Saturday, October 26, 2013

ok so it looks like cutting and pasting into the blog template is a complete disaster.  it looked good on my end but looks horrible on the readers end. wowzer
Player: Dave Bargman
Character: Odoroar “Odo” Tigersoul
Class: Monk of Lathander
        Born “Odo Moorlar”, he was the eldest of two children of Olaf (a farm hand) and
Chianna (a candle makers assistant)  Moorlar.  His sister Kira is 5 years
younger. From the small town of Uluvin which is west of Waterdeep, the Moorlars
lived a meager existence, not because they didn’t make enough money, but because
Olaf spent most of it on drinking and gambling. Olaf was a mean drunk too and
took it out on Chianna… until Odo came along. Odo inherited the best aspects of
his parents- His brains and caring nature from his mother and his toughness from
his father.  As he got older, Odo became the target for his father’s drunken
rages and when he wasn’t the target he would make himself one to take the burden
away from his mother and eventually his younger sister. As he got older, Odo
grew bigger… lean and quick. He could start to dodge the blows aimed at him from
his father and then he was able to block blows. This didn’t bode well with
“Dad”. Seeing that the growing Odo might start to fight back and be a problem,
Olaf did what any good father would do… He sold his son into slavery to pay off
his mounting bar tab and gambling debts.
Odo became the property of Klav Sinx, a local crime lord who had legit
businesses in beer production. Odo was assigned to work the wheat field chain
gangs. It was there where he learned skills of the sickle and gained strength
working long days in the field. A couple of the other slaves were followers of
Lathander and expounded the virtues of their god. An older slave named Jyrtha
Sands began to look after Odo. Odo was a good slave… quiet, strong and worked
hard. One day Jyrtha, being older and weaker stumbled while carrying a bag of
grain, it spilled and tumbled into a creek ruining it. The taskmaster began to
whip Jyrtha as punishment but cut it short when Odo stepped in. A struggle
ensued ending with the taskmaster dead of a broken neck. If Odo was a lesser
slave, he would’ve been killed but instead he was sold to the Brown Tribe…
Lizardmen of Lizard Marsh, which is almost as good as death… and the Brown Tribe
aren’t even the most savage group in the Marshes! Life got tougher for Odo. Poor
living conditions (for humans), diet, constant abuse took their toll, but Odo
managed to survive and even learned the language during his time there which
would’ve been indefinitely until the turf war happened. The Red and Green Tribes
went to war, pulling the Brown into the conflict. During an intense skirmish,
the Brown Tribe managed to fend off a brutal attack of the Green and pressed a
pursuit. Odo took advantage of the chaos, loss of life and a fortunately fallen
body that had keys to free himself from his bounds and flee. Running for as long
and as far as he could, he avoided all contact. He eventually stopped in the
Misty Forest. Working his way up creek his luck finally favored him and he found
a temple of Lathander. The clerics and paladins that resided there took him in
and nursed him back to proper health. Dedicating himself to his faith and
saviors he worked and lived at the temple, gaining knowledge of fighting from
the paladins and knowledge of the forest and woodland life from the clerics. In
an induction ceremony to the temple, he was renamed Odoroar Tigersoul.
        Feeling that he had reached an end and wanted to rejoin a proper society as a
free man, Odo took a small pack of provisions provided by the Temple and headed
to the closest major city… Waterdeep. He had heard tales of this bustling
metropolis and wanted to spread the word of Lathander and help those who could
are oppressed such as he has been his whole adult life. Upon entering the city
and wandering for a few days, Odo did his best to avoid the guards rounding up
the homeless. He eventually made his way to a temple of Lathander and crossed
paths which a braggart of a cleric named Gorson who looked like he needed some
protection.
Notes:
Living many years as a slave leant itself to Odo’s Monk ways…
Odo is relatively quiet and is use to only speaking when spoken too. Never
having been allowed to have any belongs or money, he is use to being broke and
hungry. Odo is quick and had to defend himself from cruel masters. He is
toughened from years of hard labor. He is loyal to those around him and is
willing to let himself get hurt in order to save a friend.

Friday, October 25, 2013

Player: JJ

Character: Ceric

Class: Knowledge Seeker (a.k.a. Rogue)

My story begins some 125 cycles past, in the Elven forest home of Evereska, where I was born.  I was born to Tovist Ithrandel, my father the master bow crafter, and my mother Azzara Lomilmar, an artist and sculptor.  On rare occasions, when giving birth, a mother will have a flash of insight into the nature or future of her child.  My mother was “blessed” with such a vision and, based on that vision, named me Ceril, which roughly translates to “trouble”.   Now this wasn’t the “bad” kind of trouble, but trouble I certainly was. 

From a very early age I had an insatiable curiosity about everything.  I would constantly bother my mother and father with questions about why the sky was blue, how tools were made, why most Elves were going to Evermeet.  I also made a habit of taking things apart to see how they worked.  My mother was none too pleased with me when she found her music box in a hundred pieces on the floor of my room.  Fortunately all was forgiven once I successfully reassembled it.

Eventually I stopped asking questions and started doing my own style of research.  At first this was reading, tinkering and apprenticing with various masters in Evereska.  Eventually my curiosity led me help myself to more… restricted sources of knowledge.  For instance, on several occasions I let myself into the locked library archives.  Only the scholars are usually allowed in the archives but there was so much knowledge locked away.  The elders were not pleased with me but, after my third unauthorized visit (well, third time I was caught), they decided it was easier to just give me permission to enter.  There was also the time Elder Tirinthral awoke to find me sitting at the desk (in his bedroom) reading an old tome he had just acquired.  Then there were the times I slipped into the council chambers, usually unnoticed, to keep up on the latest goings on.  And of course there was the crate delivered to our neighbor.  They were so careful bringing it in to the house… it made me very curious as to what was in it.  I suppose I could have just asked, but it seemed easier to just go have a look.  How was I supposed to know it was full of honey bees for a new hive?  The time I decided to help some of the Mage’s identify a wand is also a memorable event.  I discovered it was a wand of paralyzation when I managed to discharge the wand, out the door, and at the passing Mage Shadirsel.  It was a valuable lesson for me – I much more careful around mages lest I get polymorphed into a frog again.

Curiously, as I reached the age of 110 the Elders decided I was ready to be an adult a full 10 years earlier than a typical Silver Elf.  A mere two days after choosing my adult name, Anemir (Seeker of Knowledge), the Elders strongly “suggested” I might want to go and explore the world to satisfy my curiosity and hunger for knowledge.  So, a few days later, with my bow in hand I left Evereska.  Since then, I have traveled around the North West area of Faerûn, from the Marsh of Tun to Baldur’s Gate and as far north as the Moonwood.  I even spent some time in the Lizard Marsh studying the Red Tribe of Lizardmen.  Unfortunately I “borrowed” there statue of their god Semuanya, and they apparently blamed the Green Tribe.  Soon after a battle erupted so I felt it was time to move on.

So, fifteen years after leaving Evereska, and with a dwindling supply of coin, I find myself in Waterdeep, and there is so much to see here…
Spitz by Marcus

As a young boy, Spitz would wander through the temporary smuggler towns of Kelthann, as he often did, wedging himself into the shadowed nooks created where canvas tents met wooden facade, and spying on the smugglers and their whores. One night as Spitz crept from one smuggler's den to another Spitz met Jelle’skar Spellfilcher, who, having just buried one cabin boy, found himself in need of another. Spitz went home and snuck away with a few favorite items: fishing pole, some clam shells with smooth holes in them that glowed in the moonlight, and his other pair of trousers. Then he officially signed on to the “Monarch Manta,” which left that same night, never thinking of his fish mongering parents or five siblings again.

Jelle’skar, an albino half-drow, was both the master and mage of the ship, smuggling magic goods throughout the Sea of Fallen Stars. Based out of Westgate, Jelle’skar also made a point of stealing books of spells, not only to sell, but also for his own private collection.

During their first voyage, it became apparent to Jelle’skar that Spitz might make a worthwhile apprentice. Jelle’skar began to teach Spitz how to cast spells. When they next went out to sea, Spitz assisted Jelle’skar on his private errands, keeping lookout and casting sleep spells on the casual passerby or casting any other minor spell that Jelle’skar simply didn’t want to bother with.

This continued for many long voyages, as Spitz worked his way up to deckhand and began to earn enough to purchase his own small flat in Westgate. When on shore, Spitz would frequent the revelry halls mingling with bohemians and adventurers. It was at one of these gatherings that Spitz met Nettel, an avant-garde flutist with whom he started an off and on relationship. Unbeknownst to Spitz, Nettel was the youngest daughter of a wealthy perfume merchant, which wouldn’t have mattered except that she became pregnant. Nettel had a falling out with her family and moved in with Spitz, much to his horror.

The first few days were okay, but then the reality began to set in and they began to irritate the fuck out of each other. Whenever word came that Monarch Mantra was shipping out, Spitz couldn’t wait to be gone. Spitz secretly hoped that when he returned she would be gone, but she never was. Quite the opposite. She was in high demand as a flutist; her compositions, themed around bleak prospects and ruined virtue, were popular among adventurers, and the like.
Upon returning for the first time, Spitz was introduced to his one year old son, Dhogogoth in a now fully furnished flat. Spitz couldn’t pronounce his son’s name, so called him Dog.
Again, things were okay for a while, mostly because Spitz had been at sea for so long he was willing to be an attentive partner if it meant getting some serious sex. Nettel even got him to marry her. But things started to go bad. Nettel’s popularity backfired. She was no longer considered avante-guarde and she lost her audience base. She also got knocked up again. Spitz fell back into his old habits, hitting the revelry halls and taverns, rarely coming home.

At one particularly decadent masque, Spitz hooked up with a woman all in black silk that seemed to be perpetually about to fall off. She insisted on going back to his place, but since Nettel was in his flat, he took her to Jelle’skar’s safe house. They had rough sex, and at one point the woman choked Spitz out. When he came to, the safehouse had been stripped of everything, even Spitz’s clothes were gone.

Spitz went home naked. The door to his flat was locked. Nettel had locked him out. His head pounding, Spitz cursed and banged on the door. Nettel shouted through the door, “Go back to your slut!” And then continued to wail a bunch of incomprehensible gibberish that Spitz didn’t understand. Apparently a “friend” had told her about his leaving the party with the silk clad woman.

Spitz managed to break down the door, but dislocated his shoulder in the process. There was then much shouting and throwing of household items. Spitz calmed her down enough to figure out what she knew and how she knew it. He then set about discrediting her sources of information. The friend was a known opium eater, etc. She calmed down, apologizing for doubting him. He grabbed some clothes and set out to find Jelle’skar. Spitz  told him what had happened. Jelle’skar had been holding some important items for the Night Masks in that safe house. He cast a spell on Spitz and Spitz collapsed.

Spitz woke up in a Night Mask interrogation chamber and after several days of questioning and torture, the Faceless personally came and burned a domino mask brand onto Spitz’s face. Then, suddenly, Spitz was released and told that he had till Sundown to get out of Westgate.

His face still burning, Spitz barely made it home where he convinced Nettel that they had to leave. Spitz never found out what happened to Jelle’skar. They left and headed west. Nettle, still pregnant, became sick on the journey; so, Spitz abandoned her and Dog at a Lathanderian Monastery, taking all the money and continuing to Waterdeep on his own. Needing employment, Spitz joined the adventurer’s guild in the hopes of poaching the spell books of others.
The burning tower threw deep shadows across the plateau of rock.  The dead lay around him, both the recent dead and recently re-dead.  Staring into the burning tower, he thought about what had brought him here.
…his mother weeping with both anguish and pride as he was walked away through the archway into the wizards hall…
…the years of apprenticeship to the Elven Sorcerer Rishka of the Golden Scale, unlocking the secrets of magic of the Great Serpent…
…travelling north, across the sea to Amn with his master, to aid Manua, former student, now a master sorcerer himself with a matter of great import…
…the betrayal of his Master…the draining of Rishka’s life and soul, to power the transformation of Manua to Undying Lich…his imprisonment and centuries of  torment by Manua the Undying…
…his release from captivity by soldiers and priests of Hoar (Jergal), and learning of Manuas escape…
…his return to Chult to find all he knew has crumbled to dust…
…joining the priesthood of Hoar the Doombringer (Jergal), and dedicating himself to the destruction of the undead and bringing justice to the low…
…travelling north to Waterdeep and joining the company of _________...
…the march north to deliver the tome for  _____...
…the encounter on the road leading to the village below…
…the attack by the young girl at his feet…
Tharkquinn turned his gaze from the flames and rejoined his companions overlooking the village below.  Shrugging on his mail and hefting his Morningstar he joined the planning to rescue the living and avenge the dead below.


Tharkquinn  played by Ryan
I figured I would post the character bios of the guys playing.  They can actually write.

Character: Balin Gemseeker
Class: Dwarf/Fighter

NG, Follower of Dumathoin, Keeper of Secrets Under the Mountain, brother of Bolmin cleric/ Talhund (hidden gifts), Mirabar, Mithril Hall, Sword Mts, Khelbel, Star Mts.

The dead reeked. The whole village reeked. Even his beard was making him sick. Covered in gore, Balin had been laying beneath a pile of dead bodies for the better part of the night. This last wave of "undead" had been overwhelming. Caught in a street fight, and no one left to back him up, Balin watched as the last of the townsfolk boarded up the local Inn, leaving him stranded and surrounded in the streets. He was sure that the Innkeeper had seen him, had even made eye contact, before slamming and barring the Inn doors. That "favor" would have to be returned if he made it through the night. In the meantime, Balin laid in the street, silent, under several dead bodies. He watched as the undead surrounded the Inn, clawing at the walls and windows. So far, they had ignored him.

As the night wore on, several curious things happened. At some point, an archer appeared on the roof of the Inn. His arrows zipped through the night with deadly accuracy, except the dead never fell, for long. Like pincushions, they would rise again, covered in shafts, and continued assaulting the Inn. Balin didn't know whether to applaud the archer's accuracy, or laugh at his ineffectiveness. There was something strange about the archer that the dwarf couldn't place. He was thin, graceful, almost feminine in build. He'd seen plenty of humans before, but this one was different somehow. Then, from seemingly nowhere, a group of humans rushed in behind the determined undead. They were loud. They were reckless. Balin crossed his fingers the noise they were making wouldn't attract all of the other zombies surrounding the village. He choked back a snort as the huge barbarian bounced off the barred door, landing flat on his ass. Then sadly, Balin saw their
 ineptness turn to horror as one of the newcomers went down in a spray of blood. Undead claws ripping and tearing at his innards. An intense urge to burst from his hiding place and help the group passed through his mind, but he had the sick feeling that they would be dead in minutes anyway.

This expedition had gone to the Abyss in an orebucket, fast.  They'd been in Homily for almost a week, waiting for the wizard who had never shown. Meanwhile this sickness had swept over the village like a plague, killing or turning everything in its path. Balin's brother, Bolmin, a cleric, had insisted that they try to help, at least until their wizard showed up. But the infection had afflicted half of their party, while battling the infected had taken the other half. He would have to return to Mirabar in shame, their mission a complete failure, not to mention the loss of his brother. Unless....

The archer was gone, one of the local guardsmen leapt from one of the Inn's windows and ran, the front door was open and the humans were hurriedly going inside. If he could somehow team up with them and get out of this infernal town. Balin tried to get up........BY DUMATHOIN'S BEARD THESE BODIES ARE HEAVY......

Friday, October 18, 2013

Our intrepid heroes begin this installment with a choice.  Should they finish up the few doors they did not open in the dungeon last week or should they continue on the road to the monastery.  Foolish me, I assumed they would be eager to get on the road but they insisted on finishing off every nook and cranny.  They encountered a Wight that tore the flesh from the bones of the paladin before being taken down. The paladin did lose TWO levels to the creature before they managed to slay it but he regained the levels upon the demise of the beast.  They also found a 20 foot long lobster that tried to crack open the dwarf.  He hit with a natural 20 which meant it did double damage and he would have to make a bend bars roll to get out of the vise like grip.  He failed, and was beginning to get worried he was going to have to paint a new figure.  (This was Jef who lost his barbarian last week.)  Some quick thinking on the part of our cleric of lathander forced the lobster to drop the dwarf and the party managed to pull out the butter and tines and had a small feast.

I did not want the party to spend any more time searching the dungeon for there were just a few odds and ends with some minor monsters to slay and we do not get to play for long so I had the rest of the doors appear as if they were rubbled and the ceiling had collapsed.  Silly I know but it really was time for them to move on!
I was pretty excited for them to try this new encounter.  I had pulled it from one of the very first dungeon magazines.  If you have ever seen the old Sean Connery movie “The name of the Rose” this adventure was modeled after that movie. 

I wont give a blow by blow of this adventure but lets just say it was a bit different.  There was very little die rolling and I tried to have it follow a bit of a plot.  However the party definitely managed to screw that plot up right off the bat.  They spread out and searched the campus forcing me to juggle around several encounters to try to keep the plot alive but at the end of the night they seemed to enjoy the murder mystery. 

Advancing the plot of the campaign they did manage to discover that the lawful good god Tyr has granted a vision to one of the monks which is exceedingly rare in this age.  The monk was killed so they only have a passage from the monks journal to confirm it but they follow the vision to a spring in the mountain side which the vision told the monk would be a blessing from Tyr.  The water heals upon touch.  I wonder what uses the party will attempt with the blessed water?