Thursday, December 1, 2016

Kings-Men 1: The Half-Orc Way

The Kingdom has known war for the past forty years against the goblins and other monstrous races, but no warfare like as in the past five years. This was when our characters were drafted into a special unit whereby our characters were successful in thwarting a plot against a Duke who was running the war efforts. Our characters uncovered a plot by a Baron aided by other worldly beings of mythic origins and thus King Baldwin the II awarded our characters Kings-men status. However not enough evidence was produced to bring to justice the Barons accomplices so we were reassigned to a distant location.

In the Kingdom is common knowledge that Halflings are mostly second ‘servant’ class citizens; elves are commonly viewed as an enemy race, a race of thieves; the industrious dwarves are viewed with respect, many are mercenaries; finally the half-orcs, while a new thing, are welcomed for their size and strength.

Our team of A-listers: Hannibal, the capable spokesmen yet skeptic and charismatic one of the group. Baracus and Egol, half-orcs who think they run the show. Raghnall ‘Face’ a master of disguise who can blend into any crowd; and finally Ace, our quiet and deadly Zen Archer.
 
Our character’s first assignment is to report to the Duchy of Gallia King’s office in Hedeby, the capital city. After traveling over sea we find a land wrought by The Plague in the past year, no one knows yet how it is spread but it is not transferred by ingestion. There is only a 30% survivability chance and those who the black boils and death in their sleep, never fully recover. When our characters arrive at Hedeby we see efforts are being made to quarantine areas and the burning of bodies to stem the spread of The Plague. Our characters observe many new soldiers (enlisted during the surge of fighting) in the ranks of the city watch with only 20% having seen battle.

Before our characters arrive at the Crossed Halberds, Raghnall arranges a room at The Three Star under the name of Mr Lee Chang, as a contingency plan. After this we arrive at the Crossed Halberds and are greeted by Halflings and are allowed clean up after the ocean voyage before our last leg to the King’s office first thing in the morning. After dinner and baths our characters are given stately rooms and are advised to rest by Handfast, our host. We seem to be the only guests, however Ace thinks it’s best to reach the rooftop and get the lay of the land. With watches stationed, nothing occurs overnight.

As the city wakes, so too does a stage coach to take our characters to the King’s Office leaving no time for a large breakfast much to the half-orc’s lament. Inside the coach was a man named Garret, Major Garret who treats us to anecdotes from the front lines. When asked about The Plague, he laid blame on the rats. Under the seal of the Pegasus our characters are led to a conference room where it is explained that the Kingdom has lost the Barony of Axeminster to the far north. After the Baron was a no show during a winter gathering and later a spring meet, it raised alarms that something was not right.

Baron McClane of Axebridge sent his son and scores of troops north to investigate, but only the Baron’s son returned and even he was not right and became unsettled when asked what happened. These two Baronies had mixed relations after they were collectively reduced by the King after the war. The Kin gave the Axeminster Darcy’s McClane assets despite being staunch allies to the crown.

A third Barony, is actually one of two monasteries Glendalough is said to be a vast storehouse of knowledge; while its sister monastery Viclow, to the north, was lost in the war. Viclow was said to have a wealth of magical treasures.

It was just after the spring (it is autumn now) when the McClane son returned. At midsummer two Kings men were sent: ‘old’ Sir Charles of Baconridge and Glynnis the other; it was Old Charlie who believed he was on to something about this mystery.

Our character’s mission is to find Charles of Baconridge and Glynnis; find out what Charles believes he discovered; and complete Charles’ mission of possible. It is a four day journey to Colechester and from there a half day journey to Axeminster.

It takes an hour to leave the city to the King’s Road that proves wide enough for two wagons, sloped and well maintained. At the end of the second day our character’s reach Bishop’s Rest, a small town with a mean looking sheriff. Finding little vacancy, Egol leads us to a temple of Lugh which provides us stabling and shelter. While there we discover the ‘miracle’ and that is the resting place of the former Bishop, 172 years interred in a golden sarcophagus with a crystalline lid, not at all decomposed. Over time various people have made the pilgrimage, some have been healed.

Father Brisbane of Lugh shares stories from people coming from the north and while their stories are horrific, speaking of giants and dragons, they all agree there is no The Plague in the north. Our characters later seek out the sheriff (who owns a magic sword); he proves relieved that we are just passing through and not bandits or here to inquire about the taxes that seem light by his estimation. Outside Ace watches the area.

Later we seek out dinner while learning all we can about those traveling south. Our characters pass are told tales of bandits to the north as well as fantastic stories of monsters. People seem to be fleeing in advance of something terrible.

The next day Ace steals a cart as our characters pass leave for points north and around midday we pass into Axebridge; then later that night characters pass rest at a sheltered way point.

The next day our characters pass several abandoned homes until we find people holed up in a couple fortified buildings for safety in numbers. They greet us suspiciously and are not welcoming. They speak of Old Caitlin ‘one-eye’ and her boys raiding them for about a month.

We continue to Castle Colechester which is where we begin next weeks session.

Thursday, November 24, 2016

11/23/16 Virtues Session 68: Gillespie and The Contract Devil

Day 185. We begin this week’s session flying three miles high and over a hastily descending landmass that was the flying Citadel. Gone was the Dragon of Lust and in her place were agents of Hell. Taking stock of our suddenly changed situation our characters become aware that our enemies Gillespie, a mythic contract devil, a bone devil, barbed devil, a pit hag, and a fallen angel had used a time stop to enhance themselves before bringing Hell upon our characters. Devils rained down hellfire and spittle down upon the area as many of our opponents, who had us suddenly surrounded, used their extra time to study us for the first time.

We learned some things as well: devils are immune to fire and poison; they are resistant to cold and acid; they can see in the dark, some here could have enhanced perceptions; they can summon more of their kind, and some here have the ability to gate; they communicate telepathically and know many languages; and their natural weaponry is mythic, lawful and evil.

We start off with a tactical teleport away thanks to Dramen for five rounds to regroup before Syrendross teleports us to Captain Farkus’ ship Fortune. Unfortunately for it and the Adventure Galley these two ships would not survive the battle.

After dispatching Gillespie, the contract devil, bone devil and the fallen angle opponent, many of our characters went into rescue mode trying to save as many sky sailors as our characters could before heading down to recover bodies and items.

Several hours later, after recovering several items, our characters are met by Benevolentia who comes with news. Her and the King’s forces defeated the other flying tower over Trusk and the King has rallied the other duchies to take up the fight. With the flying citadel destroyed and the battle won, the tide of war has turned in the Evening Isles favor.

She also comes with news that the giant drow in Trusk are actively searching for Keltischer Sanger’s soul, a most troubling turn. The dragon asks us to take the fight to them on the Cloud Continent and stop them from finding the Architect’s soul, or find it before Tiamat does. When we start back up we begin on the Cloud Continent.

We are awarded 38,970 xp and another mythic trial which gives our characters thirteen character levels and six mythic tiers. Among the gathered items are- Amulet of Natural Armor +3, Belt of Mighty Constitution +2, Brooch of Shielding 101, Cloak of Resistance +3, Headband of Alluring Charisma +4, Potion CSW, Amulet of Might Fists +3, (2) Winged Boots, Ring of Protection +3, +3 flame burst composite longbow, +3 keen adamantine long sword.


Carry over items from ‘the Battle Continues II’ Unclaimed items: quarterstaff of vaulting (sheds light), pauldrons of the watchful lion, +1 armor/shield with a +1 ability, ring of jumping improved, +1 armor with a +1 ability, ring of the troglodyte, juggernaut pauldrons.

Thursday, November 17, 2016

11/16/16 Virtues Session 67: The Last Battle of Barit Coinmail

We begin this weeks session just as the followers of the Heroes of Virtue ascend to the flying citadel. The flying tower, once it leveled out with the citadel, unfolded in geometric fashion whereby it also narrowed a bit in the direction of where the mythic Guardians at the Gate stood perplexed.  Garsaul, Barlie, Ainu Triskellion, Barit and Lapis, as well as a new comer; a ship mage by the name Emilio Banderas, led the other sky sailors, giants, and giant kin onto the citadel; each fought with bravery and ferocity in the face of such monstrous threats. With teamwork feats such as Out Flank, Paired Opportunists, and Precise Strike, the cohorts and followers won the battle, and disembarked just as the dragon of Lust appeared, but unfortunately lost a great dwarven hero.

Participants gained 1 mythic trial. 

Tuesday, November 15, 2016

The Guardians at the Gate

The docking ritual complete, it was a shock for the avatar's friends to discover that the field of entry into the Citadel grounds was narrow and despite appearing wide open could not simply be flown into. Had they attempted to fly the ships into the citadel the flying sloops would have needed to disembark several minutes earlier. Ainau Triskellion quickly gathered a team to secure the rest of their army's entry, knowing that their virtuous avatar leaders were already launching a surprise attack.  Staring across the narrow field of sponge like cloud the fated Ainau paused a moment in awe at the enemies that await her...

Mythic Jotund Troll 10 Headed

Greater Mythic ETTINCLOPS!