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Redmark Session 08: Spectators Can’t Keep 1st Urthjarl Stone From Heroes

February 3, Third Age 1331

Dawn broke around

  • Ghost Dancer—a man, with war chants and self proclaimed Indian
  • Ivamel—a man with a stranger past…
  • Lundie—the pious dwarf, devout and strong
  • Marcus—an officer in the IX legion and a roman priest of Mars
  • Quintos—from a noble family and a roman veneficus, a warlock of the IX legion

Marcus was dreaming or perhaps it was a nightmare. He saw Hashar in what must have been Bugbear hell. Hashar was marshaling some of the Bugbear forces against a Bugbear demon lord with a pitchfork. They were arguing. Marcus felt sick and awoke in a sweat. He immediately reached out to his friend Quintos, waking him. As Quintos asked why Marcus would disrupt his sleep, the alcohol still on his breath, Marcus seeing that Quintos did not appreciate the nudge awake, he went to Lundie to discuss this nightmare. They discussed, wondering if Hashar’s power was stronger than they realized and what foul plot or battle in Bugbear hell that Hashar was leading. Marcus in a strange way, admired his leadership potential.

Moments latter, Ghostdancer walked into the camp, he had left to do some research. He told us of a library, he just visited called Elinae’s reliquary. At this place, he investigated a strange Earth creature the “Buffalo”. During his studies he found an island called the Isle of Vridensia. Quintos recovering from his hang over, hearing the name recalls some lore he studied during his arcane training. Quintos stated the Isle, during the second age, was a place that wizards brought many of the creatures of Earth to Thrëa. Creatures like Minotaurs, Gorgons, Cyclops, etc. Quintos was not sure of the reason for this action.

After a reasonable or questionable breakfast cooked by Marcus, the party decided to head back into the Castle at Bone Hill in search of the first gem of Uthjarl.

Quickly walking down to the room of the statues Lundie said a prayer to Caldrindia’s (Archion) Avatar. The party, then saw a seven foot tall rock slide blocking part of the entrance behind the statue, there was a three foot gap at the top. Peering inside the party and saw a mirror. After much discussion, Ghost Dancer volunteered to go into the room. Marcus tied a rope around his friend in case we needed to drag him back. As Ghost Dancer entered he disappeared. Marcus got very concerned he just lost his friend. It seemed like he was teleported or had traveled possibly to another plane. Marcus rushed into the room, and looked into the mirror to help his friend, knowing he would NEVER leave a man behind. The rest of the party entered and started to carefully search the room and observe the mirror. Quintos, more thoughtfully, decided to use the crystal ball to attempt to locate his friends. Ivamel agreed based on his experience with planar travels. The warlock started his scrying, a process that would take approx 10 minutes.

Meanwhile, Ghost Dancer appeared in a pocket dimension, called a mirror dimension. He was on an infinite plane. As he looked around he saw an exact duplicate of himself appearing some 150 feet away. Then seconds latter Marcus, his friend and ally, appeared by him. Then Marcus’s mirror clone appeared 150 feet away next to Ghost Dancers mirror clone . Suddenly, the fight was on a Mirror clone vs. originals a fight to the death. The battle was ultimately won by the originals, defeating their mirror clones. Ghost Dancer single handedly defeated the Marcus clone with heat metal and shatter spells. Marcus in the early pary of the battle seemed disoriented in the mirror plane and seemed disconnected from his gods power, his accuracy was off. Then Ghost Dancer pivoted on his own mirror clone and used Tasha’s insidious laughter to drop his own clone to the ground laughing, incapacitated. Marcus, seeing an opening, abandoned his spell casting, and used his spear quickly charged over and cut the head off Ghost Dancers clone. As the clone fell, the two appeared back into the real world. Once again re-united with their friends, but drained of our magic spells in the fight.

We decided to take a long rest to recoup our spells. During this time we spotted a bug bear skeleton wandering outside the mirror room, it walked away with no conflicts.

So we headed out, down the corridor and found a large door, locked. Ivamel skillfully picked the lock, but even that did not open the door. It was magically locked. So after some discussion, and a quick journey down the hall to find another door, we returned to this door. Ghost Dancer placed a silence spell on the door, while Quintos blasted it with his Eldrich blast while Marcus pitched in with his Sacred flame.

As the door broke open, inside we saw 3 floating eyes with long tongues and 4 eye stalks each.

These creatures, called Spectators looked like the cousins of a beholder. And then we saw on a large pillar the beautiful emerald gem of the Uthjarl gleaming. The focus of our quest was in sight. We must defeat these creatures. Our party started a long battle, it was glorious, each member playing a role. Ivalmal and Lundie advanced into the room to protect the casters, drawing the attentions of the creatures. Ivamal was the target of many rays from the eye stalks of these evil creatures, being paralyzed and confused. Lundie charged forth absorbing rays of pain, healing himself as he marched towards these villainous foes. Quintos threw Edrich blasts, Qhost Dancer cast Shatter, Marcus used his spiritual weapon a spear from Mars and cast a burning beams of holy light at the creatures. Ultimately, Quintos turned the tide of the battle with his dragon staff, he fired a bolt of lighting that destroyed one of the creatures (who was wounded) and seriously damaged a second, who was quickly dispatched. Then the full might of our heros destroyed the third and final Spectator.

Victory was ours we are one step closer on our quest for these eight Urthjarl stones and securing a border of safety for the people of Threa with the orcs. Marcus carefully placed the emerald Uthjarl gem into his belt pouch and carefully into his backpack, as the adventurers vowed to continue to clear Bone Hill and destroy the undead warlock in the Hill. Marcus dreams of a day, where the evil of Bone Hill is purged and this place could become a safe place for the people of Threa…

Redmark Session 07: Hashar Gets His Reward

February 2, Third Age 1331

Below Bone Hill, the heroes encounter a Gelatinous Cube and a two statues which almost prove their undoing. Luckily, Marcus decides to pray before the Arkon, and receives a boon that changes their fortune!


Later, Hashar receives his just reward for trying to swindle the heroes out of the Bugbear Horn of Valhalla.

50 Fathoms: Session 34- A Great Price to Pay

A Great Price to Pay

Characters:

  • Kaliferous: Kraken mage
  • Rodrigo: Human priest and water Mage from Earth
  • Mordecai: Human Air Mage Puritan from Earth
  • Daxson: Doreen treasure diver native

Date: 4/8/17

XP: 5

Recap:

The Crew approached Blackbeard’s ship unmolested and as they pulled alongside the massive blackened Man of War they spotted a tall imposing figure standing on the Destroyers railing looking down at them with a smirk, Blackbeard himself.

The Crew requested parley and to discuss a trade to which Blackbeard invited them aboard laughing. As they climbed up they noticed that the ships wood was rotten and infested with insects. They also spotted strange caldrons with bubbling red liquid inside.

On the deck they found themselves face to face with a Legend. Tall, broad with a wild beard and on his hip a gleaming sword. Rodrigo took point and attempted to persuade and trade the Sword of King Amemnus for Mordecai’s powerful Staff of Wane. He attempted to convince Blackbeard that the Staff can tell the future and was a great prize. Unfortunately the ruse failed and Blackbeard simply said “Fine, why trade the Sword when I can just take the Staff myself and kill you?” Fighting then broke out.

While Kal and Rodrigo blasted crew members, Mordecai struggled with Blackbeard in an attempt to lift him off the ship. During the confusion, stealthy Daxon skillfully plucked the sword from Blackbeards belt and jumped overboard. The mages managed to call down destruction and death and distracting the crew successfully for a time. For a long while the Crew bravely fought and held back the hordes of minions and Blackbeard himself. Several solid shots were aimed at Blackbeard who laughed and shrugged them off with not even a scratch, in fact it seems his wounds healed instantly.

However just as the sun set and the moon shone down through the clouds, the Crew saw what Blackbeard and his mates really were- undead monsters. Their illusions of humanity faded and leering zombies remained. Laughing at the confused look on Mordecai’s face Blackbeard himself drove his cutlass into our friends belly greatly wounding him. Blackbeard’s crew and officers gained the momentum and surrounded Kal and Rodrigo forcing them back and away from their wounded friend Mordecai. To make matters worse the Destroyer began pumping the horrible red liquid, Hag’s Breath, onto the deck of the Liberators Wrath brutally dissolving and killing their sailors left behind. Things were dark, but hope rose as well because at this point the Crew realized that Daxson was missing overboard with the Sword!

Blackbeard no longer had the Sword, yet they could not retreat without Mordecai who was unconscious and surrounded by a horde of Blackbeard’s minions. Suddenly a howl rose in the night and a twisted version of Alain, now a fully born vampire lept onto the Destroyer’s deck. He looked at carnage and said in a snarling voice “Go! Save your friend and leave, I will redeem myself and my family..you save Caribdus” Vampire Alain jumped on Blackbeard and began trying to rip him apart. This provided just enough of a gap for the Crew to snatch Mordecai and leap onto their ship.

Luck was not fully on their side, because as they attempted to sail away,  a full blast of Hag’s Breath landed on the Crew wounding some but proving too much for Mordecai. In his weakened state, the acidic Hag’s Breath proved too much for the ever stalwart Mordecai and losing his grip on the world he perished.

Not able to mourn the loss of their friend, the Crew rapidly set sail to flee the Destroyer. As they pulled away Blackbeard gave chase and tossed the head of poor Alain at them, proving that he was even stronger than a Vampire. Over the course of hours the Crew tried to outsail the Destroyer and with some timely fog from the Maiden and excellent piloting by Daxon they managed to elude him in the night!

Just as they were out of that danger, another presented itself. Their friend Mordecai rose into a gristly undead abomination and because attacking the Crew. Being a powerful mage and skilled fighter in life made him an even more powerful thrall for Blackbeard. He quickly summoned a great storm and nearly caused the ship to capsize while his undead version fought and tried to kill his friends. Fortunately, the Crew was successful and managed to dispatch the abomination and put their friend finally at peace. Daxon was able to steer the ship out of the storm, but just barely intact.

The day was won and prize obtained, but at a great price. The Crew is now short two friends and the hardest battle yet is facing them. Do they have the will to succeed? Onward to take down the Hags!


Kaliferous Log:

Admiral,

There is a chance that this will be my last written report.  We have obtained the final piece necessary to defeat the hags, King Amemnus’ Sword.  As I write this, we make way to face the evil which has proven so resilient.  I expect our captain will be using the whistle you gave him soon and we will be united reunited.  I am looking forward to seeing my people again.  Even in what may be my final hours.
Given the events we face, I feel it appropriate to make a personal confession.  Since our our costly attempt to stop the hags, my days and my heart have been filled with a darkness.  One I believe you saw in me when you sent me out.  My soul was so filled with hate and rage there was room for nothing else.  Things have changed.  I have changed.  In the beginning, I was skeptical of my new crew.  They were mostly outsiders.  Not truly connected to our world or it’s troubles.  As I watched them, listened to them, sailed with them, fought with them, and dined with them I was reminded of a former life.  A former me.  They share a bond with each other I had all but forgotten possible after seeing my crew killed during that fatal battle with the hags.  Their concern for our world is genuine.  Born out of hope and love.  These can be seen in how they persevere and endure through great trails.  How they mourn deeply over the loss of even a single crew member.  How each hardship makes them more determined and more connected than before.  They have changed me.  Or maybe reminded me of who I once was.
Now this crew stands at the precipice of Carbdus’ salvation and I stand as one of them.  As a new man who has rediscovered hope.
There is much more to report.  I will do so when we meet.
Kaliferous, Archmage of the Kraken Fleet

Top Stuff I Want To Run Someday (2017 Edition)

Been thinking about the ‘stuff I’m itching to run someday’ so thought I’d jot it down. Interesting how things evolve: see my post in 2016 and my post in 2014 of things I was itching to run in prior years.

Star Wars Campaigns

  • Rebel Military (WEG d6 or Rarescape RPG) — You are Alliance military during the era of Rebellion.
  • Rebel Privateers (WEG d6 or Rarescape RPG) — You play privateers (pirates) working for the Rebellion to harass and disrupt the Empire.

a9fae6c1b8ea2a0ca4902edf6cd14820Hard Sci-Fi Campaigns

  • Blood & Steel (Imperium RPG, Traveller, or Rarescape) — After investigating a space anomaly, a group of fighter pilots find themselves on a starhopping quest to save humanity. (Think Battlestar Galactica)
  • Scientorium(Imperium RPG, Traveller, or Rarescape) — Hidden away by sheer distance and forever shrouded from the minds of the curious lies a mammoth artifact from the previous galactic age, the library of Scientorium. Its strange experience chambers offer passage to a million histories on a million worlds, secrets and technologies undreamed of. Now abandoned by all but its automated security systems and enigmatic caretakers, its workings are oddly twisted and jealous, meting out reward and punishment in equal measure. This is a classic science fiction saga, an epic journey across space and time in the vein of Niven or Heinlein!
  • Eris Beta-V(Imperium RPG, Traveller, or Rarescape) — A team of explorers investigates a magnificent ringed gas giant with its numerous moons. Ancient artifacts of enormous power can be found among the rings and asteroids. Every moon is a unique world to be explored. When the system’s valuable commerce is threatened by unscrupulous agencies, the team must root them out and put themselves at great risk on the icy fringes of interstellar space.
  • Eschaton: The Dark Star(Imperium RPG, Traveller, or Rarescape) — Interstellar explorers investigate a mind-boggling megastructure hidden in deep space. (Think Ringworld)

Fantasy Campaigns

  • World of Redmark: Caress of Steel (D&D 5e) New sandbox D&D campaign based on the 80’s Rush albums ‘Caress of Steel’ and ‘Fly By Night’.
  • Middle-earth: Darkening of Mirkwood (Adventures in Middle-earth/5e)  — The Necromancer may have been cast out of Dol Guldur, but a lingering darkness remains over Mirkwood, a shadow that will grow ever longer as the years draw on – unless a band of brave adventurers step forward and hold back the gloom.
  • Middle-earth: 4th Age Quest (Adventures in Middle-earth/5e) – Adventure in Middle-Earth a millennium before the Lord of the Rings. “Know this, people of Gondor: were it not for the selfless souls in Arnor who with flashing blades and spilled life-blood fought against the Witch-King and his foul blight in Angmar, our free lands would not have known peace, and our bright cities would long ago have crumbled into forgotten ruins.”

Mini-Campaigns (~ 6 sessions)

  • Firefly: Civil War (Firefly Cortex Plus or Rarescape RPG) — Epic mini-campaign conclusion to a Firefly campaign Todd, Mason and Stan were running a few years back.
  • Reich America: The Shadow Covenant (Rarescape RPG) — Resistance fighters uncover a terrifying secret about the Final Reich.
  • Solomon Kane (1600’s Fantasy/Horror/Monster-Hunters) — (Rarescape RPG) — Cut a righteous path in a world of evil! You have seen the path to redemption, a road paved in the blood and bones of the evil you must defeat to save the world from its unholy taint. Face that which preys on men’s dreams, their fears, and their very souls. Walk The Path of Kane. Your enemies span the globe, reaching out from every shadowy corner of all four continents. Men, magic, and monsters of the darkest hearts and basest desires threaten the very world you tread. Humanity is lost without the will and steel of good folk like you.

Redmark Session 06: Always Look Under The Bed

February 1, Third Age 1331

Part I: Rumors

Marcus returns from his day with the brothers at the Temple of the Lots just as the sun rose on this day.  He reported back that they had very little interest in discussing the relationship between their Lady Goddess and Fortuna, although the correlation is clear to Marcus.

He did learn that there are many pious people Stonehelm, people searching for a little “luck of the gods” in their life.  Marcus also learned that there is a guard house by the shore in Stonehelm and it is said that there “things move in the shadows”.

Part II: Hashar and a Horn Must Go

As our band of adventures extinguishes the night’s fire, Lundie makes the case that Hashar must go.  Lundie tells the story of Hashar’s joy in the desiccation of the wizard’s body from the day before.  Ivamel agrees that Hashar must be released from his promise from Marcus.  Learning of Hashar’s actions Marcus agrees that once we know that we will not be attacked in the castle from other travelers, he will release Hashar from his bond.

As the discussion over Hashar goes on, Quintos feels the strings of the dark evil of the world pulling at him.  It is clear to him that the Horn of Bugbearhalla is the source.  As the party, walks to the castle they discuss how they should dispose of the instrument of evil.  Quintos decides to hold the horn for a few more days until it can be hidden or destroyed.

As the party arrives at the castle to resume their investigation, Hashar reports with glee that no one else has entered the castle that night.  Sadly a young bugbear cub that was charged with late watch was found asleep at his post and Hashar imposed a harsh penalty.  As Marcus took down the young bugbear from his crucifix, Marcus agreed evermore that Hashar’s time with party must come to an end.

Part III: Below The Castle


Our band of adventures form into classic dungeon diving formation and wade confidently down the stairs in to the depths.  At the first hint of ghoulish sounds Marcus blesses Lundie.  It was just the right thing as at the bottom of the stairs, the party finds three bugbears undead and one elf undead.  Marcus yells to hold to the line; Ivamel holds the line ready for action; Ghost Dancer tries to make the creatures glow but to no effect’ Lundie charges then swings and misses, Marcus and Quintos find their marks; then the undead elf and Ivamel exchange blows, Ivamel is paralyzed by the foul creatures undead pallor.  From there the group rallies around Ivamel and quickly dispatches the four undead.  They find loot in the room and share it amongst themselves.

The party winds their way through the rooms below and find themselves in what appears to be a grand bedroom.  As the party searches the room, Ivamel and Ghost Dancer find a secret door at the back of the room, at the same time a ghoul under the bed reaches for Marcus who is able to leap back in time.  As the ghoul appears from under the bed, only Marcus fights back the fear of this creature of undead evil.  Through his fear, Lundie is able to summon the shining light of Moradin; and as the symbol of Moradin shines brightly on his shield the ghoul runs for the secret door and right next to Ghost Dancer and Ivamel.  Encouraged by the shining light of Moradin the rest of the party is able to break their fear.  Ghost Dancer is able to make the creature glow to aid his friends in fighting the ghoul.  Lundie charges, his warhammer glowing with the vengeance of Moradin and strikes the creature a mighty blow as radiant light fills the room as Lundie connects.  Ivamel seeing that the creature is affected and that Lundie could swing again yells out to Lundie to quickly strike again and he does, light again filling the room as Lundie hits again.  Seeing yet another opening, Ivamel quickly thrust his rapier into the side of the ghoul and it disintegrates with a pop.

With the ghoul dispatched, everyone entered the room behind through the secret door and seeing a statue of a giant with a chalice at its feet.  Its eyes started to glow and it came to life; only Ghost Dancer was fooled by this illusion.  With quick thinking by both Marcus and Quintos, they were able to free Ghost Dancer from the mental prison of this illusion.  Marcus as a good friend would do was able to lead Ghost Dancer out of the room and Quintos grabbing the chalice and filling it with water, found the water to be holy and convinced Ghost Dancer to drink from the chalice.  The party destroyed the statue, kept the chalice, and continued down the stairs they found in this room.

Descending down 20 more feet the group finds a set of hallways, one leading to a natural cavern area.  The group spots what they assume is a magical staff in a small cave that only has an opening that is 2 ½ feet high.  Ivamel tries to fish out the staff with a grapple and rope.  He almost succeeds when the desire to obtain the staff overcomes Quintos.  Quintos crawls into the cave and as soon as he grabs the staff a monster drops from the ceiling dissolving his armor and trying to attack his handsome face.  Marcus pulled Quintos out of the cave, Ivamel rushes over and while using his newly acquired shield to cover Qunitos’ face, slicing the monster in two pieces.  Quintos not knowing the monster is dead releases dark magic with black tentacles reaching out and hitting his allies.  The monster dead, the party licking their wounds, Quintos examining his newly acquired ornate staff; they head back to camp for another night’s rest.

Part IV: Loot

  • Ghost Dancer
    • 23 GP
    • 19 SP
    • Shield
  • Ivamel
    • 21 GP
    • 16 SP
    • +1 Shield – needing a name
  • Lundie
    • 21 GP
    • 16 SP
    • Suit of Plate Armor
  • Marcus
    • 21 GP
    • 16 SP
    • Chalice of Holy Water – 1x/day
  • Quintos
    • 21 GP
    • 16 SP
    • Potion of Clairvoyance (Audio Only)
    • Blue Dragon Staff – 11 charges
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