Political

Political
Political

Oct 25, 2011

Awaiting More Adventure

9/17
Return to the Marsh
The party decide to return to the marsh to finish off the lizarkfolk. (The 3 remaining females hear Jak approach in his clunky armor. The three rush to the entrance to defend the nest.) Before stepping foot into the cave, Squishy hears something running up to the entrance. Like before, the whole party braces for a charge. Nothing comes out though. (The females stand waiting for the party to enter. But nobody enters. They remain the last line of defense of the nest. There is no escape.)
Elf throws a stone in the cave in an attempt to draw them out. (The females know somebody is there now.) Another stone is thrown in. Nothing. Perhaps Squishy just thought he heard something. Jak approaches the cave. As his foot steps inside, they lay their assault. Jak subsequently falls to the ground. Squishy uses his psionic blast, freezing the three foes in place. Frantically, the party take advantage of their paralyzed adversaries. They wildly hack and slash at them for several seconds. Solaera trips in the mayhem, breaking her sword.
Their victory secured, the party searches the rest of the cave. In the far southwestern corner lies the nest. Eight younglings shy away as the torchlight approaches. Squishy continues to search around the rest of the cave. Jak walks up and collects one of the six eggs in the nest. Looking closer he notices several coins, a gold ingot (worth 90 gp) and two bottles (potion of Reduce (5th level) and potion of Alter Self). He gathers them up collecting 112 copper and 186 silver.
Return to the Keep
Jak returns to the loan clerk. He trades the unknown potion (of Reduce) for the loan clerk's cantrips. The clerk copies the spells down for him into his new spellbook. It should be ready by late evening. Jak starts asking four of the merchants that have arrived if they would be interesting in the ingot. None currently are but a jeweler is due to arrive tomorrow. He commonly travels through the pass and stays a night or two for business.
Solaera heals Elf back up. Squishy wanders the Keep looking for something to do. Lacking the need to sleep, he grows irritated that his companions must rest. (During his wanderings, Squishy is spotted by another of the curate's acolytes, Phris. Phris immediately recognizes the illithid from his research. After verifying his assumption, he informs the Curate that one of the mind-flayer race is within the Keep. The race is known to enslave entire civilizations and control creatures with a thought. How unsettling. What can one be doing here?)

Oct 6, 2011

New Strategy: Rumors of the Tavern

9/16
Around the Keep
Jak and Solaera go to the Keep chapel to get healed. The curate is totally disinterested in Jak and Solaera. (The Curate has a strong aversion to anyone not of the same faith.) He states that his spells are for the guard of the Keep, not for every passer-by with a skinned knee. Solaera tries her best to convince him, but it's no good. The curate walks off. Overhearing the debate, the young acolyte, Tylan walks up. He looks Jak over and casts a cure spell. With a swift nod Tylan scuffles back to his studies.
The party decide to go hunting north of the Keep. Three squirrels pose easy targets shortly after entering the woods. Alas, the party's aim needs improvement still. After further searching they come upon a pheasant. Success! Having finally killed something, the party returns to the Keep. Jak sells the pheasant and rabbit pelt to the innkeeper.
Since the hunt only took an hour, the party decides to head southeast. Numerous people have told told them of an elf that disappeared while exploring the marsh areas. (Elves do not particularly travel this area. One of the men in the Keep seemed particularly interested in what became of the elf.) Meanwhile, the guard are about to start weapon drills.

The Marsh
The party comes to the river. Squishy examines the river flow and tries to swim across. The water proves too much for him as he sinks to the bottom. Squishy begins to panic until he realizes the water is only 3 feet deep. He stands and finishes crossing. Everyone has a giggle and follows him across.
The party approach a large mound of earth. Moving around it, they see a lizardman standing at the cave entrance. The reptilian receives a volley of arrows and bolts. It charges fiercely at the adventurers to be skewered on set spears. Another appears at the cave entrance. He likewise charges, impaling himself. One by one, five more appear and charge the party only to meet the same fate. When no more appear, Squishy searches the first sentry. He finds a gold necklace worth 1,100 gold pieces. Jak also acquires one of the lizardmen's heavy shell shields.
Squishy passes through the entrance of the dirt mound. In the darkness, he manages to see another lizardman. Squishy charges forward, killing it. The rest of the party cautiously follow the illithid into the darkness and light torches. The sounds of at least two more lizardfolk echo within the chamber. With the advantage of darkvision, Squishy scouts out the rest of the mound. Around the southwestern corner he spies three more reptilian figures.
(The three females guard the nest. They have spotted the torchlight in the main chamber. They plan to ambush the intruders as they round the corner.)
The party decides to withdraw to outside the cave. They return to the river and rest for a few hours. They have plenty of time since the Keep continues catapult practice in the southern fields. Squishy takes the opportunity to lay down within the river and moisturize his body.

Back to the Keep
The sun stretches two hours past mid-day when they return to the safety of the walls. Solaera searches for small jobs around the Keep. She learns that she may be of use at the fair in two days time. Several healers are often needed for the tournament.
Elf goes with Jak while he inquires about buying spells. After some time Jak strikes up a conversation with the clerk at the loan bank. The elderly chap tells him spells up north are numerous, but expensive. Wizards have increasingly coveted their spells. The average market price nowadays is 1000 gp per spell level. Leaning a little closer, the clerk says he would be willing to share his cantrips for a mere 300 gp. Jak agrees, eager to gain any spells.
Elf heads to bed early. Selena takes the early night to get drunk.
Squishy recalls the reason he ventured south. He goes from shop to tavern, guard to merchant, asking about an owlbear in the area. The bartender said he will keep his ears open about such a creature. Distraught, Squishy retires to the courtyard fountain for the night. (The Corporal of the Guard, Tenneth, notices the conversation from a nearby table. Not hearing anything, he waits until Squishy leaves until he asks the bartender what they were talking about. Wanting to know more, Tenneth begins asking around what Squishy is looking for.)

Oct 5, 2011

Onward, to adventure...

9/14
Return of the Invincible Rabbit
Lo and behold, the rabbit came back in the road and is once again unaware of its surroundings. A volley is loosed. (miss, miss, miss)The rabbit hops over to one of the bolts and starts chewing on it. Selena jumps out of the cart and tries to scare it by growling. The rabbit appears more confused than scared. Elf finally shoots it, followed by Frank, who finally brings it down. Squishy asks for the rabbit brain and eats it.
Everyone spots the the tracks on the way back and hear what might be an ogre roaring in the distance. They all decide to return to the Keep and heal. Steve grows suspicious and is convinced that something is out there about to attack (failed Listen 1 and Spot 1). They stop and listen for a moment. Nothing. And they press on.
After they get back, Squishy goes out hunting for another brain. He goes out to the woods north of the keep. He finds a snake, eats the brain, and discards the carcase.

9/15
Finding the Caves of Chaos
Everyone has rested. Squishy asks around about an owlbear with no success. Jake and Elf get better directions to the caves. Tristen hires Crey, Bob, and Steve to continue the journey north to Marketh. (The wages are cheaper when hiring members of the Silver Sword Guild. He doesn't have to pay for their lodgings.)

The Mad Hermit
Jak, Elf, Solaera, Squishy, and Selena decide to cut through the forest straight north to get to the caves. They hear this crazy hermit raving about cooking. He sees them and begins pacing back and forth (to count their numbers. The hermit generally attacks anyone that comes by. He's just waiting for the right opportunity.) He appears to have a split personality complex, constantly talking to himself. Squishy uses his telepathy, making him think his consciousness was talking back to him. Squishy telepathically manipulates him to guide the party to the caves.
Everyone notices something dark following the party in the trees. (The hermit has a pet puma. It follows the party and its master from the trees above.)The hermit gets to the edge of a clearing and stops. (The hermit usually sticks to the woods for cover.) As he stops, he points in the direction of the caves. Squishy presses him that he wants to keep walking out into the clearing.
As he walks out, Jak decides that the hermit is up to no good and shoots him in the back. The puma jumps onto Jak. Jak not only fails to gain a good grapple, but trips and knocks his head. (stunned for 4 rounds) The hermit runs back into the woods (to move behind the party). Elf manages to damage the puma with a magic missile. Squishy telepathically convinces the puma that it's too hurt to continue the fight. It withdraws back to the trees and disappears.
When they find the hermit, Jak explains that he was trying to shoot the puma. Not convinced, the hermit tells them the caves are on the other side of the glen, then goes back home. The puma sits in the trees watching the party. Jak tries to shoot it and it bounds away.

The Caves of Chaos
Solaera spots a cavern as they are crossing the glen. They investigate. The cave goes straight back a few hundred feet. The tunnel appears to have caved in some time ago. They spend an hour trying to dig through some of the debris. It's a wasted effort. They march out and continue to the other side of the glen. They spot a number of caves as the trees slope down into a draw. After debating for a few minutes of where to go first (near cave J), they decide the follow the badger companion down the draw. She approaches a cave (cave A) and hears something in the bushes near the entrance.
Eight kobolds spring from the bushes! Jak manages to cleave two before going down. Squishy stuns 3 with his mind thrust (for 4 rounds). Solaera bandages Jak's wounds as the battle lingers on. Elf and Selena kill two more. The kobolds retreat into the cave as they regain their ability to move.
After stripping the bodies, the party decides to head back to the Keep. Squishy leads the way southwest back through the woods.

Oct 4, 2011

Bringing a Party Together

9/13
The Bandits
Jak, Elf, and the caravan spot someone trying to climb a tree 2 hours South of the Borderland Keep. Jak suspects a raid and begins shooting his bow at the man. The man shouts that he's "only out hunting". As the road draws closer to the woodline, spear men rush out of the brush. Jak manages to shoot the bandit in the tree before the cowering merchant surrenders. The bandits are extremely disappointed that the caravan is only carrying bolts of cloth. The leader takes two bolts and the merchants purse before slinking back into the woods.
The caravan continues to the keep and reports the incident. Tristen can't pay the men until the trader returns tomorrow. Jak and Elf meet Bob and Steve, 2 men-at-arms, in the tavern. After a few hours of drinking, they decide to go search around the caves in the morning. Solaera overhears them and asks to come along.

9/14
The Luckiest Rabbit Afoot
Jak, Elf, Bob, Steve, and Solaera set out the next day only knowing that the caves are about 3 miles or 3 hours away. After 3 hours they spot some tracks heading to the west, but continue on the road north. After 5 hours they see a rabbit in the road, blissfully unaware and eating grass in the middle of the road. Jak and Elf load weapons and fire! (miss, miss) The rabbit doesn't seem to notice. Another volley of projectiles! (miss, miss) The rabbit notices a number of things whizzing by and hops into the bushes.

The Dwarf Got 'Ere First
The party continues north on the road for another hour. They see a cart with a donkey sitting in the road. A dwarf emerges from a small cave carrying some leather armor. They ask if there is anything else inside the cave. The dwarf (Felldrum)(NPC) says there wasn't much left, so the party goes inside. They enter a chamber with with a dining table. They scrounge to find 3 short spears and 17 bolts. A foul smell lingers from the another hall. Streaks of blood trace the floor into the darkness. Jak urges Bob to go first down the passage. Bob sees a few rats in the next room and throws his torch to scare them away. Jak looks intently around the room of refuse and slain orc bodies.
Bob leads everyone further down the winding passage. The passage opens into a room with 5 medium sized rats. It's the nest. Rats rush at Bob, taking him down. Elf and Steve manage to kill two of them. Despite dropping his weapon in the fray, Jak downs two more. Solaera heals Bob, who decides to kick the last one unconscious.

Badger, Badger, Squiddy, Squiddy
Upon leaving the cave, a Medium Dire Badger (Selena) appears from the nearby bushes. Elf decides to take her as a familiar. The five (6) adventurers decide to head back to the keep. A cart slowly approaches behind them from the north. The cart contains two guards, Frank and Brad, and an illithid. Everyone but Jak is allowed to pile into the cart. Jak smells to badly of fecal matter to be allowed near the cart full of food supplies. Squishy keeps telling everyone that he would like to be left alone. Bob becomes disturbed as he starts hearing Squishy's voice in his head.
The party is finally together.

Where Heroes Come From...

9/10

Jak made his name in one of the many tournaments in the border city of Dorsten. Despite the wooden swords, Jak managed to kill his opponent in the final round. Even though the victory was perfectly legal, the opponent was a member of the court. Under pressure, Jak decides to take a job escorting a textile caravan north to the border.

Jak's travels with the merchant Tristen, and two other guards: Crey and Elf. Elf has some natural knowledge of magics. He hopes to gain more knowledge and power as he sees the world.

9/11

Illithids do not have names. Illithids are a collective under the elder brain...unless they can break away from the influence. There was one such an illithid, and others called him "Squishy." Once he freed himself of the bond he made it his life goal to free others of his race. He travels the planes gathering knowledge and power to defeat the elder brain. His people must know the truth, the generations of lies they have been told.

When Squishy arrived though a portal in Marketh, guards immediately surrounded him. The gatekeeper became satisfied that Squishy was not a threat after extensive magical examination. A powerful being like a mind flayer would be useful. The gatekeeper asks Squishy to find an escaped creature from the laboratory. If he can bring the owlbear back alive, the gatekeeper promises a reward of 300 gp. The guild there could lose face if the matter becomes public, so discretion is warranted. Squishy travels with a trade caravan along south pass.

9/13

Solaera finally reached the Borderland Keep. After years of ridicule from her peers in the church, she has earned the right to travel abroad. Her heart is set on proving them wrong. Both her gender and stature will not hold her back as so many people believe. So she's come to the far reaches of civilization: the borderlands.

History 101

Somehow, over the eons, this world has remained virtually unseen by the rest of the planes until recently. A few hundred years ago, contact was finally made. During the last 100 years, pilgrims have been flowing inward through a few portals on the continent. Some have come to escape the life the once lived, some to start anew. Traders, smithies, missionaries, thieves, mercenaries... With the influx of more luxuries, new magical weapons, exotic foods, and powerful deities, the balance of power has become unsettled.

Aritur has raised taxes amongst its vast kingdom to acquire more exotic magic items. They fear war will be coming soon with the neighboring kingdoms of Bendros. Politics are complicated in their feudal system. The king is slowly losing influence and control over the expansive kingdom. For the most part, the people are satisfied that they do not starve. The raids from the savage tribes in the Feral Woods are minimal.

Bendros comprises of numerous city-states. They remain strong, but divided. Every generation or two, a leader rises among them. Uniting the cities under one banner, the empire goes on a massive war campaign for more territory. In Bendros, the strong rule with an iron fist.

Varl is geographically isolated from the rest of the continent. A large number of halflings have homesteaded here. The kingdom has remained rich and strong. Fifty years ago, Bendros attempted to invade. Fewer than 30% of the inexperienced Bendros seamen reached the shores after engaging the Varlic navy. They are a proud people that are very weary of foreigners.

Marketh has always been the magic capital of the continent. A high council of 9 wizards reign over the "free nation." Slavery is popular among the houses that cannot afford servants. The law can be broken as often as physics, with the right influence. The nation overflows with poor apprentices willing to prove themselves. Experiments, on occasion, have a tendency of...running off in the area.

Elheilla remains untouched by most "civilized" societies. Elves have taken a keen interest in the expansive Darkwood Forest. Druids, rangers, and some rogues consider the forest spiritually enlightening. The Council of Elders decide the future of the many inhabitants within the forest. They maintain some trade of exotic items with the neighbors.

Brehman is the fishing nation. Though small in size, the islanders have mastered the sea. The kingdom runs on their fishing economy. Most other nations don't bother to invade the poor kingdom. Among the nations, Brehman is one of the most self-sufficient. A Brehman captain is regarded with great esteem in any port.

The Polyamos chain are a loose confederation. Each island has their own chief and economy. In times of war, the islands band together. The eastern islands have a few exotic foods that are sought after by many nobles in Aritur and Marketh.