Bloodsong of the Treeless Lands: Rune Stones Part IV (4e)
Game Master
Rev Rosey
Part 4 of the Rune Stones saga.
Set in the wild land of Kargzant. Players went from level 9 to Paragon in this one. Vel retired and was replaced by Tutavak.
"It looks as if we need to go into the head and defeat from the inside. I've never been eaten before. I don't thi8nk it is going to be pleasant. I really hope it isn't another test. Or maybe I should hope that it is.."
"Speak to the land. Call on your ancestors and lay bare your deeds. Fear will take you and you must hold your ground, Bone Rider. In the half-world all is stripped away. So it was for me. I stood naked and defenseless and called to the One who Devours. There is no aid there. There is nothing but him."
"You may take no weapons, nor any armour. No staff, no orb, no symbol or totem will help you. Bring only that which aids the skills of your hearts and minds. You are a clan, you will help each other. Only one need be consumed for all to be reborn."
Vel
Spoiler:
He is both sincere and accurate. You can take items which are specifically used to boost skills. You may use rituals. You may take items like amulets, tattoos and reagents. Just nothing that could be classed as a weapon, armour or implement.
All. Decide what you're taking and tell me please. Feel free to share items among yourselves.
With obvious reluctance, Reason divests himself of his armour, javelins and mace before slowly putting his holy symbol on top of the pile.
He places a protective hand around his amulet and his precious books and spends a few minutes transferring potentially vital supplies to a smaller bag. The set of his spine clearly shows his mistrust of the process.
AC17
Fort: 18
Ref: 19
Will: 23
Pashira looks not unsympathetically at the preparations.
"I can offer you no other way. Believe that my need was great before I made this journey."
"I survived. I was reborn and remade as Kargzant, which was the one wish of my heart. When I walked into the fires many years later, I was honoured among the People and the Sun Stallion set me to guard the halfworld for all time. The need must be great enough or your fear will consume you, not the One who Devours."
Pashira looks over the preparations and nods approval.
"I will hold the gate for your return. Travel well. Journey wisely. May you find what you seek."
Standing before you, he raises his hands and invokes the gods of Kargzant, head thrown back and legs akimbo. As the words rise, his body blurs, turning misty and through him you see the Bone Plains. It is as if a mirror has reflected itself through him. If you walk forwards, you will leave his tomb and re-enter a shadow version of Kargzant.
The Bone Plain stretches before you, but now seems washed of colour. Nor is this the only difference. From the mounds, dead heroes and their mounts emerge, watching your progress. They make no move to attack, they merely wait, observant.
After stepping through the portal, Whiteclaw shifts into the form of a massive, white furred, wolf. She then tilts her head back and howls to the wind.
Whiteclaw's howl echoes around the Bone Plain, challenging the land itself.
Reason resolutely flicks his tail over his arm and advances towards the centre of the burial mounds, eyes constantly watching the ground beneath his feet.
Theatre was OK-ish. I've got two shows on this week, both for the Youth Theatre. They both had technical and dress rehearsals yesterday. There isn't much more I can do at this point apart from panic :D
And back. This is just a little complex and I really didn't want to run it with no braincells.
As Kia moves to join the group, the tremor becomes more violent and focuses around you, sending Arianwyn and Whiteclaw sprawling.
Attack v Ref:
1d20+12=19 - Ground v Arianwyn. Hits
1d20+12=24 - Ground v Whiteclaw. Hits
1d20+12=14 - Ground v Reason. Misses
1d20+12=19 - Ground v Vel. Misses
1d20+12=16 - Ground v Kia. Misses.
Arianwyn and Whiteclaw are prone.
Then the fear begins. Something enormous and primordial is rising beneath you. Unimaginably huge, utterly alien, it seeps into you, mind and body, looking for weakness. Every rash action, every harsh word, every fear you have ever suffered rises unbidden and unwanted, seeking to overcome you.
Spoiler:
I need the darkest fear that each of you has please. Spoilered.
Whiteclaw's greatest fear would be becoming a typical gnoll. Giving in to the evil that's inside all of her people, and becoming a monster. And a frickin scary one :)
Fear in a form you have never imagined starts to creep over you.
Attack v Fort - on hit, you are subject to an attack v Will. If that hits, you will want to run and will need to make a save to prevent yourself doing so.
1d20+12=28. v Fort. Hits.
1d20+12=19. v Will. Misses.
Your companions and your surroundings blur around you, and as though you have been granted a second layer of vision, you find yourself in a sick room. Someone - who you know you should remember - lies dying and it has fallen to you to comfort them in their last moments. Memory and fear tug at you as you struggle to overcome your darkest imaginings. All the thoughts and all the terrors you have ever pushed to the darkest recesses of your mind are piling in on you.
Skill challenge: Break through your fear.
4 successes before 3 failures. No aids.
You may use any skill you wish to with appropriate reasoning, but each skill only once.
Whiteclaw
Spoiler:
You feel your claws extending and your gnoll instincts rising as the fears you have always pushed to the back of your mind take hold.
Attack v Fort - on hit, you are subject to an attack v Will. If that hits, you will want to run and will need to make a save to prevent yourself doing so.
1d20+12=15. v Fort. Misses.
Drawing on your own strength, you push the intrusion aside, concentrating on the loyalty of your companions and your own unique place in their world. The attack comes again, creeping inexorably into your mind.
As above.
1d20+12=29. v Fort. Hits.
1d20+12=23. v Will. Hits.
Weakened at last, you have no choice but to succomb. Around you, your companions become your enemies, not your pack, not gnolls, merely something for you to devour.
Skill Challenge. Break the fear invading you.
4 successes before 3 failures. No aids.
You may use any skill you wish to, but each one only once.
With each failure, you will make an unarmed attack on a randomly chosen companion.
Neat challenge, here goes. I'm gonna assume the DC is Hard for level 9, so anything under 19 I'll asuume is a miss for unarmed purposes. Endurance first, with it's special +2: 1d20 + 15 ⇒ (2) + 15 = 17. Miss. That one sucks to miss. Athletics: 1d20 + 13 ⇒ (4) + 13 = 17. Miss. Not looking good. Nature: 1d20 + 11 ⇒ (18) + 11 = 29. Made it. Intimidate: 1d20 + 10 ⇒ (15) + 10 = 25. Made it too. Now to be tricky. Rolling Relgion, but using Blessing of the Dragon to sub Con for int: 1d20 + 9 ⇒ (4) + 9 = 13. Miss. That's 2 and 3, if my DC guess is right. So, three unarmed attacks: 1d20 + 8 ⇒ (3) + 8 = 11, 1d20 + 8 ⇒ (15) + 8 = 23, and [1d20+8[/dice]. Damages: 1d4 + 4 ⇒ (2) + 4 = 6, 1d4 + 4 ⇒ (3) + 4 = 7, and 1d4 + 4 ⇒ (2) + 4 = 6 Hope the DC is only 17, though, cause then I'm golden with 4 and no fails :)
Fear in a form you have never imagined starts to creep over you.
Attack v Fort - on hit, you are subject to an attack v Will. If that hits, you will want to run and will need to make a save to prevent yourself doing so.
1d20+12=23. v Fort. Hits.
1d20+12=16. v Will. Misses.
Although you know this cannot be happening, you feel your body turning to shadow and chill fear engulfs you. The Prince of Frost himself draws out your lifeforce, binding you to shadow and servitude for an eternity. Memory and fear tug at you as you struggle to overcome your darkest imaginings. All the thoughts and all the terrors you have ever pushed to the darkest recesses of your mind are piling in on you.
Skill challenge: Break the illusion and drive out your nightmares.
4 successes before 3 failures. No aids.
You may use any skill you wish to with appropriate reasoning, but each skill only once.
Vel
Spoiler:
The tiny fragment of your rational mind comes to your aid as it has always done.
The enchantment seeking to engulf you is primal force, latching on to your own terrors and turning them against you.
For the primordial mind behind the assault, this is the only approach it can take. It is bound by chains far older and deeper than any you can properly understand.
You see also that in your acceptance of your weakness, you will find strength and understand that some fights are not meant to be won.
Even as your healing skills fail you, you accept and withstand the pain it brings you and absorb it into yourself.
You are aware that you now face deeper terror, but you have succeeded in conquering your own darkest fears at least.
Whiteclaw
Spoiler:
Your gnoll heritage is stronger than you had believed or understood. Your memories of civilisation and the work you have done with your companions fades into a cacophony of crimson tooth and claw as you rend at Reason. Enough of the Whiteclaw you wish to be remains to stop you damaging him too badly, but humiliation and the devouring fear drive you from the trembling ground. The undead in the mounds flinch away from you as you rise and move towards them.
I don't have a second roll for you (error in the coding), so I rolled it at home.
1d20+8=16 - which is a miss.
Make a save v the attack on your Will. You can return to the descending patch of ground once you make the save.
Reason flinches as Whiteclaw unexpectedly turns on him and claws wildly at his leg before she rises and lopes terrified away.
7hp damage
The monster gnoll you fear you are recedes enough to allow you to return. As you re-enter the trembling ground, another attack comes. This time, you are ready for it, even as all your instincts scream at you to run from the monster you fear you are becoming.
Attacks on Fort and Will at +2
1d20+14=18 - Fort v Whiteclaw. Fail
1d20+14=28 - Will v Whiteclaw. Hits.
Try again.
4 before 3. Any skill combination. If you fail again, you'll be overwhelmed by the fear and won't be able to return.
Arcana to pierce the illusion1d20 + 14 ⇒ (8) + 14 = 22 History to remind myself of the folly of those who found themselves bound to the archfey and of the archfey themselves1d20 + 14 ⇒ (18) + 14 = 32 Intimidate to overcome the illusion through sheer blinding cussedness1d20 + 15 ⇒ (17) + 15 = 32Insight to work out that the enemy is using our minds against us.1d20 + 10 ⇒ (6) + 10 = 16Bluff to trick the creature into thinking I am succumbing, whilst actually looking for a way out1d20 + 13 ⇒ (17) + 13 = 30
Backed into a corner, Arianwyn does what he does best. With a combination of flaunting arrogance and acute self-knowledge, his bravado is enough to convince the primal mind behind the attacks of his sincerity.
Never letting go of his self-belief, he stalks his own fear, barricades it into a corner and blasts it into oblivion. The Prince of Frost is dismissed as though he had never been and Arianwyn waits for the next assault.
Here we go again. Hopefully the big skills roll better this time. Endurance: 1d20 + 15 ⇒ (1) + 15 = 16. Fail. Athletics: 1d20 + 13 ⇒ (6) + 13 = 19. Success. I think. Nature: 1d20 + 11 ⇒ (19) + 11 = 30. Success. Intimidate: 1d20 + 10 ⇒ (10) + 10 = 20. Success. I can't use Blessing again, since that's once per day. So, now it gets hard. Perception: 1d20 + 8 ⇒ (3) + 8 = 11. Fail. Insight: 1d20 + 6 ⇒ (14) + 6 = 20. Success. So, if 19 is the TN, I pull it off. Barely. Endurance rolling 3 and 1 hurt bad.
Fighting the hardest battle she has ever faced, Whiteclaw forces her inner demons back where they belong. Recognising the attack for what it is, she also realises that she needs to overcome her secret belief that she is a monster. With that realisation comes strength and she banishes the inner demon tormenting her.
Ooof. That was close ...
Vel, Whiteclaw and Arianwyn are free to move and plan their next step if they so wish. All three are aware that there is more to come, even if the form of the next assault is uncertain.
The shadowy undead watch silently, moving only when Whiteclaw briefly left the circle, looking hungrily towards her.
Apologies for not posting. Have been having a really stressful time at work
Spoiler:
Kia's darkest fear is arriving homs to find that her mother has arranged a marriage with some conceited lording with such term and conditions that she is forced to acquiesce. It would mean the end of her independence and having to spend an eternity listening to a fool.