The Cabal of Eight Pt.1: Amber & Gold

In one of the rented clubrooms in the back of the Red Helm Inn, a cabal of young mages meets to The Red Helm Taverndiscuss its mission and commit its member’s signatures to its binding charter. At its center, around the worn and marked mahogany table sit the seven mages, all known to one another for quite some time, colleagues, maybe even friends.

The foremost of these is Belrae Crokosa, an Ivoran of Creschan descent his purple robes bearing his chosen heraldic symbol, a green frog. Likewise, the second officer of this secret cabal is Riahm Iziani in patterned blue silks with a bright yellow waist and neck sash after the Hyvalian fashion, an Ivoran Bard/Sorcerer and the group’s link to a choice few contacts in the college as displayed by his half brown, half green cloak.

The clubroom itself was a small octagonal affair paneled in old dark stained wood decrepit with craquelure. Additionally, he small and sparse shelves were overrun with the detritus of past guests, empty inkbottles, scraps of rotting paper, multitudinous candle stumps, and decomposing ink quills. All peppered with a fine sheet of pale dust. The old moth-eaten red curtains were thrown back letting in the light of early evening which wandered into the small chamber from over the tops of much taller buildings and houses. Two windows lay to the southeast and northeast, a small stone wood-fronted built-in fireplace in the north wall, and the door, currently shut and locked, lay in the west wall.

Another of the group was Ilna of Nezorik or “Bumble” as the other members nicknamed her. A native Ezmerian, she’s the eldest daughter of a prominent merchant in Ezmer, her membership in the cabal doubtlessly due to her family’s resources. She’s short, overweight, and wearing a patterned yellow silk robe with a black silk cord belt fixed with a jade clasp. Her cloak and apron bear a pattern of alternating black and yellow chevrons. Her painful shyness is apparent, as is her uncommon clumsiness.

Next, the secretary of the cabal, Jirek the Scribe of Arebas, is a lifelong scholar with access to the College Library where he works as a librarian. He has no life experience outside of it. He wears a simple brown tunic and pants secured with a black leather belt. With him is his portable writing desk and writing kit as he is also a scrivener.

Opposite these were Fauna the rogue druid (played by Jenn), Gornix the Ivoran wizard (played by Gil), and Excor the mage (played by Cris). Excor being the last member to sign the cabal’s charter slid the parchment to Jirek after he had finished scratching his name. With that, Belrae brought the first official meeting of the unnamed cabal to order. However, after deciding there was no business as of yet to bring to the table the members brought up random points of interest.

Jirek: “There’s a funded expedition going for a 7-day south of the city into the Red Lowlands to some ruins. It’ll be under the oversight of a cloaked Surveyor and Curator. Might last a while though.”

Bumble (snorting and bouncing in her seat as she pulled it out): “Ooh! Ooh! Here’s something! I think it might be magic. I sensed something weird from it onetime.”

Nearly spilling the open bottle of wine in the process, she revealed a palm sized piece of polished amber with what appeared to be a golden bee caught at its center.

Bumble: “My master uses it as a paperweight.”

Accordingly, the PCs grunted as they had already guessed as to whom her master was and it figured he would do something like that.

Excor (played by Cris): “So. Who exactly is your master? His name?”

Bumble: “Xanto, a master mage from Skullhead.”

That elicited a collective groan from the players.

Excor (pointing his pipe at Riahm): “Well! What about you! Got any bardic knowledge for us?”

Riahm: “Well, I know a shipment of naphtha is coming by ship from the Hill-Lands within the month or so. Something going on concerning ‘Creschan Fire’ around the harbor district. There’s an alchemist there leasing a warehouse guarded by Bortorro mercs and a Creschan Captain with a ship. Don’t have any names yet. The Hyvalians and the Ivorans are lurking; something’s gonna go down.”

Gornix (played by Gil): “Interesting.”

Belrae: “There’s also a black ship from the Deadlands docked at Slavers’ Wharf. The Silver Owl is the name I think. A famous fight manager came in on it with his fighter Skullsmash, a half-giant. The manager’s name was Xinn. Their working the fighting pits in the Slavers’ Quarter.”

His tone shifted to a humorous one though it still seemed that he was only half joking.

Belrae (smiling): “Maybe we should buy a zombie from the ship eh! Eh? *ahem*”

Gornix fake laughed as a result of Belrae’s weak attempt at humor and engaged him in “small talk”. The white wizard poured some wine from the dusty bottle delivered from downstairs, compliments of the publican. The bottle was a good vintage though not very expensive.

Excor: “So. Anyone know where to get some Yellow Lotus? No? Hmm.” He then realized he had a contact which could “hook him up”. He made a note to visit her when he had the chance. He lit his freshly packed pipe with a prestidigitation spell.

In due time, Gornix and Excor spent an hour copying down a spell from the other’s grimoire (these being Neutralize Poison and Ghost Form respectively). After finishing this task, Gornix tried to engage the bard for a beer downstairs but Riahm said that post-meeting him and Belrae had some “business” with which to attend.

The gang sat chatting for only a few more minutes and when the chatter died down Belrae adjourned the first meeting of the as-of-yet unnamed cabal. He mentioned that meetings would be end-weekly at dusk. Each member in turn took a small brass key that opened the simple iron lock on the clubroom door for his or her own. The librarian and part-time scribe packed up his writing equipment after recording the last hour of the meeting and headed out the door answering an invite from the PC’s with a terse “I have a scribing job after”.

So the remainders decided to go down into the tavern. Without delay on the way out Excor snatched up the wine bottle. Fauna noticed that Bumble was lingering behind with a bowed head seemingly disappointed they didn’t invite her.

Jenn (Fauna’s player): “Awww. I feel bad for her. I invite her!”

The young mages began to depart their meeting as the orange-gold light of dusk fell through the leaded diamond pane windows . In time the purple moon in the eastern sky would fade as night slowly rose. The cabal room overlooked the corner of Silver Circle and Western Avenue the streets of which were teaming with people of all stripes. The Red Helm Tavern itself sits on this corner straddling the edge of the West Quarter with the start of the Shop District just across Silver Circle street to the northeast, these being only two districts of the many comprising the whole of the ancient city of Ezmer.

The ancient city survived the Druid Schism from which the Bardic College of Ezmer arose and a shift of faith from that of the founding Druids to that of the Brighthouse imported from Crescent Moon by Creschan sailors and missionaries. When the verminous hordes (savage ratlings) raged across the west of Arvan the city itself was at the very edge of its ravening only suffering through the short threat of the hordes final phase, the Red Horde. But all that was 600 years ago.

The gang tumbled down the narrow wooden stair onto the ground floor of the tavern walking around from behind the bar into the taproom. They found the place was jumping and crowded with the usual clientele; laborers, clerks, and shopkeepers. A white but fragrant stratum of smoke hung in the air. Floating over that layer of pipe-smoke, they could hear the sweet music of the songstress from the small theater at the other end of the place.

Thereupon Draiga Skullshine, the publican of the Red Helm glided over the well-worn floorboards to accost them.

Draiga: “Ah! My young friends! Come, come. Did you like the wine I sent up to you? Good, I’m happy. Here let’s all chat a little the drinks are on me!” The gaudy costume jewelry on his fingers clinked as he put his left hand to his chest.

Draiga was a tall heavy-set man with a clean bald pate. He was in his early to mid-forties and spoke with a Poisonwood accent. His clothing was of fine patterned black silks with a broad crimson waist sash. He was a charming fellow and always curious about and eager to talk to his “young friends” whenever he saw them. Of course, he didn’t occupy the apartment traditionally reserved for the publican in the tavern, Draiga lived in the well-to-do Western Cliffs District.

Gornix, Fauna, and Bumble take Draiga up on his offer. Excor on the other hand simply kept on walking eventually settling into an open table in the theater. Those at the bar with the publican chatted some until Draiga revealed that he had the inside skinny on the pit fights. His contact was the newly arrived manager of Skullsmash, if anyone should want to make some bets. He was also a bookie.

The young mages raucously drank ale for a couple of more hours until Fauna made a comment about Bumble chowing down on a big plate of Bittles (balls of ale-soaked bread drizzled in honey) and how much it might cost.

Bumble: “But he, he said it was free! *sputter* Why’re you laughing? … I’m going home!” She leapt off her stool and nearly tripped before leaving in a sudden huff pushing past an approaching Excor.

Excor (wine drunk and with a belly full of fish and fish sauce): “What’s her problem?”

Jenn (Fauna’s player): “Aww. I feel so sorry for her. *gasp* Oh no! Her master’s gonna be mad at her!”

Fauna picked up Bumble’s paperweight from the ale-soaked bar. She put it in her robes with every intention of returning it to her later. Meanwhile Excor, unconcerned, turned the conversation between Fauna and Gornix towards the question of finance. Suddenly, Draiga who had buzzed away quite a while ago appeared out of nowhere.

Draiga: “Well, my young friends I might have a happy solution for you.”

Thus, he quickly gathered them up and hurried them down to the basement after signaling the bar-back. He sat them down at a small table after lighting an oil lamp and began to talk.

Draiga: “So. Let’s talk business, shall we.”

To Be Continued…

The Cabal of Eight: Intro

Well, work on the Arvan setting continues and I am still exercising the material in the games that I GM. This new campaign has had a few stops and starts but now on its way to clear and open road. Hence, I’ll begin to blog it as I have the others in the past.

This campaign I call The Cabal of Eight. It takes place in the city of Ezmer at the tip of the Ezmerian headland extending into the Silverset Sea. This sphere collectively named Ezmeria. All characters are mages and involved in a secret cabal with the mission of enriching members and gaining influence.

The Player Characters are Gornix a Level 1 Wizard played by Gil, Fauna a level 1 Druid played by Jenn, and Excor a level 1 Mage played by Cris. Gornix is young Ivoran Wizard in white robes with a grey cloak, the emblem its back, a salt-water lotus on a starfish. He wields a wood staff with a quartz crystal in its head. Fauna, a young Southlander woman, dark-skinned, red-haired, with violet eyes has a tendency towards hotheadedness. Excor is a young Ivoran mage but dresses and tries to speak as a Westlander. He’s a schemer and a gambler. It has also become evident as well that he has other secrets as Gornix has realized that Westlander wannabe is of noble blood just as himself.

They find themselves at a table in a small, leased clubroom in the second story of the Red Helm Tavern in the West Quarter of the city of Ezmer. Across from them are four other mages…

Weird Races #6 – The Okisibuso

Okisibuso, a strange race of para-elemental humanoids where one-half of their bodies is solid stone. The PDF contains stats for the base race itself, a warrior and Stone-Walker NPCs. Also a brief description of their culture and ethnicity, and mass combat unit stats. The package also includes a unique racial class, the Stone-Walker, and a form of stylized martial arts, Stone Fist Wrestling.

Weird Races are pre-generated fantasy races for Dice & Glory. At the discretion of Game-Masters (GMs) Weird Races can add richness and variety to their game worlds easily and quickly. Because the Okisibuso are fleshed out enough GM’s can drop them into game-sessions using them immediately without any prep-work beyond reading the document.

Weird Races #6 – 760k

Earth worshiping half-stone Men!

Bizarre Beasties #9 – Gorvil

The Gorvil, a pre-generated monster for Dice & Glory that can add unpredictability to any summoner’s repertoire. They are horrible lizard-bats, creatures of the dark and lurkers of shadow! The Gorvil are unnatural enemies of light and often fight to the death. As such, summoners favor the near-mindless creature.

This time the monsters are inspired by those described in the notorious satanic-panic masterpiece of mediocrity, Mazes and Monsters by Rona Jaffe. I have read this and the other two in what can best be called the terrible 80’s-panic trilogy: Dungeon Master by William Dear and Hobgoblin by John Coyne. Frankly, Jaffe’s novel is the worst. At best it’s a chemistry-less romance with fantasy roleplaying tossed in as a shallow gimmick. Also it uses mental illness as a cheap story device. However, the few details about the RPG they’re playing are interesting. But there are very few of these details in the novel. The only idea given any elaboration is the Gorvil monster. Of what little service Gorvils are given anyway.

Bizarre Beasties can be used at the discretion of Game-Masters to add variety to their game worlds easily and quickly. So that GM’s can drop the fully fleshed Gorvil into game-sessions immediately without any prep-work beyond reading the document. Finally, the Gorvil are a great addition to any GM’s bestiary.

Bizarre Beasties #9 – 621k

One-eyed bat-lizard-monsters that skulk in shadow!

Note that the other two novels that I mentioned above are almost as bad as Mazes & Monsters. I cannot recommend any of these three books. Although there are flashes of interest or a little suspense sprinkled in. However, the work it takes to get to these tidbits isn’t worth it.

Design Motives behind Dice & Glory

This is somewhat of a ramble about the design decisions that I made with Dice & Glory, both the Hands of Designsystem and the books themselves. And how choice and circumstance shaped and continue to shape them.

Initial Design Motives

I first wanted to write a ttRPG sometime in 1998. I decided on a generic system design early on. Preferably, I wanted a system where I could build a world through improvisation. The early drafts of what would become Dice & Glory are not worth mentioning other than the first two drafts both exceeded 1,000 pages in length.

My mistake with those first drafts: I included the core rule-set with chapters containing the concrete components for the game. These components that were built with those rules. Components being such things as monsters, spells, skills etc. To correct this, I split the unnecessary game crunch from the core rules and those of character creation.

It took a few years to refine the rules and switch out certain systems. Especially those that were either too rules-heavy or clunky. All through what was essentially, play testing. The names of many of the character attributes in the game were somewhat different from the current. Due to the confusion of players at the time, I decided to use names that would be more recognizable. At about this time I also realized many other RPG systems used identical attributes but all had their own names for them. I thought it best to use the most popular and recognizable of these for the equivalent attributes in my system.

This eliminated the potential for confusion. Any players with a moderate amount of experience could recognize the base attributes for what they were.

Characters & Crunch

When it came to the player characters, I decided on Character Classes. It was the ease of identifying a character’s in-game role by their class. However, I decided to strip them to the bone to create the general classes. This design would allow maximum malleability and customization potential. Stripping the classes generated the bare-bones classes of Adventurer, Brick, Clergy, Fighter, Mage, Psychic, and Mage. Upon these skeletons, all the Specialist classes are fleshed. I strove for a fully customizable system so I included rules on how to build any such Specialist Class. These being the classic form of character classes found across ttRPGs.

This led to chapters that included rules on how to generate all sorts of bits found in a roleplaying game. These being things such as equipment (particularly weapons and armor), monsters, other races, and spells. This in turn led to the writing of other components such as psionics, which I wanted to discern from magic. I also created a basic outline for how the universe as a whole functioned. I also included ideas for building in-game technology.

It took until 2006 to release the first edition and a cut-down free edition. There was a preliminary release of a pre-first edition. Fortunately, not many people noticed or purchased these. The problem with the first edition aside from several editing snafus was that certain abilities repeated throughout having duplicates in most of the subsystems. Not to mention the amount of crunch was a level above overdose.

Versions & Aesthetics

I’ve re-edited the game multiple times, refined it in a revised edition, and then a second edition since then. I have no plans for a third edition but I will continue to write the resource manuals. These manuals consist of the bits that I couldn’t fit into the Core Rulebook. The bits and crunch not core to the game but necessary to populate it. These accessory manuals arose from the initial need to split the crunch from the core in the first place.

Essentially, I wanted a rule-set that I could use for any genre of game. And have it fully customizable for both players and the Game-master. I wanted rules that could easily generate any crazy thing that I could imagine and throw it at my players. The aesthetics of the books however are born mostly out of budgetary constraints and lack of personal talent. However that said, I don’t much care for the highly polished, artificial, and impractical look of most contemporary fantasy art.

I like the more individualistic art and too much polish tends to deter me. Don’t get me wrong I like a lot of professionally produced art. However, it’s never attracted me to RPG material as more identifiable and amateurish work has. Of course, due to budgetary constraints the responsibility to complete most of the illustrative work falls on my shoulders on many of the books.

World Settings & Dragons

The game has remained world-less for the simple reason that its designed as a generic/universal system. In addition, I’ve needed the time, always at a premium, to create a cohesive fantasy world. I wrote the titular world setting Arvan as a sword & sorcery & sandal in mind. Some of it inspired by the fiction that I read. Note that I tend to read in manic insatiable bursts consuming several books in a row then suddenly slowing down (or stopping altogether) until the next spree. I’ve tried my best to get away from overused tropes of the genre. Especially its well-known trappings like dwarves and elves.  I’ve also striven to include uncommon races and creatures, aside from the dragons.

The dragons of Arvan take after very specific literary references with a lot of my own creativity going into them to give them depth in nature and character. Their design was to give them a place in nature as well as in super-nature. The kernel of my Draco-lore built and outlined in a splat-book, a monster manual, called the Monster Magnus Vol. I.

In collecting certain types of game information in several books, I intended that the core rules be modular. All one needs to play and to create whatever else necessary for a game being the core rules. In other words, just the Core Rulebook is required.

Explore Imagination

Budgetary and time constraints have shaped and colored the core rule design, all of the published material, as well as the tons of stuff yet to see the light of day. The real trouble is in collating, structuring, and editing the masses of info and ideas I can generate. The only part of Dice & Glory that a GM and Player group would require is the Core Rulebook. The crunch books for Dice & Glory are different, I hope, from the typical disposable splat-book in that; they contain the pregenerated concrete components needed to populate games. Allowing groups to mix and match to their hearts’ desires when they have the blocks to build with as well as the ability to shape and carve blocks of their own. Hopefully striving for the outer limits of their imaginations with increased ease. At least I hope so.

 

Announcements & Arvan

Blog entries and new articles will be slowing down to a crawl for the remainder of the year due to simply life getting in the way and due to work on Arvan.

Blog Entries

The gaming blogs will be slowing down due to a redoubled effort on Arvan and members moving and work. I have been mastering a game which is barely past its ninth session since June. So I won’t be posting what I have any time soon. I typically don’t start posting till after around session 12. The campaign is in the city of Ezmer concerning a player group of mages.

The Arvan Setting

The Arvan setting has shifted into high gear with the last pass of editing and me struggling to finish the illustrations. For budgetary reasons I am unable to hire on any illustrators for the remainder of this project. The maps have reached their rough draft stage and the larger frontispieces have been completed but as it stands today only the intro, TOC, and Chapters 1 & 2 have been fully illustrated. Unfortunately, this makes a November release date highly unlikely. We have not given up on a December release however.

Future Plans

We have been planning and continue to amass material for 3 projects for next year concerning dwarves, monsters, and more magic! If all goes to plan these 3 projects will follow by some months the release of the Arvan setting. Hopefully in rapid succession.

Brilliant Botanics #1 – Manfruit Tree

The mystical Manfruit tree, a pregenerated supernatural plant for Dice & Glory that adds a legendary element to a campaign. Especially if it’s revealed as the ultimate treasure or final goal. Also these trees are extremely tough though like mundane trees they are unable to take offensive actions. Additionally they are physically tough and can take certain passive actions to resist damage.

Brilliant Botanics can be used at the discretion of Game-Masters to add variety to their game worlds easily and quickly. The Manfruit tree is fleshed out enough for GM’s to drop them into game-sessions without any prep-work beyond reading the document. Finally, Manfruit trees are a great addition to any GM’s bag of tricks & treasure.

Brilliant Botanics also includes a brief Magic Abstract describing how mages may use these supernal vegetables in their spells and potions as components.

Brilliant Botanics #1 – 583k

Inspired by the Chinese literary classic Journey to the West!

Bizarre Beasties #8 – Throgg

The Throgg, a pre-generated monster for Dice & Glory that can add unpredictability to any summoner’s repertoire. Also these creatures are massive brutes with an appetite for anything they can successfully kill, chew, and swallow. Additionally they are fairly resilient against certain attacks as well as being tough.

Bizarre Beasties can be used at the discretion of Game-Masters to add variety to their game worlds easily and quickly. Throggs are fleshed out enough for GM’s to drop them into game-sessions and their bestiaries to use immediately without any prep-work beyond reading the document. Finally, Throggs are a great addition to any GM’s bestiary.

Bizarre Beasties #8 – 621k

Evil hippo-monsters!

Blog, Arvan, and Articles Update

About the BlogWizard-Skull_web.jpg

So, blog entries will be slowing down a great deal here since the current campaign (the one started after A Giant in Xuun ended so anti-climatically) has somewhat stalled out and we’ve lost a player due to work schedule. So it is uncertain as to when I will begin to post another campaign blog the next may be the campaign I will be mastering but that may be a few months in the coming.

New Articles

However, I will be releasing a new article here and there as I get time to edit and post them, the next article will be a Tabletop Meditations #11: Elves, and should be posted around Weds or Thurs next week on this site.

Progress on the Arvan Setting

Work on the campaign setting book – Arvan: Land of Dragons – continues as the illustrations are being mostly by me at this point with that kind of work load everything else is going to have to suffer. Who would’ve guessed a World Spanning work take so much illustration? <:)

The actual release date for Arvan is unknown right now due to the bog down on the artwork but I’ll try to keep everyone updated as work progresses.

Attention Artists/Illustrators

Sales have been better this quarter, thanks to all those who’ve supported us, so I am fielding for 1 or 2 illustrators and in particular we are looking for a Cartographic Artist. If any of you are interested email us with an approximate rate for full page, 1/2 page, and 1/4 page pieces. Please note are project budgets are always really small.

Other New Releases

As the work on Arvan is taking alot longer than we had originally thought and scheduled for any new releases for this year will have to be pushed back even possibly into next year. These releases being: The Monster Magnus Vol. II, The Great Grimoire Vol. II, and the Complete Character Codex (print only).

Sincerely,

Robert A. Neri Jr.

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A Giant in Xuun Pt.12: Tower of Darkness

The threshold where Nezor found himself extended as a ramp falling just about 10 ft. shy ofPassage into darkness the statue which stood at the center of the rather large ground floor chamber. It was lit dimly by a dull blue light that hid most details and seemed to deepen even the slightest shadow and intensify the darkness. The room was of an alien design its floor was like a bowl its surface sinking towards the center and in place of a staircase was a smooth ramp winding up to a balcony shaped into the likeness of large serpent with fangs bared. Set in the sculpted eyes of the balcony were a pair of fire rubies which glared with an angry red light adding a tinge of menace to the eerie chamber as it mixed with the source-less blue glow.

The statue which dominated the center of the room was only about half of Nezor’s height but was masterfully wrought of black marble with a pair of glinting ruby eyes. It was of a stylized Naga warrior armed with a master-work steel pole-sword. Phenox and Zacha having bypassed the entryway trap came to either side of the giant. Nezor strode to the end of the entryway ramp and stepped hesitantly onto the depressed floor. Phenox moved around him and to the rear of the black statue at the bottom of the spiraling ramp-way.

Suddenly the statues ruby eyes lit with a violent magic red glare and it struck with its steel pole-sword at Nezor whom was barely able to move in time to parry the blow. The giant replied with a titanic club strike followed with a massive backswing either of which blow could’ve brought any flesh and blood opponent down. The statue was chipped in a few places. Zacha cast a spell and filled the air around the statue with dancing glittering multi-colored lights to no effect whatsoever. Phenox made his way up the ramp towards an archway he had spotted at the top behind the snake-head balcony.

Nezor again struck valiantly at the animated statue knocking of some larger bits of oily black marble. Then a shadow beast stretched from the darkness behind Zacha striking at her with its inky claws. She dodged. Another unexpectedly emerged from the shadows near Nezor whose armor absorbed the damage and he in turn stomped on the beast nearly killing it. A third clawed at Phenox engaging him in battle on the spiral ramp. Nezor in a desperate attempt to reduce the number of enemies swept his club in a wide arc (fortunately Zacha was behind him) slaying both shadow beasts within his reach and cracking the statue a little more.

Nezor once again parried the slash of the pole-sword just before the veil of darkness fell over the whole room blotting out all vision and light. It was an opaque and nearly palpable darkness as if pure shadow had been dumped into the air like ink in water. Zacha shouted out, “It’s a Globe of Darkness!” She paused for only one tense second, “he’s here.”

Phenox: “Shadow Scale right!?”

The grim-warrior continued to fight blindly and then killing the shadow beast with a lucky blow proceeded up the ramp to the balcony. He could hear the mystery mage slithering over the stone floor from the archway up there. Nezor in a panic made another wide arc with his weapon cracking what he assumed was the statue. Then he felt the pole-sword drive itself through his armor and deep between his ribs. His pained groan echoed across the black chamber.

Suddenly it felt as if the very air that surrounded Nezor had congealed and time seemed to melt into a thick morass. He felt the magic take hold of him, he was a victim of a slow spell. The giant could hear Phenox shouting something but his voice was distorted, slowed down. No doubt the grim-warrior was a victim of the spell as well. Nezor again swept with his club and in his frustration strained his muscles to the point of agony. A sudden bolt of lightning arced through the room illuminating Phenox as it struck him but nothing else. Then it was gone.

Zacha (whispering to the giant): “I’m gonna swap places with him, so he’ll be right behind you okay?”

The giant wound up his strike and stopped suddenly when he heard Zacha’s voice scream pathetically, “it failed I’m still here, still HERE!”

Nezor was barely able to deflect an incoming blow presumably from the statue’s pole-sword. He replied with a crushing blow but could tell the thing was still standing. He wound up again and suddenly couldn’t move a muscle. Another spell had taken hold of him and he was unable to move or defend himself. Another flash of lightning revealed the death of Zacha’s familiar who was engaging the cloaked figure on the balcony. Then Zacha cried out in pain and the giant could hear the sound of her corpse flopping onto the tower floor.

Nezor felt the searing pain of the pole-sword as it jabbed deep into his thick neck again and again cutting deeper each time. He felt his own blood run down his chest and fill his shiny plate-mail. All the sounds in room began to drown in the darkness and seemed so very far away then a horribly sharp pain stung into his neck and rippled throughout his body. The last thing he heard was the crunch of steel meeting bone.

The End

 

Campaign Played between October 2015 and January 2016.