sandals
Former PC Cleric. Eaten by a Purple Worm in Rappan Athuk.


Spanner
Former PC Wizard. Eaten by a Purple Worm in Rappan Athuk.


Toot
NPC Warlord. Antagonist early in the campaign. Chops’s rival.
"The best way to co-ordinate a combat is by using musical instruments"


Assorted NPC parties encountered:

The Rich Kids
The Drunken Vikings
The Lethal Line-Up
The Smelly Orcs
The Gnome Acrobats

Saturday, 11 December 2010

Introducing Special Guest Star

As is her wont, Squid had asked for the day off in the middle of the dungeon without notice, apparently she had to go the her sister, Chelsey Bryce's wedding to longtime boyfriend, Darren (also father of their daughter, Bailey). Put in a difficult situation, Chops had no choice except to get a temp in. Not a hireling like Fat Harold, but an actual full Paragon level locum. At that sort of notice, the only available volunteer was:


Thelonius Monk 11th Level Monk
A spiritual traveller, we don't know much about him yet.

Carrying on from the incident with the evil twins, the party (Chops, Crow, Fat Harold and Thelonius) searched for a while before taking the decision to explore the complex a bit more. Finding another trapdoor, Crow emerged inside a filthy cave. Pulling themselves up, the party found themselves in an unpleasant mini-dungeon containing several crypts. A vicious fight with three tough undead ensued, although the idea that this smaller dungeon was extra-planar had been seeded. A few trips up and down the trapdoor revealed different contents of the mini-dungeon. Another fight with some angelic statues in an unhappy setting, and later the exploration of the same area, but abandoned.

Giving up with the area, the party took an extended rest before having a second go at the casino room. A shocking lack of non-combat ability and street smarts (in the absence of Squid) saw the Psionic Defender, Crow sitting at the table to play the enchanted game tables. As it turned out, there were psychic punishments for not winning, and Crow showed some gaming addiction. After significant pain, the table was defeated but the party decided to beat a hasty retreat to the great outdoors again.

Climbing a cliff appeared to be a task that Chops could apply himself to, although one would have thought that the unarmoured monk might have been a better choice. Falling heavily twice did not deter him, and eventually the climb up the bluff to the top of one of the rope ladders did work out in the end. An Indiana Jones-type map room was accidentally revealed by GM mistake, before the party negotiated one of the rope bridges (Fat Harold being the only one having trouble) and explored the outside of the complex. Identifying several structures that had been explored and a few that hadn't, Chops kicked down the door to an area that he didn't recognise. It turned out to be a tapestry room - and containing yet another device, this time an internal sundial of some type. A bad guess of the correct time by Thelonius resulted in a damaging fight with some Mad Wraiths, and although Chops was reluctant, they tried again and got it right. A secret door opened and allowed access the central chambers of the structure.

Within, the party came up against the most dangerous foes yet - firstly a wave of undead eladrin knights (retaining their Fey Step), followed by a huge bruiser of an undead Firbolg - which rattled the party by effectively being able to nullify the powerful Crow, with the ability to drain Healing Surges and being resistant to forced movement coupled with a strong riposte if it were attempted. Switching tactics, the party pooled firepower against the knights, whilst Crow used basic attacks only on the Firbolg Shell.

The "Ivy Heart" mentioned in the poem at the beginning manifested itself during this battle, as a terrifying plant-form with a gemstone eye. A powerful opponent, it seemed to take exception to Harold's flame powers and several rounds of combat revolved around the Ivy Heart grabbing Harold and attempting a "Soul Drain" before the rest of the party struggled to free him before he met a sticky end. Finally, the Ivy Heart switched tactics and held action to act after Harold. Fortunately, it missed it's big attack, and was destroyed in the climactic round.

The final corridor led to a large pentagonal chamber containing some sort of "Fey Engine" made of precious gems, wood and organic matter. It appeared to be focusing energy for some effect. Chops kicked out one of the supporting staves and destroyed it before the party scrambled round to retrieve any expensive-looking components.

The demise of the Fey Engine freed the Fey creatures from their madness, and the team were able to return home successful for tea and medals, with their reputation as a top level force enhanced.


What next? Well, there were levels for many of the party, but there has been significant ongoing tension with Harold. Chops will no doubt pretend to have a plan for the future.

From the GM side of the table:

Chops:
Had probably his most effective session yet. Soaked a lot of damage, healing is as good as it could reasonably be and the tactical powers were well utilised. Most of all, he's settled into either the MBA or the Opening Shove for at-will. Might be time to switch out the old Stalwart of Wolf Pack Tactics.

Crow:
Very good at keeping the party safe - as long as they can stay together. Suffered only when the Firbolg Shell proved to be a perfect counter, but was generally solid and reliable. Much more control than most defenders should have any right to expect.

Thelonius:
Had a poor start from comically bad die rolling, but recovered well. Good damage, good defences, but did struggle when hit.

Harold:
Has almost made Paragon, but is unhappy about the level of activity he's having to undertake, and the lack of protection being afforded him. As a ranged striker, he's convinced that his role is to stand a long way away and pour fire and lightning on the enemy from absolute safety. Doesn't like the party policies of bunching together close up in tight corridors and small chambers. Also suffering from a urinary tract disorder, with the imminent return of Squid, he's been making noise about taking a sitting down job in a Tech Support call centre for T-Mobile.

Sunday, 5 December 2010

Update

Brief Story:

Following the Poison Farm episode, the party returned to Dog Leg and relaxed for some days – which turned to months, due to lack of work. Toot had a “big score” planned and taunted the party about it. The White Tiger had some other travelling groups staying, notably one called “The Gnome Acrobats”. After deteriorating for some time, things picked up when Shaky Graham, the rogue from Barry’s party teleported into the bar as a smoking corpse. Investigating, finding clues and casting rituals, the party determined that he had been sent as an SOS from Barry. A note mentioned that Barry had gone to Rappan Athuk.

Many seemed frightened by the mention of this name, although the gang were largely ignorant of its meaning. Travelling overland to a town known as Frog Bog, far to the south, they picked up some pointers. Rappan Athuk was a legendary dungeon complex rumoured to have a huge temple of Orcus below it, and rumoured to be the most deadly in existence. Almost a tourist attraction for adventurers, Rappan Athuk had an industry built around it – the town of Frog Bog only existed to service delving parties.

Arriving in Frog Bog, the group found one of their former comrades from their hometown, maimed and destitute. He begged them for money for passage home, and explained that Toot had led them down into Rappan Athuk, although many of them were killed just getting to the Dungeon gates. Within a day, they were hopelessly lost, and most of them dead. Two made it out of a rat tunnel and made it back to Frog Bog where they managed to find Barry and his crew. Barry had earlier decided that RA was too dangerous and was only staying in town out of interest.

Barry’s gang headed down into RA as a rescue party, but clearly had run into trouble.

Travelling to RA, Chops & co found the entrance (as described) in a depressed graveyard. On the outskirts, a confrontation with some undead hounds set the scene. Upon entering the graveyard, green/purplish gargoyles animated and attacked. Within, screaming skeletons, dung beasts and other horrors set the scene.

Travelling through old school mega dungeon for some time finally put them on Barry’s trail, until a chamber labelled “Beware Purple Worms” beckoned. A huge sandy cavern set the stage for a fight with some stealthy drow explorers. Unfortunately, the noise of combat attracted the rather larger inhabitants who surfaced. The carnage was terrible and resulted in the loss of two PCs and one NPC. Barry came to the rescue upon a Tenser’s Floating Disc (so as not to alert the Purple Worms) and the party beat a hasty retreat back to the surface.

Returning to Winder as heroes, having braved several levels of Rappan Athuk, Barry used his treasure to buy the White Tiger and converted it into a gastro pub called “Barry’s Place”. Barry was always a great adventurer, but he seemed to be an even better host and quickly became very successful. Chops & Co stayed to help Barry on various quests for a few years.
Much time passed, and Drum lost the appetite for adventuring, as Chops and Squid decided to move on by taking on a mission from Barry to find a legendary Chinese cookbook so that he could expand the repertoire of his restaurant menu. Rumoured to be kept in a monastery in the mountains of the Far East, Chops, Squid, an enigmatic teleporting Warlock known as Foundling, her sister Crow and a host of mercenaries headed east to find it.

Once in the Cathay Region, Chops and the mercenaries made arrangements to find porters and travel into the mountains, Squid and Crow did some sightseeing and were involved in a probate dispute that resulted in the deaths of dozens of villagers and the discovery of a nest of demons and a demonic hydra-like beast in the oriental sewers. Strange, yes. But they did hit paragon tier before Chops.

The foray into the mountains was violent and noisy, after it was revealed that an evil curse had befallen the monastery and turned the monks evil and/or undead. Two NPCs were killed, and it was a bit touch and go with the level of damage output the party could claim. Successfully killing the grandmaster and looting the temple, the party returned home even more famous and settled down for a bit.

Three years passed, during which:

Chops battled over-indulgence problems. Drinking, smoking, eating rich food.

Squid found tabloid fame, married, fell from grace, claimed a divorce by intimidating her spouse, murdered several reporters, and determined that the only way back to positive media image was to take up adventuring again.

Getting back together with Chops, and new hire, Crow – the half-sister of Foundling, the new improved gang set off for pastures new.

*

Undertaking a quest to track down missing caravans, the party encountered maddened fey (and killed them – although they had the alarming habit of re-animating briefly after being slain). A portal to what was presumed to be the Feywild was located, and crossed into.

On the “other side”, things were predictably lush and green, although a large and imposing structure featuring rope bridges and waterfalls seemed to pose a challenge. A long winded riddle\poem greeted them and some animated statues briefly held up progress. A few secret doors later, and the party entered a strange shaped maze of corridors. A few more crazy fey (and subsequent re-animations) later, and the game’s afoot…..

Sunday, 25 April 2010

The Wretched Earth Part 4 : Frog Bog

A period of some weeks passed, during which time life at the White Tiger became very comfortable. The other NPC parties in residence had long since moved on, the Drunken Vikings and Rich Kids being supplanted by an objectionable bunch known as "The Lethal Line-up" and an intensely annoying group of travelling minstrels called "The Gnome Acrobats". Fortunately, a new quest was at hand, when one morning, the characters were awoken by a ruckus in the bar.

The smouldering corpse of a thief had materialised in the main salon, and was identifiable as Shaky Graham, one of Cousin Barry's mates. He held a quickly scrawled message requesting the help of Chops. Todd "Spanner" Devon used some impressive ritual magic to review Shaky Graham's last visions. It revealed an vicious underground battle between Barry and his gang, and some unidentified demonic acolytes.

Saturday, 10 April 2010

The Wretched Earth Part 3 : Rat Race



The Hyena Death Clan
Artwork by Emma Yam (mlynnz)



Having made a name for themselves in Winder for cleansing Backdrag Keep of the Ratfolk incursion, celebration and a room upgrade were the order of the day back at The White Tiger. Things quietened down for a few weeks as the characters recuperated and carried out a few minor quests.The most noticeable event was that the Bear Killers had taken up residence in the Adventurer's barracks across town. They had also levelled-up and were pretty pleased with themselves generally. A great deal of excitement amongst the Bear Killers seemed to hide a secret. Casual talk with a couple of them revealed only that Toot was on to a "big score" which would guarantee the fame and fortune of "that" side of the Dog Leg graduates. The Bear Killers ran around town buying supplies and practicing spells and battle tactics in the empty fields behind the market.

The White Tiger was a different proposition. Well known for the highest-paid adventurers, it attracted the highest-paying patrons. One morning, with some fanfare, a high ranking Paladin entered the bar seeking the Dog Leg Style (as they had come to be known). Presenting himself as the herald/personal guard of Mother Bedana, the Regional Director of Healing for the Cult of Pel (aka Pelor on other continents) - he invited the DLS to an audience as she had travelled to Winder in person to meet them.

Mother Bedana turned out to be a formidable old crone of some importance. She indicated that she had sought out the party after hearing of their battle with the Ratfolk. Ratfolk were a scurvy and foul menace never encountered in this part of the world. The DLS had become the most expert (and most expendable) means to deal with them. Spreading a terrible disease known as Ratfolk Wasting Fever (or Rat Flu), these sewer denizens were much feared by common folk. In a town known as Hobart, some 20 miles north of Winder - the local Rangers had reported finding corpses that had been killed by Rat Flu. Part of the remit of the Cult of Pel was the fight against disease - and this fell within their sphere of operations. Mother Bedana was assigned the task - her sources indicated that the Ratfolk had moved into the area, and sent one of their Oracles "Mould Maker", and she in turn sought out the party. With promise of money and holy treasures, the party set out to investigate the Rat Flu and dispose of Mould Maker.

Arriving in Hobart, the party meet Simon Ironleaf, of the Ranger service. Drum was actually a classmate of his at Ranger School although he went by his real name of Simon Thornton, and changed it to fit in better with the Rangers. Simon explains the background - several Wretchling corpses were discovered in a clearing a few miles from Hobart, dislaying clear symptoms of RatFlu. Simon takes the party to site, where Drum quickly picks up a trail - the corpses had been dragged from a nearby Wretchling community. Following the tracks is not a problem, and the party soon encounter the Wretchlings, all of whom are infected with RatFlu and even more pathetic than normal. Using a combination of sign language and threats, the party communicate with the Wretchlings, and are able to bribe the village elder with wine in order to learn what has happened. Apparently, the Ratfolk had arrived and taken a few dozen Wretchlings as slaves. The Ratfolk took the slaves to a nearby river where they forced them to work on a Ratfolk Poison Farm, mainly carrying heavy barrels of various concoctions. A few Wretchlings escaped back to their village, but brought the RatFlu with them, which over the next week spread to the population and started to kill them off. Knowing no better, the Wretchlings simply dragged the corpses away from the village - to the clearing.

The party conviced a Wretchling to lead them to the Poison Farm, carried out a quick reconaissance, and duly attacked. Gaining complete surprise, the Dog Leg clan quickly wiped out the Ratfolk, using terrain to their best advantage, and having trouble with only one or two archers. Looking over the wreckage of the battlefiled suggested that there was no poison being stored at the farm - and it was being transported to another location. Following the tracks made by the Wretchling slaves, the party came upon a defended bridge location swarming with Ratfolk, including a leader-type - presumably Mould Maker. Using stealth again, the party attacked from cover, and with some good fortune, trapped Mould Maker amongst some tents and killed him. Following that, the rest were a close run thing, but ultimately killed or routed.

Returning victorious to Winder, the Dog Leg clan were widely hailed as experts in fighting the Ratfolk.

Sunday, 4 April 2010

The Wretched Earth Chapter 2 : Down the Drain

The party split soon after the tomb incident. Chops the Warlord led Stinky the Fighter, Drum the Ranger and Sandals the cleric away from the main group (led by Toot). On the road, the new party encountered a travelling pedlar. This pedlar gave some advice to the would-be adventurers, that the small town of Winder, some 4 days travel away was renowned as an hub for mercenaries and sellswords. Drum took it upon himself to replenish his dwindling supply of arrows from the pedlar.

Entering Winder, the Dog Leg gang had their first experience of a truly eclectic town. Demi-humans of all varieties wandered the streets freely, including a number of halflings, who were generally despised and reviled in Dog County as a form of vermin. The party had a small tally of gold (recovered from the Hyena Death Clan), and booked into The White Tiger Inn, easily the most luxurious adventurer's lodgings in town.

After exploring Winder for a week or so, including the party district and the notorious nightclub "Kobolds", a contract was undertaken to "Defeat Evil" at a location known as Backdrag Keep, a fortress some 20 miles to the north. The pay rate was promised to be 400g - a fortune for the starters.

Arrival at Backdrag Keep was a surprise - not least due to the undead guards at the gatehouse. This was eventually explained by the Keep's custodian. Apparently the entire staff and garrison of the Keep had been poisoned and laid low for some weeks now. This had been traced to the water supply, which was a well sunk in one of the towers. Due to this, an emergency security company had been called in - SkelGuard - which guaranteed immunity to poisoning, but was horrendously expensive. Furthermore the source of the poisoning couldn't be determined. The Keep was a recent acquisition and it was known that there was an extensive plumbing/sewage system below, although none had ever explored it. The SkelGuard operatives had been sent down, but proved remarkably ineffective at this type of work.

Chops, Drum, Stinky and Sandals accepted the job of "Defeating Evil" even though this had manifested itself in the form of "Cleaning the Sewers". And made their way through a manhole in one of the towers. After wandering the maze of sewers, they ran headlong into a man-sized rat wielding a spear. There was brief panic, and Drum fired several arrows, none of which were confirmed hits. A chase ended abruptly with a meeting in a chamber with several of the rats, including a huge muscular Rat Ogre and a grenade-wielding rat. A whirlwind type ability of the Rat Ogre knocked the party members prone several times, and resulted in most of the combat taking place sitting or on all fours in the rancid water. Prevailing against these, and several others, the party eventually made its way to the headquarters of the Ratfolk and their formidable bosses. Globes of manufactured poison were recovered from the water supply, and the heroes emerged from the well filthy, but victorious.

Saturday, 3 April 2010

The Wretched Earth Chapter 1 : Taken to the Cleaners



Wretchlings
Artwork by Emma Yam (mlynnz)



The tiny state of Dog County was an affiliate of a larger coalition, which went to war with some unspecified Pirate nations. Dog County wasn’t obliged to send troops, but got rich on the back of huge war commerce, making uniforms and rations. The residents of Dog County, and the small farming town of Dog Leg became very rich. Unfortunately, the war ended (although their side won), and all the orders dried up. Dog County was plunged into poverty.

With Dog Leg on a miserable subsistence existence, a group of about 12 of the young men of the town- led by local tough guy, "Barry the Fist" - left town to seek their fame and fortune as adventurers. Nothing was heard of them for many months. A year later, Barry and some of his party returned, driving large carts of livestock, ale and booty for the town. They were given a heroes’ welcome, and several days of partying and revelry ensued. All the boys in town wanted to be Barry and his gang, all the girls wanted to be their groupies. After the excitement died down, they left to take on another quest.

The excitement and glamour of the returning heroes was too much for the remaining youngsters of Dog Leg. A collection of former magical, clerical and fighter students (pulled out of school and university when the money dried up) got together determined to follow in their elders’ footsteps, led by Barry’s cousin – Chops, and the leader of the town band, Toot.

None of the would-be adventurers had ever been involved in real fighting before, or undertaken any kind of adventure. The first few days were filled with hope and excitement, with Toot the warlord egging the group on with talk of tactics and plans. Indeed, Toot and Chops emerged as the two charismatic leaders of the 30 or so strong group.

After walking for three or four days through familiar lands, spirits were high, even though one or two souls turned round and headed home. After a week, when all the rations ran out, a few more left – disillusioned with the realities of life as adventurers. After a few more days, things became desperate. The lands were still relatively civilised, and a lack of foraging (and the skills to do so) became apparent. The group took to stealing barsnacks from pubs, but feeding 24 people on pork scratchings and slices of lemon is something of a feat.

One evening, after sharing a cold meal of maraschino cherries and the very last KitKat, spirits were low. The group huddled around a campfire and set up a guard rota. It was Drum the ranger that saw the intruder on the edge of the camp. A small stealthy humanoid – almost certainly armed, and no doubt with murderous intent. Shouting out a warning to rouse his fellows, Drum fired his first ever real hostile arrow – and missed by several hundred yards. Pandemonium ensued in the camp as two dozen adventurers scrambled around for weapons. Toot sounded the call-to-arms on his trumpet and the battle was joined. The humanoid rushed away through the undergrowth, but Drum’s second arrow was true, striking the creature cleanly. It tried to escape across a stream, but was cornered by several of the party who hacked and smashed it to pieces with weapons, cauldrons, cutlery and rocks. The party looked down at the remains of the creature. It seemed to be armed with a small stick and clothed only in a loincloth, and resembled Gollum – only less well presented. As the campfire crackled away behind them, the party took the only logical step – and proceeded to cook and eat the creature.

The following morning, with a good meal inside them, and a light continental breakfast of Bombay Mix and lime cordial, the party sent Drum the ranger to search for tracks. This proved relatively easy as the creature was clearly not well-versed in the ways of the woodlands, and had left large and obvious tracks. A smaller group of six, led by Chops followed this path, whilst Toot and the remainder guarded the main camp. The trail led the adventurers to a large clearing a mile away through the forest. In the centre of this clearing stood a stone mausoleum.

Chops took it upon himself to jog a circuit around the building, and as he did so found two more of the wretched humanoids at the rear of the building carrying out menial washing and cleaning duties. Chops completed his jog and gathered the rest of the party for an assault. Defending themselves by throwing bricks and plates, the humanoids were quickly overwhelmed by the party's firepower.

Giddy with success, the group descended into the mausoleum. Inside, they were confronted by the bosses of the wretchlings - a trio of brutal beastmen from the "Hyena Death Clan" who were a lot tougher than their slaves. A violent and lethal struggle ensued, with both sides close to death, but the Dog Leg posse prevailed, and emerged as blooded adventurers.

Meanwhile, back at the camp, Toot and his band had encountered a large woodland bear. A melee had ensued, resulting in the annihilation of the bear, although there were some injuries to Toot's mob. These pivotal events eventually became a schism in the Dog Leg party, the Tomb Robbers obviously having faced the greater challenge, but having to co-exist with the Bear Killers who were certain of their equal warrior status.