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Post by DnDPaladin on Nov 25, 2014 21:26:42 GMT
yeah that is cool. not just the boat, the whole story to begin with.
i actually used the boat sinking to start my pirate group. though my water was more tokeny, so it could be modular and all.
i love the rest, go on, like reading these.
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Post by vestrivan on Feb 7, 2015 16:38:27 GMT
Continuing the adventure the heroes continued the exploration of the lost tskrang settlement. Next to the kitchen a short passage led to the storage area and to a big mess hall. They startled a lonely guard, who fled to a passage. The big obsidimen warrior, Kronen got an idea to use the huge oak tables to block the doors leading to the mess hall. After that, the group went down the stairs and suprised a group of prison guards who were playing cards. The suprised guards were quickly dispached. They released a lot of namegivers who were held captive in the cellars, using the keys they found on the guards. Now they had an army to command! Armed with any weapon that can be found, even with poles and pieces of broken furniture, the mob stormed the main stairs of the base. They were surprised with the barricades on the top of the stairs! The captors were alarmed to the insurrection happening so they set up an ambush. Kronen, the warrior, used his great obsidiman strength to bash through the barricades. The battle was on! The sheer number of released prisoners fighting for their freedom seemed to overwhelm the tskrang slavers, but the slavers had a couple of tricks in their sleeves. A fire cannon was used on the rebels, wreaking havoc amongst the starved prisoners and the heroes. And suddenly a tskrang transformed into a monstrous creature bashing and pummeling the ranks of the prisoners. Only through bravery and a big bit of luck the heroes and their comrades succeeded in defeating the enemy. The enemy used illusion magic in transforming themselves in to monsters using monstrous mantle spells. The group helped the remaining prisoners in tending their wounds and continued searching the halls for the tskrang slavers that escaped the battle. Soon they found a blacksmiths forge, and amongst the debris Lorem the nethermancer found remains of broken molds. These molds were reminiscent of the traces found on the ground, near the abandoned village that they visited when they were traveling towards Fort Eidolon. Through their search, the party found a lift that led upstairs. Nearing the exit they became reckless and sprung a trap. Sharp blades sprung forth from the walls injuring the warrior and the nethermancer. In the long exit hall they were more observant, carefully searching stone by stone, and found a couple of traps, but the last one was accidentally activated, impaling the unfortunate obsidiman. They finally reached the exit of the base, a high tower lined with a narrow staircase. Upon reaching the top of the tower the party found themselves in the middle of the river. Next to them was a huge riverboat with the remaining lizardmen. Erelon the swordmaster quickly defeated the captain in a swashbuckling swordfight and some of the tskrang crewmen fled inside the ship. A thick stench of death and blood permeated the front cabin. Inside, they saw a poor looking, elderly man, chained and bleeding from numerous wounds on the floor. His blood seemed to feed the pulsating runes that the floor was covered with. Lorem used his disciplines knowledge of blood magic to release the poor man from his infernal binding. It was Hama, the scholar that they were searching for. He told them that the tskrang used namegiver sacrifice to feed the ritual enchantment on the floor, which transformed the visage of the ship to look like Ubyr, the fearsome leechlike horror to strike terror across this part of the Serpent river. Our adventurers freed a couple of prisoners from the lower deck. Just as they got to the upper deck, a thin trail of smoke went up from the main deck of the ship. Rushing inside, they found some of the slavers that were trying to blew up the ship with the remaining fire charges that were used to feed the ships fire engine. Only in the last moment the ship was saved. The remaining slavers were thrown behind bars. Just as the party healed up, Lorem searched the captains cabin and he found a map of the river on which were marked places and villages that were attacked during the previous months. Even Fort Eidolon was in the map with a set date of attack. They had only one day to warn the soldiers stationed in the Fort....
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Post by SpielMeisterKev! on Feb 7, 2015 19:04:55 GMT
Howdy,
More EXALT BUTTON!!! for you...
Kev!
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Post by vestrivan on Mar 14, 2016 20:19:48 GMT
After the successful defense of the Fort, the heroes followed the trail of information given to them by the wizened scholar Hama and traveled the path to Parlainth, the Forgotten City. Their trek led them through the wilderness of Barsaive, scarcely meeting namegivers. The only settlement they found was walled in and its inhabitants deeply suspicious of foreigners. The inhabitants of this remote village believed them to be slavers who kidnapped their loved ones the last few day ago. Only sheer luck (and a little diplomacy)saved the party from direct confrontation. The villagers agreed to let the party go only after the ritual of bloodoath where they promised to discover what happened to the missing villagers. They went on to search through the dark woods, always having the feeling of eyes watching them. Soon Erelon found some strange tracks that led to a hillside and a burned out hut. Our (un)suspecting heroes were caught off their tracks. A huge spiderlike being charged them from above lashing them with his icy barbed legs. The battle was fierce since this construct of the terrible Horrors had another magical attack in his sleeve, a frostweb to immobilize their oponenets. The huge obsidiman warrior had the honor to be on the receiving end of this magical attack. Fortunately the party managed to prevail this monstrosity and freed the remaining villager left alive in the lair of the beast. As a sign of gratitude, the inhabitants of the village led the party on the right path straight to the gates of mighty Parlainth. After the mandatory rest and info gathering they were in the living quartes of Hiermon the wizard who deciphered them the map they found in the mines of Hillborow. The map was leading them deep in the ruins of Parlainth, in the ancient hallways of the mighty Terran wizards who battled the onslaught of Horrors ages ago. The first step is the hardest... Traversing the wide avenues of this once mighty city, they were challenged by many perils, hidden traps, loose walls, unknown creatures... The goal at hand they managed to see their first great landmark, the Screaming Fountain, but they were warned to thread carefully around the fountain as it held a terrible curse. Alas, on their first step on the acursed ground darkness took their minds.... After an unknown time later they are awoken bloody, hungry and tired, with many of their belongings missing, and lost. Luckily for them they managed to find some of the lost equipment among a pile of bloody corpses... Who or what had killed in these abandoned ruins remained a mystery. Nothing could be heard except the scraping of half a dozen feet. A group of cadavers found their way to the heroes. To stay or to flee? After disposing few of the cadavers they realized this is too much and the party tactically retreated to the part of the ruins they found less inhabited by undead. After days searching a landmark shown on the map was found... Under we go.
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