| Shattertooth |
lootz: 2d6 + 2 ⇒ (1, 6) + 2 = 9
-Nothing you find is cursed.
-You do not find anything that puts you in mortal peril.
-Magic item I need help identifying: From the abandoned loot gathered from his tribe Shattertooth manages to find something precious the adventurers missed: the Talisman of Thunderhoof Fireborn. It is a simple thing of metal and bone, but, for the Flame Cult, it is everything. He finds it in the midst of some other jewelry and carefully lifts it from the tangled heap like a baby from a trash bin. He holds it close for a few moments. He has no idea what it does. He hadn't achieved a high enough position to be told before everyone who knew was slaughtered.
| 'Uek-Soahh |
Wek waits until the duo are good and away, then makes a strange horking sound, depositing the ring onto a rock as if there were a pelican chick around. He then shifts back into lizardfolk form, his shadowy skin-fish swimming calmly again, the duckweed and water plants on his scales placid.
Loot checkin: 2d6 + 2 ⇒ (1, 2) + 2 = 5
Nothing you find is cursed.
You do not find anything that would put you in mortal peril.
"Hmmm, I can't understand these sunlover things," says Wek, a little perplexed, "But I did take that gnome's ring. Perhaps it is worth something."
| Plume |
Shattertooth, the exact location of the ancient loremasters of the Way of the Flame are lost to memory. However, their agents are still at large, wandering the world even now. They bear symbols on their person, that an ordinary layman wouldn't look twice at, but would identify them to you as an Agent of Flame.
It looks like this.
| 'Uek-Soahh |
Wek tries the ring on, as it isn't cursed...right? :)
"What do you see, Stybar? Shall we pass through the portal?"
Wek takes a look at the image created by Stybar's toss.
Discern Realities: 2d6 + 2 ⇒ (5, 1) + 2 = 8
What should I be on the lookout for?
| Stybar Halfhorns |
On his way to the portal, Stybar sees something interesting. It is a small horse figurine made from bone. (Cursed magic item I can identify) He puts it in his pocket for now a picks up a flat stone and throws it across the surface of the portal, breaking his personal record of 43 skips. His mood is instantly lightened. He looks into the portal.
| Plume |
We'll address the scrying results after the mortal peril.
Also Wek: putting on the ring grants you the knowledge of how to use it, via the enchantment it bears. The ring's symbol, when pressed with your fingertip, expands into a three-dimensional chest on the ground directly in front of you (describe its appearance). This chest can hold 10 weight of items, and disappears back into your ring when the symbol is pressed again. You are also always aware of the ring's current weight; an illusory indicator that only you can see shows up in your vision when you glance at the ring. Currently, the ring has 5 weight worth of anonymous items inside, that you would need to open the chest to identify.
| 'Uek-Soahh |
Wek goggles at the phantom chest. It's made of dark, sturdy wood, a little battered on the edges, as if it were designed for transport of arcane goods and armaments to be transported by troops from place to place. While the metal bindings and the wood are simple, they look strong, the hinges gleaming with oil.
"I've found a chest that is projected by the gnome's ring. Stybar, you're the trap expert--try it on. It may be protected further."
Wek pulls off the ring and offers it to the minotaur.
By the way, does Stybar keep his tentacles?
| Plume |
I realized that I was wrong when I thought that Stybar was in mortal peril! He got a 7-9, giving him 3 choices, and chose Cursed as his drawback, so he obviously spent his 1 point on "not being in mortal peril" and his other 2 on being able to ID the statuette. Didn't do the mental math correctly at first! My bad. My next post will have the scry results.
Stybar's three tentacle appendages are still present, growing out of his spine.
| Plume |
When Stybar approaches the portal, he picks up a smooth, flat stone that looks perfect for skipping. He positions himself near the portal's edge, and waits to make sure everyone is watching the surface of the portal to see the results before skipping the rock.
When the rock is thrown, the portal's surface is opaque; a whirling mist of magics that take you to places unknown. When the rock strikes the surface of the magic, however, the expert aim of the thief causes the rock to actually disturb the mists until they clear.
Looking through the portal, you see only darkness beyond. At first, you think it's because the scry didn't work, but then your eyes adjust to what you are seeing and you realize that you're just looking at a very dark place.
Faint light is visible in the distance beyond the portal. Peering closely, you can see that the light is sunlight, shining at the entrance of a cave. This portal's exit appears to lead to some far-off underground tunnel.
There are inscriptions on the cave wall that can barely be made out...they're old and worn, but unmistakable. They're an old dialect of Ancient Minotaur script. It seems the adventurers are on a plunder-spree of Minotaur sites for loot...
This environment matches the description provided to you by Willam, the berserker barbarian that came from a far off land. It is unfortunate that he was killed, or he could have offered useful information about these cave networks.
| 'Uek-Soahh |
"We might be able to catch them in the act of looting," says Wek. "No more chasing that sunlover through the desert, but we can save that for another day. Perhaps we can pick them off one by one."
| Shattertooth |
The prophesy is clear, we cannot defeat them until we are stronger. However, I still think we should go through and scout them out. Knowing where try are based could be invaluable.
| Stybar Halfhorns |
Minotaurs always follow prophesies Wek. We think out elaborate plans, crush the numbers, do the math as it should be done, write down scroll after scroll of standard protocols and instructions. And then in the end, we toss it all aside and follow the oldest and most cryptic prophet we can find. It is clear that this is not the first time Stybar has this discussion. However, in this case I must side with our fiery friend. If only I could make out the words in those inscriptions...
int: 2d6 + 2 ⇒ (1, 5) + 2 = 8
| 'Uek-Soahh |
"I don't recall any prophecy that predicted the sun-lovers slaughtering our people, so that we could prepare in any way," grumbles Wek, but he awaits the translation of the hieroglyphs.
Wek sits for a moment, thinking. "Once you've read them, I can lead the way as a bat."
| Plume |
Merry christmas everyone! I'm back to my regular posting schedule after being away the past few days.
Everyone gets +3 XP as a Christmas gift - also, this is a good opportunity for a short rest and "End of Session/Level Up" moves, in the story. Unless you'd rather press on! It's up to you; you have daylight remaining.
Stybar, you and Shattertooth pore over the hieroglyphics of Ancient Minotaur that can be seen through the portal's opening. What's worse, the scrying from your skipped stone is only a temporary glimpse on the far side. It closes after a few more moments of keen peering by you and the Immolator.
You turn to face the taller Minotaur. He's still wearing his mask of office, but even through that you can tell that he's been stymied by the brief glimpse at the language. (Mark an XP, Shattertooth!) But you were able to make out a symbol, a mark in Ancient Minotaur that has lasted through the ages and persists today. Grimly, you picture it in your mind - describe it to us, and feel free to embellish. Yes, although it's slightly different from the modern incarnation, the meaning of the shadowmark is unmistakable - "Trap". The mark resembles marks you yourself leave to warn the Laogan tribe members when you have placed a dangerous trigger nearby.
Ancient Minotaurs - much like minotaurs today - were notorious for the complexity and lethality of the traps they used to defend their underground labryinths. Take +1 to your next Trapfinding roll as a result of your ability to notice the mark.
| Stybar Halfhorns |
merry Christmas to you too. My daughter's birthday is coming up + new years so we might have to get a few days into 2018 before I am back to a post a day, but let us do the end of session move. It is an important thing imo. Also, should we try to recruit a player or two more or just keep going as the three of us ?
| Plume |
You set up shop to take stock of the local caravan and recover your breath, feeling triumphant after sending the gnome leader packing, but also concerned about the dangers ahead. Consume one ration if you choose to recover half your max HP during this short rest, and you may level up during this time.
The camp you had ambushed was at the edges of the marshlands, in a remote area far from any civilized settlements. Beyond these marshlands are a vast desert, the Sea of Sand, that are dotted with orcish encampments, mostly near oases in the dunes.
| Plume |
Laogan tribe, when resting at the mercenaries' camp you discover another, large wagon that is just inside the boundary to the marshlands. There are bars on the windows, and you hear growling coming from inside.
Cautiously, one of you peeks through the window to take a look. (Which one of you goes up to it to investigate?)
Whomever does it, you see several prisoners in manacles and shackles, imprisoned inside. There is a key hanging from a loop of metal that is nailed to a nearby tree, but the jailer appears to have fled along with the merchants and camp-followers.
The prisoners are both very...large. One of them appears to be a bestial-looking human that was thrown in with the greenskins alongside them...must be a shapeshifter or other oppressed class of human to be imprisoned here.
The other one is even bigger, a hulking mass of ogrish flesh that is doing the growling and pulling hard on her bonds.
There's a third prisoner too, but they're deeper in the shadows of the prison wagon, and you can't make the details out yet.
| Princess, Ogre Wizard |
"Ooh!" the ogress grunts as the man's foot impacts her flabby belly. "Somebody's getting frisky, eh? Let's get out of these bonds and then maybe we can--"
She turns and squints towards the window, peering out with her sharp, bloodshot eyes. "Is somebody there? Some peeping tomcat spying on a woman in a position of vulnerability? Show yourself, you pervert!"
| Shattertooth |
Lizardman would fit the lore we have established a bit better. I'm not sure how Shattertooth would feel about a litch.
| Shattertooth |
Shattertooth approaches the wagon in his search for anything useful that the thieving adventurers left behind. Vices come from the wagon, and one of them sounded lizardly.
'Uek, Sytbar! he calls to bring the others over.
He hears the hissing voice claim to serve a higher power and his eyes narrow behind his mask.
And what power would that be? he shouts.
| Vorgo |
Craning his neck to try to see out the window, Vorgo considers his words carefully. I am the Anoited Holy Warrior of Tiamat the dragon god. It issss through her will that I’ve left my clutch and journied into the domain of the Ape-Men.
He clears his throat nervously Even if our faithssss differ, I hope you can resssspect the ssssssancity of a pilgrimage...
| Princess, Ogre Wizard |
The ogre rolls her eyes. "There he goes, on about his dragon god again. If she's so high and mighty, how come her champion's stuck in a wagon, eh?"
She looks at the masked creature outside. "Meanwhile, I, the lovely Princess, find myself in need of rescuing! Oh mighty masked man, care to help a girl out? I'll make it worth your while..." She jiggles her hefty bulk in what she thinks is an enticing manner.
| 'Uek-Soahh |
Wek perks up his crest.
"Hail, brother! I am 'Uek-Soahh of the Endless Marshes, a druid of these Laogan clans. May our egg clutches be safe. We will shed blood and scales together under the auspices of the Mother Dragon and the endless dark waters."
"That's a brother in there," he says. "Hoi!, Princess, and fellow of the People! We'll get you out of there."
He takes the key and hands it to Princess. "If you don't mind." Wek has been bitten at by a 'grateful' ogre before.
| Shattertooth |
I respect your godess. I am a Priest of the Flame Cult, a cousin to your own. Shattertooth says. He let's 'Uek by, but keeps an eye on the Ogre. She seems to be convulsing.
| Vorgo |
Vorgo does his best to hide his disdain. A Swamp Dweller? He probably calls himself something demeaning like “Lizardman” or “Lizardfolk.” And a Druid at that. This was going to be a challenging pilgrimage.
| Princess, Ogre Wizard |
"Thank you, my little scaly hero!" Princess awkwardly uses the key to unlock her own bonds, then those of her fellow prisoners. She squeezes her fat body through the door and stands all the way up, reaching her ten-foot-height. She stretches languidly, the few scraps of cloth that pass for her robes leaving little to the imagination (to the general horror of most).
| Lur the Bonebreaker |
After the others have left the prison, The bare chested human man steps out and extends as well, though only to a little over seven feet. The human seems powerfully built, but more in a lean way. The hair that covers a vast majority of his non-clothed areas is thick, almost animal-like. As he stands he closes his eyes and remains motionless.
| Plume |
The afternoon is growing late, and the stench of fear from the camp followers and merchants that the Laogan tribe members had scared off still lingers in the air. There is a chorus of wildlife sounds coming from the verdant marshlands beyond the treeline, and silence and dusty wind coming from the desert that extends past the portal yonder.
Prisoners, your armor and weapons were taken from you when you were captured, and thrown into a chest that was secured to the top of the prison wagon. Since your wagon was partially tipped over in the attack, your belongings are in a chest that is hanging half-off the wagon's roof. The chest is secured with a simple iron padlock.
| 'Uek-Soahh |
"Tell us, how were you locked up in there? We are on the trail of some murderous sunlovers who slaughtered our village."
Wek cocks his head at Vorgo. "...where are you from, brother? I do not recognize your clan markings." He then looks at the human. "And you...sssss...what is your loyalty, human?
| Shattertooth |
Shattertooth walls up to be sunbathing human and grabs him by the hair. His eyes flash with inner fire as he forces the human to lock eyes with him.
Give Me Fuel, Give me Fire
When you gaze intensely into someone eyes, you may ask their player “what fuels the flames of your desire?” they’ll answer with the truth, even if the character does not know or would otherwise keep this hidden.
| Lur the Bonebreaker |
As Shatter tooth looks into the human's wild eyes, the handful of hair that he grabbed seems to increase.
"..My rrRRAGE!..," this sentence blending and ending in a roar. As the 'human' says this he transforms into a even larger bear which is still face to face with Shattertooth,
| Shattertooth |
Note, that ability doesn't necessarily force the character to reveal this, but you, the player, do have to tell me, Shattertooth. :)
| Stybar Halfhorns |
You turn to face the taller Minotaur. He's still wearing his mask of office, but even through that you can tell that he's been stymied by the brief glimpse at the language. (Mark an XP, Shattertooth!) But you were able to make out a symbol, a mark in Ancient Minotaur that has lasted through the ages and persists today. Grimly, you picture it in your mind - describe it to us, and feel free to embellish. Yes, although it's slightly different from the modern incarnation, the meaning of the shadowmark is unmistakable - "Trap". The mark resembles marks you yourself leave to warn the Laogan tribe members when you have placed a dangerous trigger nearby.
The trick in the mark is that it is not a unique symbol. The symbol can be showing anything. It is something in the asymmetry, which is hard to describe for the uninitiated that gives it away. Every big trap designer has his own style. When you do see it however, it cannot be unseen.
Stybar walks over to the padlock and tries to pick it open.
Let's see what we got here
trick of the trade: 2d6 + 2 ⇒ (6, 1) + 2 = 9