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Rats of Tanglethorn Pt.7: The Tree of Woe

Afheesh shot after Wufcor who was free of his shackles, fleeing, and armed with a stolen dagger. The Tree of Punishmentquickling guard tripped the fleeing canny-jack with his tail. Wufcor flopped onto his back hard with a blast of dust and dry leaves. Afheesh held the tip of his dagger to his former companion’s throat.

Afheesh (kicking dirt on the prone ratling): “Drop the dagger gutter trash!”

As a result, Wufcor let loose his white knuckled grip on the dagger letting it drop to the ground.

Wufcor: “I surrender!”

Pabst tried to move in and grapple the traitorous ratling but missed by a mile.

Jennifer (to me): “You traitor! I won’t forget this!”

Isis (shrugging): “Look Sis I figure he could’ve killed me at any time, so I hope he has a plan.”

Pabst reluctantly surrendered under the remaining guard’s spear points and Sergeant Neek’s sword. The prisoners were shackled once again and after another hour were finally led to the Tree of Judgment.

A large twisted trunk was before them that sported large thorns here and there over its pale striated bark. Deep scars crisscrossed the bole where prisoners had been lashed to it and left to die in the Poisonwood. The lower limbs, as thick and twisted as the rest, also exhibited deep hanging scars most still with some rusted bit of chain or rotted rope still dangling wafting or tinkling in the slight breeze. There were a few skulls and fragments of bone scattered among the surfaced roots and woody knees. Due to their diminished numbers, the guards were in a rush and so lashed the pair of prisoners to the bole before hastily retreating aboard the wagon.

The pair watched Afheesh ride away as the sergeant congratulated him, his attitude towards the ratling totally changed. The officer was counting himself fortunate that the guard had discovered such a skilled new recruit. The criminal pair was mumbling curses under their breaths. All too soon, the wagon was out of view and then the rolling crunch of its wheels faded into the general ambience of the dreaded Poisonwood.

There they were, Wufcor the ratling canny-jack and Pabst the female human duelist all alone and lashed to the bole of the execution tree. Intermittently tiny vermin of all kinds swarmed and crawled over their bare skin, fleas, wood lice, beetles, the occasional spider or centipede. Never had the pair felt more vulnerable, every crunch or slight movement of serrated leaf or thorny twig caused them to cringe. They nearly panicked when a large shadow swooped far above the autumnal umbrage momentarily blotting out the scant rays of sun that penetrated the reeking tree cover.

The poisonous musk of noxious weeds and nettles stung their nostrils and the rough, dry bark chafed and scratched at their skin. The thorns drew some blood. Adrenaline sharpened their ears and to them it seemed that the whole wood had come alive. It had come alive with things that were crawling and slithering through the dense underbrush. They writhed with discomfort.

Meanwhile, Afheesh was sitting with Sergeant Neek in a random saloon who was slinging back drink after drink. The ratling had tried to make use of the officer’s improved attitude towards him by getting assigned to the moneychanger at the front gate. However, that had gone nowhere. It was very near sundown when a still sober Afheesh took his leave and rushed to rent a wagon.

In the now dark Poisonwood, a very upset Pabst kicked a large black scorpion from her foot. Wufcor finally worked himself free of the ropes and soon freed his companion as well. The duelist secured an old branch that she could as a club. All the while, they swore to each other that they could see large black shadows skulking in the darkness behind a tangle of thorn trees and a dense thicket. Indeed, something was approaching them. They prepared to defend themselves determined to throw stones, bite, claw, and kick, whatever it took to survive.

On the trail to the Tree of Judgment to which his partners had been tied, Afheesh whipped the horses to speed. He was racing the setting sun as the golden disk sank into a blood-sky behind the black horizon. Already the purple moon with its golden ring was strong, dominating the eastern horizon. Although he could barely see it through the still dense but sickly foliage of the autumnal Poisonwood. He kept madly snapping the reins hoping to keep going just a little faster than before.

The wheels smashed into a small ridge of stone jutting from the rough path, the wagon jumped suddenly up onto the air for a split second. When it smashed back down onto the road, the ratling found himself airborne as the pungent winds of the wood roared into his face. Soon enough he flopped hard back onto the hard wooden driver’s seat with a guttural “oof”. It seemed an eternity until he had reached his goal. The wagon stopped in an explosion of dust, pebbles, and dry leaves.

Wufcor was guarding a paralyzed Pabst. Several giant spiders had attacked them not long before Afheesh’s arrival. Fortunately, they had been able to fight the monsters off killing virtually all of them. Unfortunately, Pabst had been bitten.

Afheesh (from the driver’s seat of the hay wagon): “Good you’re free! Get in HURRY! They close the gates at first gloaming!”

Seconds later the wagon was speeding back the way it came hitting the same bump again and nearly throwing Pabst were it not for Wufcor who was just able to grab onto her before she flew free of the wagon. For a short stretch just before the great thorn ring became visible, they could all hear something quite large chasing after the wagon. Whatever it was, it had halted as soon as the thorn-wall of the city came into view. The outer gates were just starting to be closed. Without stopping Afheesh raced the wagon in through as he kept shouting, “Don’t shoot, Guard! Guard! I’m a GUARD!”

Sometime later, the pair of ratlings, Afheesh and Wufcor, were dragging the limp, unconscious body of Pabst. They were nearing a deserted warehouse where they had planned to pass the night and wait for the effects of the spider venom to wear off of the duelist. Suddenly from around a corner they heard, “Well, well, well. What do we have here eh boys?”

A group of Bronzeboy gang members stepped out of an alley from around the corner confronting the ratlings. There were three well-armed humans, a single Mantck ratling (a medium sized ratling), and a Darkthorn Arborean (a purplish-gray tree-man covered in thorns).

Exhaling a mighty sigh pregnant with frustration, Afheesh dropped the paralytic duelist and pulled his paired weapons as he walked towards the gangsters. Wufcor followed pulling the dagger Afheesh had given him earlier “just in case”.

To Be Continued…

Write-Up – Have You Heard of …

Burnt myself out again, happens often when I write, so regular blog entries for the Rats of Tanglethorn will Adventure comes from the brain pan - writeresume next week. I am working hard to complete the current books on my plate but the going is slow. I’m also trying to put together an art portfolio which I will put into print as well.

Meanwhile, there is a little write-up on Dice & Glory titled Dice & Glory! Have You Heard of Ranger Games Publishing, from Neal Litherland. While you’re there check out his other posts and blogs on literature, fantasy, and roleplaying games.

Read it here – Dice & Glory! Have You Heard of Ranger Games Publishing?

 

Rats of Tanglethorn Pt.6: Oh My Captain!

Come sun up, Afheesh (played by me) was feeling good still from the strange green glowing liquor from Tanglethorn - City of mothslast night. For that reason he strutted down the wide street on his way to meet his two compatriots in front of the Yellow Lotus Inn where Pabst (played by Jenn) had room. He rounded the southwest corner of Mezcor’s black-stone keep when he spotted a full regiment of guards hauling away a pair of prisoners down the wide boulevard eastward.

Afheesh was in the middle of smirking to himself, “amateu…” until he realized the two prisoners were Pabst and Wufcor (played by Isis). An experienced city captain was leading the group of 16 guards, his lieutenant was to his right holding up and inspecting a glittering medallion. Afheesh recognized the polished gold medallion as that previously worn by Phenox, an acolyte of the Brotherhood of the Green Well, who they collectively murdered and decapitated for a bounty.

The ratling quickling was just about to turn around and consider recruiting new companions. However, at the last minute turned on his heel and began stealthily to follow. His aim was the captain; he easily prowled into the crowd even under the noses of his companions and crept up behind his target. Suddenly, the captain glanced to his side and asked, “hey little ratling what business is this of yours?”

Afheesh (sputtering in surprise for a second): “Um, What’s going on here? With them.”

The Captain (with increasing levels of braggadocio): “Well, looks as if we caught ourselves a couple a’ killers. They murdered a popular apprentice of the Green Well. Robbed ‘im and cut off his head. Taking ‘em to the Green Well to see what they wanna charge ‘em with.”

The greying, scarred old captain adjusted his belt. Afheesh was at a loss but was curious how this was going to play out.

Isis (at me): “HEY! You can try to RESCUE US!”

Me: “*ahem* Evil game.”

Isis: “crap”

Jenn: “I don’t think I like games where we play evil.”

Afheesh thought a little about the situation. He gazed back at his colleagues.

Afheesh (to the Captain): “Soo, what are the benefits of being a guard anyway?”

The Captain: “Ha, ha, you wanna join the guard little ratling? Well, just follow us! After we pick up the charges and return the medallion, we’re headin’ back to the Main Gate. That scum there will face my judgment then. Heh, don’t worry I’m a fair man, I always let the guilty have their say before I execute ’em!”

Afheesh puffed out his chest and proudly marched alongside the captain and the guard as they completed their circuit.

Isis: “Awww! Come on!”

Jenn: “Really!? REALLY!?”

Jenn: *sigh*

Jenn: “I guess this is kind of my fault.”

Isis: “KIND of!”

Cris (the GM): “Well you put that thing on…they tracked it to your room *sputter* and you WEARING it when they busted in! *shrug*”

When the company reached the main city gate just southeast of the Green Well, Afheesh was sent for outfitting while the prisoners were tried in the training yard. The ratling met with one Sergeant Neek whom issued him his kit. He was given a beaten-up wood buckler, a dull bronze skullcap, a short spear fit for his size, and a dirty brown cape fit for his size bearing the thorn ring symbol in black. Pay was 100 bronze thorns (bt) at the end of each 7-day but actually 85 in coin since 5 are for Mezcor and 10 are for taxes.

Sergeant Neek: “And you have to serve at least the greater part of each day that week to get paid! Your first mission is to report to the gate and help me escort the new prisoners to the Tree of Judgment.”

Afheesh: “Wait. How do you already know they’re getting sent to the tree?”

In response, the sergeant just puffed derisively and motioned for him to hurry. In Tanglethorn, the execution of criminals often involves tying them to a tree far outside city thorn-barrier. Typically, something comes along in the Poisonwood that eats and/or kills them soon after abandonment.

About an hour later, Afheesh, in his full guardsman outfit, followed the group of guards as they transported the two prisoners along a barely visible road through the Poisonwood. The two criminals had been stripped naked and were stumbling barefooted through the spiny, spiked, and thorny autumnal waste. They were being dragged behind a strong-wagon by chains and manacles, consequently their feet bloodied and covered in pale thistle burrs and bull thorns.

The wagon was plated in thick bronze plates iron-riveted to the heavy wood frame. Razor-sharp spikes lined its bottom edges and covered its roof; the driver enclosed by chainmail netting. Afheesh kept an eagle eye on Wufcor as the company reached an area of thick dull green overgrowth.

Wufcor (suddenly shouting): “Watch out! Plant monster!”

Afheesh (jamming the butt of his spear into Wufcor’s stomach): “Shut up you pig!”

Suddenly, a large green seedpod emerged from over the bushes and a long purplish spike shot from it lodging in the neck of an unfortunate human rookie guard. Hence, he was sucked dry in almost an instant. So, Afheesh immediately launched himself at the creature slashing it to death with his paired hook-guard daggers. Another previously unseen plant monster emerged and swung a seedpod fist at the ratling but missed. A hard wooden seed shot into the ground narrowly missing Wufcor from yet another plant monster as it emerged from cover. Another creature emerged and stabbed at Pabst with its purple tongue but it missed. Another tongue from yet another creature darted at Afheesh but he easily avoided.

The guards were in full combat against a fair number of these plant monsters, three monsters and five guards were killed in the first minute of fighting. Another tongue stabbed at Afheesh as he dropped a second plant creature. As the fighting began to die down he could see that only seven guards remained and but two monsters still stood. He immediately leapt at and dropped another monster.

Four nameless guards managed to take down the last creature. Afheesh facetiously congratulated the lot of them on killing a single creature together as compared to his three by himself. They sneered at him. Another guard suddenly shouted, “The prisoners, they’re escaping!”

To Be Continued…

Rats of Tanglethorn Pt.5: The Ruthless Trio

Afheesh (played by me) yanked his bloodied weapon from the throat of the Bronze Boy at his feet. The ruthless trio had just made quick work of a small group of Bronze Boy gang members. Consequently they had looted some 40 bronze thorns (bt’s), 4 dirks, and 4 saps. Pabst (played by Jenn) collected their bronze badges, their gang colors. Wufcor (played by Isis) suggested they all take the badges to the Troll Boys’ hangout, the Bloody Tankard, to see if they could score some free drinks.

It was not long after the three found themselves before a rundown saloon front. It was of pale cracked wood built onto the ground level of one of the old orange stone buildings. A hot yellow light poured through the entryway as did a pungent stream of smoke. Hanging from the placard hitch was a broken tankard, brown stained or rusted they could not tell which. There was a large group of Troll Boys out front guarding the door. A few appeared to have troll blood oozing in their veins but most were human. Pabst was the first to approach.

Pabst (tossing the Bronze Boy badges to the dirt): “How many drinks are these worth?”

The Ugliest Troll Boy (spits on the badges): “Maybe a half jack! We do our own fightin’, we don’t pay others to fight fer us!”

Pabst (undeterred): “Well then, do you Troll Boys have any GOOD fighters among you?”

Isis: “Sis…”

The Ugliest Troll Boy laughed at her and poked his head into the bar from over the saloon doors. Consequently he shouted a name none of the trio could make out, it could have been in trollish for all they knew. However, to their relief a human stepped to the door. He walked slowly out to the creaking plank porch with an air of supreme arrogance about him. He had a scale-mail vest and gleaming bronze bracers on his forearms. Circling Pabst for a few seconds and smirking said, “You’re too wounded to fight me tonight. Come back when you’ve healed and meet your death at the edge of my blade”. With that he turned heel and walked nonchalantly back inside.

Jenn (checking her character sheet): “Crap! I am still wounded, BAD!”

The trio parted ways shortly thereafter. Pabst and Wufcor headed off to find a White Star Guild house of healing and then back to the Yellow Lotus Inn to rest. Afheesh headed to the livery for food and some simple companionship for the night.

Several hours and 1,500 bt’s later at dawn Afheesh arrived refreshed and impatient in front of the Bloody Tankard. The place was shuttered until noon. The other two arrived sometime after with Pabst appearing fully healed. When they had seen the place was shut tight for another few hours they decided to go to the nearest armorer. There Pabst purchased a high quality bronze medium shield for 1,400 bt’s.

On the way back to the Bloody Tankard the ruthless trio was assailed from an alley by three giant earwigs. They made quick work of the monsters with Afheesh slaughtering two of them and Wufcor and Pabst slaying the last.

It was not long after the three were again in front of the Troll Boys’ clubhouse. The fighter that Pabst had challenged the previous evening was sitting leisurely on a chair leaned against the doorframe, his booted feet up on a stool. At his side was a rapier-like weapon with a razor-sharp polished blade, a full brass knuckle-guard, and a pommel spike. He was a professional swordsman, a Quick Blade.

The Quick Blade (taking his pipe from his lips): “So, what is it that we are dueling for?”

The trio proposed that the prize be a shot from the green bottle at the Green Bottle Tavern. The Quick Blade agreed and then terms of the fighter were worked out, drawing first blood would make the winner. That last stipulation was Pabst’s idea by the way.

As the gathering crowd of Troll Boys and curious passerby marked out the ring, Afheesh slipped into the Bloody Tankard unseen. He found two locked doors of interest in the empty bar when he heard the crowd lament then the Quick Blade and the Troll Boys laughing in victory. He darted back outside.

The Quick Blade had drawn first blood on the very first strike of the fight.

Jenn: “Awww! But I’m a GREAT duelist!”

Cris (the GM): “Well, his back is turned to you and the Troll Boys are congratulating him.”

Jenn: “Umm…”

Isis: “Sis! We might be over our heads here!”

Cris: “So, do you do it or not?”

Jenn: *sigh* “No, I put my sword away.”

Later, that evening the trio, the Quick Blade and five Troll Boys sat at the bar in the Green Bottle. Afheesh had already put down the money for the shot from the titular green bottle. The Quick Blade held up the small glass with green swirling liquor in it.

The Quick Blade: “Whosoever would duel over this shot may have it as their prize!”

Hence, a Troll Boy stepped forward. Afheesh sighed in disgust and stepped forward drawing his paired weapons.

Afheesh (looking back at his companions and shrugging): “I paid for it, it’s mine.”

Suddenly, the troll-blood lunged and struck with his dirk missing the agile ratling. As a result Afheesh jabbed with both blades striking deep, wounding the troll-blood badly. In desperation, the Troll Boy slashed narrowly missing his target (by 1 pt.). So Afheesh retorted killing the Troll Boy instantly.

The Quick Blade (sliding the shot glass over to the ratling): “I guess this is yours.”

Without thinking, the ratling slung it down and when it hit the bottom, he began to feel dizzy. However, he did fight off the dizziness and as a slight drowsiness faded, he felt strangely invigorated. Meanwhile, the Troll Boys grumbled as the swordsman led them out of the tavern. Finally, Wufcor approached Afheesh and gave him a small sack of coins.

Wufcor: “I made a little side bet. Here’s your share.”

The purse contained 150 bt’s so feeling very refreshed by the strange green booze, Afheesh decided to take his leave and go back to his favorite place, the livery. A jaunt in his step he whistled as left the place.

To Be Continued…

 

Rats of Tanglethorn Pt.2: The Green Well

Afheesh the ratling quickling (played by me), Pabst the human duelist (played by Jenn), and Wufcor the ratling Brotherhood of the Green Wellcanny-jack (played by Isis) had been escorted by a contingent of city guard to an office near the White Rose Perfumery. The office was small, crowded with stacks of yellowed parchment sheets. Also scattered everywhere were small wooden ink stamps bearing various official seals from past regimes.

Meanwhile sitting at the desk, which the crew found themselves facing, was a large Westlander in full plate armor. The seal of the city guard, the ring of thorns, emblazoned on his breast. Within it was a black oak leaf under a yellow crescent moon. His plumed helm with spiked facemask sat on the well-worn desktop and his heavy bearded axe leaned against the wall behind him.

The guard that had pushed them into the office had introduced the man at the desk as Captain Fenom. The street crew had to wait while he packed his long stem bone pipe with a fresh load and lit it.

Captain Fenom (exhaling a massive fog of pungent peppery smoke): “Those gangs have been a hassle of late, the uh, Bronze Boys and um, Troll Boys …”

He took another long drag.

Captian Fenom (again exhaling): “I like that; you’re good fighters, real good. Here.”

He reached under the desk and then tossed a leather sack filled with 8,000 bronze thorns onto it. The thud of the bag and the jingle of the coins were music to the trio’s ears.

Captain Fenom: “Take it, it’s yours. You work for me now. There’s another 8,000 thorns for you three if you bring me the head of Feenox, an apprentice of the Green Well. “

He put his feet up on the desk and dismissed the scrappy trio who made themselves gone very quickly. Pabst had snatched up the coin sack.

The trio beat it to a burned out building. The place had been a cult temple but the city lord has been hunting down and chasing out the smaller cults that have sprung up around the city. The rumor was the last holdout of this temple, a black guard, had met her fate within the charcoaled not too long ago. It was boarded up. However, Afheesh parkoured up through a window in the second story and kicked out the boards over the door on the ground letting his partners in crime in.

Wufcor dove into a pile of trash to sleep. Pabst pulled out her sleeping roll in a corner free of debris and Afheesh found a large crack in the wall and a small crevice beyond that. That was where he decided to sleep. It was where he felt most to secure to be able to sleep. However, before he drifted off he made sure to count his share of the gang bounty, 2,666 bronze pieces. Pabst had taken up the left over coin.

The robust yet still small thorn-runner lay curled up and perfectly hidden for most of the night and for most of the night he had slept rather peacefully until suddenly awakened. He heard someone arguing. He poked his head out very carefully and saw that a pair of Mantck ratlings (medium sized ratlings) and a pair of humans one carrying a sack were harassing Pabst. She had her weapon out.

Slowly the quickling crept out of his hiding place and quietly drew his weapons. As he neared striking distance, the sack bearer screamed in pain. Wufcor had stabbed him in the back.

The first Mantck struck at Pabstcan, she parried his dirk. The second rushed Wufcor wounding him badly. Afheesh charged and struck out with both of his weapons at the second Mantck whom managed to dodge the first blow but caught the second full on. It nearly killed him. The human that had been carrying the sack dropped it and taking a defensive position drew his shabby scimitar. Pabst swung wildly with her scimitar at the first Mantck but her clumsy strike did not get anywhere near him. The second human, apparently the leader due to his wearing a scale mail vest, attacked Pabst with his scimitar. She parried then immediately countered but the leaders’ sword stopped it dead. The ring of steel echoed from the blackened walls.

The second human shrieked and dropped to the dirt dead. Wufcor’s dirk had been unerring. The first Mantck lashed out at Pabst narrowly missing. Afheesh slaughtered the second Mantck with his paired swords. Pabst hacked into the leader’s side, blood gushed. He retorted wounding Pabst badly, his scimitar easily piercing her brigandine.

Wufcor moved around the fight flanking the leader and striking injuring him further. The last Mantck struck at Pabst, she barely deflected his blade. Afheesh struck at the Mantck with his first weapon and then at the leader with his second. The first landed horribly wounding the medium-sized ratling. The leader easily deflected the second. Pabst in turn chopped him down.

Wufcor jabbed his blade into the Mantck. Horribly wounded and soaked in his own blood but he was still standing. Afheesh got in close and all but eviscerated him with a double sword strike. The fight was over.

The trio immediately dumped out the sack. Out tumbled two bottles of wine, an ivory box with mother of pearl inlay, 3 silver candelabras, a poor quality carved aquamarine jar, 20 high quality arrows, a highest quality set of wrenches, and a poor quality hand mirror. Inside of the ivory box were 3 gold rings, 1 silver ring with ruby, and 5 copper rings. Their foes had been burglars. Come morning the trio decided to find a fence for the goods.

The next day under the leadership of Wufcor the crew was able to sell off all of their ill-gotten loot with Afheesh receiving a 2,311 bt (bronze thorn) cut for a total of 4,977. He left Pabst to her shopping for a great sword and Wufcor’s quest to find a leatherworker to craft a coin purse from what he cut from the Troll Boy leader. The quickling had decided to take up residence, for the night anyway, in one of the brothels operated by the Livery of Pleasures. There he would get a skilled companion for the night, a hot meal, and a lot of good wine.

The following day, and 1,500 bts poorer, Afheesh caught back up with his other two companions at the Drunken Lotus Tavern. The trio sat for a round, courtesy of Pabst, while they decided if they should pursue the head of one Feenox apprentice of the Green Well. A difficult decision especially since the Green Well was the province of the most powerful guild in the city, the Brotherhood of the Green Well. They could not resist the pay however. It was not long after that they asked around. Shortly after that they headed off to another tavern, the Green Bottle where their quarry was said to spend his lunchtime.

The trio wandered past an old tree, and from the overcrowded, and noisy plaza into the Green Bottle. It was spelled “Bottel” on the signage but all three were illiterate. The rear half of the place was elevated reached by a wide wooden stair. The bar was at the front to the immediate right of the saloon doors. The heavy counter stretched from wall to wall. Behind it at the far end were the doors to the kitchen.

Not an apparent fighter, the bartender was a broad-shouldered human, a wet leather apron over his front. Behind him were shelves lined with bottles of all shapes and sizes filled with various liquors and juices as well as a giant hogshead of ale coming halfway out of the wall. However, in a place of reverence among the shelves was a large green carved glass bottle that contained a glowing green liquid. At the bar were a very drunk barfly druid slurping ale from his leather jack and two young men, humans, in green hooded robes, a pair of apprentices of the green well.

Pabst: “Well, this seems to be the right place.”

Wufcor: “Heh, heh, yeah. Which one do I stab first?”

To Be Continued…

 

How to Write an RPG Actual Play Blog

Here is another Hubpages article from me, Robert A. Neri Jr.A chaotic session of actual play

How to Write an RPG Actual Play Blog

This article explicitly goes through my process for when I write my actual play blog entries. The blog entry that the article refers to for examples is The Dragonslayers Pt. II: The Day the Music Died. The entry is an early one and so the writing quality is a little off but it illustrates my points of construction without them being too obvious. It also shows that the process described in my article is my process and that I have been using it and developed it over time. I consciously think about certain points when I transcribe from my notes.

Sometimes stories and incidents generated during a tabletop RPG session are worth putting out into the world for others to enjoy but how do you transform your session notes into an enjoyable read?

You can read it here: How to Write an RPG Actual Play Blog

Other Hubpages articles by Robert A. Neri Jr.:

Building Tabletop Myths

Game Mastery: Establishing Atmosphere

Game Mastery: War as Set Piece

Handling Game Flow in Tabletop RPGs

The Dark Lord: Building Better Lords of Evil

The regular weekly actual play blog, The Rats of Tanglethorn, will continue next week.

 

Rats of Tanglethorn Pt.1: Street Mercs

The two small groups of gang members were facing off in the middle of the wide paved boulevard just outside of the Caskroom Tavern (#15 on the Map). It was a chill evening and the cobblestones pale and moist with fresh filth. Rag pickers, the occasional wagon, and the odds and ends of Tanglewood society were still trafficking the street in unhealthy droves that parted their unstoppable course to make room for the hooligans.

The whole scene partially lit by a few candle lanterns outside of the rough establishment was bathed in warm yellow half-light. On one side were the Bronze Boys, a gang of 20 humans each with a torque of bronzed thorn vine. Opposing them were the Troll Boys, a gang of 10 humans with a white troll facemask baring its fangs painted on their worn tunics. Their leader was big and appeared to have troll blood in his veins.

Without warning, the street thugs fell upon each other using their fists, feet, and daggers. Meanwhile from the shadows the two ratling, Afheesh (played by me) and Wufcor (played by Isis), and the human duelist, Pabstcan (played by Jenn), watched the fight. It was Afheesh’s plan to wait a little bit and then approach the leader of the losing side offering to assist for a price but both sides seemed evenly matched. Four Bronze Boys had fallen and only a single Troll Boy lay in the dirty street.
Impatient, Pabst stepped from the shelter of the shadows and shouted a challenge to the trollish leader of the Troll Boys.

Pabst (played by Jenn)(brandishing her scimitar): “Come and meet your doom by my blade!”

He ignored her as he smashed in an opponent’s face with the pommel of his short sword. Afheesh took it upon himself to dash into the fray approaching the Troll Boy leader. The big brute accepted the ratlings offer but would pay after the fight was won. Afheesh dashed back to the befuddled and slightly miffed Pabst and the agitated Wufcor. As soon as he delivered the message, the other two lunged into the fight against the Bronze Boys.

Jenn started to giggle.

Cris (the GM)(with furrowed brow): “Why you laughing!?”

Jenn: “Because I picture them as a bunch of blonde and tanned surfer boys without shirts.”

Isis roared with laughter.

By the time the thuggish trio joined the fight there were 11 Bronze Boys and 6 Troll Boys still standing. Afheesh charged the Bronze Boy leader slashing savagely at him with a paired weapon blow. He tried to parry with his dirk but fumbled badly stepping into the blows. The gang leader dropped dead into a puddle of his own blood. Wufcor moved around behind a gangster occupied with staving off an attack from a larger Troll Boy and stabbed him in the back horribly wounding him. Pabstcan hacked at a “random @$$#ole” but was easily parried.

The skirmish continued for about another 15 seconds until all of the Bronze Boys were dead and only two Troll Boys and their Leader stood in the middle of the carnage. The adventurer trio all gave the last gangsters toothy grins expecting a monetary reward. The three gang-members turned and began to walk away.

Troll Boy Leader (casually waving his left hand in a gesture of dismissal): “Get your pay from the corpses.”

The trio exchanged glances and charged while the three gang-members had their backs turned. The leader suddenly spun around and nailed Pabst in the chest with his sword. Afheesh struck one of the other two who dodged one blade but hit by the other wounding him badly. Wufcor tried to stab the same target but missed. He retorted with his dagger but missed. The third Troll Boy also struck at Wufcor with his dagger but missed by a mile.

Afheesh struck at the untouched Troll Boy dropping him with a nasty double blade strike. The leader swung again at Pabst but missed. The other thug fumbled and dropped his dagger while trying to slash at Afheesh. The ratling Quickling sank his twin blades to the hilt into the second to last gangster standing.

Pabst yelled out that she “declares a duel” against the last Troll Boy. The gang leader parried Pabst’s scimitar. Afheesh readied his blades should Pabst’s self-declared duel go badly. Unheeding of Pabst Wufcor flanked the Troll Boy leader and sank his dirk into the man’s side nearly killing him in a single blow.

Afheesh hung back from the fight and Wufcor sank back into the shadows. Pabst engaged her foe one-to-one once again dropping him with a critical chop through the ribs. The butchered corpse flopped onto the cobblestone street. The ruthless group immediately fell upon the corpses and collected the loot. They gathered up 17 dirks, 90 bronze thorns, 10 suits of soft leather armor, 17 pair of bronze bracers, 8 saps, 4 short swords, and 7 pair of greaves.

That was when the trio was aware that they were receiving applause. A group of mercenaries in black was clapping. They had greatly enjoyed the show and invite d the three to drinks in the tavern. Embroidered on their chests was a red rose pierced diagonally by a curved sword with a drop of blood coming from its blade tip. The trio of sweaty and blood spattered adventurers gladly accepted. Especially after some guardsmen who had also been watching prevented Wufcor from violating the Troll Boy leader’s corpse.

The group had just barely begun to wallow in their victory and had only waded through the first round of frothy ale before a group of guards burst through the saloon doors. One of the guards pointed right at the trio and shouted, “Arrest them!” The mercenaries around the adventurers, members of the Bleeding Rose, melted away to other tables.

Jenn (looking at Cris): “Aw man! Already!?”

To Be Continued…

 

Rats of Tanglethorn: Intro

Since Game-Master Cris’ game turned out to be so lethal Isis, Jenn, and I had to generate new Where the ratling dwells.characters. I decided on a ratling male. We were still playing in an “evil” campaign in the Poisonwood city of Tanglethorn. I dubbed my new character the ratling Fourthborn Afheeshh the Nervous.

He is a thorn runner ratling native to the Thorn Ring, a dense wall of thorn-vines that bounds the city. His hair is light brown, matching the thorns, has light blue eyes and what skin is exposed is fair. He is a chaotic evil scrupulous character with Quickling as his class. His weapons are custom versions of Psi’s. They have a thin but sharp blade allowing for a slashing weapon that can stab and hook. Afheeshh’s disposition is hotheaded, quick tempered, emotional but basically nice. His flaws are Shy and Jumpy.

Isis decided on a ratling male Canny-Jack named Wufcor and Jenn a human female Duelist named Pabstcan (exasperated sigh). Both were natives of the wretched city of thorns. The city of Tanglethorn has been under the thumb of one Lord Ebikom for the last two and half years. Rumors that the city lieutenants are planning a coup were circulating. There was tension in the air and the filthy streets were a network of raw nerves, no one wanted yet another violent political upheaval. The two ratlings and the duelist were sitting at a badly stained and damp table in a crowded smoke filled saloon called the Caskroom.

The dregs of the city packed the place along with small groups of the two local beggar-gangs, the Twisted Horns and the Broken Dirks. In addition to them, there were two other local street gangs, the Bronze Boys and the Troll Boys, facing off over an undeclared drinking contest. Wufcor was picking at the table with his dirk in anticipation of a brawl. Pabst was “hanging tough” by the table downing her jack of frothy ale, it had cost her the last coin in her purse. Afeesh (how those round the table pronounced it and it is easier to spell) was watching the two cliques as they grew increasingly hostile to each other.

It took about an hour before both parties stood and walked outside to “handle it”.

Afeesh (played by me): “That’s our queue.”

Wufcor (played by Isis): “Yeah! I wanna stab someone!”

Pabst (played by Jenn): “I’m gonna duel the big guy!”

The three pulled their weapons as they passed between the still swinging saloon-doors following the angry gang members outside into the street.

To Be Continued…

Tabletop Meditations #18: Disease

The Player Characters (PCs) are traveling through a fetid, sweltering swamp. Halfway through their Potions and Medicines to combat diseaseadventure the expedition begins to fall sick with fever. At first, just a few torchbearers were sick and then a few porters. Eventually almost the entire adventuring party is sick even a few PCs are ill. The danger made apparent before the expedition. However, they assumed it couldn’t be that bad. After all, they had healing magic at their disposal. Now stranded at the center of a monster-infested morass they are bogged down with a sick and dying expedition. In addition, the longer they stay, the more likely more will fall ill. An invisible tiny enemy has brought them to their knees.

Disease has stalled even killed some of the toughest, persistent, and well-provisioned adventurers in history. Strange fevers, boils, sores, pox, food poisoning, parasitic worms, STD’s, and animal born infections have plagued adventurers and military campaigns throughout history. With disease being such an important factor concerning exploration and conquest, a clever Game-Master (GM) would be foolish not to make use of that side of nature.

Disease is an underutilized tool in the GM Toolshed and can add to the danger and feeling of a setting. Disease is a world-class force. It can thwart adventurers, jamb the wheels of imperialism, stop the machines of war dead, and even curtail history. However, with all things in the game world, diseases need to be broken down into a few basic ideas.

There are three aspects to diseases in respect to roleplaying games that are important. These are Contagion Rate, the Incubation Period, and the Disease Vector(s) through which the sickness perpetuates. The Contagion Rate refers to how contagious the disease is, percentiles can easily represent this. This represents how easily the disease can transfer to an individual. The percentile rate would mean that the exposed character is potentially infected. After this determination, the GM should refer to the game mechanics for what happens next. If the character succumbs to the infection then the symptoms of the disease are often not immediately noticeable.

Symptoms and the main effects of the disease will appear after the Incubation Period of the specific disease has passed. Incubation Period refers to how long the disease remains dormant in an infected host; it can still be contagious at this stage. After exposure a character can walk around apparently unaffected for however long the Incubation Period lasts which can ranged anywhere from a few hours to days even years! They can remain infectious during this period as well. Often the more infectious a disease is the shorter the incubation time. A highly infectious disease that has a short incubation time is a plague in the waiting although the quicker the incubation then the quicker the outbreak is likely to burn itself out.

Finally, the third idea is the Disease Vector. A vector is the agent that carries the disease to its living host, which can be a living organism or a medium like dust. The infection vectors that can spread a disease are many but the main ones to keep in mind are those that travel through wounds, insect bites, animals (feces & diseased individuals, corpses), and those that are airborne or hide in improperly prepared or stored food. Adventurers need to make sure their food has not spoiled or been contaminated. They should beware of corpses they have not killed themselves. Adventurers also need to care for their wounds even small scratches especially when traversing bodies of water or marsh areas. Of course, they also need to learn how to deal with biting insects especially mosquitoes and flies.

Infection can get into open wounds through direct contact with such vectors as dirty clothes, water, mud, and general filth. The improper cleaning of deep wounds is begging for infection. A good example of the result of an infection through wound contamination with serious consequences is gangrene. Gangrene results in fever and possibly the loss of limbs and death not to mention the stench of rotting flesh. Note that gangrene also results from a lack of circulation but the form we are concerned with is the result of bacterial infection.

Animal and insect bites are another major vector for diseases. The most obvious one is rabies, if the animal is foaming at the mouth its bite is something to avoid. However, certain animals that are carriers are not so easy to avoid. Vampire bats prey upon sleeping warm-blooded victims. Another infamous example is of the Tsetse fly and its transmission of sleeping sickness not to mention the mosquito born malaria and dengue and yellow fevers. Even such hard to avoid insects such as ticks that can carry lime disease.

To finish off the potential vectors of interest to GMs are airborne infections and of course food poisoning. Spoiled food is a major hazard and may transmit mild to severe effects. This usually depends on the type of food, where it came from, and how it was prepared. Also, food contaminated through contact with other vectors such as insects or contaminated water becomes a medium for disease. Another way food can shelter the enemy is by eating infected animals, which may be still within the incubation period.

Airborne vectors come about when inhaling germs in miasmatic environs such as gas spewing swamps or burbling cesspits. This includes sharing space with infected individuals with no contact other than breathing the same air. Here, the disease uses the medium of air launched in aerosol form by a cough or sneeze. Good examples of the types of diseases that can spread via these vectors are influenza and the Hanta virus via the dust from rodent droppings. In certain cases, even the wind can become a vector. Another medium that is worth visiting is that of water.

Waterborne infections can afflict individuals that drink spoiled or stagnant water. Contaminated water can also infect food that comes into contact with it especially during preparation. Examples of the diseases that travel via water are Dysentery, Typhoid fever, and Guinea Worm. Adventurers should always be suspicious of bodies of water they encounter and not just because of leeches and piranha either. However, in fantasy roleplaying games there are a few mitigating factors even in the more primitive of settings.

In RPGs, certain game aspects can mitigate the disease factor. These three disease negating factors are characters that have the ability to heal others aka Healers, potions or elixirs, and magic.

Healers are characters that have the ability to heal other characters of both damage and cure diseases or at least ease their symptoms. They can achieve this mystically or with some version of medicine. If disease is a major feature in a setting, these characters become very valuable party members. However, even when Healers are traveling with an expedition that party may want some backup in the form of potions.

Potions when consumed heal damage and some can even cure disease. These are usually of a magical nature but sometimes the fantasy separates chemistry, alchemy, and magic into separate areas. This separation does not concern us here, as the mere existence of potions is effective in combating disease. The only factors to consider are availability (who makes them and how long does it take) and cost in both time and money. Meaning the majority of people will not be able to afford these life-saving potions. Alternately, if they can it still might be a rare thing. This is especially true if the disease requires a specific cure or type of potion. As the nature of potions often falls into the realm of magic so magic itself must be taken into consideration.

Although healing abilities and potions fall under the purview of magic, they are different strategies due to availability and cost. Unless someone has access to a healer they do not have the luxury of the healer’s abilities and if they cannot find a supply of potions then the same. The same can be said of magic items that may offer protection or even healing abilities to their wielder. These are more accessible to the makers of such items and fall into adventurers’ possession more frequently than others’.

Magic items are more accessible than a Healer’s abilities. This is simply because all one has to do is wield the item instead of becoming a healer. They are also more durable than potion bottles thus granting a more portability. Also they are more than likely good for more than a single use. Frankly, the advantage of a disease fighting magical item is so great that it becomes a necessary piece of kit. This is not to diminish a mage or wizard that has disease curing spells but again access is the issue, there must be such a spell-caster present.

In a world of limited scientific knowledge and where magic is known to exist  how would disease be treated? Just as importantly, how is the welfare of those unfortunate enough to be suffering from infection handled? Historically, disease shaped communities and whole eras of civilization (syphilis, HIV/AIDS, Black Death, leprosy). This includes the formation of colonies and places meant to isolate and imprison diseased individuals. A bustling snake oil industry and quack businesses will spring up. A historical parallel would be the patent medicines of the 18th and 19th centuries.

Disease shapes affected communities especially if there is no cure. How society deals with and treats the so affected is important. The example of lepers is especially notorious. Lepers were made to ring bells warning the healthy members of society that they were coming whenever they were traveling in towns and cities if not barred from entry. Lepers were even forced (occasionally voluntarily) into colonies often on small faraway islands or isolated facilities.

With laws and forced isolation imposed on victims of disease also comes scapegoating. This being applied to not only the infected but also those that were believed to carry the infection. This includes those accused of deliberately planting the sickness by contaminating water wells or poisoning food by means of witchcraft.  These scapegoats may be particular creatures or locations, enemies, social minorities, or newly arrived adventurers or adventurers in general. This also may include a belief that a specific disease is particular to a certain community.

The efforts to prevent infection will range from reliance on certain organizations (religious, mages, alchemy, charlatans, etc.) to enforced cleanliness or misguided efforts thereof. Cities and towns could forbid certain types of individuals from entering due to the belief that they are carriers.

Disease is a world shaping force that stops invasions dead, halts the movement of goods, money, and troops, altering history. The outbreak of plagues can sweep over the entire planet wiping out whole swaths of civilization leaving an indelible mark on the surviving culture. There are Plagues (an extreme version of a specific disease) that can alter the world as it circulates the globe wiping out towns and cities.  International trade can even become a vector such as in the case of the Black Plague and medieval Europe. Small outbreaks can stall wars, halt invasions, wipe out small communities, and kill kings.

However, disease, especially plagues, can not only negatively affect the population but also have severe economic repercussions and even present new opportunities. Patent Medicines (real or snake oil) can come about to fill the need effective or not. Quacks may proliferate. The collapse of trade may occur with the isolation of cities or rural areas needed for trade. The reduction of the work force by extreme measure is not only a tragedy but also thereby giving them more power to demand better treatment and pay.

In June 1381, 35 years after the Black Death had swept England, the Peasant Rebellion occurred led by Wat Tyler from Kent. The peasant army from Kent and Essex marched on London and captured the Tower of London. One motivating factor of this peasant force was that during the plague they had been granted their freedom and paid to work the estates of the aristocracy. The aristocracy did this in order to keep them from leaving during the labor shortage created by the plague. The peasants were afraid that they would lose these newly won privileges. Plagues damage the laborer population, which leads to a downturn in production of materials and crops for at least a decade and increases the economic and political clout of labor and the lower classes. It actually turns the world upside down.

Diseases in RPGs are of value to the GM. Diseases can act as an obstacle to PCs, give certain specialized Healer characters an important role to play, and alter NPCs in dramatic ways. The knowledge of the potential diseases they may face may give the PCs pause and even alter their travel routes. A diseased member of a PC expedition may slow down or stop the group dead especially if more than one of their number is infected. This in and of itself presents its own challenge. That challenge being to find shelter and/or a place to recuperate and recover their bearings.

Introducing these illnesses into your world allows the Healer character to do something seemingly small. However, do not be afraid to demonstrate to the other PCs that disease can take quite a toll even if it only is stalling them for a while. Sickness can also alter infected NPCs in a way that can engage players and give the GM more tools to work with. Examples are lepers, sick and dying kids as a source of empathy/sympathy or an adventure hook, dying beggars, the dying and kind old person but for a cure scenario.

Making use of diseases can help a GM to enhance their game. They have a tool that can halt armies, delay or kill adventurers, alter the functions of an NPC, and put up a barrier to egress in a remote area. It can add to the flavor of a game as well as engendering some mild danger or at least another sum that the Players will have to calculate. Not to mention the fear factor built up via dialogue delivered by the NPCs to the Players.

Microorganisms can stall adventuring parties and armies alike as well as strike down the lowliest peasant as well as the mightiest king. Adding disease to your campaign world can enrich the background as well as alter the roles of NPCs, Healers, and mages. In this same scenario potions and magic items that house healing and disease fighting abilities become more useful and therefore valuable. Certain vectors especially certain insects may become a symbol of terror to PCs who become cognizant of the risk and the need to prepare for an excursion beforehand. Disease as a part of a living campaign world is an invaluable tool for the discerning GM and a valuable source of drama and immersion for Players.

 

The Cabal of Eight Pt.44: Betrayed at Last!

Nighttime – the four mages stumbled into camp, beat-up and dirty. Gornix (played by Gil) was nursing a gut wound. On their way out from the treasure vault, they had backtracked to a few rooms that they had missed. Gornix had been gored by an animated obsidian rhino statue. Szoosha (played by Isis) and Fauna (played by Jenn) had been trampled but their shield items had saved them from everything but a dirty floor. Excor (played by Cris) emerged relatively unscathed from that encounter.

The porter and Arcan the wanderer were waiting for them with a hot dinner. Behind them, there was the carriage and three other wagons painted with the college arms with draft animals. They had found two more wagons hidden around the area.  In answer to an innocent “how long have we been here” he answered that “tomorrow will be the first of Late Summer”. The four mages also found that the pair hadn’t heard from the others since their departure days ago. Soon after eating, they settled in to sleep and the night passed peacefully.

Come morning the four mages began to patrol the perimeter hoping to get a bead on their lost companions. Fauna used her cabal medallion to try to contact the others but she got nothing. As they rounded the eastern portion of their clockwise run, Gornix tried his medallion. He got a static obscured reply with a faint voice that seemed to sound from a great distance. They continued south and as they came to the southeast corner, Szoo spotted a large red dune and a young swordtail dragon slithering over the crest towards them.

Excor got the drop on the beast and snared it with his Shadow Ribbons spell. From there on the fight was a slaughter until Gornix knocked it out of the ribbons with his Force Ram fortunately in the process killing the dragon. It had even managed to resist about half of the spells they had slung at it but the mages had attained a plateau of power that was beyond the unfortunate creature.

They wandered west then north, Szoo used his medallion and got a stronger signal. The words, “Yeeeargh! We’re comin’ through! WATCH OUT!” blasted into his head. At that moment, Gornix found a half-buried stone door and wanted desperately to get it open. Excor used his medallion to try to contact them. He was able to find out that they were fleeing a cave-in down a long hall that slanted steeply upward towards a stone door. However, they were all out of spells.

They backed off from the door and Gornix smashed the stone doors in with a well-placed Force Ram spell. Suddenly, through the door, their companions ran up and out one after the other. Belrae in dirty purple robes a green frog on his torn breast, Riahm his tattered half-brown half-green cloak flying behind him, Jirek in his shabby robes nursing a broken arm,  and Xanto the Wasp and his apprentice Bumble followed by two large wasps each hauling a large sack of booty.

Out of breath Belrae turned a finger towards the Wasp and shouted “we were almost KILLED because of THAT GUY!”.

The Wasp: “What me? No. I was looking out for all of our welfare, what would this little venture of yours be without the wealth I collected? We are all now very rich, celebrate my friends, we have all survived!”

Just then, a blast of sand, pebbles, and dust engulfed them from the open passageway. Later the four adventurers led their companions back to camp. They later prepared for dinner and were ready to ship out come dawn.

As they ate they talked excitedly amongst themselves with the Wasp being mildly ostracized, his apprentice next to him. She was somewhat reticent to talk to Fauna when the druidess tried to strike up a conversation. Gornix left the group for a quiet rock a ways outside of camp, a place where he could “see the stars”.

He sat lotus style on the pale stone in an area of hardened red waste and gazed at the endless Elysian field above. Studying the stars he used his astrological knowledge trying to divine whether their passage home would be a safe one. He also gathered some mana points and stored them in the crystal that topped his staff, just in case.

Seeming about to make an announcement the Wasp stood up, the two bags of loot just behind him and Bumble.

The Wasp: “Well, my friends though I regret to leave this little party despite the undue treatment, Adieu!” He waived his hand and both bags and Bumble all teleported away.

Cris: “F@#k’in Wasp! I should ‘a grabbed Bumble!”

Excor had tried to beat the Wasp to the punch and made a snatch for his arm. Unfortunately, he had been just a hair too slow. Cris was right though. With his roll, he could have easily grabbed Bumble leaving the Wasp in a precarious position when he arrived back in town sans pupil. Her father would have killed him. However, Excor went right for Xanto and thus missed, not by much, but missed all the same. The mages were disappointed the villain had flown. The missing loot just added insult to injury.

Paradoxically the players actually seemed quite relieved that Xanto the Wasp had finally betrayed them even as they griped about it.

About one week later, the mages arrived back in Ezmer sans Arcan. He had parted company just before they hit the headland. As they pulled the wagons to the city gates, they saw the city bulwarks singed and blackened. In places, they were nearly completely demolished. Dozens possibly more Wher dragons laid in several rows and clumps, most dead some still twitching and being speared by the legion of guardsmen cleaning up the battlefield.

Fauna: “What the hell happened here!?”

Isis: “Yeah, geesh!”

Cris: “Oh yeah, it’s a Dragon Summer. They converge on the Ezmerian Headlands to mate.”

The crowded corner of Silver Circle street and Western Avenue was bustling with wagons, carriages, pedestrians, and horse riders. A group of agile street urchins weaved through them all before disappearing. Szoosha ineffectually watched the scene coursing around the street level of the Red Helm tavern from the window above in the cabal clubroom.

Fauna, Gornix, and Excor were sitting around the table dividing the loot that they had won. Each of the four had received a gold ring and necklace with a bee motif as well as a gold dagger as their share. Fauna claimed the gold skullcap that granted a +4 bonus to I.Q. when worn. Gornix took the bracers that granted +2 STR. Szoo claimed a gold ring that granted the Fearsome Form I spell and a constant +5 bonus to resist poisons. Excor took the ring that granted the Verminous Might (Winged Flight) spell and a necklace that granted the Sting spell 3 times per day (after a roll-off between the players).

Excor pulled the small silver chest from the portable hole and found it empty; it had a felt lining that had an indentation in it that fit the Amber Bee. They left the lotus mirror, an intelligent item, hidden in the cabal room, as none of them wanted it. They hung the lotus maces that they had captured on the walls of the tiny chamber as trophies.

After that had been accomplished, Excor pulled forth the first large chest that Gornix had holed up from the lotus vaults. The chest was oak banded with black iron. In place of a lock, there was a polished gold skull with a large ruby, citrine, and emerald in the eye sockets and nasal cavity. The jaw was jointed. Showing restraint Gornix “clairvoyanced” the lock finding out that the gems were buttons and to unlock it, the correct two must be pressed. However, the wrong combo would unleash a blast of toxic Grey Lotus spore.

Suddenly the mechanism unlocked and the top popped open as Fauna pushed the yellow then green gems without prompting. They admonished her lightly and then turned their attentions to the contents.

Within were a high quality nega-steel bottle with an aquamarine stopper carved into a flower that contained three doses of water charged with anti-magic energy. There was also a phoenix feather cape (Level 7 item, fire proof, Charm Against Evil (constant), Temporal Jump (1 x day), Seal of Health (10 charges)), a copper armlet with a large emerald carved into a lotus (level 8 item, grants a +1 I.Q. to wearer), 10 platinum talons, an alligator hide sack filled with gold bee husks (approximately 10 lbs. of gold), and a Drake hide sack filled with 100 pieces of tiger’s eye.

They each took 2 platinum talons leaving 2 for the cabal coffers. Finding that the locking mechanism could reset itself they closed it intending to leave it in the cabal room. Excor then withdrew the second chest.

It was another large iron-banded oak chest. Its locking mechanism was a solid gold faceplate inscribed with a honeycomb pattern where four of the cells had holes and three were buttons. Each button was inscribed with a black wasp, a gold bee, and a gold lotus. They argued a little back and forth about which two buttons to push after Gornix used his clairvoyance to confirm that was what they had to do.

Isis: “I got this! Um, the people there had a religion centered around gold bees and lotuses so…”

Szoo pushed the gold bee and then the gold lotus buttons. The chest popped open. The naga released a held breath.

Within the chest were a pair of highest quality leather gloves with amber buttons (level 7, +8 to sleight of hand, Quickness (constant), Counterspell: Curse: Affliction by touch 1 x day), a highest quality mirror-polished mithral priestess figurine (level 8, a command word grants a +9 to diplomacy and Owl’s Wisdom (1D4 + 3) 2 x day), and a highest quality stiletto with a clear quartz pommel stone, a blue-dragon-hide grip and decorative runes along the starmetal blade (level 14, +1D6 acid damage, keen weapon (18-20 critical)). There were also 10 talons of ice-steel, a silk sack filled with 100 pieces of obsidian, and a superior quality silk sack filled with 100 emeralds.

From that hoard, each mage got as their share 25 emeralds, 25 pieces of obsidian, 2 ice steel talons, and 25 pieces of tiger’s eye. Szoosha took the phoenix feather cape (after a player roll-off), Excor the armlet (after a roll-off between Cris and Gil), Fauna the gloves (after a roll-off between Jenn and Gil), and Gornix took the stiletto. They left the cabal coffers with 2 ice steel talons and the priestess figurine.

The following day the mages decided to finish off their reading of Vordan’s Tome. They picked up at the fourth section. The section began with a brilliant full-page illuminated gold lotus illustration. The section goes on to discuss the gold lotus giving a location where it could be found describing the location as “southern ruins alongside a billabong overseen by a warlord’s red edifice by a river at the foot of a bloody spire far southeast of the old black temple”.

Cris: “Well, there it is. Guess that’s next?”

They read on. Several gold gilded pages made up the meat of the section. They described the spell of legend Alchemical Gold but it was incomplete. The pages following those were from an old accounting ledger with pictures of various types of gold coins.

The fifth section was composed entirely of more entries from Vordan’s diary. All lamented or cursed something. The most interesting parts were of Vordan lamenting the loss of his ladylove to a lying, handsome, & corrupt official followed by several bad poems, revenge fantasies, and laughable schemata to win her back. There was a potion formula however of Allure and the spell Eatables to Maggots.

The sixth section consisted of several pages of reproductions of familial heraldry, only some of which were recognizable as those still in use. Vordan’s personal arms occupied a page. A black, white, grey, green-eyed Karkadann head on an orange lozenge like a longshield with an open book at helm and crossed green-leaved branches at bottom composed the wizard’s arms. Following were some more accounting pages with an address in the Market District. They also found the Luminescent Sigil and Harmless Beam spells. A large illustration of a key was on the page with the latter.

The seventh section was a beautifully illustrated catalog of mystic lotus types. Its final page was about the gold lotus and mentioning, “The royal jelly of that certain bee is required to grow them”. The section ended abruptly however cutting off the text. A few almost incoherent poems in a loose and sloppy hand occupied the margins. The section also talked about the refinement and use of the mystic lotus in alchemy. When using this section to identify lotus flowers the reader would get a +3 to identify and a +2 skill bonus when using alchemy.

The eighth and final section was simply a fusion of three sections taken from Vordan the Magnificent’s autobiography. The three sections concerned a torrid love story, a wizard’s duel in which Vordan lost, and the laments of an aged shop-keep. There were also three amateurish sketches of an alley shop front, an old man, and a small room with a chair in front of a strange circular window. There they found the spells Alarm, Amulet of Power, and Tele-Location.

They had heard that the twin swans had left on a ship with their brothers in arms in pursuit of a Creschan vessel, something to do with Creschan Fire. They had also heard that their former benefactor Virtra Wefa had poisoned herself along with her grim servant when faced with arrest by the black and white swan knights.

Later that week they tried to track down the Wasp at his house behind the Nezorik family mansion. He wasn’t home. So Szoo and Excor deposited the animated armor in the portable hole in his living room and left.

The mages found that Bumble became scarce at the next few meetings. Also the two ‘leaders’ were becoming ever more secretive as they seemed to get closer to Draega Skullshine the publican. However, Jirek was still chummy with them.

As the Dragon Summer ended, the mages prepared for fall. Fauna readied to make certain necessary political maneuvers involving the Brothers of the Rope. The other three were gearing up their operation for the rat fights, which would go into high swing come winter.

End of the Campaign (played between June 2016 and June 2017).