Play Report-Gathering the Troops

Eager to protect both the nation of Vardor and their investment in Fort Gollant, the party from Stormguard begins making plans for how they can contribute to the war effort. They begin by setting out as representatives of Emil Gollant to visit the four minotaur tribes he endeavors to add to the kingdom: Gilded Stag, High Reach, Low Eagle, and Bent Horn. Continue reading

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Biweekly Item-Rabbit’s Luck

“It has been said,” the old crone coughed, “that as you hold a rabbit by the foot and lower it into acid, its luck will flee into the arrested foot and provide fortune to the bearer. But then again, how much luck could that rabbit have had to begin with?” Continue reading

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Monster-Brick Snake

Quill glanced around the corner, seeing nothing in the dim twilight pouring through the temple’s windows. Breathing carefully, he crept forward along the right wall of the temple where the pillars and their shadows veiled his position pressed against the wall. He was leery of the lack of guard in the main forum of the temple, sure someone was watching or that traps were waiting.

Already halfway to the back wall behind the altar, Quill began to think the temple was indeed without guard. A snag in the mortar startled him, but he quickly calmed himself, pressing on. He was quickly growing fearful that his luck would run out and he paused to listen a while. The pit in his stomach sunk slowly deeper. Was someone watching him?

Suddenly a shout echoed through the chamber. Quill turned to the sound only to see the lightning deity herself hovering over the altar. Shaken, he ran, screaming for the exit, where guards seized upon him, confused at the madman bellowing through the silent temple. Continue reading

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Play Report-The Workings of Gods

We left the Stormguard party (now level 10) in the wolf infested great hall of Margon’s abandoned palace. Having slain two dire wolves and five other wolves, they take a moment to get their bearings, noticing disguised windows looking into the hall from the floor above. Continue reading

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Gregor’s Last Redoubt

The ancient structure squatted over the deep crag in the earth known as the Scar, still in remarkably good repair for being abandoned the 200 years since the Plague War. It seemed some other forced had moved in, as undead bands roamed the area around it. Still, the patrols were small and few, this new necromancer was yet weak.

As the sun set, Gildoran crept toward the fort. He’d probably already seen enough to get the scout pay the hierarch had offered him, but there was probably a bonus if he could determine whether or not the new necromancer was Drow. More importantly, Gregor was rumored to have left great treasures upon his death. Surely the new occupant wouldn’t miss anything discreetly taken.

As Gildoran began to climb the hill, a deafening voice shook him from head to toe. “Leave this place, mortal!” Stunned for a moment, Gildoran started to turn to run. No. He hadn’t been seen. It was a magical alarm. His presence was known, but the correct course of action was to hide near oLichr within the fort.

He ran to the building, climbing into a window and huddling there in the shadows while undead patrols converged on this side of the fort. In the dark, Gildoran could only see the silhouette of the necromancer descending from the fort in flight. He seemed too tall to be Drow, but too thin to be Minotaur, or even human. ‘Too thin, perhaps, to be living’, Gildoran thought as the figure’s cape billowed to reveal skeletal hips and rib cage. He was casting. The spell finished with no visible effect, until the necromancer turned his head, fixing deep pits for eyes upon Gildoran’s hiding place. Screaming his disbelief, Gildoran scrambled to get into the fort as the lich began to cast.

Gregor the Plague, a human necromancer trained by Drow at the Scar, looked on the kingdom of the young King Vardor and thought he could take control of it. Vardor proved plucky and despite a good start, eventually Vardor managed to rally enough forces to prevent Gregor taking the battlefield, thus denying him access to new undead. Gregor never won another battle and was forced to retreat and, as the defeats continued, to flee outright as Vardor himself and his closest companions pursued him. Finally, he was forced to return to his fort on the Scar where Vardor caught him and killed him. Satisfied, Vardor returned to his kingdom, leaving Gregor to rise again. Continue reading

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Weekly Item-Cauterized Troll Finger

“Can we get out of here?” Fritz murmured, hand on the hilt of his sheathed sword. “All this stuff gives me the creeps.”

“This is a treasure trove!” Alma exclaimed in surprise. “Just give me a few minutes, why don’t you have a look around, too?”

Grumbling, Fritz glanced around the witch’s laboratory for a place suitably safe to search. Uneasily, he pulled open a drawer. He could feel the bile rise in his mouth at the sight of a severed, hairy finger within. He must have made some sound of disgust; Alma appeared at his shoulder.

“Great find! I’m sure that will come in handy.”
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Campaign Review: Stormguard Sessions 17-?

It’s been nearly a year since my last post and my last report on the Stormguard Campaign (though that name is going to have to change since they left Stormguard the first chance they got, seeking Benquil’s long-lost father). The party is

  • Hilbrent Firebrand: Human Magic-user
    • Don “Juan” Ashe, Human Fighter henchman
  • Benquil Barrison Del’Armgo: Half-Drow Thief
    • Mickey Heron, Human Padfoot henchman
  • Lamila Umdril: Half-Orc, Half-Elf Berserker
  • Matchitihew: Half-Lizardfolk, Half-Ospryte Cleric

My last post left them sleeping  in tents provided by the Wrath Heart orc tribe, so we’ll pick up there and I’ll try to be brief.

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Play Report: Ambushed! (Stormguard Session 16)

We left the party sleeping soundly after a successful Devil hunt. The party is

  • Hilbrent Firebrand: Human Magic-user, Level 6
    • Don “Juan” Ashe, Human Fighter henchman, Level 3
  • Benquil Barrison Del’Armgo: Half-Drow Thief, Level 6
    • Mickey Heron, Human Padfoot henchman, Level 3
  • Lamila Umdril: Half-Orc, Half-Elf Berserker, Level 6
  • Matchitihew: Half-Lizardfolk, Half-Ospryte Cleric, Level 6

While Mickey is on watch, some of the party members are awakened by a sound, some by a whistle, some by a crackle of energy, and still others by the thud of a Mickey falling to the ground. Benquil opens his eyes and sees Mickey lying with an arrow in his back. Lamila jumps up, using her skills learned among the High Plain orc trackers to see where the arrow came from. She rushes that way with Hilbrent and Don falling behind her haste booted speed. Benquil taps Mickey with an encharged healing staff, but he doesn’t awaken. He charges after the others. Match, meanwhile, flies up over the rock, landing on the seaward side and drawing a summoning circle in the sand.
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Play Report: To Catch a Devil (Session 15)

The players are marching South, hunting the devil Match summoned to punish the Osprytes of his homeland, but lost control of. The party is:

  • Hilbrent Firebrand: Human Magic-user, Level 5
    • Don “Juan” Ashe, Human Soldier henchman, Level 3
  • Benquil Barrison Del’Armgo: Half-Drow Thief, Level 5
    • Mickey Heron, Human Padfoot henchman, Level 3
  • Lamila Umdril: Half-Orc, Half-Elf Fighter, Level 5
  • Matchitihew: Half-Lizardfolk, Half-Ospryte Cleric, Level 5

As they set out, they have no idea how far South the devil may be. They aren’t entirely sure that Match’s vision was of the present, or even true, but as they walk their eyes are on the sky and ocean. On the second day, looking down the coast, Hilbrent sees a whirlwind ahead far off in the distance. They know it is the Shedu, a powerful weather devil, but can’t be sure if the Shedu is over land or sea.
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Play Report: The Destroyed Village (Session 14)

Having completed their business in the goblin city of Ratrinken, the adventurers determine to depart in search of the devil Match came to Stormguard pursuing. He has heard a rumor of a destroyed town to the South. The party is:

  • Hilbrent Firebrand: Human Magic-user, Level 5
    • Don “Juan” Ashe, Human Soldier henchman, Level 2
  • Benquil Barrison Del’Armgo: Half-Drow Thief, Level 5
    • Mickey Heron, Human Padfoot henchman, Level 2
  • Lamila Umdril: Half-Orc, Half-Elf Fighter, Level 5
  • Matchitihew: Half-Lizardfolk, Half-Ospryte Cleric, Level 5

After a few days of travel in the caves, Benquil comes to a gate across the tunnel. He sees no guards at the gate and finds it unlocked. He quietly moves through the gate but hears resounding footsteps down the right side of the fork beyond it. He goes back to inform the others of the enemy ahead.
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