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Re: Teluria- The Story So Far - By Joe the Rat
Posted: Thu Jan 17, 2013 11:39 pm
by Joe the Rat
(Pug wasn't party to the interesting bits - someone else will need to fill in the details)
Entrance of the Gladiators
There’s a carnival in town! I haven’t been allowed near one of those in quite a while… So I had a little “incident” with the games. The carnies weren’t happy about me cleaning them out on the ring toss, but when I knocked the cans off the table – in one piece with a huge
nail sticking out of the bottom –
I get accused of cheating. Well, the barker really shouldn’t have started raising a fuss when I still had a ball left. So after he gets an up-close view of the leather, his cabbage-smelling carny buddies decide to get rough… which means the rest of my War Dog buddies had to get rough… Long story short, none of the fairs up North let me get near the Midway. But this is a new land, so hopefully Pug the Ringer isn’t known down here.
As we get ready to head to town, there’s another knock at the door. I’m thinking about having Rufus and the Dwarves install a bell with a pit trap. This time, it’s not another complaining local, but an elf. A big one, too – tall for their breed, and built with solid curves – she could almost pass for a human, if it weren’t for the green skin. She says she’s Barbarina, a relative of Euphema. Sadly, we inform her that she’s run off somewhere with our dear Dust. Oh Dear. Good day. Kalixta is not impressed, and does her best to run her off. At this point “Babs” swoons, and has a ‘vision’ – she says she’s a medium, and talks to spirits. Great – she’ll get along great with Mustard. She also says she’s a fighter. Hmm. We’ll see if those legs are for more than show. I guess that’s one more for our merry band. (We still need a name. Band of the Spotted Dog? Pug’s Contubernium? The Odd Squad? The Beat-Alls?)
So finally we head to town. On the way, I stop by Uldin Ironson’s to see about some plate armor. The rest decide to get a head start at getting cheated out of their money. I negotiate with Uldin, and after he insults my height a couple of times, we come to terms – for more coin than I got on hand. His wife, Inga Forgedottir, needs some work done, though. She’s got another wild weapon idea, and needs something called “Inertium” from the Pit of Despair – a hole in the ground up by Falcor’s Doom. You’ve got to love the names of things ‘round here. We do need to get up that way and find Aladar and get a cure for Kalixta before he gets himself lost or killed. We negotiate a bit, and Inga will pay a decent amount of coin – a bit more than I need to get me armor, plus a bit for the effort, and the rest of the gang- ah, crap. I shoulda asked for 300.
Promising to come back for the map, I finish and head down to the market, and look at some of the exotic goods on sale. All of a sudden Kalixta and Barbie come running over with this horrified look, like they’d seen Ragda naked or something. Which turns out to be true, in a way. Seems the boys went in to see the ‘Gentlemen’s Show,’ and turned up later as naked statues. The girls put a down payment on the boys (“Why?” I ask), and the lot of them turn up missing.
I’m still seeing a bit of red from talking to Uldin and Inga, and decide to take it out on the guy they paid. I end up leading him by the beard to go see his boss. He certainly looks the part of a carnival boss – a foppishly dressed gin-blossomed panderer with a moustache that would make Philbert jealous. After Barbie evens up his moustache with her longsword, he admits to stealing the boys’ stuff. But he swears he didn’t hide the statues – someone stole them from him! A set of wagon tracks heads north out of town, and we decide that if we want to have anyone help with the run to Falcor’s Doom, we should go find them. Nobody down here has enough Ring Toss to explore the “deadly ruins that nobody has ever come back from alive.” Damn Southies. So off we go to track our stonenappers.
…
I never did get a straight answer out of the girls about how they found the naked man statues.
Re: Teluria- The Story So Far - By Joe the Rat
Posted: Thu Jan 24, 2013 11:15 pm
by Joe the Rat
(The party continues to be split; Pug hangs with the ladies as they seek out the missing dwarves, and halfling.)
Riddles By Lamplight
We head out, following the trail left by our statue-nappers, which lead us to the old mill east of town. A little careful observation (and Kalixta's sensitive nose) leads us into the mill, and to a trap door in the earthen floor. With a mighty tug by yours truly, the door is open, and we descend into the tunnels below. Kalixta lights her lamp, and we follow the tunnel leftward. We find our way blocked... three times... by riddling frog statues. Between two Halflings and an Elf, we make quick work of them, and pass on.
Approaching an intersection, we hear strange noises, scraping sounds like a onager grinding into a castle wall. Setting the lamp out in the middle of the intersection, we set a riddle of our own: "Where did this light come from?" (They can't all be winners). Two creatures, with stone-like skin and wicked claws on their hands approach to investigate. They don't get far in their deliberations, as Barbarina and myself charge in. Mine is nimble, but quickly buckles from a couple of taps from The Sprooghammer. Barbarina lays a deep thrust into hers, and takes a nasty hit in return. She makes a well-timed feint, causing the grey gargoyle thing smash its claws into a seam of softer rock, trapping it for a moment. We double-team the beast, and it quickly falls under a rain of blade and bone.
So that sword and those legs aren't just for show. I've got a good feeling about our new company. Now all we need is to find the others. The sounds of hammering rock in the distance is a promising lead. Onward...
Re: Teluria- The Story So Far - By Joe the Rat
Posted: Sat Feb 16, 2013 10:40 am
by Joe the Rat
What the other half has been up to:
Lost in the Mining madness by Thragnar (Harl Flamewarden)
How we got into this crazy mine is totally beyond me. Naked too, how ugly does it have to get? Now that I've had time to study the walls for a while after a hard day of work in a mine no less, I realize that there are small veins of firestone. Might be useful since these guys like to eat it. Should make a wonderful mess on their insides with just the right spell.
Finally Rufus comes through and gets us out, now about these collars, hope he is careful since their is a firestone holding them in pla .... ooops. Ragda looks strange with no hair as well as Raywin. Hope my beard lasts.
Finally free to move about now for the guard. Yes! My plan succeeds perfectly! Just love the smell of kordite in the morning.
Riddles what is this I hate riddles. New armor and some potions hope it helps at least no more nakedness. Off we go to get free of this place .... What is that clunking sound .... cripes yet more guards only these look tougher.
What an annoying fight this became. Who knew that plain rocks were the answer. We need to find our way out as soon as we can.
Re: Teluria- The Story So Far - By Joe the Rat
Posted: Sat Feb 23, 2013 7:41 pm
by Joe the Rat
Meeting up with Team Bratwurst, and finishing the mine.
Rock, Paper, Lizard
Following our little skirmish, we follow out last lead, and run out of cave. We end up in a room full of large, brightly colored crystals growing on the walls. Kalixta and Barbarina seemed particularly interested in these colorful rods, almost... eager. But when I tried to pry one loose (why are those two giggling?) I discovered that the crystals are really sharp. Not one to pass up an opportunity, I pry a few loose for samples to take to Philbert or Inga – Maybe they’d be worth something, or they’d be willing to pay to find the source of the poky little devils. Kalixta kept a pink one for herself.
The sounds gone, we were stuck until Kalixta caught the scent of something – Ragda. Taking the other branch, we followed a passage down, where it was blocked by rubble. She insisted it was this way, so Babs and I start pulling rocks. Pretty soon we hear noise – someone digging from the other side! A few more armfuls of rock, and we’ve found the lads. T’nul was truly with us, for they managed to find pants!
Catching up, we related our tireless search for our companions (other than stopping for a bite at the House of Sheep), and they shared their tale: They had been forced to work something called Firestone out of the walls. Rufus had managed to get them freed, at the cost of a couple of beards. Arming themselves with mining tools, they fought their way through their captors (some sort of rock-eaters), some of our stony friends from upstairs, and into some Scaled Ones. They found a rather ominous message… Well, Raywin and the wizards thought it was ominous – something about resurrecting one of the scaly villains of the last war. Something is definitely brewing around Warrde.
They hadn’t reached the bottom of the place yet – there was one more Scaled One and a noise-hating moving statue guarding the way. With the gang at full force, we quickly dispatched the Scaled One, and through stealth, trickery, and narrow corridors got past the Iron Giant. We also find more riddle-statues. It’s like this dungeon was made for Halflings.
There was little of worth to take, but we did find more evidence of a Scaled One attack. We also found some sort of magical water basin. Kalixta called it a scrying font, which is a fancy way of saying “magic basin.” When we looked in, we saw a scaled one. Judging by its reaction, it saw us – and we clearly were not what it expected. Surprise! Ragda and I knocked it over for good measure, grabbed the scaled one’s weapon and shield, and left for the Tower, to make plans for what to do next.
Does this party I'm with have any intelligence at all?
Posted: Sat Mar 30, 2013 3:10 pm
by Kalixta
first.... I'm still part dog. Cute, cuddly, but a dog. hmpf. No one seems to care that I'm a dog.
So, being the ever faithful furry companion that I am, I'm still with this group. but I'm beginning to think that my old friend the wizard had more brains. Let's see- to name some incredibly stupid things that they have done.... the women in scarves, the stink potion, trying to beat up anything that moves not matter how big it is, taking anything and everything they can find off of the bodies, playing with fire, and last but not least going into a grave because some dead-ish creature said "help me." Of course- we have nothing better to do than help the already dead like things. Mission-smission! Who cares that the scaled ones are coming when we can go and play underground in a tomb?!
And my good old friend Grumpleshnortz.... well, he's a little bit younger than I thought. His glasses are working out ok, but he's a bit of a homebody. I tried to get him to take us to report the scaled ones, but he wouldn't. hmpf. and he didn't have any more jewels. It seems the poor giant gets homesick. I thought it was a great idea, because who messes with a giant? But alas- my giant wouldn't come. If he had I could guarantee we wouldn't be in this grave... he wouldn't even fit!
Re: Teluria- The Story So Far - By Joe the Rat
Posted: Sat Apr 06, 2013 6:53 pm
by Joe the Rat
Covering a lot of ground
(This actually covers three sessions... I'm a little behind)
Having got everyone rescued, we figure someone ought to know about the scaled one activity. War’s bad for business. Unless you are a Mercenary. Or a weaponsmith. Or a temple cleric. Or a wagonwright…. Okay, war is actually really good for business, but it’s messy.
As it is on the way to the Imperial compound, we decide to stop by Philbert’s to see about trading our razor crystals. Anyone that can make as many dangerous things as Philbert is sure to have a use for insanely sharp crystals. Philbert also has a rather pungent new invention that he put to good use when the boys try dipping into “aggressive negotiations.” It cost us our supply of crystals to get the odor taken away – all of our odors taken away – but we left on passable terms, and the offer to provide access to the crystals.
Then a stop at the Ironsons to see about getting some armor, a map to the Pit of Despair, and Harl tried to get his new clothes recut into robes. Apparently Dwarves take that “no wizarding” thing pretty seriously, because Olaf simply refused to deal with Harl. Raywin managed to get the deal squared away for us.
Now that our shopping was finished, we moved on to the most urgent matter of the Scaled Ones starting up a new invasion. Okay, so maybe our priorities are a little skewed. We deliver a message to the local Impeeweeal- er, Imperial Magistrate, who accepts our story – and our evidence – and sends us to deliver the message to Tulmoor. Service to the Empire and such. But he’s giving us supplies, and its on the way to Falcor’s Doom and Aladar’s last known destination, so off we go.
It turns out that it’s quite a ways from Three Roads to Tulmoor. Kalixta has the brilliant idea of getting Grumpleschnortz (her Giant friend – we talked about him before) to give us a lift. On the way to his house, we run across what is best described as an ogre… or a small and ugly giant. He has a massive dog with him, but can’t smell us out thanks to Philbert’s stink remover. So Kalixta sends them running after a noise in the woods. After all that, Grumple isn't home! We camp out inside his house, and in the morning send Rufus to go see if he can find anything. (That Ogre might be out there) (We gave him 5 gold). Turns out Grumplschnortz was camping out by the lake… in his backyard… OK. Fine.
Grumple refuses to take us to Tulmoor – it’s a two day trip for him, and he won’t travel that far from home – especially since the “fish-men” scare him. So we head back to the road and try to make up the lost day of travel on this highly urgent mission. Passing near the lake, we are attacked by several of Grumple’s fish-men. Boy, are they ugly. They also had these tacky gold medallions, which meant Rufus absolutely had to have them. We kill a couple with a bit of a scuffle and a lot of fire. Which draws the ogre’s attention. Once again, Kalixta sent him off to follow a noise in the woods (how many times is he going to fall for that?!)
We make some time down the road, and after a day’s travel, decide to make camp, when we are approached by some manner of walking dead, asking “help us” over and over. Since they’d likely keep us up all night, we decide to go take a look. Lo and behold, a ruined crypt! Kalixta wants no part of it, but Raywin wants to help, Rufus wants to raid tombs, and I've had enough pointless running about that I need to hit something, so in we go.
First thing we run into is more ghouls. Using the wisdom of our previous experience, I take recommended course of action and hit them in the face with my Sprooghammer. We also bump into some creepy sounds, apparitions, and some rather squishy zombies. But no real loot, other than a locket. I’m not sure taking the locket from a dead body that has a ghost rising out of it is a good idea, but Rufus is the expert treasure-finder. Let’s just hope we don’t end up adding to the corpses roaming the halls before all is through.
Re: Teluria- The Story So Far - By Joe the Rat
Posted: Sat Apr 13, 2013 6:31 pm
by Joe the Rat
Restless Dead, No Rest for the Wicked
Poking further into the ruined crypt, we find a pile of large bone jars at the end of a hall – under what once were shelves. Yet another sign this stuff has been here a looong time. We look at one of the jars, and find it sealed with runes and signs and a layer of lead. Whatever Is in here, they didn't want it getting out. So I smash it open.
What’s the worst that could happen?
Breaking the jar open, a ghost rises up – one of the ones we saw when we first arrive. He tells us a little of his tale, and why there’s so many wandering corpses here. It seems that not all who roam the halls want to be here. They are all held here by someone named Gondus. Someone points out that we saw that name painted in blood when we first entered the tomb. One mystery solved, I guess. So if we can get rid of this Gondus person, all these restless spirits will depart, and we can get a night’s rest without the stupid dead hanging around.
Moving on, we find a lovely pile of well-chewed bones, some not-walking-around dead bodies, and a couple of walking nasties that really don’t like Rufus. Maybe it’s his fashion sense. There is little I can do, stuck behind the dwarves, so I bide my time and hope they don’t get killed. It’s a narrow scrape, but everyone comes through with their hides attached to their bodies. Something good does come of this: There is chanting from up ahead – sign that we may be getting close to the source of all the trouble...
Friends don't let friends die.... or do they?
Posted: Sat May 11, 2013 3:17 pm
by Kalixta
still in the damn cave, still a dog. figures.
Rufus is too greedy for his own good. He HAD to keep pulling the metal spikes out of the wall- thinking that he could get more money the more he had. but that last one was a kicker- out came a thing, and pulled him in and sucked the life out of him. Raywin feels guilty about it, so here we are dragging around a dead body- at least it's lighter than normal.
Then there's Ragda, wanting to open another one of those trick door things. But being a man, he decides to poke it with the extending pole- too bad he forgot to duck when the poison dart came flying out. Ragda the gray and unconscious. At least he landed on Rufus- couldn't do any more harm there!
The big question is who is going to drag the bodies around with us? Ragda had Rufus, but now they're both dead-ish. Hmm, wonder if Ragda will stink more or less now that he can't actively fart?
So we've got bodies, and have killed some more skeleton like things- so what's left to do? LOOT! While Rufus was my first choice to loot Raywin sems to have this hope of making him alive again...
In one of the coffins are some more potions- I'm not trying them this time- No way! But perhaps I could try them out on the dead guys...what harm could that do? But our cleric wanna be doesn't want me to.... what a pain in the ass. Doesn't he know that someone has to try them? How does he think I ended up looking like a dog?
I have 2 vials of medicinal smelling stuff, 1 vial that looks like the healing potion that I got from Aladar's tower, and 1 vial that smells really sweet. Against Raywin's objections that I not use Rufus and Ragda as (dead) lab rats, I give Ragda a drop of the medicinal stuff- nothing. If at first you don't succeed try try again- after 2 drops nothing. Now that I have proven with Ragda as a test subject that whatever it is won't make things worse I gave 4 drops to Rufus and he looks less gray, but still isn't moving. Back to Ragda. This time I try the healing potion.... 1 drop and he's not so gray, and 1 more drop doesn't do much else except make him look a touch more alive, but unconscious.
Other things looted were "wife-stealer" (sword), gold for Raywin, and this awesome wand that I got. It feels all tingly in my paw-hand. And I can even read it- woot!
I am the keeper of the potions it seems. I now am carrying a yellow ammonia cat litter box smelling one, a blue fruity one that makes me HOT, an aquamarine potion that made me who I am today, 2 chemical smelling potions, 1 healing potion, and 1 that smells really sweet that we haven't tried yet. These guys better not piss me off, it would be bad if I got "confused" and gave someone the wrong potion.
Oh, and the exit to the cave is now closed, and we're dragging around a couple dead ish friends- could it get any better than this? (No don't answer, I really don't want to know.)
Re: Teluria- The Story So Far - By Joe the Rat
Posted: Sat May 11, 2013 6:39 pm
by Joe the Rat
This actually takes place before Kalixta's writeup.
Swords against Necromancy
Checking out the chanting room, we find a lovely fire, accompanied by several more ghouls. Ghah. Ragda and I step up to keep the foul beasts away from the tender flesh of our teammates, only to have Ragda take a couple of claws to the chest, which made him freeze up like a thief caught in a spotlight. Hmm... so that's what I was supposed to remember about Ghouls... ah well.
But we do our job, and keep the ghouls back, and close together. This is enough for Harl to hit them all in one fiery blast. Fwoosh! It doesn't take us long to finish the still moving remnants. We decide to camp in the well-lit and quite defensible room before going deeper into the crypts.
The next level opens to a series of barred gates. As soon as we step in, a gate opens. I find this unsettling. Moving through, we see two rooms with sacoffo... scargaf... big stone coffin things. We figure Gondus is probably in one somewhere, and they usually have treasure in them anyway. It turns out there's a couple of zombie guardians on the south one – so Ragda, Barbarina, Raywin and myself go charging in to beat them senseless. Finishing that bit of trouble, two more come down from the north. I try to rush past Babs, but for a lithe and nimble elf, she takes up a LOT of space.
In spite of our stumbling, we manage to take the two shamblers down.
Making a quick sweep of the rooms, we light the braziers, which makes the next door open. Moving on, we find a scary looking room – Gods I hope that's a kitchen – and another tomb with a big scary sarcofphathingy, covered by some sort of shadow. As we approach, the shadow floats off of the box, coming after us. Barbarina and I do it no harm, but keep it busy while Harl fries it. Inside the sacroiliacus, we find a little loot, and two shiny longswords! Kalixta reads the runes on the blades (Hey, she can read runes!), and notes them as “Deathrobber” and “Shadowkiller.” Barbarina and I divvy up the wicked blades (She chooses Shadowkiller, I take Deathrobber in both hands), and we press on...
Re: Teluria- The Story So Far - By Joe the Rat
Posted: Sat May 25, 2013 6:15 pm
by Joe the Rat
Catching up a bit:
Death in the Family
Exploring on, we find a room with a crypt, and a standing skeleton. He's just looking at us. Well, I think he's looking. Kind of hard to tell with the lack of eyes. You think it could have motioned or done something to warn us about the skeletons sneaking up behind us. We put the backstabbing bones to rest after a short fight. The standing skeleton still does nothing – but does not want his tomb robbed.
We see three tapestries. Perhaps something hidden behind one? Behind a curtain to the south is a door barred by silver spikes. Maybe Gondus is there?
NOPE!
Rufus sets to work pulling the spikes, when suddenly a nasty ghost-thing grabs poor Rufus and drags him in, followed by a blood-curdling scream. By the time we get the door open, he's been sucked dry.
Barbarina and I take on the ghost thing, our magic blades being the only thing that seems to harm it. Dispersing the foul creature, we investigate its tomb. By the look of the body, it did not die a pleasant death. We did find a pile of gold, several potions, a wand, and another longsword – Lifestealer, according to Kalixta. Kalixta also takes the wand, and hangs on to the potions for us. (Seeing as she's had the most experience with them, and does her best to not be hit with bottle-shattering force, I think it makes sense. Plus she's family.)
With out burglar expired, Ragda and I check the other curtains. I find a spring-loaded door that hits me in the face. Warning Ragda of traps, he uses the Pinchpenny Pole to swing back the curtain, and gets a face full of poisoned darts for his trouble. Despite his mighty Dwarven constitution, he succumbs to the poison, falling into a coma.
Two party members down, we retreat to the first set of tombs to camp and let our wizards recover. Kalixta uses this time to investigate the potions, and finds one that revives Rufus from his deathly state. It was far more effective than Raywin putting his tentacle-hat on Rufus' head. Wait, when did he get the hat back?