Sunday, July 24, 2016

Setting the trap

Lilliendethar, the dockmaster for Poisson introduces herself to the new owners of the Hexton. She offers them a choice - they can continue to make Orm's normal shipments -  but the way Orm described their capabilities in a scrap makes her believe they are better suited for more interesting work. She describes the way some local goblin pirates have been raiding ships sailing between Poisson and Montesser lately, and asks the crew if they are willing to deal with the situation.

The crew quickly agrees and asks a few questions to get an idea of what they're up against. Lilli believes that the pirates are operating primarily nearby; and appear to favor stealth over direct action - mainly engaging at night and in the darkness. Since none of the reported attacks are very far from the local area; she thinks they may be using a smaller vessel that is easier to maneuver and hide. Based on what they found in the small cave up the river and further information, the pirates favor small, valuable prizes and specialty items.

The party realizes they may need some backup in the open waters, and interviews a handful of potential new shipmates - picking up a mixed lot of capable combatants and sailors to help them operate the Hexton in these dangerous waters.

Their morning business completed, the group hatches a plan - they need some bait.  Rional and Salek go find Lilli to ask about some cargo while Ishmael and the others stay behind and get to know the new recruits.

One of the other ships in the dock - The Danny; had to put in for emergency repairs on their way to Montesser. They were carrying the normal sort of load of trade goods and commodities, but they also had a special shipment - one chest for a local aristocrat to be moved from his summer home to his normal residence. A circlet, some chalices and jeweled cups worth a hefty price - and the commission of 10% of their value to complete the shipment to boot seems the perfect lure. The crew of the Danny seem relieved to be rid of it given the reputation of the area.

Rional and Salek specifically request that Lilli let on what's happening, and by the next day's high tide it seems everyone on the docks is talking about the priceless cargo in their hold.

As the tide goes out, the Hexton sets sail for Montesser. Hugging the coastline in a light rainstorm, the first day goes smoothly, making good time in the mild wind. As evening approaches, watches are set. The early part of the night is quiet, as is the first portion of the second watch, but with the rain subsiding Orcanthus and Salek both hear a faint, rhythmic splash of oars from the northwest.

The other vessel is not running lights, and is apparently trying very hard to be quiet.  Orca sends Audrey and Gerbrecht to wake the others while he lights his bullseye lantern. Once all hands are on deck, and with the unknown vessel now sounding much closer, he sends the spotlight into the night.

Immediately illuminating the front half of a blacked out Keelboat. There is a human at the gunner's position on a light bombard, and 5 goblins around him. Two are preparing to  throw grapnel hooks, one is standing by to aid with the bombard and the other two are ready with javelins. Immediately the human fires, knocking a small chunk off the keel of the Hexton.

The opposing ships trade small arms fire with each other - Ishmael lands alchemists' fire at the base of their sail, causing a little panic. A few crossbow bolts find their marks, but these goblins are made of  sterner stuff than the ones they had left behind.

An unlucky fumble of the goblin reloading the bombard spills gunpowder over the bow decking. Ishmael sees an opportunity and lands a second alchemist's fire right in the unlucky goblin's lap, lighting off the spilled powder and detonating the remaining powder kegs by the bombard. Three goblins are blown clear of the ship, two bobbing unmoving in the waves with the third meeting Kambylia's rough and tumble companion dolphin.

As the blackened, now somewhat flaming ship draws up alongside the Hexton, Orcanthus jumps into the fray, laying about with his halberd, projectiles flying all around. Heavily outnumbered, Orca dives into the water quickly after; but sowed enough confusion to buy time for the Hexton's crew to whittle away at the attackers.

With kobolds now coming on deck as the darkened vessel pulls in its sweeps, Ishmael drops the anchor at the front of the Hexton to  pull the ship quickly around to bring the ballista to bear. The sudden lurch, and resulting impact knock several goblins and one of the humans to the ground. The human never had the chance to get back up.

Salek releases the bolt on the ballista but it goes wide. With the ships now locked together, the captain of the pirate vessel leads the goblinoid crew on a desparate charge to try to gain the deck of the Hexton, while Orcanthus hacks away at the heavily damaged prow. With the deck of their keelboat slightly below that of the Hexton, it is an ill-considered tactic. Audrey, Daka, Salek and Ishmael hold the line at the rail, repelling all boarders while Kambylia peppers the emerging Kobolds with her crossbow.

The rear line of kobolds put enough sling stones in the air to put Rional out of action until Kambylia can apply some healing magic. Ancariel backs Audrey up when she wavers. The three remaining kobolds stay well back from the rail, preferring instead to use their slings. With a crack and a groan, an audible rush of water give testament to Orcanthus' success. As the pirate boat begins to list, the kobolds abandon ship to try to swim to shore.

Salek and Daka each manage to grab one of the humans' remains. Orca, having been swept into the hold in the rush of water; is also able to retrieve a small chest from the hold of the doomed ship. The captain of the Cruel Demon had a folded piece of parchment paper. The note was signed by Oth, ordering Ja'bar al-`Abbasi to lead the goblins, referencing but not naming another commander higher up with some fear. There are also orders to meet up with Oth and the Bedlam Moon at Temil to the south in three days time.

Sunday, June 26, 2016

Auspicious Beginnings

Capt. Orm chooses his prospective crew, A pair of Aventi, a barbarous Darfellan, an enthusiastic Hadozee, a mystical Man and a very quiet elf.

The prospects receive their first task, the captain will not leave without his new seeing glass that is due to be picked up at the local glazier. As the crew soon discovers, retrieving the scope is not a simple shopping trip.

After picking up a few hints about goblin raiders nearby, the crew track down the goblin's lair. No watercraft is present, leaving only a smaller contingent of sentries and guards. Taking the direct approach, the orca-marked barbarian steps right through the rough-made choke-point. With the Darfellan acting as a very effective distraction, the party decimates several waves of combined kobold and goblin defenders; they learned that day that Darfellan teeth are not just for show. The wizard's familiar also made his mark; and a well-timed spell incapacitated the rest.

Searching the hideout reveals some small treasures, Orm's spyglass and an odd jade gem fragment, striped in a maroon ruby-like crystal. The elf was able to detect a latent magic within the fragment, somehow related to the sea.

It was well past dark by the time the prospects return to the dock. They awaken the captain to deliver his glass, and Orm welcomes them to the Hexton as his crew.

In the morning, the freshly minted crew spend some time familiarizing themselves with the ship and discover some odd embellishments to the rudder linkage, terminating in a golden socket atop the steering post.

Orm notices their confusion and describes the previous usage of the fittings - in the steering post socket there was a maroon crystal gem with jade stripes fitted their. In feuding with his brother Oth, the gem was broken into three fragments. Two of which were stolen the previous day by Oth, the third remaining currently lost.

Rional shows Orm the jade fragment they had found - Orm explains the reversal. Fitted to his holy emblem is another socket, this one a perfect match for the green shard. The completed gems - when fitted to their respective sockets allow remote control of the ship. These gem pairs are rare, but not unique; and anyone actively using a pair can sense any other user within 100 miles.

By now, the tide is going out, and as the Hexton is an honest merchant ship, it is time to shove off to Barrish. The two-day journey there is uneventful, and after a day unloading and reloading a ship they set sail to return to Poisson. On the second day, they are approached by another ship - flying no colors.

Orm warns the crew to stand ready, but not to open fire. As the approaching dhow closes the distance the crew can see that its weapons are not loaded. The uknown ship stops just inside shouting distance as a familiar figure appears at the rail. The red vest of Oth. Oth offers the new crew the opportunity to join his pirate fleet if they turn on Orm. As the crew considers or awaits orders, the dhow turns away.

Growing impatient, Oth brings the dhow back around, and the crew can now see the loaded ballista aimed directly at the Hexton.

As the Hexton and the Bedlam Moon trade fire, Jenesar dives into the water to accost the Moon directly. Gripping the rudder, he swings wildly with his halberd; taking divots from the linkage. The steersman tries to shake him off, nearly crushing the barbarian. With a final defiant strike, Jenesar severs the post connecting the rudder to the ship's wheel; returning to the Hexton to watch the Moon limp away, the sweeps obviously struggling to compensate.

After returning to Poisson, Orm; haggard and exhausted explain to the crew that he no longer hears the call of the sea. He bequeaths the Hexton and all in it to the new crew, to continue his monastic studies.

The crew now has a ship; the seas are open to explore! Adventure and Profit awaits!

Friday, June 17, 2016

Seas of Penance: Preview and Teaser

You, and a surprisingly diverse set of other people have answered the call of the sea. Captain Orm Sorenson is looking to refresh his crew. He runs an honest shipping crew and will tolerate neither fools nor the foolish.

Everyone has arrived at the appointed time - at the ramp to the Hexton, but Capt. Orm has not made his appearance. An uncomfortable period of minutes pass, and a few of the surlier members of the crowd begin to move away - grumbling of timeliness and too much ale on the part of their prospective employer. The more patient among you remain. Patience is rewarded, as an olive-skinned man appears at the top of the ramp with a small, banded wooden chest slung over his shoulder. He quickly as he briskly walks down the ramp. He skirts the edge of the group and continues up along the pier, disappearing among the normal hubbub of the docks.

Loud cursing and scuffling erupts from the Hexton, as a paler, stouter male rushes to the ship's railing. His cheeks are flushed and he appears out of breath. He quickly glances up and down the dock. As his eyes fall on the small crowd, he huffs one last time, straightens his greatcoat and traverses the short distance to the timbers of the dock.

As he walks the line of candidates, he explains that part of the reason he is short on crew is an increase in piracy in the local waters. They have become more dangerous to sail, and a recent skirmish left several of his cohort either dead or maimed to the point of uselessness.

He needs new recruits, who know their way around ships, and are useful in a scrap. Some to man the large shipboard weapons - ballista to the fore and a catapult to the rear, and some to repel any boarders. Others - glaring significantly away toward the crowded loading docks; could be used to stand better watch against thieves.

First and foremost! The crew need to trust their captain enough to take orders! I will choose a few who appear worthy, and they will have the opportunity to prove it!

Saturday, January 16, 2016

They brought a mountain troll...

Session: 1/2/2016
Party: Life in MERP
Point of view: Thvaknar

After our short, nasty little fight with the ghost we disturbed we were all exhausted. The river outside was noticeable higher than when we had gone in, and the daylight was fading fast. It sure seemed like more time had passed than it felt inside. We went a little way into the trees so we wouldn't be as exposed from the river, and set up camp. Nestadie and I took the first watch -- an uneventful handful of hours. Maleth and Ozfang replaced us for the next few hours. It wasn't until the 3rd watch, with Maleth*, Ragnar and Rafa that things got a little interesting.

I think Ragnar was the one who noticed, but in any case one of them heard voices, a handful of orcs out on patrol had found the door the the "Old Man's" resting place left open. There was an argument among them on who would go inside to inspect - something we understood now, but they would not find the former inhabitant home anymore. Still, eventually the crypt was inspected among threats of skinnin' and dying - and in that order.

We had not put any thought to straightening up the place, so it was pretty obvious it had been ransacked. They knew someone was around, but were not bright or motivated enough to find our trail. Eventually they moved on with the intent to report to a higher authority about their findings. We decided that it would be a good idea to try to set the crypt straight - sort of clean up after our selves before we continued toward our goal.

We had to decide how to travel. We knew there were scouts and patrols in the area, and we wanted to keep a low profile -- there were simply too many enemies around if we drew too much attention to ourselves. Some of us wanted to travel in the trees, some ways back from the river bank for cover but the flora was so dense that it would be very slow progress. And do you know how much noise a half-troll makes in the woods? We had to stay along the river and just keep a sharp eye out.

As we traveled further, we never did run into any other patrols, but the landscape was changing. First the trees started to thin out. Any trees remaining were grey and diseased, twisted remnants. Eventually there were no trees left that hadn't been broken off and left as stumps, until there were simply none at all.

Roughly when the treeline (such as it was) ended we discovered a wide path of footprints -- the 'road' likely between Rhobar (as far as we could estimate) and our destination. With no cover to speak of anyway it was a simple matter to follow the prints. In the distance we could see a few hills breaking up the landscape a bit, the dirty string of our trail leading to the largest of them.

Even from a distance back we could make out the outline of a great archway bordering a pair of enormous doors, probably 9 or 10 times as wide as I am tall, and similarly tall. There had been no sign of any other guards or patrols about, so we approached the door. We could tell the doors themselves were relatively new. Surprisingly they were not locked and opened easily; likely counter balanced or on rollers or both. Immediately inside were the rotten remains of the old doors, crumbling into dust and dirt.

Just past the old doors, the floor descended down in a series of platforms, like stairs but much larger. They were very nearly the full width of the hall, and each one took 2 or 3 steps to walk across (more like 4 or 5 for Ragnar and Rafa). Each platform was about the width of my hand span lower than the other - and after about 20 minutes we had descended a good distance below.

At the bottom of the "stairs" we are met with another set of very large doors. Not so large as the exterior, but still very impressive. These had been left cracked partially open so it was a simple matter to slip inside - putting us in a large grand-hall type of room. Not quite twice as wide as the doors we just passed through, and perhaps half as long as it was wide. The walls were stacked stone, and the hall itself was empty and devoid of decoration except for another set of huge doors on the far side.

The next room was still empty of decorations, but it was larger - it was two or three times as wide as the door was; and square. Still the same stone as before. The only feature of note is a spiral staircase - this time the "steps" were only two paces deep for Ragnar, just a little over one for me. It was another 20 minutes of climbing down before we reach the bottom.
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The staircase opened up into a colonnaded hall, cut into the stone of the earth. We heard the sound of running water even before we reached the bottom - running through the middle of the hall is a small, shallow stream. One of the columns had broken and fallen over it. Torches lined the walls, illuminating the desiccated, skeletal remains of former prisoners; still hanging from their shackles. The far end of the hall contained a stone, almost altar like structure. The altar had a green-flamed torch at each corner, lighting enough to see the smaller passageways to the left and right. Maleth mentioned that this was not an altar - it was more like a funeral bier, made of the same stone as the walls. The bier is covered in old elvish writing; I think he called it Quenya. There were two sets of writing, one larger than the other. The smaller text covered nearly every surface, telling a long story with the larger containing a much shorter explanation.

This had been the resting place of Ignorak - the same "master" of Rhobar from the day before. The elves had been unable to destroy him, but had been able to bind him. There was evidence that the bier had been occupied for a very long time, and that is vacancy was relatively recent.

On the floor Ragnar found the most curious thing -- the shattered remains of what appeared to be an amulet. There was evidence of a stone, but it had been crushed to dust (apparently) and all that was left was the setting, in pieces. Ozfang could not see what the rest of us were talking about - but he could smell it. Ragnar said that it was made of a mithril alloy - it was tempered to the point of being purple; something that only comes from being alloyed with kraegora.

We searched around, we wanted to find as many pieces as possible, and we think we were able to find all of the setting, but the gemstone had been destroyed or taken. The alloy the setting was made from was used for its ability to be enchanted - this may have been a key to binding Ignorak.

There was no obvious way out aside from the way we came, but we knew the stream had to lead somewhere. Ozfang found a spot on the wall where air flowed. Between a pair of the skeletal watchers Ragnar was able to find a mechanism to open a portion of the wall.

Colonnaded hall
The hidden door opens to reveal a relatively narrow (well, relative to the rest of this complex, I could still lay across it with room to spare) and long hall, we can see light from the far end. As we advanced in pairs, I put myself in front with Ozfang, followed by Ragnar and Nestadie with Maleth and Rafa in the back.


When we were about halfway down the hall, we could make out figures in the light. They appear to be Men instead of Orcs or undead. They were yelling; yelling for us to leave and not defile this place. This was not something we agreed with, so we continued our approach. As we came nearer, we were able to make out more details about the occupants, and the room itself. The room itself had a square pyramid in the center, with one corner pointed at the hall we were currently occupying, the blocks making up the pyramid were about thigh-height.

On top of the pyramid was a green-tinged torch and a man in robes. Directly in front of us was a man in armor carrying a wicked crescent-axe. To either side of the tunnel entrance were each a man in robes. The robed men are chanting and gesturing like Maleth does when he is about to blast something.

I launched my bola at the man in the middle - a glancing blow, but enough to convince him that standing in front of us was unwise. Ragnar used his heavy crossbow to punch a hole in the chest of the robed man on the pyramid - he fell backward from his perch in a spray of bright red arterial blood.

Maleth was able to cast a simple sleep spell on the robed one on the right - he crumpled in an ungraceful heap. Ozfang stalked toward the left-hand side, dodging a hastily thrown bolt of lightning, while my target punts the sleeper awake with his boot. The near miss of the lightning, and the arrogance of the armored one was more than I could tolerate as the battle rage boiled over. My vision narrows and I can only see the man with the axe. I charge him, heedless of any danger, but am only able to strike his leg. His counter strike knocks me back into a more careful state of mind - and breaks my arm - my weapon falls from my suddenly useless fingers.

Rafa; seeing my mistake - engaged with my opponent to try to draw some of his attention. Ozfang had reached the robed spell-caster on the left, and did what giant wolves do best when upon their prey. The remains hit the ground with a very wet sort of slump. Nestadie was able to transfer my wound from the entryway, about the same time the robed figure on top of the pyramid climbed back up. He was bloody but apparently no longer bleeding.

From his hands I had just enough time to see a bright, narrow beam of light flash into my chest. I tried to resist, but succumbed to the darkness of sleep, thrashing with horrid nightmares. Some part of me was still aware enough to use a counter - and in an instant I had awakened; on the floor. I scoop up my weapon as I rise. Rafa strikes the axe-wielder's hip while I crush his chest to finally put him on the floor. Maleth caught the caster on the pyramid with his own lightning. This time he did not rise again. Ragnar and Ozfang simply overwhelm the remaining caster that was to our right and the final opponent who had been hiding behind the pyramid.

The pyramid had 5 torches. The one at the peak was burning with a green flame, the corner by our entry was red, and continuing clockwise around the corners: blue, black (it seemed less to give light and more to draw light in) and silver/white like burning phosphorus. Searching the bodies we found a simple map of the area, noted with some general duty notes for the defenders we just fought. Also, each of the defenders carried a small pouch, low on their left hip. Their skin under the pouch, and down their leg was red with disease and covered in boils.

One pouch was empty, one simply had a small bullet of Mithril. The third was wet, with slightly foul, brackish water covering it. The fourth we opened caused us all to recoil slightly in disgust. The pouch was filled with some sort of filth, but nested within it was another small bullet of mithril, itself encased in a red amber-like stone. The final pouch also contained a small piece of mithril, this one covered in filth and the same sort of brackish water as the first. The water/filth was so foul that it had stained the mithril, even after scrubbing it with rags it felt like it was covered with a sickly slickness.

Behind the pyramid was another hallway so we continued on to explore further. The first thing we came to is a red limestone fire pit (#2). The atmosphere was strangely acidic


Farther past the fire pit is a large natural cavern, littered with broken stalagmites. Growing from the center of the room are the trunks of two huge trees that have grown together (#3). The wood is warm to the touch, and at the bottom the wood is horribly scarred from repeated damage, like it has been hacked at repeatedly. Ozfang, as his kind does, marks it. The trees visibly shiver and shake in reaction. We moved on to the north, and entered a room with a dining  area (#4) - a stone table with wooden chairs.

Beyond the dining area was an empty sleeping space (#5), 15 empty beds. Ozfang detected something following us, so we tried to back track down the hallway to wait out the follower. Before we were fully turned around, we heard the largest, deepest unearthly voice boom around us: "Red Silver Blue Black, never retreat, always attack!"

It stepped into the light (from #6), nearly twice as tall as I, and equally wide - the animated skeletal remains of something. Maleth recognized it as a mountain troll. "I am the forge master!" as it moved to swing the enormous mattock in its right hand. I block his hammer with my shield, but he is wide enough that I cannot defend against his empty hand at the same time. It used his other side to try to crush Rafa to my right. Remembering my failure just minutes ago, I was able to keep my rage in check; simply keeping this beast busy until others could come to my aid.

I was too busy to notice anything other than general commotion behind me, but my companions had their own problems. A wolf on its hind legs was moving fast enough to be difficult to see. "This one cheats!" growled Ozfang. It was attacking my friends at will. Ragnar was bitten in the arm, causing enough of a wound that Nestadie had to immediately tend to him. Maleth was repeatedly trying to slow it down with some sort of magic, but a creature like would be difficult to overcome.

I continued to trade blows with the large troll. I started using my shield to defend against his empty hand, and burned through my own internal power to keep his hammer at bay. Eventually Maleth was able to put the werewolf to sleep, giving the group the opportunity to surround the skeletal troll.

Ozfang made a tremendous effort, but with no flesh his bite had little effect but to distract him a moment. A moment was all I needed, as I heaved with all my strength - landing a crushing blow to the side of its face. It crumbles to the ground.

Even through the noise the werewolf had remained unaware and slumbering. Maleth knew that wolves like this were weak against mithril. With his mithril-wrapped sword, Ragnar had no trouble completing the necessary strike.

At least we know we are in the right place. With the fiercest guardians defeated we now need to quickly find the forge itself.

*Maleth claims to not need nearly as much sleep as the rest of us; something I think he is entirely too smug about.

Friday, January 1, 2016

Blog introduction

3rd post - the blog intro. Great job squisher...

Like most blogs, this is ultimately a vanity project, where I chronicle the adventures of my various (well, currently one) pencil & paper RPG characters. My current campaign is set in Middle-Earth, and is using a system based on RoleMaster, but heavily modified by our GM into a much simpler system.

It works out very well, and is a nice change of pace from traditional straight D-20 D&D 3.x (the last system I played).

In any case, I hope my visitors enjoy reading these adventures at least as much as I had playing, then writing about them!

The dead city of Rhubar

Session: 12/11/2015
Party: Life in MERP
Point of view: Thvaknar

The chosen archway in the room of doors was filled with a strange mist - ephemeral as smoke and opaque as a thick fog. I entered first, and as soon as my friends were lost behind me I found myself in a small clearing in a jungle. No room, no doorway to return, just thick and heavy growth all around me. The rest soon followed, appearing out of nothing to join me in this unknown place.

The first thing we needed to do was try to find out any thing we can in terms of where we might be. Maleth was in a strange sort of funk after reading an ancient book of Eogren lore found with the barrow wights; even more withdrawn than usual, so Ragnar ended up volunteering to climb a nearby tree to try to get a view above the treeline. Seems a bit odd to send a dwarf climbing trees, but he was better at it than expected, and soon reached the top. After getting a look around he returned to us to report.

He described seeing an area of scrub land, south by south-west of the clearing, a good ways off. It seemed to be populated, but none of the people he saw were moving with much purpose. To the west, about a mile or so there was a wall, with a gate.

The daylight was starting to wane, so we were setting up for camp when a Man stumbled into our camp. Immediately Maleth starts mumbling something, almost rhythmic but I couldn't understand it. The person didn't seem to even notice we were there, just aimlessly shuffling in a relatively straight line. The eyes were dull, flat and lifeless; an undead. Maleth finished his rhythmic mumble and a great blue bolt of lightning flashed from his hands! The arc caught the shuffler directly in the chest, blasting it into several pieces. A tremendous clap of thunder echoed through the jungle. Ragnar and Nestadie both admonished him for causing so much unnecessary noise; he just smirked. That one is dangerous.

We decided that we didn't want to stay in that place anymore. If anything was about and looking for us (or anyone), they certainly knew where we were, so we moved approximately parallel to the wall to a different clearing and set up camp.

Ragnar noticed it first, but we were being watched. Not a mindless automaton this time. Maleth did something to Ozfang that made him very difficult to see, like he was melting into the shadows. Oz crept off into the trees to get closer to the one watching us. I lost track of him as soon as he entered the treeline. I only knew where he was when I heard a small yelp of surprise. Oz had caught up to our intruder and was standing over him.

The watcher turned out to be a small half-orc. We needed information, and this one was no threat so we brought him into the camp. He introduced himself as Rafa, and after giving him something to eat he was able to tell us that we were on the north east edge of the sea of Rhune. He was a former resident of the city of Rhubar, that he described as "dead."

"This used to be a port city of trade and commerce, but lately it is only inhabited by the undead and a few bands of Uruk." Rafa continued, "It started slowly, a few people at a time would disappear and never return. Eventually my parents were among them, then soon after the couple who had taken me in when my parents had gone. I ran away and have been hiding in the woods since. Scavenging what I can to keep myself going."

Ragnar asked, "We are looking for a special forge, do you know if it?" "Yes, I know where the forge is, it is in the city," answered Rafa. "It is within the walled portion of the city, away from the port area, but the city is full of shuffling undead, and is under the dominion of Ignorak, the One That Has Risen, 1st Lieutenant of the Storm King of Kiratandor. He is a very dangerous one, from the first age! He roams the city at night and resides in his tower during the daylight hours"

We thanked Rafa. He agreed to guide us through the city, but we did not want to chance an encounter with the master of this place so we decided to rest this night and enter the city at first light.

Early in the morning we made our way to the city's main gate. Rafa's description was borne out -- the city was packed tight with undead shuffling aimlessly about, some Men, some Elves, even Dwarves, and others decomposed so far as to be unable to tell what race.

Maleth appeared very nervous, but none of them seem to notice us. As a precaution, Maleth went near one, concentrated for a minute and changed shape right before our eyes, shriveling down and seeming to putrefy until he was a perfect match for the creature in front of him.

Rafa guided us through the dead city's streets, Maleth walked a ways apart, trying to blend in with the denizens of this place. We noticed a few other creatures as well, but couldn't make out what they were, and they stayed mostly out of sight. Through the dead streets and alleys we made our way to the forge. Still none of the inhabitants seemed to pay us any attention. Unfortunately, Rafa didn't understand and this was just the city's normal smithing forge - like any other found in any town.

We turned to leave, to be surprised with a 6-member squad of heavily armed Uruk-Hai. "We are here to take you to the Master!" "We know of the master of this place, and prefer not to be his guests!" "Kill them then!" growls the largest.

Immediately I hear Maleth speak and a thick, acrid cloud appears in the midst of our opponents 4 Uruk begin coughing heavily and do not appear able to move. 2 of them are unaffected and charge out of the cloud. The first approaches Ozfang, Ozfang is able to bite him - but the Uruk is undeterred, and slashes into the warg's foreleg, opening up a ghastly wound.

Rafa had been near me at the time so I quickly had my own problems as the second Uruk yelled something at Rafa and came running. He was intent on our new compatriot, so I was able to drop my bola and step behind the charging aggressor. I could feel my anger begin to rise, with no regard to defense I attacked, swinging overhand against a distracted foe. The heavy head of the morning star struck into the side of his neck with a wet crunch. My target fell; his head at an uncomfortable angle.

Nestadie, seeing Ozfang's injury moved to aid him. Luckily the Uruk there had a delayed reaction to the cloud and began coughing so hard that he could not move. Oz disengagesd and limped toward Nestadia.

Ragnar approached the coughing Uruk to dispatch him, Maleth began to do; what I had come to learn, is cast a spell.

Another pair of uruks from within the cloud recovered enough to approach us. The first seems focused especially on Rafa. As it attacks I concentrate briefly and put a protection ward around him, absorbing the worst of the blow. The second approaches me. I face my shield to him, but I am trying to protect our new small companion. Their focus on him nearly makes my blood boil, and I can feel the battle madness at the edge of my awareness. A focused strike crushes the Uruk's backbone before he can do anything else.

Ragnar finished the coughing uruk while Ozfang's injury was mended by Nestadia. One more uruk emerged from the cloud, this time it advanced on Ragnar. It was quickly brought down by the combined effort of a flaming sword-wielding dwarf and a freshly healed warg. My remaining opponent managed to score a couple of small strikes beyond my shield, but nothing that could slow me down. I was able to keep him busy long enough for Ragnar and Oz to finish him.

Maleth finished his spell - not lightning this time. He consumed the mind of the final Uruk. As the acrid cloud dissipated, we learned that the forge we were seeking is not in the city. He pointed in the general direction of the first clearing where we emerged from the room of doors. The forge itself was behind a magically locked door - one that Ignorak has been unable to open. He needs one of "purer heart" to open it.

Maleth warned us that the enthrallment will not last forever. When we learned that there are several ships in the harbor filled with Uruk, we instructed the captivated one to go there and try to set as many of them on fire as possible. We didn't want him anywhere near us when the spell wore off.

We pushed our way back out of the city, through the crowds of undead. Once out of the city, we headed in the direction indicated by our captive, but we followed the river instead of going deeper into the jungle. As we travel we found a heavy door embedded in a hillside. After some effort, we managed to get it open enough to enter - hoping we have found the entrance to our goal.

What we found however was not a forge. A tomb. We turned to leave, but were blocked by the spirit of the one laid to rest. It shrieks and moves to attack. I was able to connect with the bola, but not slow it down. It seemed to be able to summon weapons from the floor into its hand, a large axe appearing in its claw-like hand. I move to intercept. As its weapon touches me, I feel the very life draining from me. Thankfully there are several of us, and only one of it and it is quickly dissipated.

The light outside is fading, it is time to rest. We now have a general direction, but I am not sure how we are going to open the door to the forge, what is meant by "purer heart"?

Friday, November 13, 2015

Battle of the Barrow Wights

Session: 11/6/2015
Party: Life in MERP
Point of view: Thvaknar

We had been exploring the warren past the foundry - a foolish errand, yet we were emboldened with our recent successes against the prior guardians to this place, and with the purification of our mithril. As we ventured deeper we were stopped cold by several long-dead, nearly skeletal apparitions. Two blocked our further progress to the front, and from behind we could hear the shuffling of even more closing our escape path behind.
Maleth recognized our foes immediately so we devised a hasty plan to make a break for the foundry. Combat was enjoined. Maleth did something to me that caused the outline of my body to...waver. I didn't feel any different, so I carried on. Ozfang lead the charge with a resounding blow. I quickly tried to follow suit and charged my chosen opponent. Much to my chagrin I realized that my weapon was utterly useless against these undead horrors.
Apparently either inspired by Ozfang's success, or distracted by one of the wights' stumbling, the plan was abandoned. Newt landed a few good hits while Maleth prepared to cast another spell. Ragnar acquitted himself well, responsible for considerable damage.
After Ozfang destroyed the first, two more joined the battle from behind; trapping Newt – ultimately sealing her fate as Maleth's spell failed. I could only provide delay and distraction. I misjudged Newt's danger and moved to help defend NestadiĆ«.
Ragnar caught up with me, closely followed by Ozfang, both distributing great violence. Ragnar struck an opponent so strongly that his sword bent! Newt had been stunned early on, and her antagonist – the former owner of this very weapon, landed a devastating blow that her helm could not deflect.
The remaining of us finished our grisly work. A victory, but a costly one. The great treasures do little to comfort our mourning. Newt was laid to rest in the fires of the earth as we returned to Breor. Breor was greatly pleased with our discovery of the foundry, even as he was saddened by the loss of Newt. For his part, Ozfang was awarded with a second mithril tooth. I almost feel bad for any who would stand against him in combat now. Maleth seemed engrossed by a tome of apparent great knowledge of his own kind - scarcely able to turn away from it. The rest of us were able to find other items of use - I myself claimed this weapon of my friend's destruction. I will use it to defend the rest of our fellowship, and to bring down any who desire to use the powers of death.
Breor became very excited as we described our discoveries below. One of particular interest (even beyond the foundry) was the existence of the room of 4 arches. One through which we entered, appears as any other. We can enter or exit at will. The others, we cannot see beyond their thresholds. They are not dark, but as though filled with a fog. Breor is convinced that this room is a way to travel far distances very quickly -- he advised haste in the trying in the hopes that we may yet discover the ancient weapons forge. We did as he bade us and returned to the room of arches. The speaking stone mouth as we entered seemed to indicate where to go next; and lacking any other knowledge walked through the next archway to the right.
As I stepped just far enough into the mist to lose sight of the brazier - and my compatriots, the fog dissipated and I now find myself in a dense foliage. There is no apparent way to return, no mist, no archway and no other obvious structure. Each of my friends appeared near me in turn. Now to find out where we are, and where we are to go next...