Wednesday, November 29, 2017

Episode Four/Five

Present:
  Alma (Jane)
  Crinsea (Hannah)
  Euwin (Paul)
  Flux-Hand (Liam)
  Laeknir (Mr. Rheam)
  Ponty (Garrett)

The adventurers awake in the River Snake. Apparently, three days have passed while they recover from their unusual procedure. All have been changed in some way, and while none are displaying any overtly monstrous characteristics just yet, neither are they fully human (or elven, or halfling).  The weary warrior Pallando awaits them in the common room, informing them that Paramswarm and Allatar have gone ahead to the City-State to brief the Overlord. 

The group decides to travel upriver on one of the barges that managed to avoid draconic acid.  The crew eyes their passengers warily, but for the most part they are professional, and by the end of the day, they are underway.

Late the next day, drums can be heard from the Dearthwood. Alma recognizes the rhythms as an Amazon war beat, giving credence that an Amazon adventurer has united the Orc clans and become their queen.  Shortly thereafter, four orcish war canoes make for the barge.  Spells and flaming flotsam keep the orc pirates from closing, and the barge escapes into the night.

The barge continues upriver for two more days. The winds die down, and the going becomes much slower.  The adventurers slowly come to accept the new normal, even as they wonder what changes lay further in store for them.  Then, a bump on the bottom of the vessel indicates that the group is not safe yet. The captain tries to run, but a tentacled horror is far astern.  The party offers to jump ashore as the ship nears the right bank of the Roglaroon. With some splashing and tumbles, they make it. In the distance, they can see tentacles tear apart the barge, and they can only hope the crew made it to safety.

The road to the City-State runs through the Mermist Marsh, a desolate bog traversed by the causeway of the Great South Road.  The party reaches the edge of the marsh at nightfall and decides to march ahead, taking advantage of their nightvision.  However, predators come out at night, and two giant frogs needed to be dispatched before the party could proceed to their destination.

They reach the City-State by mid-morning, filthy and exhausted.  Some guards at the gate eye them warily, but after the group pays a modest toll and consents to a cursory search, they are allowed to pass. Just inside the gate, a hooded servant named Gurgi claims to be working for Paramswarm and he offers to take the adventurers to the Balor's Eye, the finest inn in the City. The party bathes and receives the gift of some clean formal clothes for their audience with the Overlord.  A few explore the city, checking in to help wrap up the business of their former patrons and to buy some new supplies. Food and drink flow freely that night, and some of the party crash before they should. The others find members of the Overlord's Squad of elite assassins waiting for them in their rooms. They make it clear that they are to accompany them, unarmed and blindfolded...

Monday, November 6, 2017

Episode Three: The rain ends, but the storm begins

Present:
  Crinsea (Hannah)
  Euwin (Paul)
  Flux-Hand (Liam)
  Laeknir (Mr. Rheam)
  Ponty (Garrett)

Kobolds are dangerous in numbers but they are cowards at heart. When the lizardman shaman is felled by arcane bolts and sacred flames, the surviving kobolds bolt for safety. One flees to the kitchen, where it huddles with some of its fellows, terrified for its life.  Crimsea and Alma guard it while the other party members confront the other, who has gone to beg for protection in a room that has been converted into a makeshift shrine to a dragon god. The words "We serve that we may one day join you" are scrawled in Draconic on the wall. Sadly, the kobold's memory is jogged a little too hard by Ponty's frying pan and he falls unconscious. However, interrogation of the kobold in the kitchen reveals that the lizardman shaman took the soul crystals to his room beyond the shrine.  After Flux-Hand successfully cleared a small coffer of poison needles, the group found the stash of crystals...

They sky is growing light and the rain is letting up as the party returns to the River Snake Inn. Etta is preparing fresh bread for breakfast, and Mr. Druin, the halfling proprietor, is cleaning the damage from the previous night's fight.  The wizard Allatar, former valet to the Archmage Llewellyn, anxiously greets that party, telling them that Paramswarm has gone ahead to the ritual site to prepare the rites by which the  soul crystals will be bonded to their new hosts.  After a quick rest, the party sets out to meet their destiny.

They find that they are not the only ones interested in the ritual. Vile undead creatures have
crawled from the river. After disabling the bodyguard Pallando, they pinned the crippled Paramswarm to the very altar he was pallning to use in the ritual. Apparently, the party has arrived just in time.  The monstrosities look fierce, but they are felled swiftly by arrow, blade, and spell. 

After he is restored to health, Paramswarm then quickly prepares the ritual. One by one, he straps the heroes to the altar then plunges a jeweled dagger into their chests.  The wounds do not bleed. Rather, they leave gaping holes, into which he quickly inserts a colored crystal. The wounds then magically close. From the perspective of those receiving the crystals,they feel intense pain, followed by a sense of falling into oblivion.  Then...nothing.