Thursday, January 28, 2010

Ambushed by the Riders

As we continued toward the northwest, the ground become more hilly. We reached a point where the land was broken. In the middle was a path cut into the earth. On either side were rock walls and ascending hills.

Along the path, there were tracks. We examined the tracks and realized that they were made by giant lizards, like the one we found back at the building (the corpse that had been gnawed apart by vulture drakes).

As we paused, a figure emerged from the hill on our left side. It was an elf with a broad leather hat. He held an iron wand of sorts in his hand and pointed it at us.

Suddenly, there was the sound of thunder and smoke rose out of the wand. Another elf appeared next two him, and two humans emerged from the same area and raced down the hill to attack us.

The humans and elves were all quicker than we were. They struck at us twice for each blow we could strike at them. One of the humans reached us at the path and began to attack Garg, our Half-Elven Warlord. Together, Garg, Firinne, our Half-Elven Paladin, Bran, our Halfling Rogue, and Tiny, our Dwarven Cleric, were able to surround him and fight back. The human was badly damaged from our blows and ran back up the hillside.

Bran raced up the hillside toward one of the elves and began his attack. Both elves began to strike quickly back at him, pointing their iron wands and making thunderous explosions. Bran took the brunt of their attacks.

Kale, our Human Wizard, cautioned us to seek cover along the wall beside the path. He advised us to make our way further down the path, where we could climb up the wall and attack the human and elves from a distance.

As we did so, the humans and elves quickly retreated up the hill, freeing up Bran from the attacks.

We followed them up the hill and saw them on the other side, mounting giant lizards and riding away.

I was able to finally dispatch the badly wounded human with a strike powerful enough to trap a bear. His riding lizard followed the rest of the pack, and the human's body fell off his steed. The body dragged around after the lizard for a while before finally getting untangled from the reins and coming to a rest.

We caught up with the body and found that he had a leather rucksack. In the sack was a bag of gold powder and a book. The book seemed to be a journal. Tiny noted that the words seemed to be encoded in some sort of personal code.

The human's body also held a net and a dagger. Bran claimed these and the hat.

As Tiny tended to Bran's wounds, we noticed that there were metal balls embedded in his wounds. Kale surmised that perhaps these were projectiles from those iron wands. This Siege World is truly a place of strange devices and bizarre magics.

The Mysterious Marker

After we awoke from a long-needed rest, we went upstairs and walked through the hole in the building (where we had battled the vulture drakes earlier).

We had no idea where to find the Centenarch. We watched the sun rise and pass overhead in order to get some sense of direction. I tried to examine the earth and the landscape around us to determine if I could find any sort of tracks, but I failed miserably. (I had not slept very fitfully last night for some reason.)

Tiny, our Dwarven Cleric, summoned the Hand of Fate, so that we could get some advice about where to go. The hand led us toward the northwest.

As we followed along in that direction, the ground became rockier, and the rocks were covered by an anemic lichen. We continued our trek to the northwest.

After another hour, we came upon an iron rod to the left of us. The rod was sticking up from the ground and seemed to light up under the grey sky (like a red everlasting torch).

Tiny noticed that on the side facing the house, the rod was flattened in the middle and had symbols etched on the flattened surface:

^
x
|

Kale, our Human Wizard, noticed that the rod was surrounded by an aura of magic. The aura extended only as far as the glow. He copied down the symbols for future reference.

Digging a bit under the rod, we found that the rod was just stuck into the ground -- there was no underlying structure or foundation that the rod was connected to.

We decided to continue to the northwest, in the hopes of somehow finding our way to the Centenarch...

Rust Monster Farming

[Aelar sleeps and dreams. In his dreams, the events of the past few days seep into his mind and invade his thoughts. He finds himself in a town square, where a few street merchants are selling their wares and services. An older merchant takes the stage at the center of the square and begins to speak ... ]




Merchant: In these times of strife, we often see "adventurers" stopping by our towns and villages as they make their way to explore some ruins or caverns. We all know what it means when they talk into our lives: trouble. We see the path of death and destruction that they leave behind them.

(Villagers whisper to each other and nod their heads in agreement.)

Merchant: Or at least, that's what most of us see. But not me. Would you like to know what I see?

(Puzzled looks throughout the crowd)

Merchant: Opportunity.

(Crowd starts to take an interest)

Merchant: Yes, we can get back much more than they've destroyed through battles in our villages, bars, inns, and homes. And it's all thanks to my friend Rusty here.

(Points to a rust monster, restrained in a makeshift wooden cage)

Merchant: Rusty and I are here today to introduce you to the Exciting World of Rust Monster Farming!!!

(Murmuring throughout the crowd)

Merchant (holding up book): Thanks to this book retrieved from the Siege World -- "The Secrets of Rust Monster Farming" -- you too can benefit from owning and breeding these fine creatures.

Rusty (woefully): Mrrwahhhhhhhh!!

(Merchant picks up a stick and pokes at Rusty several times)

Merchant (to Rusty): Quiet, you! Here. (throws Rusty some bolts)

Rusty (chewing): Nam-nam-nam-nam-nam--

Merchant (turning back to the crowd): So what opportunities do we have with these "adventurers"? Simple -- in four words: "Madjek Ree Zid You Em!"

(Crowd exchanges puzzled looks)

Merchant: See, often, during their explorations, they find magical items of little or no use to them. We offer to take these items, feed them to our rust monsters, and have them regurgitate this Madjek Ree Zid You Em back out.

And we'll do this for a fee -- a thousand gold pieces. Adventurers would be more than willing to pay this price! They normally get only a fifth of what a magical item is worth, if they were to sell the item.

(Nods of understanding in the crowd)

Merchant: But don't take my word for it. Why don't you listen to some of these satisfied Rust Monster Owners and Breeders?

(A middle-aged man walks up on the stage. The merchant introduces him as a former innkeeper.)

Former Innkeeper: Hi. I used to run an inn in a town not far from here. Then, one day, I rented some rooms to a party of adventurers who came into town. The next thing I knew, some assassins burnt down my inn in an attempt to kill the adventurers, and the assassins started shooting arrows at everyone from the building across the street.

I was left with nothing and also had some arrows stuck in my leg.

(Many in the crowd shake their heads.)

Former Innkeeper: I thought that all was lost until I learned the joys of Rust Monster Farming.

Why, just the other day, an adventurer came into town complaining about the bow that he had found during a campaign. Apparently, it could only shoot powerful arrows if he was underwater in a chariot after dark while adjacent to two enemies and critically wounded a third one that was a larger creature.

I was able to convert that bow into "Madjek Ree Zid You Em" that he could use to create a better bow. And he gave me fifteen hundred gold pieces for my services!

(Gasps of astonishment in the crowd.)

Merchant: Thank you for your story. Let's talk with another man who used to tend a bar along the Salt Coast.

(Another middle-aged man walks up on stage)

Former Bartender: Hi. I used to tend a bar in a small quiet village. Although the Owl's men had terrorized most of the larger cities, they had left our village alone, save for a few scouts.

(Nods of acknowledgment from the crowd, many of whom have firsthand experience will oppression under the Owl)

Former Bartender: Then one day a group of travelers came to my bar and wanted to kill the Owl's men. I tried to dissuade them but they were insistent and ended up killing the group of scouts.

The Owl later put our village under marshal law and taxed me into bankruptcy.

("Curse those travelers!" someone in the crowd shouts.)

Former Bartender: I thought I would never recover from this. But then I was introduced to the Exciting World of Rust Monster Farming. Now, when I see adventurers approach, I greet them happily with the knowledge that they will end up paying me more in gold than I could ever have hoped to earn at the bar!

Yesterday, I made two thousand gold pieces by converting a sword that could only make its wielder move 5 feet if it was used to make the killing blow against an undead creature that had the initiative to strike first in the battle.

(Cheers from the crowd.)

Merchant: Thank you, thank you. We have one more story to tell. The sad story of a guide.

(A pale man shambles up the stairs. Flies surround him, and the merchant covers his nose from the stench.)

Former Guide: Hello... I was once a guide... who worked for the Mad Mage... My only companions were his gnolls... One day, I led a group of heroes to the Mad Mage's lair... I was only going to kill them... I couldn't help it... I was compelled to...

But then they discovered my plans... attacked me... tied me up... and then, while I was tied up... they stabbed me and they killed me...

(Gasps from the crowd.)

Former Guide: The gnolls found my body... and... bless their hearts... They brought me back to life...

But... I think they used the wrong spell or ritual... Because I really don't feel that well... and I have this ... growing hunger ... for... braaaaaaiiiiiins....

(Former Guide's ear detaches and falls to the ground.)

Former Guide: I thought my days as a ladies man was over... and then I discovered the wonders of Rust Monster Farming...

Now I am rich and popular...

(Former Guide's nose detaches and falls off.)

Former Guide: Rust Monster Farming has proven quite lucrative to me... I am seeking to expand my tiny shop... I am looking for the best and the brightest...

(Former Guide's jaw starts to unlock.)

Former Guide: ... braaaaaaaiiiins to eat... ...braaaaaiiiins... ...braaaaaaiiins...

(Former Guide's jaw falls to the ground.)

Former Guide: Rahhh rahh rahh rahhh rahh... Rahhh rahh rah rahhh rahh--

Merchant: Yes, yes, thank you, thank you. (pushes the Former Guide offstage)

Former Bartender (muttering to himself): Hmm, maybe I should have kept that sword.

Merchant: Ladies and gentlemen, thank you for your time today. I'll be here for the rest of the week.

I hope you'll take some time to meet with me and join the RMOBA: the Rust Monster Owners and Breeders Association.

(Crowd applauds)

Merchant: Just imagine the joy of waking up every morning to Rust Monsters!

Rusty: Mrwahhhh! Mrwahhhhh! Mrwahhhhhh!

Merchant (poking his stick at Rusty): Will you shut up?!? Damned Rust Monster.

A Voice from the Past, Trapped in the Chiime of Echoes

As Kale activated the Chime of Echoes, we heard this voice:




Dear One,

I was cataloging the lower guild library for Harrath-Anic this past month. While there I discovered a false wall, and behind, a recess. Therein I found two volumes of forbidden Illusionist esoterica, hitherto unknown. To say the words therein is certain punishment at the hands of the executors, but I believe I have built an invocation of power which will afford me protection. I will say the words this evening. In case I am wrong, I leave this message, with instructions to my aide to see that it reaches your hands. I have taken care to hide the books where they will not be found, save by you.


The Chime of Echoes and a Place to Rest

Tiny, our Dwarven Cleric, slowly made this way through the hallway, carefully checking for some sort of hidden entrance to the section of the building that we could not explore. One thing we had learned in our early adventures was that Tiny was exceptionally perceptive and insightful. He could notice details and subtle clues that the rest of us ignored too easily.

Eventually, Tiny found a latch that opened a hidden door to this mysterious section. Behind the door was a sealed bedroom, one that was much more formal than the other rooms in the building. The room was filled with knickknacks (which Bran, our Halfling Rogue, proceeded to gather).

On the desk was a tray, and on the tray was a strange chime. Kale, our Human Mage, examined the chime carefully and told us that it was a Chime of Echoes. This odd device had the ability to capture sounds that were spoken around it and repeat those sounds when activated. This chime had captured something earlier, and Kale fiddled with the device to get sounds to repeat.

The chime made a droning ring, and someone started speaking in old war language. The voice spoke of cataloguing the library and of finding books that would provide protection from the executors. Perhaps these were the destroyed books that we had discovered earlier. If this was true, we did not have the proper protection against the executors. What would happen if we were to encounter one of them?

Kale kept the chime, and we decided to take the residuum that we recovered from the Rust Monsters and the Halfling corpse and enchant our weapons and armor. For Garg, we made a Curseforged Armor; for Bran, a Duelist's Rapier (to replace his eaten one); and for Tiny, a Summoned Armor. We needed every advantage we could get in this hostile world -- we had no idea what we would be up against.

The hidden bedroom seemed to be the ideal place to sleep for the night. There, we rested, as the thoughts of this Siege World, the animata, the Rust Monsters, and the Centenarch swirled through our minds.

A Ritual for Summoning Servitor Animata

Summon Servitor Animata

A hazy light solidifies before you into a vaguely man-like form. At your behest, it begins to search the bodies of the fallen Orc patrol.

Component Cost: 150 gp
Market Price: 360 gp
Key Skill: Arcana (no check)
Level: 6
Category: Creation
Time: 1 hour
Duration: Permanent


You summon a Servitor Animata (see below) with the ability to move under its own power and an understanding of one language of your choice. It has speed 6 and Strength 16, never tires, and obeys you at all times. The servitor is a noncombatant. When forced onto an active battlefield, treat the servitor as an allied minion (1 hit point, never damaged on a missed attack) with all defenses of 11. It acts just after you do and never makes attacks. You cannot have more than one servitor at a time from different performances of this ritual. If you attempt to create a second servitor, that ritual fails without component expenditure.


The Circle of Bones

As we approached closer to the circle of bones, we are attacked by two governing animata, who summoned a number of other animata to fight us. The minions quickly swarmed us and we found ourselves battling enemies before us and behind us.

The fight was a test of our endurance. Our blows kept passing through the animata, wasting our strength and energies. Kale, our Human Mage, was able to cast a cloud of toxin that he made lethal to the animata. (Normally, these creatures of magic could not be affected by natural poisons, but Kale changed the poison into a necrotic cloud that could kill these monsters.)

Each time we slew a minion, one of the governing animata summoned it back. Bran, our Halfling Rogue, found himself surrounded at one point and battered by these creatures until he was near death. Tiny, our Dwarven Cleric, was able to save him, and Bran came back to strike down one of the governing animata with a fatal sneak attack. Firinne, our Half-Elven Paladin, battled the other govering animata and its minions. Under the tactical presence of our Half-Elven Warlord Garg, we were able to defeat the second governing animata. Once both of these creatures were gone, we quickly dispatched the rest of their minions.

We took a closer look at the pile of bones, and Kale noted that the bones were in a summoning circle of sorts. The bones that had been collected there were from creatures of varying races and origins. Some bones were much older than others (the newest of which had been there for a few weeks).

We explored the room further and only found a bookery containing several destroyed books. We did discover a ritual for summoning a servitor animata. Perhaps this could be useful in the future. We also found a suit of magical Elven battle armor, which Tiny agreed to size for Bran.

It seemed at this point, that we had made our way through the entire building, although there was one mysterious section of the map that we could not explore. No door or passageway provided entrance to that area. Perhaps Tiny could examine the hallway more carefully and find a way in.

Friday, January 15, 2010

Some Answers, More Questions, and a Curious Pile of Bones

Honorable Priestess of Melora,

After defending ourselves against the guardians, we continued our exploration of the building. Near the room with the guardians, we found a room containing cooking utensils, a dining room, and a room with a carpet and bench.

We also found an entrance to the building. Outside the entrance were a number of pillars, covered in lava. There, we found some words and arcane markings that Kale interpreted.

"This building is sealed by the order of the judges."

The arcane markings were oriented around the building and formed a protective force -- a barrier to keep people out. The lava rock around the pillars had been there some time and had cooled.

We went back into the building and decided to explore a staircase that led downward. We found a wine cellar beneath it. The cellar was full of casks, and we discovered a chest that contained a golden goblet (a beautiful item that could fetch perhaps 50 gold pieces).

At the end of the wine cellar was a pair of double doors. We opened the doors and found our way into a large round room that had a pile of bones in the center.

As we approached the bones to investigate this, we had an ominous feeling that something was about to happen ...

Excerpts from the Journal of a Halfling, Deceased


...ran along the outside of the wall til we found him. Made okay trades and got enough grit for a good hunt. Shared some book. Won at dice from some guilders and slept in a real bed. Finder got us two more goons, a human and a half-orc. They're plenty strong, but not sure how they'll handle the Waste.

--

Finder and Asshole gave me dawn watch and I'm beat. Bagged two morons today and think we've got a scent. Found a poke-out, but it was posted with...

--

Finder is pissed at me for stabbing him. He'd probably square off if I wasn't the one feeds him. Lover-f*cking hypocrite. Like he wouldn't slit my throat if shoes were switched. And probably whistles while he does it. That's what you do with a squatter, and if he won't admit it, devil take him. I never seen Finder smile before that squatter got him, creeped me out. He blew Asshole's head off, clean across the room. The morons backed me up and Finder and all. I cooked their shit and then lit Finder up like a fire vent. And now his pride is bothering him cause of some singed eyebrows. Vainful wretch.

--

We're so far out of book. Finder says we ain't gonna die, but with one goon down and the other two virgins... f*ck me. He aims to follow the morons back to mamma, which is how we met them squatters and lost Asshole.

--

We've found a poke-out here, at last, and we'll all just rest a bit. Get calm and settled before we go on in.

Bright Red Tapestries, Dominating Will (An Animata's Thoughts in Battle)

Flesh is weak. The physical form is imperfect. It is but a tool for us to control.

We are power. We control the physical form. We decide what the form should do.

I have moved one of these feeble creatures into this pit, where it will die. My brother has moved another one here as well.

These creatures of flesh are no match for our powerful will, our magnificent strength. They cannot resist. They have no choice but to --

Flesh.

Excuse me?

Flesh is weak.

Hello? What are you doing here? Get out of me!

The physical form has no will, no strength, no power.

What are you talking about? I have no physical form. Now stop dominating me and get out of here!

You are simply a tool. A tool for our own purposes.

No I am not! Are you even listening to me? Hello?!!!

You will rise up out of the pit. You will rise out now.

I most certainly will not. They've surrounded the pit and are going to attack me when I get out.

You cannot resist. I am will. You are flesh.

No, I am will! You are thick-headed. Hello?!! Do you even know who you are possessing???

You will rise up now. You have no choice.

Oh yes I do have a choice. I am not going to poke my form out of this pit just to get hammered on by those creatures.

Oh come on. Don't be such a baby. YOU WILL OBEY!!!

Urrrrghhhh -- alright. BUT -- you -- will -- PAY -- for -- making -- me -- do -- this -- !!! If -- they -- don't -- kill -- me -- first -- !!!

Oh please. Stop whining.

They're not going to kill you. These are lesser creatures that aren't capable of harming any of us.

See, they're trying but all they can do is --

THWACK!!! WHOCK!!! BAM!!! CRASH!!!

Kkkgggkkhhhhh...

Oops.

Uh, sorry, I guess I was wrong about that.

...ghkghhshhhhhsssssss... *

Well, at least I'm out of your form now, right?

...

Um, OK, alrighty then. I think I'll go back into the tapestry over there ...

...

(whistles nonchalantly while floating away)

Bright Red Tapestries, Dominating Will (Aelar's Thoughts in Battle)

We are continuing to explore this strange building in the Siege World in hopes of finding our way to the Centenarch.

As we make our way through, we find another large room, shaped like a cross. On the walls of this room are red tapestries, covered in markings. Kale, our Human Mage, is studying them closely. "There are indicators woven into the tapestry," he warns.

Suddenly, the tapestries begin to pulse, and glowing shapes began to emerge. The shapes are hauntingly familiar. We had seen this before when we battled the bear that was possessed. These shapes -- animata -- could take hold and control other living creatures.

"These are the guardians of the room," Kale shouts, "and they intended to punish us for our intrusion!"

Quickly, I draw my bow and fire an arrow at one of them. The arrow passes through the shape without doing it any harm.

Another shape shoots forward and dives into Bran, our Halfling Rogue. I come to the realization that he is no longer Bran -- the animata is in control of him. Bran's body stumbles across the floor and the floor suddenly shifts open. Bran's body tumbles into a deep pit. I can barely make out another body in the pit, perhaps that of a recent and unfortunate explorer.

One by one, the shapes leap toward each member of our party: Tiny, our Dwarven Cleric; Firinne, our Half-Elven Paladin; Ryn, our Eladrin Warlock; Kale, our Human Mage; Garg, our Half-Elven Warlock. (Where is Carlangnios, our Dragonborn Fighter?) Some of us get possessed and turn on each other; some of us successfully fight off the creatures.

Kale is taken by one of the shapes and is made to walk into the pit with Bran. Other members are attacking each other. I must help. I must -- that shape is approaching me! I can't --

Flesh. Flesh is weak. The physical form has no will, no strength, no power. It is only useful as a tool -- a tool to be used by us.

They have intruded. They will pay. Shoot them. Shoot them all. They must be punished.

-- I shot at them. I shot at our party! But I thankfully missed badly. I cannot let them control me again.

Tiny is possessed. He cannot shake these creatures out of him. But Loom -- his hammer -- has just spun around sideways and struck one of these shapes. How is that possible?

We must stop these creatures. What they cannot possess, they lash out at with a shock. I'm feeling the pain of the last shock as another one approaches me to --

You must obey. You are flesh. I am will. You cannot resist. Shoot them. Shoot them all.

-- I hit someone! No. I must not fall prey again. Bran is crawling out of the pit. Kale is crawling out as well. Clever! Kale has switched the possession from Bran to another one of these creatures. One shape now possesses another shape. As it rises out of the pit, we strike it down. Ryn kills one shape. Bran will two. We manage to destroy the rest of the shapes.

There is smoke in the air. The tapestries are smoking. Kale stares closely at them. "The magical aura -- it's gone."

We go back to the pit and check the corpse of the halfling that Bran found. The corpse wears a leather bag -- a satchel. We open it to find a book (the halfling's journal) and some magical residue. It seems as though this halfling was some sort of ritualist. He has been dead for 2 weeks. He'd taken some wounds before he fell in here.

Perhaps this was one of the members who set up camp in the other room. Perhaps this was the rider of the giant lizard we found.

This building still holds too many questions. We need to find the answers soon ...

Dull Grey, Approaching Dawn

Honorable Priestess of Melora,

The Lost Soul has been freed, but we now find ourselves trapped in the Siege World -- with no rope to lead us back to our world. We have been transported into a room with no roof and only dull grey skies above us.

The Lost Soul's chair now sits empty. We used the chair to climb to the top of the wall to see what lies outside this building. There is nothing but a vast expanse of grey -- a wasteland that stretches out as far as the eye can see.

We were tired and weakened after our battle with the Lost Soul, and we are in desperate need of an extended rest. However, we did not know if other creatures roamed this building, and we didn't want our rest to be interrupted by an attack that we could not fend off.

We decided to explore more of the building -- at least enough for us to find a safer spot to rest. There was a door across the room from the chair. Bran, our Halfling Rogue, led the way through to a wider room. On the left and right walls of the room were destroyed tapestries. Ahead of us was darkness and the ominous sound of a howling wind.

We explored more of the room and found alcoves on both the left and right sides. These seemed to seemed to be safe enough pockets where we could rest for the night. Kale, our Human Mage, also found a statue of a duck in the far left corner of the room. He put the snake around its neck as a test of sorts -- but nothing happened.

We decided to take our rest, and Ryn, our Eladrin Warlock, stood watch for us. During the night, at some point, we heard rustling and scratching noises from the roof, almost as though large rodents were scurrying around. But nothing came down to attack us, and the night passed uneventfully.

As dawn approached, the sky remained grey but grew brighter. We could not see the sun.

We moved forward and found ourselves in a large room at the end of the building. To our left was a cooled lava flow. The wall next to it had been destroyed, leaving the building open to the grey wasteland beyond. We followed a hallway on the left side that led us through the left side of the building. We discovered a room with beds and another room with cooking kettles. It looked like a camp that had been abandoned -- perhaps 2 weeks ago. The outside walls of these rooms were destroyed and we could see the grey world outside.

Something caught our eye outside one of the rooms. We walked out of the building and discovered the corpse of a giant lizard. It had been used for riding and had a leash that was staked to the ground.

Something had been chewing on this corpse -- something much bigger than the lizard. We soon discovered that the teethmarks belonged to giant vulture drakes, which surprised us and swooped down to attack.

They snapped at us with their beaks and tore at us with their claws. When we fought back, they released terrifying shrieks that struck fear into our hearts. We were somehow able to compose ourselves and battle off these scavengers. Kale kept a beak as a souvenir.

After the fight, we went back and explored the right side of the building. The rooms were intact but empty. Oddly, there was one part of the building that was walled off. We could not find any doorway or entrance. When we climbed up on the roof, we could not find any entrance from above.

What was this place? Why was it destroyed? And who lived here? We could hope to find the answers by continuing our exploration of this building...