tag:blogger.com,1999:blog-90456712927763391872024-02-07T17:10:28.352+11:00MCPlanck RebootedBecause nothing's constantMCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.comBlogger471125tag:blogger.com,1999:blog-9045671292776339187.post-57500829514713944422023-11-07T13:50:00.005+11:002023-11-07T13:50:36.070+11:00World of Prime: Campaign Journal #48<p> <b>Rise of the Domain Lords, part III: Snakes!</b></p><p>The map is ancient, but the location of the Naga nest is newly inked. The party decides to start there first, and now heads south.<br /></p><p>Walking through the brush, the Barb spots a dire boar. It ignores him. Offended, he intimidates it into fleeing. A few rounds later it returns with few friends, and a herd of boars charge into the party, doing tremendous damage. As is typical in these situations the Druid turns into a bear, but this time the reaction is unique: the boards go berserk, ignoring every other threat, to attack the Druid-bear. He is almost instantly driven to the ground. Luckily he de-transitions once unconscious, and the boars go back to attacking everyone else instead of savagely goring his unconscious and helpless body.</p><p>This battle is still in doubt when a wolf whistle calls the herd off. Carefully hiding behind a tree, the winter wolf Scar attempts to interest the party in his problems - namely, killing his brother Mustafa and his pack of Dire Bears so Scar can regain control of the wolf pack.</p><p>He finds no takers; instead, the Cleric tries to silence him and the Ranger tries to entangle him. He slips away into the forest, and while the Druid can scan and locate the boards, they decide that these small beans are no longer worth their time. They push on to the mountains and the lair of the Nagas.</p><p><b>First Lizard Battle </b><br /></p><p>Entering the rocky hills they are challenged by a trio of harpies. The Bard countersings and the Wizard launches a fireball. Immediately the birds turn and run. But the party knows that the enemy knows they are coming.</p><p>Halfway up the mountain they encounter squads of lizardmen and harpies. Again the a firewall shapes the battlefield to their advantage, while the Barbarian does his usual destruction of squads, though the Druid and Ranger are somewhat more challenged by a handful of lizardmen with advanced ranks. The Cleric deals with the harpies with his arsenal of spiritual hammers.</p><p>Suddenly a naga appears from nowhere and blasts half the party with a lighting bolt. The Wizard immediately blinds her; on the next round she turns invisible and slithers away. The party finishes off the lizards on this side of the wall of fire, and when the fire goes out, the battlefield is silent again. The party decides to hole up in a Rope trick and wait for morning, ceding the initiative for a chance to restore spells.</p><p><b>Second Lizard Battle</b></p><p>The next day they advance unchallenged. Finding a mysterious tunnel entrance, they debate closing it up or exploring it, but settle for the Ranger putting an alarm on it so they will know if they are flanked.</p><p>Soon they are ambushed by a huge troop of lizards, along with a dozen harpies. Worse, two of the harpies are archers. Again the Wizard uses Wall of Fire to stop the lizard heroes firing at them from atop a cliff face, but the heroes just leap down and join the battle with axes.</p><p>And then the invisible nagas appear, casting lightning bolts and enfeebling rays.</p><p>The Bard sends several squads and a hero fleeing with Fear. He then dances through melee, freely inviting attacks of opportunity because his new Mobility feat makes him nigh-invincible from such attacks. Once he puts up mirror images, the harpies start dive-bombing him, since stripping his images away is the only useful thing they can do (at one point they dive-bomb the Druid-bear, but his reach allows him to catch one as they fly by and bite it in half; after this they avoid the beast). They even manage to nick the Bard once or twice with their glaives.</p><p>The Barbarian destroys several squads, but then a half-dozen heroes surround him and administer a severe beating while a naga repeatedly fails to weaken him with a ray (missing four times in a row!).</p><p>The Ranger finds himself targeted by one of the harpy archers and almost killed - again. He shoots back, crippling her to the point where she spends the next few rounds drinking potions.</p><p>The other harpy archer is deploying her arrows against the biggest threat each turn. Everyone feels the sting of her arrows over the battle.</p><p>The Druid-bear holds the rear, where a group of lizard squads and heroes and a naga have tried to flank them, thanks to the aforementioned tunnel. He slowly chews through the squads and then destroys the naga in a single round, despite her magical defenses.</p><p>The Cleric sends out some hammers, but soon finds himself healing the wounded or restoring their strength. He also spends several rounds healing himself, having been caught in the path of one too many lightning bolts.</p><p>The Wizard attempts to blind one of the harpy archers. She responds by knocking him out. Once he is healed, he uses Soften Stone to destroy the arch that two nagas are perched atop, forcing them to retreat instead of attacking for a few rounds. When they do reappear, he blasts one with missiles, only to find it protected. It cripples him with a ray anyway.</p><p>Healed from that, the Wizard puts up mirror images, causing the harpies to swoop and dive on him, destroying his images but failing to do any damage to him. He stretches across a rock to rescue the beleaguered Ranger with a Displacement spell, but this exposes him to one of the lizardmen heroes, who abruptly cuts him in half! The first party member death has occurred.</p><p>The Ranger, wounded from his archery duel and surrounded by lizardman heroes, has been on the defensive. But with the Displacement providing him some protection, he returns to the battle, shooting the lizardman heroes in the face at point-blank range despite their best attacks.</p><p>One of the nagas that retreated now appears and catches several party members in a lightning bolt. The Druid-bear kills it, causing the harpy archer to shoot him into unconsciousness.</p><p>The Barbarian has, improbably, beaten down all of the heroes ganging up him. The naga hits him with a lightning bolt but his rage shrugs it off. He leaps on the rock she is perched on and attacks, but her Displacement nullifies his whirling blade. She finally lands a ray on him, making him weaker, but it is too little too late: he eventually gets through her defenses and destroys her.</p><p>Restored to consciousness by the Cleric, the Druid-bear kills another naga. The Wizard, Ranger, and Cleric combine their firepower and finally destroy the two harpy archers. The last enemy standing on the battlefield is the lizardman hero who has just slain the wizard; he is obliterated by a storm of arrows and blades while the remaining harpies flee, recognizing that the battle is lost.</p><p>A voice from a hidden naga calls out. Truce is offered; while the party has slaughtered many foes, the nagas warn they still have more to throw into battle. However, their losses have been heavy, and despite the damage inflicted on the party, victory is not guaranteed. They are willing to call a draw, splitting the treasure from the battlefield and offering the party information on a greater threat to humankind.</p><p>The party is divided, some wanting to push on and end the threat; but the loss of the wizard has sobered the rest. They accept the truce. The nagas then provide the party with a map that mirrors the one they have, warning them that an ancient and terrible kingdom of vampires that has been dormant for centuries has now awoken. While the vampires are enemies of all living things, humans are their food source: human realms will be prime targets of this new threat.</p><p>The party, having just recently destroyed a vampire invasion and already in possession of a map to the Kingdom of Blood, are not impressed, but a deal’s a deal. They collect their share of the tael and the two halves of their wizard and retreat. The Cleric will soon restore the Wizard to life and as he was the lowest level, restoring his lost rank will not be unduly onerous.</p><p>The party has negotiated its way out of the last three major encounters, and yet still seems determined to throw itself against the unknown might of the mysterious Kingdom of Blood. Of what stuff are heroes made!<br /><br /></p>MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com0tag:blogger.com,1999:blog-9045671292776339187.post-11456531816345383762023-11-07T13:18:00.007+11:002023-11-07T13:24:52.935+11:00World of Prime: Campaign Journal #47<p><b>Rise of the Domain Lords, part II: Spiders! <br /></b></p><p></p><p>Continuing on, the party follows the harpies into a deep forest. The Druid spots something shiny, and with a quick search turns up a fistful of gold coins. Now the whole party has eyes on the ground, hunting for coins left behind by previous adventurers (every hour a Spot check would turn up 1-3d6 of coins). This incredibly cheap distraction serves its purpose, and soon the party is attacked by two dozen large spiders, four huge ones, and another flight of harpies.</p><p>Once again the Ranger is losing a fight with the airborne archer, until the Druid simply closes the canopy of trees, blocking the harpies out of the fight. The Wizard blocks off half the spiders with a wall of fire, bombards the back half with fireballs, and the party destroys the spiders in detail. Battlefield control for the win!</p><p>Which is made even clearer in the next fight, as the spiders manage to stage a complete ambush in the heart of their nest. This time, even tho there are less spiders, they are on top of the party at close range. They are in control of the shape of the fight, too close for the Druid to simply hide everyone from the monsters, and the results are dramatic. The Bard sees death but a blow away, the Ranger goes negative, and the Druid-bear is reduced to single digit hit points.</p><p>After this the harpies are done. The party eventually works it way out of the forest and to the lonely mountain peak, only to find the harpy's lair abandoned. All that is left behind is an old map... on human skin.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEh0luc47bGKEURQyH7JfWKQyQ-XKXgjhoPjM9uh7GbbYckly4q6FpO3y2XMn4PDfpHEeYQfqTlnbqe-mv-t8RcciIRZnCrH0ZLfEv7haxr3xbc4iwtZB_OdFsWuPnnwfsDSo1gdynoWb9-FGNDDha1NDhaaUJyBSW0P2mph_gscjucb-bOxTvk6SV2TeNr8" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img alt="" data-original-height="1400" data-original-width="1600" height="351" src="https://blogger.googleusercontent.com/img/a/AVvXsEh0luc47bGKEURQyH7JfWKQyQ-XKXgjhoPjM9uh7GbbYckly4q6FpO3y2XMn4PDfpHEeYQfqTlnbqe-mv-t8RcciIRZnCrH0ZLfEv7haxr3xbc4iwtZB_OdFsWuPnnwfsDSo1gdynoWb9-FGNDDha1NDhaaUJyBSW0P2mph_gscjucb-bOxTvk6SV2TeNr8=w400-h351" width="400" /></a></div><br /> <br /><p></p>MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com0tag:blogger.com,1999:blog-9045671292776339187.post-54657776976924967812023-11-07T13:08:00.003+11:002023-11-07T13:51:07.364+11:00World of Prime: Campaign Journal #46<p><b>Rise of the Domain Lords, part I: Worms! <br /></b></p><p></p><p>One way realms survive in the hostile world of Prime is foreknowledge: any decent kingdom has a cleric casting Divination once a week to see if there are any realm-threatening dangers on the horizon (predictions further out than that tend to not be useful, as other people might counter-predict and thus change their intentions, invalidating the original prediction). The Cleric has taken up this duty for the party's combined kingdoms, and soon gets a hit. The shake-up of power has not gone unnoticed, and now powers are moving to take advantage of the disorder.</p><p>The party only knows that the danger comes from the west in nine days. The party sets out, still walking, as no horse can match the 20 hours a day that they can jog. Once on the western border of Edersarr they plunge into the wilderness, only to meet a flight of harpies coming their way.</p><p>The harpies are traveling slowly, which is suspicious since their flight is normally much faster than walking, and low to the ground as well. The Ranger unlimbers his bow and proceeds to initiate a long-range archery duel that he almost loses to the harpy archer.</p><p>As the rest of the harpies ineffectually dive-bomb the party, the true threat emerges from under the ground. A purple worm, being lured by harpy song, presumably to be turned loose in the capital to smash the state and eat the high ranks, leaving a helpless population for the harpies to pick off.</p><p></p><p>This is a stupidly powerful monster, yet the Barbarian stands toe to toe with it for two whole rounds until finally lands a bite and swallows him whole. The monster then turns to dive deep under the earth, where it can digest the Barbarian in peace. This is an existential threat - even if the Barbarian kills the worm from the inside out, he'll still be hundreds of feet underground with no escape. The party won't even be able to find his body to raise him again!</p><p>But the party rises to the challenge. In the six seconds it takes for the worm to submerge, they reach deep into their bags of damage dice and slay the beast.</p><p>The remaining harpies flee, but leave a tracking detail on the party in the distance. The party in turn uses those harpies as a locator, assuming that as long as the birds retreat, they must be getting closer to their lair.</p><p>The harpies use this to lure the party into a pair of gorgons, which almost ends the story. For unclear reasons the party is dilatory about responding to the threat (perhaps because the Wizard is absent and they miss his wise counsel), allowing each gorgon to make a charge. Suddenly saves are failing all over the place and in moments the Bard, Druid, Ranger, and Cleric are all turned to stone. The Barbarian manages to finish off the last gorgon, and just as he is trying to figure out what to do, another threat appears.</p><p>A Naga had been invisibly watching the battle, prepared to clean up after the mess. While the Barbarian was fighting, it used a magic item to re-flesh the Cleric and promptly charmed him to her side. Now there is a tense stand-off, but the Cleric, acting in his capacity as the Naga's new best friend, convinces her that the Barbarian is not to be underestimated. When the chips are down, he tends to come through with the slicing and dicing. She decides to negotiate: in exchange for each person's best magic item, she will restore the rest of the party and let them all go. </p><p>The DM is very happy with this clever path to a reduction in power, until the Bard bluffs his way into surrendering a trivial item and the Druid simply ransoms all the rest back for tael.</p><p>The next trap is less of a danger than a public service: another random portal to the elemental plane of air. The three huge elementals guarding it are hardly a challenge now, and soon they are dead and the portal safely closed off.</p>MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com0tag:blogger.com,1999:blog-9045671292776339187.post-70731822810487143642023-05-15T14:03:00.001+10:002023-05-15T14:09:19.831+10:00World of Prime: Campaign Journal #45<p><b>The Celebration of the Red Moon, part II</b><!--[if gte mso 9]><xml>
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</p><p class="MsoNormal">As the party rouses from its power-nap they are greeted by
an unexpected companion. The Wizard has arrived! His trip was uneventful, as he
spent all of invisible. When asked what drew him away from the safety of his
study room in their Keep back in Edersarr, he says, “I felt a great disturbance
in the ether, as if thousands of books had suddenly been erased.”</p>
<p class="MsoNormal">The Druid hides behind a table while the Ranger fills the Wizard
in. Next is the inevitable kidnapping of a Redshirt for questioning. Much
effort is spent in determining who, exactly, is in charge of the whole situation.
The sad truth turns out that it is apparently the demons running the show. How
low Varsoulou has fallen; it is not even a nation now, just a ranch for
extra-planar monsters.</p>
<p class="MsoNormal">Happier news is that the ceremony has been scaled back,
implying it will be summoning a smaller demon than previously anticipated, presumably
to replace the Vrock the party slew. Some discussion is had over whether or not
to let the ceremony complete, so as to bag another demon and its tael; but as
that path requires that hundreds of commoners be sacrificed it is eventually
discarded.</p><p class="MsoNormal">They have to choose between three approaches to get into the
ceremony, the better to disrupt it:</p><ul style="text-align: left;"><li class="MsoNormal">Dress as peasants</li><li class="MsoNormal">Impersonate officers of the Red Shirts</li><li class="MsoNormal">Arrive early and hide</li></ul>As the first requires surrendering their armor, and the third
requires some modicum of discretion, they opt for the second. One Prestidigitation
spell later their chain-mail and plate are bright red.
<p class="MsoNormal">They swagger up to the gate two hours before midnight and
simply assert authority. Given the dysfunctional state of the Redshirt’s
organization, this works splendidly. When the Bard loudly announces that the
celebration has been moved to another night, the Redshirts simply walk off the
job and head for a tavern. The Druid begins ushering peasants out while the
rest of the party heads for the main Keep.</p>
<p class="MsoNormal">As they approach the building, a Redshirt comes out and
demands to know what’s going on.</p>
<p class="MsoNormal">“Moved to another day,” repeats the Bard.</p>
<p class="MsoNormal">“Who told you that?” the Redshirt says. “I literally just
talked to a Boss and he didn’t say anything about it.”</p>
<p class="MsoNormal">“Well, it’s what we were told. And our armor is better than
yours, so clearly, we outrank you.”</p>
<p class="MsoNormal">This argument is hard to refute. “Come inside and let’s sort
this out,” the Redshirt says, and goes back into the building. Most of the
party follows, with only the Wizard balking at the doorway and staying outside (and
the Druid, who is busy setting fire to the wooden altar in the middle of the
courtyard).</p>
<p class="MsoNormal">Once again the Wizard’s intelligence is rewarded, when he is
the only one <i style="mso-bidi-font-style: normal;">not</i> viciously clawed by
hidden demons popping out of the shadows. The Bard is immediately rendered unconscious,
though the other party members are a bit luckier. General combat ensues and it
is discovered that the Ranger’s bow has been awakened to its true nature,
mysteriously transforming into a +2 Holy bow overnight (probably as a
consequence of fighting so many demons in such a selfless manner with no
thought to profit or personal gain). The change is dramatic, as the Ranger
rapidly decimates the Babau with a flurry of arrows, actually exceeding the Barbarian
for damage output for the first time ever.</p>
<p class="MsoNormal">A group of Redshirts appears at the bottom of the stairwell
and unleash a volley of debilitating rays of weakness, to no effect whatsoever.
They are immediately obliterated by the Wizard’s fireball, as he steps into the
room to protect the party’s marital prowess. The Cleric manages to heal the Bard
just in time for the ceiling above the Bard to collapse and drop a Vrock on his
head.</p>
<p class="MsoNormal">The Vriock screeches, stunningly loud, but the Druid-bear
has now joined the battle and easily shrugs off the effect. The Barbarian slips
out of the monster’s telekinetic grasp, the Ranger eliminates its image
protections, and so its next action is to simply fly back up through the ceiling.
The party chases it up the tottering stairs, sans Druid-bear, who knows the
flaming wood can’t support his weight. He is rewarded when the demon swoops
down again, evading the party, and flies out the front door.</p>
<p class="MsoNormal">The Druid-bear gives chase, but stops at the doorway when he
realizes it is flanked by more Babau. They engage in combat and two more Babau
run up from the field to help. The rest of the party looks out over the field
of battle from balconies on the second floor.</p>
<p class="MsoNormal">The Ranger, Cleric, and Wizard have effective ranged attacks
to reach the demon in the courtyard, especially when the Wizard blinds the
creature and robs it of its own ranged attack. In response, the Babau leave off
fighting long enough to magically aid their master, while the Ranger suddenly
flies high up into the air above the building in the telekinetic grasp of a <span style="mso-bidi-font-style: normal;">second</span> demon! But the Wizard counters
this new threat by casting Feather Fall on the Ranger, who continues to use his
bow to good effect.</p>
<p class="MsoNormal">Despite multiple magical defenses, the demons are no match
for the party. The Babau on the ground are quickly dispatched by the Druid-bear
and the Barbarian, while the flying Vrocks are smashed by Spiritual Hammers, Magic
Missiles, and holy arrows.</p>
<p class="MsoNormal">The aftermath is profitable; the amount of tael the
creatures had saved in anticipation of luring over a bigger demon is staggering.
In addition, the party has gained the broken remnants of an entire country,
which turns out to be a prize they didn’t actually want. They have no desire to
live in the desert and rule over a (technically) evil society; the number of Varsouloueans
who could successfully emigrate and assimilate to Edersarr is low; and the
party cannot in good conscience simply murder the common folk for the tael in
their heads.</p>
<p class="MsoNormal">But neither can they walk away and abandon those commoners –
and their tael – to whatever wandering monster happens by next. In addition to
the moral lapse of duty, this would result in just another super-powered foe
they would have to defeat when it inevitably turned its hungry gaze on their own
kingdom.</p>
<p class="MsoNormal">Reluctantly they agree to a remarkable plan: the party will,
from its own purse, promote a pair of clerics from the Varsoulouen population
to the fifth rank, on the proviso that men or women of good (i.e. Blue) character
can be found. This gives the community a chance to survive, as this rank of
cleric can both cure plagues and provide the blessings that are necessary to
make the desert bloom. Actually, one cleric could do this; the second is to
revive the cinnamon fields. The party will draw a share of the profits only
from the spice trade; in addition, they undertake to protect the fledgling
nation until it can protect itself (i.e., until it can promote one of those
clerics to the 9<sup>th</sup> rank). Now they cast their gaze eastward,
wondering what threats slumber out there, waiting only for the news of the
collapse of organized defense before swooping in to feed on a helpless
populace.</p>
<p></p>MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com0tag:blogger.com,1999:blog-9045671292776339187.post-57327442603362869422023-05-06T13:45:00.001+10:002023-05-06T13:45:14.605+10:00World of Prime: Campaign Journal #44<p><b>The Celebration of the Red Moon, part I</b><!--[if gte mso 9]><xml>
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</p><p class="MsoNormal">The party adopts a new disguise for this expedition– a
traveling apothecary. They buy a pair of mules and a clap-board wagon, paint it
in festive colors, and stock it with empty potion bottles. The Barbarian is
security, the Druid is the drayer, the Bard is advertising, the Cleric pretends
to make potions, and the Ranger is their wilderness guide. Although they are
still obviously adventurers, they look like a low-level merchant party instead
of the near-royalty they actually are.</p>
<p class="MsoNormal">After ambling across the familiar plains between Edersarr
and Varsoulou their first stop is Count Wraythus’ town. They find the place
much changed; the population is halved, and worse, all signs of authority have
been replaced by red leather-clad goons that stroll the streets, abusing the
townspeople with petty harassment.</p>
<p class="MsoNormal">These are not the strapping musclemen of a legitimate ruler,
or even the hardened mercenary thugs of a bandit chieftain. Instead, they are
the dregs of society, the crude, cruel, simple-minded failures that would normally
be found sweeping the streets or breaking rocks. The source of their authority
seems to be their bronze daggers and flashy leathers. When the party asks a
pair of them for directions to the castle, the goons don’t even have the good
sense to realize the danger they are in.</p>
<p class="MsoNormal">“Who wants to know?” one sneers, while the other leaves off
berating a tradesman who takes the redirection of attention as an excuse to
vamoose.</p>
<p class="MsoNormal">Needless to say, the party does not take well to this
insolence. Still, the Bard puts on a charming response. The goon, thinking he’s
clever, tells the Bard about the upcoming Celebration of the Red Moon, a huge
midnight festival to which only 1,024 special individuals will be invited.</p>
<p class="MsoNormal">“If you can get ten other people invited, they’ll make you
one of us,” the goon promises. The Bard can easily tell he’s lying about that,
but not about the celebration or its very peculiar constraint on the guest
list.</p>
<p class="MsoNormal">“What’s in the wagon?” the other one asks. The Barbarian,
whose tolerance for insolence is exceedingly low, invites the fellow around
back to see for himself. We can assume the goon did not expect the answer to be
“a hungry dire bear,” but as soon as the door is opened, that’s what he finds.
The second goon starts to balk, gets pummelled into unconsciousness by the
Barbarian, and tossed in anyway. The only clue to their fate are the crunching
sounds and the blood leaking through the wagon’s floorboards.</p>
<p class="MsoNormal">The Ranger decides to drive on to the castle. This seems to
be counter-productive, in that the Count is likely to be one of the few people
in Varsoulou that can identify them by sight; but when they arrive at the
castle gates they realize this might not matter anymore. The gates are open and
unguarded, a clear marker of anarchy. The party disembarks and enters, leading
the Druid-bear on a chain like a pet (despite the fact that normally, pet bears
are not almost as large as wagons).</p>
<p class="MsoNormal">Inside they find a half-dozen red suits arguing over a meal,
and the Count sitting silently on his throne. The Count greets them with some
familiarity, but when they assert their identity as mere merchants, he shrugs
and plays along. The red suits attempt to exert authority, but pretty much
everyone ignores them.</p>
<p class="MsoNormal">The Bard can tell there is something wrong with Wraythfus:
he favors his left shoulder, and he seems preoccupied. They have a discussion
that is not entirely informative, although the Bard does find out that the
Queen is dead and Wraythus claims to be King. And that he’s not invited to the
Celebration of the Dawn of the Red Moon, which seems quite suspicious.</p>
<p class="MsoNormal">The Ranger suggests that the party has a barrel of wine in
their wagon and offers to donate it to the ongoing party. Wraythus objects to
this quite strenuously, suggesting instead that they should find some rooms in
the castle for the night. The red suits line up, clearly expecting something to
happen. And then the Ranger is flayed from behind, a pair of demons appearing
out of the shadows and raking him with their claws (and their sweet, sweet sneak
attack damage).</p>
<p class="MsoNormal">The bear is also flanked and flayed, and then the fight is
in earnest. The Barbarian charges Wraythfus, assuming the Count will be a
suitable foe for his blade. The Count laughably misses his first attack, almost
as if he didn’t even want to fight. The Ranger is dismayed to discover that his
weapons are almost useless against the demons, while the Druid is pleased to
note that his claws cut right through their protection. The Bard attacks the
flunkies, and the Cleric heals the Ranger.</p>
<p class="MsoNormal">The red suits respond with rays of weakness, reducing the
Barbarian to merely mortal instead of superhuman. However, they are only first
rank, and when the Ranger abandons the demons to fight against the humans,
their line collapses. The Bard makes use of his Pipes of Panic and sends the
survivors fleeing deeper into the castle.</p>
<p class="MsoNormal">The demons, however, prove more durable. After the Barbarian
quickly dispatches the hapless Count, he and the Druid-bear struggle to put
down the monsters. The Bard attempts to intimidate them by summoning an image
of what they fear the most: a Vrock (the demon the party fought in Edersarr).
But instead of being frightened by the image, the demons seem heartened and
fight harder – at least until they are destroyed.</p>
<p class="MsoNormal">Sounds from the hallway harken the return of the cultists.
The Druid, out of hit points, resumes human form and spike-traps the hallway,
eliciting screams of agony. And then a large figure swoops out of the hallway
and lands on the throne. This is a real Vrock, and through telepathic communication
it informs the party of a pressing truth:</p>
<p class="MsoNormal">“That doesn’t look anything like me.”</p>
<p class="MsoNormal">And then it summons its own images, and now there are four
Vrocks to contend against. Its stunning shriek leaves the Barbarian and Cleric
helpless while its thorny spores once again infect the Barbarian.</p>
<p class="MsoNormal">The Ranger dispatches all of the images with arrows, the
Barbarian recovers and hacks into the demon, and bear returns and joins the
fight. In short order the demon is reduced to ashes, less of a threat
apparently than its minions.</p>
<p class="MsoNormal">The party cleans up the mess – who are we kidding, they
drain the heads and move on. Entering the capital a few days later they debate
where to go next. Noting that the cathedral has been overtaken by red-suited
thugs, they decide that Golden Library might still contain elements of
resistance.</p>
<p class="MsoNormal">This hope is dashed when a red-suited thug greets them at
the door. Nonetheless, they play along, pretending to merely be library
patrons. The thug invites them upstairs, where they are ambushed by a squad of reds,
which they demolish in such exuberant fashion – at one point the Bard terrifes several
men into leaping to their deaths - that the Vrock and its lone Babau
immediately retreat.</p>
<p class="MsoNormal"><br />
While looting the library they discover that the books appear to be all blank. This
could be a fraud perpetuated by the reds, or some kind of magical protection on
the library. The Druid convinces the party to deny the enemy a base of
operations and sets fire to the building. Although the tower is stone, the
interior floors are made of wood, and the building is filled with paper (some
percentage of which have Explosive Runes cast on them). The building goes up
like a torch, illuminating the night far brighter than its illusionary runes
ever did.</p>
<p class="MsoNormal">This is an act of global significance: the destruction of the
only known magical library on the entire Western coast. One wonders if it will
have repercussions.</p>
<p class="MsoNormal">His arsonic lust still not satisfied, the Druid performs a
drive-by fire-bombing of the cathedral, rattling his wagon down the cobblestone
streets as the Barbarian hurtles pints of Greek Fire. A mass of reds come out
of the building to fight the fire, only to find themselves fighting the party. Again
the party makes such short work of them that the resident demon flees.</p>
<p class="MsoNormal">The party heads towards its old inn of respite for a few
hours of rest before dawn. The innkeeper is too traumatized and too desperate
for coin to ask questions. Now the party seems out of options: the next battle
will likely be at the Celebration of the Red Moon.</p>
<p></p>MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com0tag:blogger.com,1999:blog-9045671292776339187.post-59285965479314705802023-02-18T23:08:00.001+11:002023-02-19T11:40:36.678+11:00World of Prime: Campaign Journal #43<p><b>Vampire Neighbors, part V</b> <!--[if gte mso 9]><xml>
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</p><p class="MsoNormal">By daylight the keep is rendered sad and neglected, rather
than haunted and spooky. The party wiles away the hours, waiting for darkness. Attacking
vampires at night is dangerous, but also the only way to find their true lair. Also,
this delay gives their Wizard time to wander into the city and join them,
having finally been pulled away from Theodoric’s library by the call of duty (<i>the
Wizard’s player was able to make this session</i>).</p>
<p class="MsoNormal">At sunset they head for the royal castle. As nobles known to
the realm they easily talk their way through the gates. Just outside the throne
room they pause to prepare spells and drink potions, knowing that on the other
side of the wall Ragnar is surely making his own preparations. Then the Barbarian
bravely opens the door and marches inside, where he is greeted by… a little old
lady offering him a tray of teacups.</p>
<p class="MsoNormal">“No thanks,” he says, and continues into the room. The rest
of the party follows, save for the Druid, who stays in the hall and continues
casting predatory spells, and the Ranger, who elbows the little old lady in the
face as he walks by. Ragnar and his retinue wait at the other end of the hall, at
the end of a gauntlet of a half-dozen servants bearing trays of sweetmeats,
pastries, and candies. The friendly image is only slightly disturbed by the hulking
man-bull zombie hybrid abominations lurking at the edges of the room.</p>
<p class="MsoNormal">But the pleasantries are immediately discarded when Ragnar’s
opening statement is a Dispel spell. He strips a few minor protections from
some of the party while his servants turn out the lights, plunging the room
into total darkness. The Bard rushes to a pillar and turns it into a giant neon
tube of light, but this leaves him facing one of the zombie monsters and several
servants. The Barbarian charges across the room to engage the second zombie; the
Cleric blasts Ragnar in the face with a beam of light before the Wizard casts Wall
of Fire and splits the room in half, trapping the third zombie on the other
side. This turns out to be crucial, as it delays Ragnar’s retinue for two
rounds and consumes two precious spells before the vampire king can bring down
the wall.</p>
<p class="MsoNormal">The Bard finds himself in over his head as the zombie tears into
his images; meanwhile, the Barbarian discovers his hit points are not unlimited
as a zombie hacks at him with a massive axe. The Cleric and Wizard are left to fight
off the vampire spawn, which they do poorly. The Ranger is still dealing with the
old lady, and the Druid is still out of the room preparing.</p>
<p class="MsoNormal">Once the wall is down, Ragnar’s people join the fight. The
third zombie charges in while Palek the sorcerer throws around scorching rays
without hitting anything. Yeron the Skald provides musical accompaniment for
his side, making the zombies even more painful. The Marichoness disappears into
hiding, looking for a chance to backstab. Lady Night stands by, preparing to
counter-spell the party. Ragnar starts throwing out Spiritual Hammers, because
he has a lot of them.</p>
<p class="MsoNormal">The Cleric is casting his own hammers, while the Bard is
renewing his images and getting seriously concerned for his health. The Barbarian
is winning against the zombies but at considerable cost. Eventually the Druid-bear
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the doorway. In the general melee that follows, the Barbarian is knocked
unconscious three times, the Druid-bear once, the Wizard almost dies while
fireballing Ragnar and others, the Cleric loses several levels, gets them back
with a Remove Curse potion, loses some more, and gets those back with another
potion. The Ranger is the only one who manages to avoid life-threatening
injuries.</p>
<p class="MsoNormal">When Yeron and Palek finally wade into the melee, the Skald
proves to be formidable, slapping levels off of the party left and right, and even the Druid begins to look weak after a surprise wraith attack. Eventually,
however, all of Ragnar’s retinue are beaten down, leaving only himself and Lady
Night. Tired of waiting for the party to charge his throne and trigger all the
traps he has laid, he strides forward confidently to face the party mano-a-undead-cleric-o.
He is layered in protections the party cannot even guess at and unconcerned
about the death of his retinue, since after all they will return the next
night; and the party is vastly weakened, low on spells, vitality, and even
potions. Surely he can finish the fight on his own terms.</p>
<p class="MsoNormal">But no. The Druid-bear tears Lady Night apart in a single
round while the Bard and Wizard riddle Ragnar with Magic Missiles, thus
bypassing his fantastic armor. The Druid-bear even lands a claw attack,
weakening the vampire king further; Ragnar responds by dominating the Druid (having earlier dispelled his Protection from Evil) and ordering it to kill the Barbarian. Out of spells and options, the Bard solves the problem with brute force: Magic Missiles reduce the Druid-bear to unconsciousness without quite killing him. And then the Cleric ends it all as it began:
with a beam of light to the face.</p>
<p class="MsoNormal"><i>(Note: Ragnar had various defences and traps against all the
tactics they had employed in previous battles, none of which they used in this
one.)</i></p>
<p class="MsoNormal">The vampiric smoke flees the room, once again chased by the Bard
in gaseous form. And again he is foiled by the system of tubes running under
the castle. The party splits up and searches far and wide for the vampire’s
coffins: the Wizard searches for secret lairs beneath the castle dungeon, the Cleric
searches the attics and towers, the Ranger searches the sewers in and out of the
castle, the Barbarian returns to the Order’s keep, and the Bard roots through
the Castle cemetery looking for fresh graves. All of these turn up empty and
the party fears it might have to wait until the next night and do it all again,
until the Druid recruits rats and sends them down the various tubes. One rat
does not return; when the next two sent down the same tube also do not return,
the party assumes there is a vampire on the other end (and not, say, a cat or
rat-trap).</p>
<p class="MsoNormal">In an act of astonishing bravery, the Bard turns them all
gaseous and they blindly enter the tube, to see where it will lead.</p>
<p class="MsoNormal">At the other end they find themselves in a small tunnel. This
leads to a locked grate, which the Barbarian tries to force, only to suffer a
crippling curse; after several rounds of unnecessary caution the party manages
to make it through the gate and up the stairs into the crypt of Count Kird,
their old friend and the kingdom’s most beloved hero.</p>
<p class="MsoNormal">Here they are flummoxed. Could the vampires have passed
through Kird’s crypt and into the Church cemetery or the Church itself? Or does
the answer lie closer to hand? The Bard convinces the handful of townspeople
visiting the graves of their loved ones to leave, and the party steels itself
to the unpleasant task of disrupting Count Kird’s mortal remains. But as they
go to haul the first coffin out into the sunlight to inspect it, King Ragnar
steps out of it and attacks, joined by the rest of his retinue stepping out of
their coffins.</p>
<p class="MsoNormal">Everyone is all jammed together in a small stone crypt,
which is made more claustrophobic by the fact that one of them is a giant dire
bear. This should be a fight that favors the vampires and their close melee
attacks, but what actually happens is the bear tears a hole in roof of the
crypt, climbs on top, and jumps up and down until the entire roof caves in,
crushing everyone underneath and exposing the interior to direct sunlight.</p>
<p class="MsoNormal">Of course our mighty heroes are barely discomfited by having
a stone crypt collapse on them, while the vampires are almost instantly reduced
to ash by the sun. The fight is well and truly done. The party returns to the
castle, where a spirited discussion ends in a vote to liberate the entire royal
treasury by 4 to 2. Having sequestered the cash, magic items, and tael, the
party is happy to welcome the paladin Theodric and his armies a few days later
and turn the crown over to him.</p>
<p class="MsoNormal">They have all the responsibility they want with their own
county, and besides, someone needs to go straighten out Varsoulou before this
demon thing gets out of hand.</p>
<p></p>MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com0tag:blogger.com,1999:blog-9045671292776339187.post-32346204000446052802023-02-18T15:41:00.001+11:002023-02-18T15:41:56.106+11:00World of Prime: Campaign Journal #42<p><b>Vampire Neighbors, part IV<br /></b></p><p><!--[if gte mso 9]><xml>
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="index heading"/>
<w:LsdException Locked="false" Priority="35" SemiHidden="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="table of figures"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="envelope address"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="envelope return"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="footnote reference"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="annotation reference"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="line number"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="page number"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="endnote reference"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="endnote text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="table of authorities"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="macro"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="toa heading"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Bullet"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Number"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Bullet 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Bullet 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Bullet 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Bullet 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Number 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Number 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Number 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Number 5"/>
<w:LsdException Locked="false" Priority="10" QFormat="true" Name="Title"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Closing"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Signature"/>
<w:LsdException Locked="false" Priority="1" SemiHidden="true"
UnhideWhenUsed="true" Name="Default Paragraph Font"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Message Header"/>
<w:LsdException Locked="false" Priority="11" QFormat="true" Name="Subtitle"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Salutation"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Date"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Block Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Hyperlink"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="FollowedHyperlink"/>
<w:LsdException Locked="false" Priority="22" QFormat="true" Name="Strong"/>
<w:LsdException Locked="false" Priority="20" QFormat="true" Name="Emphasis"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Plain Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="E-mail Signature"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Top of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Bottom of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal (Web)"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Acronym"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Address"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Cite"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Code"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Definition"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Keyboard"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Preformatted"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Sample"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Typewriter"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Variable"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal Table"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="No List"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Contemporary"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Elegant"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Professional"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Balloon Text"/>
<w:LsdException Locked="false" Priority="39" Name="Table Grid"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" Name="Placeholder Text"/>
<w:LsdException Locked="false" Priority="1" QFormat="true" Name="No Spacing"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading"/>
<w:LsdException Locked="false" Priority="61" Name="Light List"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 1"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 1"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 1"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 1"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 1"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Revision"/>
<w:LsdException Locked="false" Priority="34" QFormat="true"
Name="List Paragraph"/>
<w:LsdException Locked="false" Priority="29" QFormat="true" Name="Quote"/>
<w:LsdException Locked="false" Priority="30" QFormat="true"
Name="Intense Quote"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 1"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 1"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 1"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 1"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 1"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 1"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 1"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 2"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 2"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 2"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 2"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 2"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 2"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 2"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 2"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 2"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 2"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 2"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 3"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 3"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 3"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 3"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 3"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 3"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 3"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 3"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 3"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 3"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 3"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 3"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 3"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 4"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 4"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 4"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 4"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 4"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 4"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 4"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 4"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 4"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 4"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 4"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 4"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 4"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 4"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 5"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 5"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 5"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 5"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 5"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 5"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 5"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 5"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 5"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 5"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 5"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 5"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 5"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 5"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 6"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 6"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 6"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 6"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 6"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 6"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 6"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 6"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 6"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 6"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 6"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 6"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 6"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 6"/>
<w:LsdException Locked="false" Priority="19" QFormat="true"
Name="Subtle Emphasis"/>
<w:LsdException Locked="false" Priority="21" QFormat="true"
Name="Intense Emphasis"/>
<w:LsdException Locked="false" Priority="31" QFormat="true"
Name="Subtle Reference"/>
<w:LsdException Locked="false" Priority="32" QFormat="true"
Name="Intense Reference"/>
<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
UnhideWhenUsed="true" Name="Bibliography"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="TOC Heading"/>
<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
<w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/>
<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 5"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 5"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 5"/>
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</p><p class="MsoNormal">The party returns to the capital in the dead of night, avoiding the innocent soldiers and townsmen. Their only target is the ruling class.</p><p class="MsoNormal">They return to the Order of the Edge's private keep at midnight. The gates open at their touch; the keep appears deserted, or at least lifeless. Cautiously they creep onto the grounds and begin to search for monsters, prisoners, or just clues. They have prepared by drinking Hide from Undead potions, but in the end this turns out not to really matter, as the vampires generally see through it for the rest of the battle.<br /></p><p class="MsoNormal">After a few minutes of investigating a barn door that is mysteriously barred from within, the Barbarian loses patience. Going to the next building, he pushes open the door, unwraps his light stone, and has a look around. The armory seems to have been used recently, implying that someone in the keep still cares about weapons and armor. 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One has his horse knock down the door with a powerful lash of hooves. The others send in swarms of bats, but the Druid foils this with a simple spell while the Cleric and Bard put the Barbarian back into fighting shape. The Cleric then chants, driving two of the nightmares away; the knights, secure in their confidence, dismount to carry out the battle on foot.</p><p class="MsoNormal">A halting melee occurs at the door, with the Barbarian lunging out to attack the nightmare while dodging sword thrusts and hooves. The Ranger is sniping from the barn door, his arrows contributing damage but not revealing his location to the knights, who it must be said were not the sharpest fangs in the drawer. Eventually the nightmare is slain, enraging the knights; one walks around to the side of the building and begins smashing a hole in the shutters. Since the windows are barred with iron, the party wonders what he is doing. When they see him turn into mist so he can float through the hole and flank the doorway, the Druid sends his gaseous form packing with a Gust of Wind. Meanwhile, the party is winning the fight at the doorway; the Barbarian destroys one and the Bard drops another with Magic Missiles. They turn to mist and the Bard immediately follows.</p><p class="MsoNormal">The third knight solidifies on the other side of the courtyard, where the wind sent him, but finally realizes the fight is against him. He flees through a gate, locking it behind him.</p><p class="MsoNormal">The gaseous vampires float into the main building on the second floor, with the Bard following. Rather than deal with the gate and then the main hall door, the rest of the party decides to climb up to the second floor. 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Their leader crawls to the middle of the room, clinging to the ceiling like a bat and summons another wolf. However, the wolf is limited in its targets; only the Ranger is open to its attacks (the others are still protected by the Hide from Animals cast by the Druid back in the armory). Instead, the wolf grabs the paralyzed vampire and throws it off the balcony, thus damaging it and breaking the Hold Person spell. The Druid leaps from the balcony (which trembles but does not collapse) to a pillar near the leader (which also quivers but holds) and claws him into bits, using that Spider Climb potion to good effect.<br /></p><p class="MsoNormal">But the Cleric is in trouble; he's on the ground, surrounded by vampires, and Palek finally manages to scorch him with a ray. 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Perhaps you can't intimidate vampires when you are on the ground, bleeding, smoking around the edges, and pathetically low level - who knew?</p><p class="MsoNormal">The Druid-bear finally finishes off the rogue, whom by deduction must be the Marichoness, and by observation is clearly a vampire rather than a prisoner, and the Ranger has brought the Bard around with a healing potion, so the remaining low-level vampire knights have no real chance. The Barbarian and Druid-bear crush them in short order.</p><p class="MsoNormal">The mist forms of the Marichoness and Palek float up and out a window, while the others float down to the floor. The party discovers ten graves crudely concealed beneath the flooring, and stake the Order of the Edge's vampiric inhabitants while they are still reforming. The Bard, for once, does not go chasing after wisps of smoke, because he knows where they are going (the royal castle) and he fears following them in his depleted state.</p>Next comes the assault on the throne, as the evidence for Ragnar's corruption is no longer questionable. The party debates waiting for Theodoric's arrival and his allied armies, but is swayed to immediate action by two concerns. First, that Theodoric's civil war will kill hundreds of innocent soldiers on both sides; and second, that waiting for Theodoric's help means splitting the loot.<p></p>MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com0tag:blogger.com,1999:blog-9045671292776339187.post-64375938824707866682022-12-17T22:30:00.000+11:002022-12-17T22:30:17.678+11:00World of Prime: Campaign Journal #41<p><b>Vampire Neighbors, part III </b><!--[if gte mso 9]><xml>
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</p><p class="MsoNormal">The party heads for the last county of unknown status: Iochoarr,
home of the Earl Theodoric, a paladin of high rank. They know him as the leader
of the War Party back in the days of the Spice Wars.</p>
<p class="MsoNormal">He welcomes them into his castle and takes their news about Irlyd
well; he never thought much of Baron Darcio anyway. Mostly he seems intent on
sounding out their views on possible contenders for the throne, should
something untoward happened to King Ragnar. He gets as blunt as preparing to
challenge any of them to a deadly joust if they do not recognize his
superiority.</p>
<p class="MsoNormal">Surprisingly, none of the party wants the job of king; they’re
happy to let Theodoric do it. This ends what could have been a potentially
dangerous encounter on good terms. When he receives the news about the utter devastation
of Ieppyxoox, his words begin to border on treason. For one party to seize the
throne from another is just life as usual; for an entire county to be
exterminated is a failure of royal duty.</p>
<p class="MsoNormal">The party then leaves for the capital, promising to report
back to Theodoric on the state of affairs therein, and potentially with
evidence sufficient for Theodoric to declare for the throne. As they are
leaving the Earl happens to mention that his fellow paladin Count Kird died at
the beginning of the demon war, a fact that grieves the party as he was a true
ally.</p>
<p class="MsoNormal">The capital seems healthy enough, having suffered only
moderate despoilment in the on-going demonic attacks. Rumors abound, though,
such as the conflicting claims that Ragnar’s sister has been abducted by or
sought refuge with the Order of the Edge, a knightly house even more powerful
than the Order of the Tower. Faced with three options – seek an audience with
the king, investigate the Order, or call on the new Minister of War to pay
their respects – sees them choose the least committal of these actions. After
all, they know how to get into the royal stables where the Minister holds
court, having visited Kird there many times.</p>
<p class="MsoNormal">They are unpleasantly surprised to find the stables full of Dire
Wolves instead of noble war horses, but this is the least of the unpleasant
surprises for the night. When they meet the new Minister in a barn full of
large dangerous canines, he turns out to be none other than Payson Graylek! (Long-time
readers will recall him as the demon-summoning sorcerer from the start of their
adventuring career – they arrested him and turned him over to royal justice,
only to see him wriggle out from consequences. Well, other than the fact that
they burnt his house down.) To see this vile creature in the office of the
noble Count Kird is an insult.</p>
<p class="MsoNormal">But Graylek is not alone; the Minister of the Arcane, Yeron
the Skald, is also in the barn. He quizzes the party on their adventures, and
interrupts their war of words with Graylek to have a side-conversation with the
Bard. At this moment things are put into motion that will have far-reaching
consequences.</p>
<p class="MsoNormal">The Bard has suspicion only for Graylek, and thus is
completely unprepared with Yeron stares into his eyes and crushes his will with
vampiric domination. Only the Cleric notices that something has changed in the Bard’s
manner. He can tell that something has happened, but cannot distinguish whether
it is arcane enchantment or supernatural domination. Smoothly he maneuvers
next to the Bard and places his hand on his shoulder as if to say, “Time to
leave,” but in fact he casts <i style="mso-bidi-font-style: normal;">Protection
from Evil</i>, risking everything on a choice between two spells, one to foil
arcane and the other to foil vampires.</p>
<p class="MsoNormal">He makes the right choice. The Bard immediately begins
casting a defensive spell, aware that only seconds ago Yeron was in his head. Yeron
begins a spell, Graylek notices and starts his own, as does the Druid, and the Barbarian
leaps into the middle of the room attacking an entire knot of Dire Wolves. The Ranger
also decides to stab a random wolf because it seems to be the thing to do.</p>
<p class="MsoNormal">Then the wolves start biting. And they bite hard! <i style="mso-bidi-font-style: normal;">Mirror Images</i> save the Bard, but the Cleric
takes a tremendous bite and eats a heat ray from Graylek. One round into combat
and the Cleric is already facing death. The Barbarian saves him by stabbing the
attacking wolf, and then in an astonishing feat of swordsmanship uses the
attack to cleave into the rest of the wolves, killing them all. This frees the Cleric
to <i style="mso-bidi-font-style: normal;">Rebuke Undead</i>, which sends Grayson
cowering into a corner. Yeron responds by dominating the Cleric and ordering
him to kill the Barbarian.</p>
<p class="MsoNormal">The Bard and the Barbarian attack Yeron, but the man is now
protected by several layers of magic and all they succeed in doing is eliminating
a few of his images. Yeron’s response is to dominate the Barbarian and order
him to kill the Cleric! Fortunately the Bard strikes an enchanting note on his
lyre and breaks the curse before the Barbarian can carry out the command. Yeron
then attempts several area-effect spells, none of which have any effect on his
foes, while the Barbarian simply ignores the Cleric’s feeble attacks and the Bard
whittles down Yeron’s images.</p>
<p class="MsoNormal">Meanwhile the Ranger and Druid finish off the rest of the wolves.
The Druid then charges the cowering Graylek, hoping to destroy him in a single
attack. The Barbarian, frustrated by so much magic defense, pauses to
intimidate Yeron. Much to everyone’s surprise, it works: Yeron simply
disintegrates into a cloud of smoke. Graylek follows suit and soon both of them
have gone down a drain pipe.</p>
<p class="MsoNormal">Not to worry, because the Bard goes gaseous and follows them
(apparently forgetting that both of them are in fact still combat capable). However,
he comes to fork in the pipe; choosing the left hand, he soon runs into a
sealed end. Going back and choosing the other fork dumps him in a small
basement room with an old servant whiling away the time whittling and half a
dozen pipe entrances; the servant appears to be waiting for a signal from the
cloud of gas, and when it doesn’t come, he places an end-cap on the pipe behind
the Bard’s gaseous form.</p>
<p class="MsoNormal">The Bard becomes solid and easily bluffs the servant into
answering a few questions. He finds out there are several rooms like this under
the castle, staffed by other servants, who close or open the pipes according to
signals from the clouds of gas that sometimes pass through. He also confirms
that no other gas has appeared in this room tonight, meaning that the vampires
the Bard was pursuing went to a different room and shut the pipe behind them. Foiled,
he returns to the stable, where the party is planning their next move.</p>
<p class="MsoNormal">At some point the <i style="mso-bidi-font-style: normal;">Protection
from Evil</i> spell lapses… <b style="mso-bidi-font-weight: normal;">but no one remembers</b>.
The Bard is now secretly under the command of Yeron the vampire, as is the Cleric.
(<i>Notes are passed under the table between the DM and a player!)</i> The Bard
suddenly goes from arguing for a hasty retreat to arguing for an immediate
assault on the Order of the Edge. Since his arguments about maintaining the
element of surprise are sound, he wins the day, and the party quickly rushes
through the night to the gates of the keep.</p>
<p class="MsoNormal">It is there, just as they are about to assault another
tranche of vampires, that the Druid asks the Cleric what actually happens when
the <i style="mso-bidi-font-style: normal;">Protection from Evil</i> spell
expires. In response… the Bard casts <i style="mso-bidi-font-style: normal;">Doom</i>
on the party and the Cleric summons a hammer to kill the Barbarian. A full-on
party on party fight begins, with comic results. The Cleric Air-walks towards
higher ground, trying to get room to hammer the Barbarian to death; while the Bard
and Barbarian begin chopping at each other with swords and halberds. The Druid
turns into a bear and unleashes a deadly blizzard of claws and fangs on the Cleric,
only to be foiled at the last second by the Bard blinding him and causing him
to miss (<i style="mso-bidi-font-style: normal;">the Druid had rolled a critical
hit and would have killed the Cleric outright by accident!</i>). Then the Bard
casts Fear and drives the Barbarian into the night.</p>
<p class="MsoNormal">The Druid turns his attention to the Bard and knocks him out
easily, remembering at the last minute to switch to non-lethal damage. The Ranger
follows the misty form of the Cleric through the streets, firing arrows up at
him while he vainly tries to find the fleeing Barbarian and complete his
command. Eventually the Ranger manages a bring down the Cleric, although
another critical hit provides a momentary bit of drama.</p>
<p class="MsoNormal">Now that both their dominated fellows are unconscious, the
party binds them and makes a total retreat, running all the way back to the
safety of Earl Theodoric and his Curate. They stagger back into the Earl’s hall
in terrible shape: one member blind and two raving of vampires. The Curate puts
them all in order pretty quickly, and then Theodoric calls a war council.</p>
<p class="MsoNormal">It is clear that King Ragnar must be a vampire; it is
impossible that two members of his retinue are vampires and he, a high-ranking
cleric, does not know. It is not yet certain whether the Order of the Edge is
compromised, though the party strongly suspects they are. The party considers
fleeing once again, but realizing that any foes they face now will be just as
dangerous and at least here they have some allies, decide to try again. They
load up on potions and precautions (making the Curate very happy and very rich)
and plot to return to the Order and determine the truth. Meanwhile, Theodoric
will travel north to county Dearl, make his peace with the Vicar, and recruit
the man to rebellion. For rebellion it must be; a vampire king cannot be
allowed to stand!</p>
<p class="MsoNormal"><i style="mso-bidi-font-style: normal;">This was the most
unprofitable and dangerous mission the party ever faced, with the potential for
a total party kill while there were no actual enemies on the board at all! Everything
depended on a few key moments, from the Cleric noticing that the Bard had been
dominated to the Druid remembering that the counter spells only temporarily
stopped the effect before the next combat started to the Bard blinding the Druid
before he murdered someone. It was both frustrating and hilarious at the same
time.</i></p>
<p></p>MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com0tag:blogger.com,1999:blog-9045671292776339187.post-56740878128763720202022-11-18T23:01:00.005+11:002022-11-18T23:03:48.145+11:00World of Prime: Campaign Journal #40<p><b> Vampire Neighbors, part II</b><!--[if gte mso 9]><xml>
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</p><p class="MsoNormal">The party debates how to convey the sad news to Lady Floressa,
ranging from empathy to scientific proof of vampires to simple intimidation (“How
dare you question my word!”). <span style="mso-spacerun: yes;"> </span>In the end
they settle for a business-like approach. In the Count’s throne room they
present him with the swords of Viscount Godard (the leader) and Sir Jared (the
son) of the Tower.</p>
<p class="MsoNormal">“Your vampire problem is resolved. We regretfully bring you
these tokens of fallen heroes.”</p>
<p class="MsoNormal">They also hand over the keys to the tower as a sign that
they are forgoing any claim on the building or its land.</p>
<p class="MsoNormal">Lady Kalyn is devastated and retires for the night. Count Forianus
is grief-stricken, but duty calls. He explains that it is not just the loss of
his son that hurts; but also, the loss of the Tower, which has been a bulwark
against the Wild and Varsoulou and its demons.</p>
<p class="MsoNormal">At this the Bard digs in his heels. “There are no demons,” he
repeats. “Just vampires.”</p>
<p class="MsoNormal">The Count chooses not to argue. “Regardless; the threat from
Varsoulou remains real. Many times their raids have been blocked by the strength
of the Tower. If the Hammer of the Desert (Varsoulou’s famous troop of
high-ranked knights) comes to knock on my door, I will be hard-pressed to
answer. And your own lands lie exposed to the East; you too may find yourself
disturbed at odd hours.”</p>
<p class="MsoNormal">He proposes an agreement: should Varsoulou move against
either of them, the other will come to their aid. He also suggests that the
party travel to the remaining counties, both to introduce themselves as new
peers of the realm and to warn of the danger from Varsoulou. His bard Margaretha,
however, asks them not to travel to the capital at present, as she wishes some
time to best frame the news about the Tower in a way that will not diminish her
lord’s influence.</p>
<p class="MsoNormal">The party finds this accords with their own plans. The Cleric
heads home to their keep in Irlyd, as he has no desire to encounter the zealous
Vicar again (<i style="mso-bidi-font-style: normal;">and also because the player
couldn’t make this session</i>). The rest slip north through the hinterlands of
County Edersarr to the sea, where they hire House Marconi’s boat again. This
time they are welcome to keep their weapons on hand, though, their reputation
still intact from their previous dealings. The fee for a quick jaunt up to Ieppyxoox
and then Dearl is only 100 gp, a small sum compared to their last travel fee
but one the Druid still tries to haggle over.</p>
<p class="MsoNormal">However, at the port of Ieppyxoox, the crew refuse to dock,
doing no more than pulling alongside a pier. The docks are empty of life, to
all appearances abandoned. The party investigates first a warehouse and then
the town, finding nothing living in the fresh snow. A few clues are uncovered: a
headless body that the Druid determines died of smoke inhalation, a wolf-print
in a garden, and the tracks of what could be zombies at a battleground with
more headless bodies. A barn on the edge of town is stacked with headless
peasants; the entire county seems to have been carried off by a series of raids
from indeterminate sources over the last year. The party spends the night in
the keep, expecting an attack at any moment, but finding nothing but emptiness.</p>
<p class="MsoNormal">They return to the dock and signal their boat, which comes
in to pick them up. A day at sea gives the Druid time to try a new spell: scrying,
the art of spying on your enemies. After an hour of intense concentration over
a bucket, the water suddenly stills and reflects the image of a beautiful woman
in a fine evening gown lying in a satin-padded coffin. The lady does not open
her eyes, but she does make a rude gesture with her fingers; for this is Lady Night,
and she knows that she is being observed. The Druid is disappointed at how
little information his spell reveals, aside from the brute fact that the vampiress
is still an active foe. And also that she’s doing quite well for herself,
judging from all the jewellery.</p>
<p class="MsoNormal">In Dearl they receive a more normal welcome. Hustling off
the boat at dusk, they march south to the town by midnight, mindful of the King’s
Curfew. Announcing themselves as the new rulers of Irlyd, they are greeted by
the Vicar, his retinue, and a room full of knights.</p>
<p class="MsoNormal">As the Bard recounts their warning about vampires, the Vicar’s
face turns to stone. It comes out later that someone suggested King Ragnar
might be somehow be associated with vampires, and the Vicar considers such talk
treasonous. However, a contemptuous mention of alleged demons energizes the Vicar
immediately.</p>
<p class="MsoNormal">“The Varsouloueans are demon-lovers, always have been. We
all know that. And now they send the monsters against us!”</p>
<p class="MsoNormal">“There are no demons,” the Bard repeats with exasperation. “The
courts we cleared out were vampires.”</p>
<p class="MsoNormal">The Vicar is astounded. “Varsoulou can use their demons to
turn people into vampires? We are truly beset by evil! And with the loss of the
Tower, I fear they will raid my lands even more.”</p>
<p class="MsoNormal">A little quizzing discovers that while Dearl has suffered
some losses, the Vicar has not in fact actually seen a demon yet. However, he
says that every night he and his retinue camp in a different village, hoping to
interrupt a demon attack. He invites the party to do the same, offering the
tael of the foes they destroy without tax, in addition to his appreciation and
a tentative alliance against Varsoulou.</p>
<p class="MsoNormal">The party, sensing an Adventure Hook, agree. Soon they are
standing in a village square, enjoying a small fire against the cold night,
with bottles of holy water in their hands. They are certain they will soon be
attacked by vampires: the only question is whether the vampires will turn out
to be Vicar Dearl and his court.</p>
<p class="MsoNormal">A scream from the edge of the village sends them dashing to
the rescue. What appear to be half a dozen zombies are trying to break into a
house. The Ranger begins firing arrows while the Bard and Barbarian rush into
battle.</p>
<p class="MsoNormal">They quickly discover these are not zombies, as their
weapons are strangely ineffective and the creatures keep emitting clouds of
poisonous gas. The Ranger is rendered helpless almost immediately, and three of
the monsters tackle him to the ground, biting and clawing. The Barbarian does
enough damage to cut through their strange resilience, but the Bard finds
himself also on the ground, sickened and grappled.</p>
<p class="MsoNormal">The Barbarian destroys the creatures around him. Ignoring
both their stench and the danger, he begins chopping at the pile swarming the Bard.
He dispatches one, but then his next strike goes awry and he almost kills the Bard!</p>
<p class="MsoNormal">The Druid turns into a bear. Much to his surprise, his claws
bypass their defenses and he begins decimating them at will. The Ranger
realizes that innate goodness is the only effective weapon, and promptly
punches a monster to death with his bare hands.</p>
<p class="MsoNormal">And then the real monster shows up. A winged demon drops
from the sky and attacks the Druid-bear from behind, unleashing a fury of
attacks and ton of damage. When the Druid and the Barbarian attack back, they
are discomfited to find the monster is protected by many shifting images. Worse,
it breathes spores instead of poisonous gas, and now the two heroes are covered
in a web of viny growths that burrow into their skin. They shrug off the damage
and its attempted stunning attack, but the images absorb many of their blows. Once
they finally dispatch all the images, the monster shrugs and summons more. And
then tears huge bloody chunks out of the bear.</p>
<p class="MsoNormal">Despite all of this, the two of them are successfully inflicting
pain on the monster. After only two rounds of combat it decides to retreat,
flying out of reach. The Barbarian jumps after it, trying to catch it, but it
shrugs him off. However, thirty feet above them, it stops fleeing. Instead it
glares at the Barbarian, and he begins to rise into the air!</p>
<p class="MsoNormal">The Druid catches him by the ankles, stopping his ascent (though
the Barbarian was not particularly concerned, as a simple fall from 1,000 feet
would probably not kill him). Both the Barbarian and the Ranger hit the monster
with arrows, and do damage despite its formidable defense. This is enough; the
creature flees into the night. The few remaining lesser monsters are quickly
dispatched. A dose of holy water cures the viny growths, though the Bard delays
telling the Barbarian this for several rounds, due to a grudge over his
indiscriminate swordery.</p>
<p class="MsoNormal">The party gains little treasure from this encounter as the
main foe has escaped, but they have learned much. Lady Night is indeed still a
danger; County Dearl is still among the living; and there really are demons
that can fly in, summon a horde of lesser demons, and lay waste to whole
villages. This was the fate of Ieppyxoox, apparently, and may soon be the fate
of Dearl.</p>
<p class="MsoNormal">Belatedly they realize that the Nightmare-flying vampires of
the Tower may have actually protected Aechoamoapp from actual flying demons. The
status of the throne is now more urgent than ever. Demons and vampires threaten
the realm; is King Ragnar a friend or foe in this existential fight?</p>
<p></p>MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com0tag:blogger.com,1999:blog-9045671292776339187.post-61391946782364377092022-10-23T16:08:00.006+11:002022-10-23T18:43:24.454+11:00World of Prime: Campaign Journal #39<p><b> Vampire Neighbors, part I</b><!--[if gte mso 9]><xml>
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</p><p class="MsoNormal">The nearest neighboring counties are Gaebbalea and
Aechoamoapp (<i style="mso-bidi-font-style: normal;">apparently the Markov chain
in my name generator was feeling Welishish</i>), the latter of which is home to
the Order of the Tower, a frenemie of old. The party resolves to test these
lesser courts before investigating the royal throne.</p>
<p class="MsoNormal">First they indulge their perpetual hobby of fortifying. The
peasantry are drafted into diverting a stream to flow around the keep, on the
theory that vampires cannot cross running water. The morale penalty for the
draft corvee is waived, as the keep is where the people expect to hide from
vampires and thus they are doing this in their own interest. The Druid relieves
the townsmen of a year of taxes on the condition that they surrender their
silver coinage to be beaten into arrowheads for the two companies of archers, a
far more tangible defense than esoteric theories. The question of castellan is
resolved by installing the perpetually book-distracted wizard in a room of the
keep.</p>
<p class="MsoNormal">With the town thus secured, the party sets out at the onset
of night to visit the nearest court.</p>
<p class="MsoNormal">The town of Gaebbalea is in as sorry a state as Irlyd, with
at least half the houses sitting vacant. The county was always struggling,
having lost its previous lord and significant amounts of land to a poorly
conducted dispute with Earl Theodorick some years in the past; the deprivations
of the Varsoulouean demons have broken it in half. The innkeeper is roused from
sleep, but happy enough to host nobles and their gold, a rare enough occurrence
in the best of times. The Bard engages in light conversation and receives
several concerning rumors, such as the fact that the local knights now ride
Dire Wolves rather than horses and the opinion that Viscount Anazel has
undergone a complete personality reversal since the King’s Curfew. He also
uncovers that a demonic attack occurred only two weeks ago. After several hours
of debate, the party decides to investigate the location.</p>
<p class="MsoNormal">A peasant hut, with the roof torn off, scattered scorch
marks, and a single hoof-print in the ground, do not provide much in the way of
clues. Reluctantly the Ranger accedes to the party’s original plan, which is
simply to walk up to the keep and ask if the inhabitants are now vampires.</p>
<p class="MsoNormal">They arrange to arrive at the keep gates at the tail end of
curfew, just before the sunrise. Announcing themselves as simple adventurers,
they receive an invitation to the keep and the morning meal that is now dinner
for the night-dwelling nobility. The Viscount is in good cheer and happy to
have visitors, especially when they assert they are adept demon hunters. As it
turns out, the Viscount has a demon problem, and he’s happy to house and feed
mercenaries if they will help patrol his lands.</p>
<p class="MsoNormal">The Bard then explains that they already destroyed four
demons in Irlyd. Anazel is confused; he explicitly is concerned about three
flying demons that appear as clouds of smoke. If they slew four, that would
seem excessive to requirements. It also means he no longer needs their help,
but he is not graceless enough to immediately withdraw his invitation.</p>
<p class="MsoNormal">The Barbarian, feeling that the investigation is not really
generating results, challenges Anazel to an arm-wrestling contest. Being a
knight of prowess himself, Anazel thinks this is a grand idea, but only if they
bet a purse of gold on the match. The Druid, as keeper of the treasury, is thus
paying keen attention to the contest to make sure their gold is fairly lost.
Which is why he sees the black energy flowing out of the Barbarian and into
Viscount Anazel as the Viscount smashes the Barbarian’s hand to the table and
traps it there. The Druid staggers back, his hand thrust out in accusation, as
he shrieks “Vampire!”</p>
<p class="MsoNormal">The rest of the party is quick to join the battle. The
Ranger leaps onto the table and stabs at the Lady Floressa. She blocks the
thrust with a pewter goblet and stares back into his eyes but his will survives
the challenge. The Cleric begins chanting and two of the six knights on guard
behind the table break and flee, cowering in the corners. The Barbarian draws a
dagger with his free hand and stabs at Anazel, but to no effect: the man is in
full armor and protected by the unnatural nature of vampirism to boot. In
response Anazel squeezes tighter, flowing yet more black energy from his victim.
The Bard, of course, sings a rousing marching song.</p>
<p class="MsoNormal">The Ranger ignores the knights rushing to their lady’s aid,
and stabs her directly through the heart. As expected, she turns to smoke. The
Bard assume gaseous form while the Druid outlines her insubstantial form with <i style="mso-bidi-font-style: normal;">Fairie Fire</i>, their tried and true
vampire-lair finding technique. The Barbarian puts his feet on the table and
jumps backwards, freeing himself from Anazel’s powerful grip. In response the
Viscount leaps on the table, draws his sword, and clobbers the Ranger well and
proper but still not enough to incapacitate him. The Cleric chants harder, and
two vampire knights simply turn into smoke on the spot.</p>
<p class="MsoNormal">One of the remaining knights runs to the door behind the
table and throws it open, despite the first rays of sun creeping over the
horizon. The other moves to flank the Barbarian. The Barbarian, having been
drained of four ranks, discovers that he is no longer the death-dealing
whirlwind of destruction he is accustomed to being. His feeble attacks accomplish
nothing. Nonetheless, the battle seems to be solidly in the party’s favor.</p>
<p class="MsoNormal">Then half a dozen Dire wolves rush into the room, snarling
and biting. Worse, two more Dire Wolves appear from nowhere on the other side
of the room. The Ranger is now beset by fangs and a vampire knight, the
Barbarian is surround by wolves summoned and real and the fury of Lord Anazel,
the Cleric has a face full of fangs, and the Bard is drifting above it all and
looking down in dismay as he slowly chases the Lady Floressa through a vent in
the ceiling.</p>
<p class="MsoNormal">The Druid decides to provide classic medieval entertainment,
in the form of a bear-baiting. He turns into a Dire Bear and plows into a knot
of Dire Wolves, and both sides engage in a bloody melee. The bear destroys a
wolf with every attack, but there are lot of wolves, and they do tremendous
damage, as the Ranger can attest when one almost pulls him off the table. He
kills it, but then the vampire knight stabs him and he collapses bleeding, now
just a table setting for vampires. The Cleric manages to dispel one of the
summoned wolves, and attacks the other with hammers physical and spiritual.
Meanwhile, the Barbarian cowers in the midst of the melee, being beaten like a
drum. Only his defensive blocking keeps him alive through it all.</p>
<p class="MsoNormal">Upstairs the Bard has
found that the Lady’s crypt is in fact her bedroom. As her form solidifies and
begins to regenerate, he dismisses his spell, breaks off a bed post, and
hammers it through her heart. Then he readies another and waits for Anazel to
appear. However, after several tense moments wherein he can hear the sound of
heavy combat below, he decides that waiting might be in vain, and dashes for
the stairs to rejoin the battle. In fact he returns just in time, to see Anazel
mounted on a summoned Dire Wolf storming around the room and clobbering people
with his glowing sword. The Bard charges across the room, leaping off of the
table, his halberd sparking with electrical energy and his mirror images
trailing in his wake like an 80’s <i style="mso-bidi-font-style: normal;">Bionic Man</i>
action shot, and cuts the Viscount’s head clean off.</p>
<p class="MsoNormal">Before the party can even cheer, he turns around and runs
upstairs again to finish the job.</p>
<p class="MsoNormal">In short order the vampire knights’ regenerating bodies are
found in their barracks beds and destroyed. The party once again assembles a
town to inform them of the change of management. And again few are surprised;
the last year has been disastrous, and blaming the previous lord for either
being the cause of it or failing to prevent it is a distinction without a
difference. After a brief discussion the party suggests that what remains of
this town should relocate to what remains of Iryld town, where there is a
functioning and staffed keep. The townspeople readily agree. The peasants, of
course, remain in their villages, but nonetheless are satisfied as Irlyd keep
is hardly any further away than this one. While the town packs its bags, the
party heads east to Aechoamoapp, expecting the worst.</p>
<p class="MsoNormal">This county was always larger than the other two, and seems
slightly less despoiled. A brief stop in the inn reveals a town that is still
functioning, and also that Count Forianus keeps to the King’s Curfew
scrupulously. This is slightly mitigated by the fact that Forianus has a
reputation for scruples in all contexts, as he and his pyromancer wife
represent the ideal of Edersarrian nobility. Still, the party has seen fit to
up their game: they are now bearing vials of holy water manufactured by their
Cleric. Thus armed they journey again just before dawn to a keep they assume will
be crawling with vampires.</p>
<p class="MsoNormal">This time they identify themselves as neighboring lords.
Lady Margaretha, the Minister of Coin, greets them with fair if noncommittal
words but the mood of the room is hostile. The Bard responds in equally
discursive terms, each side trying to suss out the other’s secret agenda.
Finally it comes down to brass tacks: the party asserts they have been killing
entire courts of vampires, while Forianus presumes that is just an excuse for
them to add to their lands.</p>
<p class="MsoNormal">Mind you, he’s not particularly disturbed by their murder of
two low-level courts. It is a legal and acceptable act: a lord who cannot
defend his own is no lord. They have gained the right of land-rule by the right
of force, and as long as they obey the King, pay their taxes, and limit abuse
of the common folk to some reasonable standard, they are no different than any
other lord. Still, he would rather not be added to their ledger.</p>
<p class="MsoNormal">The Bard argues for the reality of vampires but realizes
they have no compelling evidence. The conversation turns tense and it begins to
look like swords might be drawn, until the Barbarian once again decides to cut
through the niceties and straight up challenges Forianus to prove he is not a
vampire.</p>
<p class="MsoNormal">The lord is too perplexed to be angry. “How, exactly, would I
do that?” he asks. </p>
<p class="MsoNormal">The Barbarian responds by producing a flask of holy water.
“Drink this!”</p>
<p class="MsoNormal">Forianus is a reasonable man. If he can avoid bloodshed by
drinking a glass of water, he will, despite the borderline rudeness of the
demand. But he’s no fool; he hands the flask to his Curate first, who divines
it for magic and poison.</p>
<p class="MsoNormal">This open spell-casting looks like a potential to disarm the
trap, but the Cleric’s spellcraft tells him the Curate cast naught but simple
detections. When Forianus downs the pint in a single draught, the party
relaxes. But before the court can do the same, the Bard brings up the next
sticking point.</p>
<p class="MsoNormal">“We’ve heard rumors that the Order of the Tower has fallen
to the vampires,” he says.</p>
<p class="MsoNormal">This is a bridge too far for the Count. “Though we have had
our differences in the past,” he thunders, “Baron Godard is an honorable man.
I will not tolerate calumny of his good name on the strength of idle talk.”</p>
<p class="MsoNormal">“Of course not,” interjects Margaretha, “The Baron’s honor
is sufficient, after all, to allow your own son into his service. Yet it has
been seasons since we have had word from the Tower. The King’s Curfew makes it
impossible to travel hence and return in a single night, and of course your
Lordship cannot abandon his post even for a night in these troubled times. Yet
these wandering lords might well travel that way, and perhaps could do us the favor of delivering a letter from a mother to a son; and perhaps, even, return
a reply.”</p>
<p class="MsoNormal">The Bard instantly sees the value of this ruse. It is an
iron-clad excuse to knock on the door of the Tower and idle a few hours in
their vestibule, with the imprimatur of the landlord while risking none of his
authority.</p>
<p class="MsoNormal">While the Barbarian challenges the Count to another arm-wrestling contest (in which the bets are drinks, and which the Barbarian loses quite dramatically), the Bard confers with his counterpart, Margaretha. In private, as she hands over said letter, Margaretha makes
it clear that there is no good way to tell the lord and lady that their son is
a monster. Better that the party return with news that all is well, or
at least inclusiveness, rather than with a tale of undead and death. The Bard
realizes he cannot promise that; the party’s track record of walking away
without leaving behind utter destruction is quite poor betting odds. He only
asserts that they will do their best. While marching westward the party
discusses the various deceits they might employ on their return, such as “when
we got there, everybody was already dead,” which, while having the benefit of
being true, is still nonetheless not particularly helpful.</p>
<p class="MsoNormal">This discussion of etiquette is cut short by the Druid’s
hawk, shivering in the light snow on his shoulder and plucking at the Druid’s
ear. In the distance he can see what looks like three clouds, moving low and
fast. This time he points silently, and half the party immediately responds by
trying to hide in a snow-drift.</p>
<p class="MsoNormal">Not the Barbarian, of course; he straps a lightstone to his
helmet so he can see despite the darkness and snow. That this makes him a
target does not bother him in the least. He readies his greatsword and waits
with little more than a sneer of contempt.</p>
<p class="MsoNormal">The Cleric backs him up, preparing a prayer, while the rest
of the party carries on a taxonomic discussion about the smoky clouds. Before
they can reach any firm conclusions, the clouds are upon them; they dive down
to the ground at fantastic speeds and swoop past their targets, the Barbarian,
the Cleric, and the Druid (whose <i style="mso-bidi-font-style: normal;">Hide</i>
skill is not as great as he thinks it is).</p>
<p class="MsoNormal">The clouds are revealed as Nightmares, each bearing a knight
of the Order of the Tower. Improbably, their lances all miss, and they streak
back up into the sky and wheel around for another pass. The Ranger shoots
blindly into one of the clouds, and with his usual perverse luck, actually
scores a hit; the Druid calls lightening down on another of the clouds, unaware
that their undead nature makes the nigh-immune to that attack. As the three
threats swoop down again for another potentially deadly pass, the Cleric
rebukes them. The Nightmares change course, climbing high and soon disappearing
into the snow-choked darkness.</p>
<p class="MsoNormal">Realizing they only have a few minutes of respite, the party
quickly comes to a new strategy. The Bard reaches deep into his repertoire,
exhausting all his skill and art to render them all invisible. The Druid flicks
his fingers and makes them untraceable. Now they continue their six-hour
journey to the tower without fear of discovery.</p>
<p class="MsoNormal">Once there, they repeat themselves. They hide in the bar
until the sun comes up. After that they approach the silent and dead keep with
a degree of stealth they have hitherto not displayed. The Bard casts a sphere
of silence, allowing the Barbarian to chop down the keep’s door by force
without alerting the occupants. They slip inside, and go room to room, opening
doors and staking vampires. The first one has a brief moment of risk when the Ranger
falls under the compulsion of the vampire knight hanging upside down from the ceiling,
but due to the effects of the silence spell the vampire cannot command him, so
the Ranger simply stands there while the Barbarian and Druid chop and burn the
vampire to dust. After that the Barbarian dispatches each vampire before
they can even act.</p>
<p class="MsoNormal">A room with a several Dire Wolves is simply avoided; the
sorceress of the Tower manages to get off a few freezing spells but she is low
rank and the damage is trivial. Her attempt to flee out the window is blocked by
the rays of the sun, and the Ranger stabs her to death in the next instant (<i style="mso-bidi-font-style: normal;">he seems to have a thing about that</i>). Then
they reach the third floor and the heart of the resistance.</p>
<p class="MsoNormal">Faced with three Nightmares and five vampires, one would
expect an epic battle. Instead it is a rout, literally. The Cleric sends the Nightmares
fleeing, breaking out the windows and taking a good part of the wall with them.
In return the vampires identify him as the single greatest threat, and subject
him to five successive and increasingly powerful domination attempts, all of
which he easily refutes.</p>
<p class="MsoNormal">The Ranger feathers the Tower’s bardess (<i style="mso-bidi-font-style: normal;">again with that thing</i>), the Bard riddles
the lesser of the vampire knights with arcane missiles, and the Barbarian
charges forward with a whirling attack. The remnants of the vampires attempt to
subjugate the Barbarian next, but their success is thwarted when the Cleric
simply casts Protection on the Barbarian. And then all the vampires die.</p>
<p class="MsoNormal">The Order of the Tower, which has stood against Varsoulou
and the wild for decades, has fallen twice in a year: once to vampires, and now
again to heroes. All that is left is the looting, and the search for an
adequate apology to the Lady Floressa for the second death of her only son.</p>
<p></p>MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com0tag:blogger.com,1999:blog-9045671292776339187.post-8211323947381036872022-08-14T23:04:00.003+10:002022-08-14T23:04:33.470+10:00World of Prime: Campaign Journal #38<p><b>Return to Edersarr </b><!--[if gte mso 9]><xml>
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</p><p class="MsoNormal">The party’s boat crew are happy enough to head home, as they
have left women and families there for the last year. Not a terribly
responsible thing to do, but then, they are sailors. The party’s new acquisitions
– the troop of ranked marksmen and the troop of common yeoman – are dubious,
despite the Bard’s best sales pitch, until the Ranger notes that the Stinging
Sea is free of dragons. </p>
<p class="MsoNormal">So some seventy men crowd onto the longship and set sail
back the way they came. They do not stop to visit any of their old adventures
and nothing new troubles them on the way. After a few weeks at sea the ship
finally draws into their old familiar harbour, a little jetty where they hide
their ship. The men march eagerly to the site of the old keep… and find nothing
but a pile of stones.</p>
<p class="MsoNormal">The site is abandoned. It is clear that work had started,
but then stopped months ago. The villagers and sailor’s families have
disappeared without trace. The Ranger can only find a few old dire wolf tracks,
but this does not explain their absence, as a pack of wolves would have left
bones behind.</p>
<p class="MsoNormal">After a disappointing night, the men press on to the village
by the lake. Perhaps the villagers just returned home once the party had been
absent too long.</p>
<p class="MsoNormal">But this is not the case, either. The village is virtually
empty and has been for months. Only the innkeeper of the Soggy Mistress
remains, with his barmaid Anna Beeman and perpetual non-paying customer Old
Bob. The innkeeper welcomes them back with real joy and serves up his best ale,
or at least what he has left.</p>
<p class="MsoNormal">“Not much in the cellar,” he explains. “Been no business
since the demons carried off half the town.”</p>
<p class="MsoNormal">This prompts many questions but the innkeeper is a poor
source of information. He can say that demons from Varsoulou have been raiding
the kingdom, that he’s never seen one, and that after several families
disappeared from the village in the middle of the night, Lord Darcio (their
neighbour and once liege) showed up and took the rest back to his town.</p>
<p class="MsoNormal">Darcio also declared their lands forfeit and under his
control, and took their two old donkeys as a tax payment. Of all the thousand
and one insults Darcio has inflicted on them, this last may be the worst.</p>
<p class="MsoNormal">The party is intrigued by this talk of demons – they are,
after all, old hands at the profession of demon-slaying. Consequently they
spend the night in the woods, hoping to attract a demonic attack. When that
subjects them to nothing worse than mosquitoes, they return to the village and
set their men to fortifying it. They also dispatch Captain Abel and the
innkeeper to the city to buy supplies, trusting to Abel the professional
smuggler to keep a low profile.</p>
<p class="MsoNormal">A week passes without incident as they rebuild the village
and run a palisade wall around it. Their new soldiers are proficient hunters,
Abel has returned with plenty of ale, and life is pleasant. But soon enough the
sailors start asking for leave to search out their families in Darcio’s town.</p>
<p class="MsoNormal">The party has two choices: go to the city and check in with
Count Kird, their contact in the royal court; or head directly to Darcio’s to
see what’s up. They choose the path of direction action.</p>
<p class="MsoNormal">After a long day’s walk they enter Irlyd county – the land
of their birth. With dismay they see that the town is significantly depopulated
and the iron mine seems to be shut down. The local innkeeper welcomes them back
in, remembering their last visit when they paid in gold and didn’t stab anyone
– always a positive recommendation for a hotelier. When he finds out they just
arrived from the lake, he is shocked.</p>
<p class="MsoNormal">“You were outside all day? But that’s illegal!” The
innkeeper explains that King Ragnar passed a law requiring all commoners to be
inside during the night, and all nobles to be inside during the day. The idea
is to make sure the nobility are out and about at night, so as to intercept the
demon raids. And the plan seems to be working; the raids have mostly stopped
now.</p>
<p class="MsoNormal">Once they realize that Darcio will be awake all night, they
head off to the castle as soon as the sun sets. They tell the gate guard that
they are travelling nobles and paying a courtesy call on the local landlord.
After cooling their heels for half an hour in the street (a calculated insult),
Darcio’s butler opens the castle gates for them.</p>
<p class="MsoNormal">The butler suggests that if they don’t have appropriate
dress for dinner, he can supply some. While every noble has the right and duty
to be armed at all times, even in the presence of the king, it would be
considered rude to show up in full armour. The party quickly agrees to this
reasonable demand and are soon sitting in Darcio’s hall dressed almost like
normal people – except for the Druid, who cannot help but look like a homeless
bum even on the best of days.</p>
<p class="MsoNormal">Darcio and his retinue, the Minister of War Viscount Thorn
and the Minister of Coin Lady Charis, sit at the high table. The party is given
the next best table on the main floor, directly in front of the court, allowing
for a public conversation.</p>
<p class="MsoNormal">They make mostly small talk, trying to suss out the true
nature of the demon threat and finding Darcio frustratingly vague on the
details. A brief protocol lesson from the Bard reminds them that while they can
offer to help fight the demons, they cannot in anyway suggest that Darcio needs
their help in defending his people. To do so is to directly challenge his right
to rule. By the same token, he has claimed their lands because they failed to
defend them. At the moment they are not willing to make an issue of it, as long
as their people are safe.</p>
<p class="MsoNormal">At one point Lady Charis’ maid serves them a fine wine
directly from the Baron’s table, and makes eyes at the Bard. Soon enough he has
excused himself and slunk off to the back kitchen to canoodle with the young
woman. All is progressing well until she looks him in the eyes and asks him to
make a Will save.</p>
<p class="MsoNormal">Which he fails! <i style="mso-bidi-font-style: normal;">(At
this point I was contacting him on a separate chat channel.)</i> He suddenly
realizes that she is the love of his life and he needs to convince his party to
leave him behind so he can take a seat in the Baron’s court. When the two of
them discreetly return to dinner by different doors, the Bard discovers the
rest of the party in the process of making a Fortitude save.</p>
<p class="MsoNormal">The Cleric and Druid succeed, while the Ranger and Barbarian
fail. Apparently the latter two indulged in the wine far more freely. It is a
minor poison, hardly noticeable, inflicting a small Strength penalty. The Bard
begins suggesting that the party should retire for the night, only to find
Darcio has suddenly become very interested in continuing the conversation.</p>
<p class="MsoNormal">The Druid realizes something is up. He rises from the table
and agrees it is time to go. Placing his hand on the Barbarian’s shoulder, he
discreetly casts a <i style="mso-bidi-font-style: normal;">Delay Poison</i>
spell. Well, he tries; the spell works, of course, but it’s not at all
discreet.</p>
<p class="MsoNormal">Darcio’s eyebrows shoot up. The Druid casts in Sylvan,
rather than the national priestly standard of Aqueos or the sorcerous tongue of
Arcanus. Seizing the moment, Darcio makes a scene.</p>
<p class="MsoNormal">“Heretic!” he shouts. “Guards, arrest that man at once!”</p>
<p class="MsoNormal">The rest of the party shrugs off of the effect of the wine
(that is, they all made their Save vs the poison that would have put them to
sleep) and stands up. But the Druid surprises everyone.</p>
<p class="MsoNormal">“I surrender!” he immediately says. “Take me to the
dungeon.”</p>
<p class="MsoNormal">Apparently the Druid is under the impression that he can
easily escape mere iron bars and stone walls, and if all else fails, he’ll need
to be tried in the capital where the King and his retinue are friends, rather
than here in Darcio’s own land.</p>
<p class="MsoNormal">The Bard pipes up, offering to stay and watch over the Druid
to make sure he is treated fairly, while exchanging a knowing glance with the
lady’s maid. The rest of the party is nonplussed and let themselves be shown
the door.</p>
<p class="MsoNormal">The Cleric, Ranger, and Barbarian are standing out on the
street in front of the keep, trying to decide what to do. The Cleric wants to
rush to the capital; the Ranger suggests returning to the inn and seeing what
transpires; and the Barbarian is casing the walls to see how hard it would be
to fight his way back tonight.</p>
<p class="MsoNormal">Meanwhile, the Bard is watching the Druid be escorted to a
cell. The guards lock the Druid in, leaving the Bard on the other side of the
bars, and then withdraw to the dungeon entrance. Before the two can have a
talk, though, Lady Charis and her maid show up.</p>
<p class="MsoNormal">The Lady is concerned. “You poor boy,” she says, “losing
your way in false religion. But do not despair: I can help you. I can safe you
from this fate.” She stares intently at the Druid through the bars.</p>
<p class="MsoNormal">The Druid scrapes mud off his boots and blocks his ears.
“Sorry, I can’t hear you,” he says, apparently under the impression that will
block a <i style="mso-bidi-font-style: normal;">Charm</i> spell. Apparently it
works well enough, because the Druid makes his Will save.</p>
<p class="MsoNormal">The Lady is upset; she doesn’t like failure. But she has
another plan. Producing the key, she unlocks the cell and enters. The Druid
shys away until he runs up against the wall and can retreat no further.</p>
<p class="MsoNormal">“Be calm, boy, I mean you no harm,” the Lady says, placing
her hands on either side of his face.</p>
<p class="MsoNormal">This sentiment is rather belied by the dark energy flowing
out of the Druid and into Lady Charis’ fingers. The <i style="mso-bidi-font-style: normal;">Energy Drain</i> reduces the Druid two levels, and he finally realizes
that the rules of hospitality have failed. He turns into a bear and tears into
Lady Charis with his claws. (To be honest, I’m amazed the party took this long
to resort to violence.)</p>
<p class="MsoNormal">The Lady punches back with her bare fists, knowing that if
she can land a blow she can drain the Druid back into commoner status. For a
few rounds it looks like she might win, but then the Druid scores a critical
and knocks her to the ground. The lady’s maid, who had been restraining the
Bard with whispered promises that no harm would come to the Druid, suddenly
snaps.</p>
<p class="MsoNormal">“Kill that monster!” she hisses, and in that moment, her
face a feral mask of cruelty, the Bard wonders what he ever saw in her. (He
makes his second Will save, when compelled to do something against his nature.)
When she turns on him, he tries to hold her off, only to discover that her
touch is almost as draining as Lady Charis’.</p>
<p class="MsoNormal">The Druid, having taken animal form, acts with animal
savagery. He tears Lady Charis’ head off. But much to his shock, the result is
not a bloody mangled body but a column of smoke. The lady disintegrates into
black smoke! When the Druid charges out of the cave and saves the Bard by
smashing the maid up against the wall and tearing her in half with his claws,
she also turns to smoke.</p>
<p class="MsoNormal">“Hey now,” says one of the guards from outside the door. “Is
everything all right in there, ma’am?”</p>
<p class="MsoNormal">The Bard is a smooth talker. “Uh, ya, but I need to take the
prisoner back upstairs now.”</p>
<p class="MsoNormal">The guard pops his head in. “Wait, where did the Lady go?”</p>
<p class="MsoNormal">“Oh, she left,” the Bard says, waving vaguely in an
indefinite direction.</p>
<p class="MsoNormal">As the woman is manifestly not in the room, this suffices.
The guard lets them out, and the Bard quickly talks their way to the kitchen
via back hallways and then out the postern gate. He and the Druid start back to
the inn, only to stumble upon the rest of the party standing in the street,
still arguing. <i style="mso-bidi-font-style: normal;">(Interestingly, in four
years of campaigning, this is the first time we’ve split the party.)</i></p>
<p class="MsoNormal">The Cleric luckily can repair their lost levels, though it
costs him all of his 4<sup>th</sup> level spells for the day. The Druid is all
for running for the capital, but the Ranger makes him stop long enough to
explain what just happened. The Bard finally puts the pieces together and
realizes that Lady Charis and her maid must be vampires. They had known that
Lady Night had taken up with the Baron, when they were last in this town, so
really it shouldn’t have been that much of a surprise.</p>
<p class="MsoNormal">After considerable discussion the party decides to return
immediately to the castle and either rescue Darcio if he is under the vampire’s
control; or destroy him if he is in league with the monsters. Better to strike
now while at least two of them are disabled.</p>
<p class="MsoNormal">The Ranger and Barbarian are prepared to storm the walls,
but the Bard raps on the gate. “Uh, excuse me,” he says, “but I forgot my
armour.” This ruse works because it is true; the Bard’s fine studded leather
armour is still hanging in the gatehouse where he had left it to go to dinner.
He failed to retrieve it when the rest of the party was retrieving theirs
because he didn’t come out of the gate.</p>
<p class="MsoNormal">This gets the entire party back inside the keep walls. As
soon as the Bard is dressed for battle, they charge the keep door. “We’re just
going to say goodnight,” the Bard shouts over his shoulder, but the truth is
there is nothing the common gate guards can do to stop them.</p>
<p class="MsoNormal">The Barbarian and Ranger smash into the keep door and simply
bust it down. <i style="mso-bidi-font-style: normal;">(In an interesting bit of
gamesmanship, I let the Barbarian have a natural 20 on his roll for the price
of sacrificing his next natural 20. This lead to a nice cinematic moment.)</i> </p>
<p class="MsoNormal">Darcio is not overly surprised to see them, though he is
annoyed to see all of them when he thought two were still in his dungeon.
“Well,” he shouts, “don’t just sit there. Get them!” His ten knights and dozen
lancers draw weapons and advance.</p>
<p class="MsoNormal">The party rushes into the room. The Cleric chants a holy
hymn; Viscount Thorn shouts, “Damnation! They have a priest!” and bolts out the
back. The Ranger and Barbarian open fire with bows, killing the butler
instantly. To no one’s surprise he turns into smoke. The Bard casts powerful
magic to encourage his foes. The Druid, for once, cannot rely on <i style="mso-bidi-font-style: normal;">Entangle</i> or <i style="mso-bidi-font-style: normal;">Call Lightning</i>, and does not want to become a bear because he is
afraid of being touched by the bad lady. Instead, he dedicates himself to
dousing the flaming spheres that Darcio keeps sending against the party.</p>
<p class="MsoNormal">Then several swarms of bats come streaming in through the
broken door. The party has used these to great effect in the past, and are discomfited
to be on the receiving end. Darcio has more surprises: “Release the hounds!” he
shouts, and five dire wolves rush in from the kennels behind him.</p>
<p class="MsoNormal">A battle ensues, with the Ranger killing swarms of bats with
a torch he snatched off the wall and, true to form, slaying a Dire Wolf with a
dagger while rolling around on the ground, the Bard soloing a Dire Wolf with <i style="mso-bidi-font-style: normal;">Mirror Images</i> and his <i style="mso-bidi-font-style: normal;">Shocking</i> halberd, the Cleric taking out
several wolves with his army of <i style="mso-bidi-font-style: normal;">Spiritual
Hammers</i>, and the Barbarian returning to form and absolutely slaughtering
the knights and common soldiers. The Druid actually finds himself in danger as
wolves and bats gang up on him – this seems wholly unfair, since they are
animals and he is normally good with dogs. Finally the party forces their way
to Darcio himself, only to discover the Baron has formidable defences <i style="mso-bidi-font-style: normal;">(i.e. an AC of 31)</i>. The Barbarian is
undaunted; he hurtles himself at the Baron with fire in his eyes. In the face
of such an intimidating charge, the Baron – turns to smoke!</p>
<p class="MsoNormal">The party is victorious, but not celebratory. They know that
the vampires are merely disabled, not destroyed. They fan out into the grounds,
looking for the hidden coffins. The Bard casually informs the remnants of the
common guardsmen that their lord was a vampire. They do not seem overly
surprised – “That explains a lot,” one says – but are aggrieved when the Ranger
sends them in to clean up the remains of their fellows.</p>
<p class="MsoNormal">Their search yields nothing, despite being backed up by
magic. As the sun rises the head into the town, looking for likely spots – the local
graveyard, any secret caves, an otherwise abandoned warehouse. This search is
also futile, and the spreading news that Darcio was vampire is also not
entirely shocking. He was never a popular lord in the best of times. The populace
is concerned, though, until the party reassures them that they won’t be going
anywhere. They are claiming Darcio’s lands by right of strength, a perfectly
legal manoeuvre even when the lord isn’t a hideous bloodsucking undead monster.</p>
<p class="MsoNormal">They send two of their new guardsmen out to retrieve the
rest of their army, but this will take at least two days. Which means as night
falls, they find themselves sitting at the high table, served by a single kitchen
maid too traumatized by the previous battle to have enough sense to go and hide
like every other commoner in the castle has.</p>
<p class="MsoNormal">The party discusses strategy, tactics, and options late into
the night, waiting for the assault they know must come. They have barred all
the doors and windows, so Darcio is forced to break into his own keep. He
knocks the front door down with fiery magic (the second time in two nights it
has been destroyed), and he and his vampiric retinue charge in.</p>
<p class="MsoNormal">Once again archery slays the butler before he can act. Darcio
sends in more bat swarms and two more dire wolves. The Cleric chants, forcing Lady
Charis to retreat; the rest of the party attacks the wolves and bats. But Darcio
is playing for keeps: he and Thorn charge the party, trusting to their insane defences.
Once at the table the Baron stares directly into the Barbarian’s eyes. This time
he wins the contest of wills.</p>
<p class="MsoNormal">The Barbarian swings his deadly sword, only to discover he’s
struck the Ranger! This puts him on the ground, in danger of dying just from
the ambient assaults of bats, fires, and various other effects. The Cleric dashes
in to save the Ranger with a spell; when Darcio commands the Barbarian to slay
the Cleric, this time he shrugs off the command and returns to himself. Eventually
the party beats the vampires back into smoke. As the columns of darkness drift
up to the ceiling, the Bard turns himself into gaseous form and follows!</p>
<p class="MsoNormal">This is an inspired strategy; the vampires are matched
evenly, and the Bard tracks them to their lair, down a narrow drainage pipe to
a secret chamber thirty feet underground. There Darcio resumes material form
and attempts to command the Bard, but he escapes back up the pipe and puts his
hat over it, to trap the smoke below.</p>
<p class="MsoNormal">The party debates whether to attack now or wait for morning.
They summon their new guardsmen and hand out shovels. At this the men rebel;
they are not going to dig through the night into a vampire’s lair. The Druid
uses magic to help, and the Barbarian and Ranger do the labor themselves. By
morning they have a wide shaft that drops into the secret room below.</p>
<p class="MsoNormal">Time is no longer of the essence; the party stands on the
lip of the shaft and prepares themselves with spells and potions until the noon
sun is high. Then, like true heroes, they leap thirty feet down into a battle
with no possibility of retreat. The Ranger and Barbarian rappel down ropes, the
Cleric walks on air, the Druid uses a potion of Spider Climb, and the Bard
falls like a feather.</p>
<p class="MsoNormal">Of course it’s not as bad as that; whey they reach the
ground they are standing in full daylight, looking at the vampires huddling in
the edges of the room. Leisurely the archers feather the butler again,
expecting this to be a turkey shoot.</p>
<p class="MsoNormal">But Darcio has a surprise for them. Summoning all of his and
his minion’s bat swarms, he clogs the shaft with so many that the sun is
blocked. Now the fight is on equal terms!</p>
<p class="MsoNormal">Or so it must have seemed, for a moment. Instead the Barbarian
charges in with a whirlwind of slashing steel while spells and magic slam into
the vampires. There is one brief moment of danger when all of the vampires try
to grapple the Barbarian and pile on him, where their mere touch would rapidly
destroy him; but he blocks their attempts and in the next moment cuts them
down.</p>
<p class="MsoNormal">Then it is a simple matter to stake the vampires as they
reform in their broken coffins, ending their undead existence for once and
forever.</p>
<p class="MsoNormal">They climb back out of the pit. The soldiers and servants
come out of hiding and cheer. The party has won themselves a keep; but more, it
is the keep they once thought to serve. Yet this victory is not uppermost on
their minds: instead, they are weighted with a greater concern.</p>
<p class="MsoNormal">Lady Night was not among the monsters they slew. How much
further has her taint spread? How many other county lords are vampires now? Has
the infection spread even to the royal court?</p>
<p></p>MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com0tag:blogger.com,1999:blog-9045671292776339187.post-75659211942524740312022-08-07T23:32:00.001+10:002022-08-07T23:32:55.902+10:00World of Prime: Campaign Journal #37<p><b> Against the Giants: epilogue</b><!--[if gte mso 9]><xml>
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</p><p class="MsoNormal">Gizela successfully convinces the party of the wisdom of restraint, or
perhaps they just get tired of arguing with her. They ride back to face the
goblins with only a portion of her army: a troop of noble knights, three troops
of common lancers, and a crossbow troop. The other half of their army is Baron Anatole and his three troops of knights, with their mounted Red priestesses scowling at the party over their glaives.<br /></p>
<p class="MsoNormal">Once on the road, Anatole urges the horsemen to ride ahead
and scout. The party is keen to lure the goblin forces into a trap, so they
split their army: the ranked will ride ahead, and the common men will follow.
The idea is that the noble horsemen will engage the enemy and then lead them back
to where the commoners have prepared an ambush. However, this plan is doomed to
fail for the same reason so many other medieval battle strategies failed: lack
of communication and misjudgement of noble pride.</p>
<p class="MsoNormal">At first the party is worried that Anatole will be
difficult, but he is the opposite. He welcomes Gizela’s knights with hearty
smiles. These are free knights from the town, many of whom had either tried to
enlist or thought about trying to enlist with the Order of the Lance at some point in the past. When the cavalry
column stops for the night, Anatole shares his ale and food with the free
knights. Many stories of valor and adventure are told around the fire; Anatole
makes it clear that these men’s attendance on this glorious mission is causing
him to re-evaluate their worthiness for the Order.</p>
<p class="MsoNormal">In the morning Anatole is eager to press ahead. Despite not
having contact with the van of their army for over eighteen hours, the party agrees,
perhaps just as eager for the clash of arms.</p>
<p class="MsoNormal">Very quickly they encounter bugbear patrols, which fall back
in the face of so much steel. The party pursues, hoping to catch them before
they reach the safety of their fort. But this is not to be; instead, the party
suddenly finds the entire goblin army in front of them. It is the goblins who
have led their foes to a prepared battlefield.</p>
<p class="MsoNormal">The sight of so many monsters does not deter Anatole, and
perhaps inspired by his example, the party decides to attack. The Ranger orders
a general charge against the enemy’s right flank, hoping to smash those forces
before the left half of the army can engage. The goblins are mostly infantry,
after all; the knights will use their mobility to overwhelm each troop in detail.</p>
<p class="MsoNormal">Bugbear knights fan out, seeking to flank the charging
cavalry. The Wizard begins shelling them with fireballs, confident that the
army of knights between him and the bugbears will keep him alive. However, the
bugbears are hardier than that; they largely shrug off the fireballs and stick
to their mission. Piqued, the Wizard turns his arcane fury on the crossbow
troops and murders several of them as they are trying to march into effective
range.</p>
<p class="MsoNormal">Anatole’s knights smash the goblin infantry. These men are
ranked and hence a few crossbow quarrels are not enough to bring them down.
When the ogres and trolls plow through the crossbow troops to get at the
knights, Anatole cleverly retreats, wheels around, and charges again. Lances
tear the big monsters apart, with significant help from the Ranger and the
Barbarian in the front lines.</p>
<p class="MsoNormal">The casters, in danger of being engaged by bugbears, throw
around Entangle spells with abandon. Soon half the battlefield is snarling
grass, their profligate magic enabled by the wands the Bard and Wizard brought.
Nonetheless a few bugbears manage to close, only to be frightened off by magic.</p>
<p class="MsoNormal">Everything seems to be going our heroes’ way until the giant
finally makes contact with a knight troop. Swinging a triple-headed flail in a wicked circle, he lays waste to the entire unit, killing them in a single devastating
attack.</p>
<p class="MsoNormal">The knights respond with more lance charges while the party
throws spells. The giant destroys another knight troop and then knocks the
stuffing out of the Barbarian. The Bard sings a song of terror, and it works –
the giant begins to retreat! But the monster only takes a few steps before
shrugging off the magic and returning to battle.</p>
<p class="MsoNormal">The Druid is calling down lightning, the Wizard is reduced to
arcane missiles, and the Bard is playing hide and seek to stay alive. The giant
manages to destroy the troop of free knights before the combined assault of
magic and arms brings him down. The Barbarian, returned to battle by the Cleric’s
magic, strikes the killing blow. The party is horrified at how difficult it was
to damage the monster through its many layers of iron and stony hide; they shudder
to think of facing two of the things at once. Crushed men and broken horses are
scattered around, mixed with the riven and burnt corpses of goblinoids.</p>
<p class="MsoNormal">From across the field, where he had been preparing another
lance charge at the giant with his last troop of knights, Anatole congratulates
them.</p>
<p class="MsoNormal">“Our mutual association has been profitable. Alas, it is now
at an end; the terms of our agreement are concluded.” With that, he and his men
couch lances, and charge.</p>
<p class="MsoNormal">The Barbarian is caught in the field. Several lances pin him
to the ground; only the immediate efforts of the Cleric keep him from dying on
the spot. The Druid turns his lightning storm on the Baron and turns himself
into a bear. Before the knights can withdraw and charge again, the bear and the
Cleric’s army of divine ghostly hammers destroy the Baron and his troop.</p>
<p class="MsoNormal">The battlefield yields a huge prize, and the party are the
only ones left alive to claim it. Yet the cost weighs heavily on their souls,
as does the knowledge that absent these men’s sacrifices, the giant would have
made paste out of even the Barbarian.</p>
<p class="MsoNormal">They hastily ride for home, encountering the remainder of
their common army on the way. The soldiers are confused to see that no monsters
are pursing the party, and even more confused to see that no knights are with
them. The Ranger tersely explains.</p>
<p class="MsoNormal">“Anatole was not to be trusted; he turned on us after the
battle. Nothing behind us remains alive, so stop looking.”</p>
<p class="MsoNormal">It is a subdued group that returns to the city, despite their
victory. Gisela is happy to see them back, and ecstatic to see them unaccompanied
by any knights. She has eliminated her competition for the small cost of a
handful of mercenary knights of dubious loyalty. The Ranger crudely demands
payment, but Gisela is not dismayed. She smiles as she hands over 5,000 gold
pieces.</p>
<p class="MsoNormal">“You will recommend us to the Queen, yes, lads? Since we are
the only game in town now.” Her odious retinue swells with anticipation; one
can almost see them licking their chops.</p>
<p class="MsoNormal">The party is non-committal, telling Gisela to make her case
to the Queen personally, since she will be arriving with her army in a few
days. As the sun sinks on a loud and raucous victory celebration the party
stands in the shadows, considering.</p>
<p class="MsoNormal">The Druid is uncomfortable; he fears for their alignment. They
have done more than kill monsters; they have destroyed entire civilizations. The
Cleric notes that their profits have been purchased with barrels of human
blood, too; the tael from Baron Anatole and his men is mixed in with all the
rest, indistinguishable from honest loot once it is harvested. The Ranger
cannot help but feel that while they have always made their own decisions, they
somehow seem to have always served Queen Rian’s interests.</p>
<p class="MsoNormal">The prospect of being mulched by giants under the eye of an
unpredictable dragon while allied with a manipulative sorceress has lost its
appeal. The party wants to settle down and build a castle… but not here, on
this gold-accursed coast. The fratricide of Yellow on Yellow threatens to drag
them down into Yellow with it.</p>
<p class="MsoNormal">Quietly they slip away. A small party of adventurers led by
a highly skilled Ranger has no trouble avoiding the advancing army, slipping
past the border patrols, and rousting their crew from the bars and inns the men
have been carousing in for the last few months. In the dead of night the party
takes its leave, turning their sails to familiar home. Green Edersarr! Eagerly
they wonder how far their keep rebuilding project has progressed in their
absence, and what demonic foes they can save the kingdom from without
squelching through rivers of human blood.</p>
<p></p>MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com0tag:blogger.com,1999:blog-9045671292776339187.post-26716941861673186182022-07-09T13:03:00.002+10:002022-07-09T13:06:20.899+10:00World of Prime: Campaign Journal #36<p><!--[if gte mso 9]><xml>
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</p><p class="MsoNormal"><b>Against the Giants: prologue</b></p><p class="MsoNormal">The party is relaxing in Iseiquerr, enjoying being treated
like royals, when a panicked rider stumbles into court. Arkoommeamn is under
attack by goblins! The queen is sending the party as they are all she has to
send. They must delay the monsters until help – in the form of the Queen’s army
and the Helm of Fire - can arrive in 12 days.</p>
<p class="MsoNormal">The party has a brief discussion about whether they should
ask for payment for this task, but a consultation with the local legal experts
reminds them that the noble right to bear arms is also a duty; the local
landlord can deputize any noble to defend the realm when it is attacked. As the
acknowledged overlord of Arkoommeamn, Queen Rian can command them to the
defense. Also, there is the small matter of morality, as the nation is without
noble protection because of the party.</p>
<p class="MsoNormal">However, the lawyer makes an equally compelling point: it
would foolish to leave Iseiquerr equally undefended. He persuades the party to
leave two of its members behind, the Druid and the Bard (<i style="mso-bidi-font-style: normal;">those players couldn’t make this session</i>).</p>
<p class="MsoNormal">Facing a journey of 130 miles overland, the party realizes
the fastest way they can travel is simply walking. Given their magic rings,
they need no food or water and only two hours of sleep a day. Even horses
cannot travel so consistently. Just like the scene in Lord of the Rings, when
Aragorn, Legolas, and Gimli pick up their packs and start running after an
entire orc army, the party pulls on their boots and starts walking.</p>
<p class="MsoNormal">There is nothing in these woods that can challenge the
party, so after a long day and a half of walking through forests and plains,
they enter civilized lands without incident.</p>
<p class="MsoNormal">They stop in a tavern in the county of Edalt for
refreshments (even if they don’t have to drink, they still like to) and to
listen in on the local gossip. They pass unrecognized, but recognize themselves
in the talk around the bar as the patrons discuss the terrible news from the
west.</p>
<p class="MsoNormal">“This happened because of those murder hobos,” one asserts.
“If the King were still alive, the goblins would never dare raid our borders so
brazenly.”</p>
<p class="MsoNormal">“I heard it be a wee bit more than a raid,” says another.
“We might be next.”</p>
<p class="MsoNormal">“Bah,” answers the bartender. “If the gobbos brought an
army, the dragon will eat them soon enough. The only thing we need to worry
about is how you’re going to pay your bar tab.”</p>
<p class="MsoNormal">The party decides not to correct this bit of local lore, and
moves on. Next they pass through the tiny county of Eimaeroud, where they are
at least identified as adventurers. Lord Oscar offers them horses and supplies
if they will ride to the realm’s defense. He, however, prefers to stay at home.</p>
<p class="MsoNormal">“I have too few troops to make a difference,” he explains,
“and should I step over the border, I would have to choose sides between the
two contenders for the throne. And I would not willingly do that, as I think
both of them are unworthy.”</p>
<p class="MsoNormal">Refreshed by free wine, cheese, and bread, the party rides
across the land to the capital. At last they come to familiar territory,
passing over the bridge where they laid ambush to Malgorzata and her escort. As
the sun sinks they arrive at the city gates, where they are finally recognized
in all their glory. The gate guards take one look at them, shriek in terror,
and flee.</p>
<p class="MsoNormal">The party rides unopposed through the town, only slightly
concerned by the signs of disorder. They decide to complete their tavern crawl
by checking into Gizela’s famous Golden Wing Inn. She is thrilled to see them.
“You’ve come to help! I knew it!” Before they can clarify, she drags them out
of the inn and down the road to a most unlikely sight: a keep besieged.</p>
<p class="MsoNormal">Besieged by the common troops formerly of the king and now
serving Gizela. This is the headquarters of the Order of the Lance, a noble
guild with as much military power as smaller counties. The commander, Baron
Anatol, has holed up with thirty knights and enough supplies to last a season.</p>
<p class="MsoNormal">Gizela grins in excitement. “This is what you do, right?
Clean out castles infested with rotten nobles. Well, hop to it, boys!”</p>
<p class="MsoNormal">The Ranger tries to talk sense into her. “Aren’t the goblins
the real enemy? Shouldn’t we take these soldiers and march west to the border?”</p>
<p class="MsoNormal">She is unmoved. “A divided realm cannot defend against
outside threats. Anatol will kill me the moment he leaves that keep, and lose
the commoners in the process. But if you wipe out that traitorous pig, you can
enrich yourselves and stabilize the kingdom at the same time. Then we’ll go
deal with this goblin raid or whatever.”</p>
<p class="MsoNormal">The Cleric suggests, “We heard it was a wee bit more than a
raid.”</p>
<p class="MsoNormal">“Pfft,” Gizela responds. “Peasants will say anything to get
sympathy. I’m sure it’s nothing out of the ordinary. First problems first – end
the threat of these murderous nobles, and then I’ll risk my life against
goblins if you like. Wait – I get it – of course.” She considers, eyeing the
party appraisingly. “I can do… 4,000? No, wait – 5,000 gold.”</p>
<p class="MsoNormal">“Gobins,” says the Ranger with annoyance.</p>
<p class="MsoNormal">“Of course,” she replies. “You drive a hard bargin. 10,000 is
my final offer.”</p>
<p class="MsoNormal">Annoyed, and lacking the persuasive power of their own bard,
the party decides to scout out the situation to the west for themselves. They
ride halfway to the border, set their borrowed horses free, and begin stalking
through the countryside.</p>
<p class="MsoNormal">Stumbling over a group of refugees yields their first
evidence that the situation is truly dire. Despite the reports from the mixed
group of peasants and craftsmen, the Ranger feels the party needs a closer
look. They continue until they can see the burnt-out husk of the town. Again the
Ranger drives them on for a closer look. Just beyond the town they discover a
crude dirt fort with goblins patrolling the walls. The Ranger, still gripped by
the need to see for himself, sneaks forward to peak over the dirt walls, and
finds a treasure trove of goblinoid forces.</p>
<p class="MsoNormal">Mostly common archers, of course, but the amount of heavy
iron in the form of bugbear knights, ogres, and trolls is surprising. Worse is
the twelve-foot-tall armor-plated giant in the middle of the camp. Even worse is
the bugbear patrol that is issuing out of the gates.</p>
<p class="MsoNormal">The Ranger proves his worth, though, by sneaking away again
undetected. (<i>Apparently he can roll dice for anything but combat.</i>) The party
decides to ambush the patrol to soften up the battle to come. The knights go
down fairly easily, and the party decides to wait for the second round. After a
couple of hours the goblin fort notices their patrol isn’t returning and sends
out a stronger force.</p>
<p class="MsoNormal">This time the squad of knights are accompanied by two ogres.
The Wizard decides that giving away their position is a necessary evil and
casts a fireball. This has immediate and catastrophic effects, mostly for the Wizard
who becomes the principal target of all enemy attention. He starts blinding
bugbears, but their horses are almost as dangerous, and at one point the Wizard
is engaged in a fist-fight with a goblinoid warhorse, which he only wins due to
a well-placed Vampiric Touch. The additional vitality saves his life as the
next round finds him on the receiving end of a bugbear mace that would have
killed him outright without the boost. As it is, the Wizard is unconscious on
the ground while the party finishes off the ogres.</p>
<p class="MsoNormal">After this the party decides to beat a retreat. They are
soon spotted by yet another bugbear patrol, but this one chooses to shadow them
rather than attack. After several hours of travel the party realizes the patrol
has shrunk by one; individual members are obviously reporting back to the main
goblin army on the party’s whereabouts. They decide this needs to stop.</p>
<p class="MsoNormal">Once again the Ranger proves his mettle, hiding in the grass
while the party continues to retreat. The bugbear patrol passes him unnoticed,
and now the party can turn and attack from both sides. The bugbears try to flee
to either side, but archery and magic cut them down. The party then hastens
onward.</p>
<p class="MsoNormal">When they finally return to Gizeal at the besieged keep they
find nothing has changed. Gizela takes them at their word that the neighboring
town of Udriem has burned, but she reckons it’s worth her life to release the
knights inside.</p>
<p class="MsoNormal">The Cleric tries reason again. “Suppose we convince Anatole
to leave off killing you long enough to fight the goblins. Afterwards we will
sort out this line of succession. Let us go in and talk to him.”</p>
<p class="MsoNormal">Gizella agrees excitedly. “An excellent plan! Once you’re
inside, you can murder them all.” She shouts up at the castle. “Hey, you. Tell
your arrogant lord that we want to send in a negotiator.”</p>
<p class="MsoNormal">The knight shouts a string of obscenities back, but
eventually the drawbridge is lowered. A knight standing behind the portcullis
points at the Barbarian and says, “not him.” The other three advance to the
gate, which opens to admit them into the castle.</p>
<p class="MsoNormal">Baron Anatole is no more amenable than Gizela. When the
party implores him to sign a truce and ride out to face the goblins, he readily
agrees. “Yes! Let’s put those traitors in the ground, and then we can go west
to Udriem and kill the green ones.”</p>
<p class="MsoNormal">When the party protests, he reacts with shock. “Don’t you
know that witch is working for the goblins? She summoned them to crush Udriem
because Baron Dobro wouldn’t support her claim to the throne. Fighting her <i style="mso-bidi-font-style: normal;">is</i> fighting the goblins.”</p>
<p class="MsoNormal">The party finds this disconcertingly possible. The Cleric
decides that diplomacy is just a fancy word for deceit, and suggests conducting
further investigation under a Zone of Truth.</p>
<p class="MsoNormal">Anatol readily agrees, assuring them that Gizela’s treachery
will be easily uncovered. When they return to the drawbridge they are surprised
to see Gizela quickly accept, provided she gets to question Anatole in return.</p>
<p class="MsoNormal">Now both factions stand on either side of the drawbridge,
with the party in the middle. The Cleric casts his spell, and Anatol pounces.</p>
<p class="MsoNormal">“Are you working for the goblins?” he demands.</p>
<p class="MsoNormal">“What? Of course not.” Gizela seems genuinely surprised by
the question.</p>
<p class="MsoNormal">Anatol is a man of swords and action, not word games. He
fumes silently until the party takes over the interrogation.</p>
<p class="MsoNormal">The Ranger speaks from the interests closest to his hear. “Did
you take any money from the goblins?”</p>
<p class="MsoNormal">“No,” Gizela replies triumphantly, “not so much as a single
copper coin.”</p>
<p class="MsoNormal">The Cleric tries a different tack. “Why do you think Anatole
wants to kill you?”</p>
<p class="MsoNormal">“Isn’t it obvious? He thinks he should take over the realm,
and I am the only one who can challenge him.” All of Gizela’s answers have come
easily, without hesitation, indicating that she is telling the truth (or has somehow
evaded the power of the spell).</p>
<p class="MsoNormal">“Now it’s my turn,” she says, and addresses her questions to
Anatole. “Did you swear to your knights that you would kill me the first chance
you got?”</p>
<p class="MsoNormal">“A thousand times yes, you miserable harlot,” is Anatole’s
immediate response.</p>
<p class="MsoNormal">Gizela smiles sweetly. “Did you also swear to kill the
adventurers who slew your lord in his castle?” she asks as she points at the party.</p>
<p class="MsoNormal">Anatole glowers. “I did so swear,” he admits.</p>
<p class="MsoNormal">Now the bardess grins with anticipated victory. “Have <i style="mso-bidi-font-style: normal;">you</i> taken any money from the goblins?”</p>
<p class="MsoNormal">Anatole opens his mouth to deny it, but no sound comes out!
The spell blocks him from speaking a lie.</p>
<p class="MsoNormal">“You see!” cries Gizela. “Kill him now! He works against us
all!”</p>
<p class="MsoNormal">The Cleric, however, is not so easily swayed. He orders
everyone to stand down until a red-faced Anatole manages an answer. “I take
their money and their tael after I kill them,” the Baron finally spits out. “Like
I have always done.”</p>
<p class="MsoNormal">“That’s enough,” says the Ranger. “None of you are going to
rule the realm if you don’t do something about those goblins. We’re riding out
to battle tomorrow, with one of you on the left side and the other on the right
side. Whoever doesn’t come automatically loses their right to the throne.
Whoever kills the most goblins wins our support for the throne.”</p>
<p class="MsoNormal">This edict pleases neither faction. Both Anatole and Gizela
appear to be considering their chances of simply destroying the party, since at
the moment they are significantly reduced in number and possibly still light on
spells after fighting the goblins. Until a pair of horses thunder up to the keep.</p>
<p class="MsoNormal">The Druid and Bard, having wiggled out of their duties back
in Isiequerr, bringing with them the fruits of their labors: a handful of magic
wands.</p>
<p></p>MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com0tag:blogger.com,1999:blog-9045671292776339187.post-55807561198996816882022-06-25T23:58:00.002+10:002022-06-26T12:30:40.361+10:00The beginning of the End of Days<p>The importance of what has just happened in the USA cannot be overstated. The Supreme Court struck down separation of church and state, made gun control impossible, and restored slavery. Over the course of a <i>week</i>.</p><p>Historians look back and pick out the inflection points of history. Sometimes this is difficult. Sometimes it is not. Like the Riechstag fire or crossing the Rubicon, this will be identified as the termination point of American democracy.</p><p>As I tell Australians, my short lecture on American politics is this: no matter how bad you think it is, it's worse. The idea that the state can seize a woman's body for the use of a random citizen is obviously, blatantly bad; but the truth is worse.</p><p><br /></p><p>Update: my brother pointed out the case of <a href="https://en.wikipedia.org/wiki/McFall_v._Shimp">McFall v. Shimp</a>, where a man sued his cousin for a bone marrow transplant to save his life. Judge Flaherty ruled against the dying man, stating that forcing a person to submit to an
intrusion of his body in order to donate bone marrow "<i>would defeat the
sanctity of the individual and would impose a rule which would know no
limits, and one could not imagine where the line would be drawn</i>."</p><p> Apparently the line is drawn at "woman." <br /></p><p> </p><p><br /></p>MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com0tag:blogger.com,1999:blog-9045671292776339187.post-52632736920890510122022-06-13T14:13:00.004+10:002022-06-13T14:18:28.802+10:00World of Prime: Campaign Journal #35<p><b>A Noh Play in One Act</b><!--[if gte mso 9]><xml>
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</p><p class="MsoNormal">The party decides to go with their traveling merchant disguise
again, purchasing a thousand gold pieces of silk (the Ranger tries to write it
off as an expense but the Queen’s accountants deny him). They sail into Isiequerr
and are immediately discomfited… by the orderliness and cleanliness of the
realm.</p>
<p class="MsoNormal">Isiequerr is a place where everyone knows their place.
Peasants rush out of the way of lords; civil servants without rank wear placards
and wield authority without meeting the gaze of nobles. The absence of hunger
and violence makes the party begin to question their allegiance to the wily and
wild beauty of Queen Rian.</p>
<p class="MsoNormal">Checking into an inn, they once again inquire as to how best
to approach the royal castle with their rare goods. Market day is only a few
days out, so the party prepares to run the same play they had success with in
Arkoommeamn. But the locals have a different idea.</p>
<p class="MsoNormal">After a day of sight-seeing, weapon-shopping, and watching
the local theater (and being discreetly tailed by commoners), they retire to
the inn for dinner. The waitress brings them a message as she clears the table:
they should check on their horses in the stable. This is an intriguing message because
they don’t have horses. After a mercifully brief discussion of the possible
dangers, the party finally decides to go out to the barn. There they find the
waitress waiting for them.</p>
<p class="MsoNormal">“Not everyone is of the same mind,” she explains. There are
those who would like to see a change of rule in the realm. The Bard is of
course suspicious but the waitress knows enough catch-phrases to sound
convincingly like a member of the shadowy network that the party has encountered
in both other kingdoms (the rogue Esyllt in Flef and the bard Gizela in Arko).
For 5,000 gp she offers them the same deal Gizela did: to turn aside the low
ranked knights and let the party contest against the king’s retinue directly.
Again the Ranger tries to haggle, but the waitress just rolls her eyes. The
Druid pays her fee in tael; she instructs them to be return to the barn the
same time tomorrow night.</p>
<p class="MsoNormal">The next day they wander the town attempting to purchase
healing potions, but the temple is closed for a local holiday. That evening
they gather in the barn and ready themselves for battle.</p>
<p class="MsoNormal">The waitress appears and calmly leads them through the dark,
silent streets. She pauses at a street corner and informs them that battle is
but a minute away; they should cast whatever long-term spells they desire. The
party is only 7<sup>th</sup> level; at this stage they only have one or two preparations
to make. The waitress then leads them directly to the castle gates.</p>
<p class="MsoNormal">The guards at the gate stare out into the street, apparently
unaware of the party’s existence. When someone inquires, the waitress explains
they have been blinded by the oldest spell in the book: gold. The Bard observes
that is actually the <i style="mso-bidi-font-style: normal;">second</i> oldest
spell, but his wit is not appreciated.</p>
<p class="MsoNormal">The party walks unopposed through the gates and into the
courtyard. As they approach the steps up to the central palace a troop of men form
a line behind them: knights armed with a long sword, a short sword, and a bow.
The waitress calms the party and explains. “They will allow you to leave
uncontested if you provide them with proof of the king’s defeat.” Then she
pushes open the heavy door and steps inside.</p>
<p class="MsoNormal">They follow, eager to get to the heart of the matter without
having to slaughter dozens or hundreds of men of little account. Inside they
are greeted by an unexpected sight: King Tsuneuji and his Minister of Divinity,
Vicar Masamori, sit alone at the far end of a long table in a dark hall. The
only light in the hall is the lantern on table in front of the two men. The
King has obviously been expecting them; he uses the initiative to stand up and
monologue.</p>
<p class="MsoNormal">First, a single candle is lit in the balcony that surrounds
the room. A man sits behind the candle and begins to strum a lyre, casting <i style="mso-bidi-font-style: normal;">Bardic Inspiration</i>. The observant
members of the party realize there are a number of people around him, armed
with musical instruments.</p>
<p class="MsoNormal">Second, the king stands up and places an ivory mask on his
face. He declaims a ritual piece of dialogue from a classic play: “A noble
ruler contemplates the vicissitudes of fate.”</p>
<p class="MsoNormal">Third, Vicar Masamori stands up beside the king, also
placing an ivory mask over his face, and reciting “The favor of the gods stand
with him.” The Cleric identifies this as the <i style="mso-bidi-font-style: normal;">Prayer</i> spell, though the party is too far away to suffer the
negative effects.</p>
<p class="MsoNormal">Fourth, stagehands in the balcony then turn spotlights onto
six knights kneeling on either side of the table, between the party and the
king. These men are in a staggered line, so that there are four in front with dual
swords ready and two behind them with bows ready. They recite in unison, “His
loyal retainers stand with him,” and stand up. All of them are clearly wearing
ivory masks.</p>
<p class="MsoNormal">Finally, spotlights illuminate each member of the part. The
king fires two arrows, one at the Ranger and one at the Barbarian, clearly
testing their defenses. And then initiative passes to the party.</p>
<p class="MsoNormal">This is clearly a set-up; on the other hand, it’s a set-up
the party wanted. The party is higher-rank than the defenders, and only
out-numbered by the addition of a half-dozen 3<sup>rd</sup> rank fighters. This
is a fairer fight than they could have hoped for, and they leap into battle.</p>
<p class="MsoNormal">The Barbarian charges up the left side of the room, engaging
the knights. They are hardy enough to slow him down, though clearly outmatched.
The Ranger engages shoots an arrow into the bard in the balcony; the entire
room hisses in disapproval. Fortunately the arrow is not enough to kill a man
of rank; the bard ignores it and continues the show. The rest of the party
begins casting their short-term combat spells: mirror images, magic hammers,
and the like.</p>
<p class="MsoNormal">And things immediately go south. A spotlight illuminates an
elaborately dressed man on the left side of the room as he recites a terrible
joke. "A barbarian walks into a tavern. Ouch! says the tavern; why don't
you use the door like normal people?" A drum roll from the orchestra
accompanies the punch line. The Barbarian chuckles, then laughs, then collapses
to the ground under a gale of guffaws. The king begins shooting spell-casters,
and his arrows hit like guided missiles.</p>
<p class="MsoNormal">The Bard tries to advance on the right side. These knights
are only 3<sup>rd</sup> rank but they are still dangerous. The Cleric tries to
cast a spell, and suddenly spotlights illuminate a woman on the right side of
the room. She cries out, “Denied!” punctuated by a crash of cymbals, and the
Cleric’s spell is countered.</p>
<p class="MsoNormal">The next round sees the Ranger targeted with a joke. "Two
rangers are walking in the woods when they discover a set of tracks. One says
it is bear tracks; the other says it is wolf tracks. They are still arguing
when the wagon train runs over them." He also collapses in helpless
amusement. This is cruel pay-back for when the party crippled the master spy of
Varsoulou with <i style="mso-bidi-font-style: normal;">Tasha’s Hideous Laughter</i>.</p>
<p class="MsoNormal">Faced with a line of advancing knights, the Druid decides its
bear time. He easily takes out the remaining knights on the left side, saving
the Barbarian from being stabbed to death while helpless, but is in turn devastated
by the waitress back-stabbing him with dual daggers. They notice the waitress
is now wearing an ivory mask. No one saw her put it on; in fact, no one saw her
since the battle started.</p>
<p class="MsoNormal">Unfortunately Lady Senko, like all rogues, is a one-hit
wonder: the ursine druid smashes her into the wall, killing her in a single
brutal attack.</p>
<p class="MsoNormal">Somehow the party remains fighting until the Barbarian’s
spell wears off. Each turn Baron Kane the jokester targets another party
member, but these jokes all fail and hence are too lame to repeat. <i style="mso-bidi-font-style: normal;">(Ironically, the only failed saving throws
accompanied the only jokes the table laughed at. Obviously I needed to work on
the jokes more.)</i> The king does great work with arrows, but mostly succeeds
in stripping the Bard of images and reducing the Cleric to single digits.</p>
<p class="MsoNormal">Once the Barbarian is back on his feet things start looking
up. He charges the joking sorcerer… only to run face-first into both an
invisible set of iron bars and a <i style="mso-bidi-font-style: normal;">Glyph of
Warding</i>. The explosion knocks him down again. The bear charges forward and
uses its reach to reach inside the invisible cage, taking Baron Kane out of the
battle in an instant. The Ranger stands up, finally recovered, and the Cleric
runs up to heal the Barbarian.</p>
<p class="MsoNormal">Meanwhile the Cleric’s hammer has been beating on Lady Tome,
forcing her to leave off counter-spelling to drink a healing potion. More
importantly, Vicar Masamori has to run to her side and heal her as well. The
Bard is still duelling a line of knights and slowly winning, but not without
cost.</p>
<p class="MsoNormal">The king turns his arrows to the bear. Already wounded from
the backstab, the bear falls to negative. The Cleric, having just healed the
Barbarian, quickly turns to healing the Druid.</p>
<p class="MsoNormal">The Barbarian knows it is time to end this. He puts one foot
on the table, prepared to charge over it to get to the king, but then his
innate sense of decorum convinces him to run around the table instead (<i style="mso-bidi-font-style: normal;">ha! What actually happened is the DM told
him to make a reflex save, and he changed his mind. The DM wrote this off to the
barbarian class’s innate trap sense ability</i>). This results in more sonic
glyphs, leaving him on the ground unconscious a second time.</p>
<p class="MsoNormal">Meanwhile, the Cleric’s <i style="mso-bidi-font-style: normal;">Spiritual
Hammer</i> does more good than it ever has, knocking Lady Tome out. The Ranger
has finished off the last of the knights, and the Bard, seeing that the fight
is now moving to the king, decides to evade the Vicar and charge up the table.</p>
<p class="MsoNormal">He fails his reflex save; the table collapses under his
weight, dropping him forty feet into a spiked pit. <i style="mso-bidi-font-style: normal;">(No do-overs for the Bard – he should have been paying attention!)</i>.
Much wailing ensues, but the Ranger has a rope, of course. He wraps it around
his leg and tosses one end down, leaving his hands free to continue the archery
battle.</p>
<p class="MsoNormal">Which is good, because the next round sees the king put the
Ranger on the floor. Those arrows really hurt!</p>
<p class="MsoNormal">The Bard climbs out of the pit, anchored by the unconscious Ranger’s
body. He uses his magic to heal the Ranger, while the Cleric is healing the
Druid. Then the Bard heroically charges Vicar Masomori. The <i style="mso-bidi-font-style: normal;">Glyphs of Warding</i> are not enough to stop
him (on account of his hardly taking any damage so far, thanks to the <i style="mso-bidi-font-style: normal;">Mirror Images</i>). The Druid crawls forward
to heal the Barbarian before throwing fire around heedless of the risk of
arson, and the Cleric leaps the table to double-team Masomori.</p>
<p class="MsoNormal">The party is in dire straights. Half of them have been
knocked out, one of them twice; they are almost out of spells, and all of them
are low on vitality. But the king is only 7<sup>th</sup> rank, and his retinue
are lower. To the extent they have focused on offense, they have sacrificed defense.</p>
<p class="MsoNormal">Masomori goes down to the combined assault. The Barbarian
lays into the king, reducing him to single hit points. However, the Barbarian
is equally low and the king draws his two swords, preparing to deal out a fatal
response. The Ranger dramatically ends the encounter with a single arrow,
killing the king just in time to save the Barbarian’s life.</p>
<p class="MsoNormal">The orchestra wails once in deafening grief and then goes
silent. The spotlights wink out, replaced by the gentle illumination of house
lights. A brief pause while the party deals out mercy to the not yet dead,
rather than waiting for them to bleed out (though it must be said the Druid was
not inclined to mercy). The party finds a small box with 10,000 tael on the
table next to the king;s lantern. A search of the bodies reveals a bunch of minor magic items and the most precious gift of all: a scroll of <i>Raise Dead</i>!</p><p class="MsoNormal">Then servants file into the room with mops
and brooms. Two junior clerics offer to heal the party, and a servant shows
them to the guest rooms, explaining that the master suites will not be safe for
the party until they clear out the many glyphs surrounding every part of the castle
that should never be entered by mere visitors.</p>
<p class="MsoNormal">The party has passed the test. They are both powerful enough
to rule (as demonstrated by their destruction of the king’s retinue) and civilized
enough to be tolerated (shown by their adherence to the rules of the battle
designed to minimize the collateral damage). In the morning they find
themselves addressed as Lords. A temporary position, as they make it clear that
they intend to turn the realm over to Queen Rian. Yet the staff are eager to
change their minds; the barons and counts will soon make their journey to the capital
to swear to their new lieges, and the life of the realm can continue much as
before but with different rulers. After all, better the devil you have than a
mad sorceress who they already know can never be tamed to their idea of civilization. </p><p class="MsoNormal"><i> (This was their closest battle yet, despite the clear imbalance of levels, and the players were genuinely concerned at several points. I think their sense of danger was also fueled by the fact that I had a plan for if they lost that would not result in a TPK. Due to that, I probably seemed far more sanguine about their difficulties than they are used to.)</i><br /></p>
MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com0tag:blogger.com,1999:blog-9045671292776339187.post-81320564573201166442022-04-25T16:41:00.003+10:002022-04-25T21:24:00.861+10:00World of Prime: Campaign Journal #33 & #34<p><span style="font-size: small;"><span style="font-family: inherit;"><i>(Lazy DM forgot to write up the last two adventures. I can't recall all the details of the battles - rest assured they were glorious - but I do want to record the plot advancement.)</i></span></span></p><p class="MsoNormal"><span style="font-size: small;"><span style="font-family: inherit;"><b>Second Invasion of Drield</b><span style="line-height: 107%;"> </span></span></span></p><p class="MsoNormal"><span style="font-size: small;"><span style="font-family: inherit;"><span style="line-height: 107%;">The bard has risen to the ranks of the silver-tongued; he is positively glib these days. He talks Queen Rian into a diversion: an assault on the goblins to demonstrate the power of the helm is Rian's to command. In truth the party is afraid of confronting King Sylwester and seeks more rank before taking on a mission of such magnitude.</span></span></span></p><p class="MsoNormal"><span style="font-size: small;"><span style="font-family: inherit;"><span style="line-height: 107%;">Malgorzata objects, but Vicar Neve sides with the bard, perhaps eager for the glory that has so long eluded her as the lesser power of the sister's triumvirate. Half the Royal army marchers out, accompanied only those peers whose stature and prior attendance entitle them to a place in the expedition: Vicar Irwen, Count Gareth, and the Order of the Hound. And, of course, the party's troops of Yeoman and Marksmen. The queen also sends her personal guard of cataphracti to protect Neve. While these men are unranked, they are well-equipped and as fanatically loyal as gold and magic can make them.</span></span></span></p><p class="MsoNormal"><span style="font-size: small;"><span style="font-family: inherit;"><span style="line-height: 107%;">The week-long approach (<i>remember that on Prime, a week is ten days</i>) is unmarred by incident or dragon. The assault on the keep of Eichouboomnea is a foregone conclusion, though the surprise deployment of ballistae discomfort the cleric to a considerable degree. More concerning is the liberal use of poison and the horde of bugbear knights. Nonetheless, the battle is won and the ranked nobles force their way into the throne room... only to find it deserted. The Flefliequelpians are well-versed in goblin trickery and sweep the keep for traps before establishing a temporary headquarters for the army.</span></span></span></p><p class="MsoNormal"><span style="font-size: small;"><span style="font-family: inherit;"><span style="line-height: 107%;">Over the next few days the army leaves at morning's light to harvest hobgoblins while the noble leaders plot their next move. This is the second goblin keep to fall, and the tally of the dead implies the remaining goblin districts have been seriously bled as well. A final thrust on the capital should break the organized resistance of the nation. However, time is an issue, as the goblin lands are too depleted to provide game for the human army, and absolutely no one is prepared to live off of goblin food. The ten days of supplies the army carries is the limit of their stay. The question is whether that time should be spent profiting off of the hobgoblin hunt or marching on the capital.</span></span></span></p><p class="MsoNormal"><span style="font-size: small;"><span style="font-family: inherit;"><span style="line-height: 107%;">Before a decision can be reached, the goblins force the issue. On the second day reports come of significant goblin forces engaging the army in the field. Vicar Neve rushes off to the front, where her magic will render fatal wounds into mere inconveniences for her soldiers. Malgorzata, whose participation so far has been a few fireballs on the battlefield, is not worth risking for a minor engagement. When the party decides to stay at the keep to guard Mal, Vicar Irwen and Count Gareth accompany Neve to battle.</span></span></span></p><p class="MsoNormal"><span style="font-size: small;"><span style="font-family: inherit;"><span style="line-height: 107%;">As evening falls, the party sits down to a meal in the heart of the keep. Malgorzata's ceaseless complaints that all of this is a waste of time while her family remains in danger are suddenly cut off when she turns white and falls to the floor, dropping the glass of wine she had just been poured. The servant drops the wine bottle and its disguise at the same time, producing a pair of daggers and stabbing at the nearest party member. Meanwhile, the rest of the goblin assassins break their invisibility spell with a collection of ranged attacks.</span></span></span></p><p class="MsoNormal"><span style="font-size: small;"><span style="font-family: inherit;"><span style="line-height: 107%;">The goblin nobles of this nation are high level rogues, and in past encounters they have seriously under-performed. This time, working in a large group inside a building against high-value targets, they finally show their worth. Both the barbarian and the ranger are left bleeding on the floor before the battle finishes. Absent the wizard's spells, this might have gone quite badly; as it is, the druid o<span style="font-family: inherit;">nly barely prevents the last goblin from escaping with the incapacitated Mal. No one is quite certain why the goblins wanted to capture Mal rather than simply murder her, but everyone agrees that outcome would have been disastrous. The cleric's spells manage to keep Mal alive, but absent an antidote the woman will soon perish.<br /></span></span></span></span></p><p class="MsoNormal"><span style="font-size: small;"><span style="font-family: inherit;"><span style="line-height: 107%;"><span style="font-family: inherit;">When Neve returns in the morning from the diversionary attack on the army, her magic restores the party and Mal back to health. Now it is agreed that the capital </span>is the next and immediate target, as the rank of the slain goblin assassins indicate there might not be any nobles left at all. However, once again fate intervenes: a message from the Queen arrives.<br /></span></span></span></p><span style="font-size: small;"><span style="font-family: inherit;">
</span></span><p><span style="font-size: small;"><span style="font-family: inherit;"></span></span></p><p><span style="font-family: inherit;"><b>Rescuing Witches</b></span></p><p><span style="font-family: inherit;">King Sylwester has descended to the basest level; he has hung a witch from his castle battlement and promised to hang one a week until Malgorzata returns. The rest of her female kin are interred in his dungeon, robbed of their spells and denied the ability to regenerate them. For good measure, Mal's husband - formerly the King's Master of Foot - is in chains with them.</span></p><p><span style="font-family: inherit;">Mal goes ballistic. There is no longer any possibility of delay; the witch will turn the Helm on the party if they so much as suggest it. Reluctantly they saddle up for a solitary journey into danger. None of the other nobility can accompany them without a formal declaration of war, and while Mal is eager to ride to her kin's rescue, the queen's soldiers will not allow the witch to return to her homeland where, after all, she could easily have a change of heart and return to Sylwester's service to save her family.</span></p><p><span style="font-family: inherit;">Nor could any common men keep pace with our heroes, who no longer require sleep or food due to the magic they wield. At least they have brought everyone up to sixth rank. Thanks to their number they are now as pussiant as most royal courts. Which is well, as they are about to single-handedly assault a royal court in its own castle.</span></p><p><span style="font-family: inherit;">They ride directly to Arkoommeamn, as it is closer from their current position than returning to Flef and sailing out. The queen's messenger assures them their boat has already been dispatched with instructions to meet them at the same location as before, ready to transport the rescued women back to the safety of Rian's court.</span></p><p><span style="font-family: inherit;">No one challenges them in the wilderness, the fields, or even the city gates. They stop by Gizela's inn to quench their thirst before the big battle. She is slightly apoplectic to see them so brazenly implicate her in their coup, but now that they are here, she takes advantage of the situation, extracting a very large sack of gold from the party in exchange for a promise to turn the king's lancers.<br /></span></p><p><span style="font-family: inherit;">Only at the castle do they encounter resistance, and it is everything the king has. A square of pikemen guard the gate, backed by companies of crossbowmen on the walls, and troops of lancers waiting to charge the party from either side.<br /></span></p><p><span style="font-family: inherit;">As promised, the lancers suddenly turn and flee. The remaining common soldiers are almost useless; the druid and bard's swarms of toxic vermin drive off the square of pikemen, who are keenly aware that the barbarian would likely slaughter them all if they did try to stand. The crossbowmen are more effective than they should be, raining down hordes of bolts and trusting to luck (<i>i.e. crit-fishing</i>) to score a hit. The ranger and barbarian engage in an archery duel that numbers ensure they cannot win, until the cleric shuts it down with a wall of mist.<br /></span></p><p>This gets them into the gatehouse. In the courtyard beyond they face two squares of pikes and more crossbowmen on the roof of the keep itself. The bard attempts to open the keep door while the barbarian tries to force it; both fail until the druid warps the wood in the door to weaken it. He is, after all, the one with the record of building kills. More swarms dispense with the pikemen, and the party escapes the hail of bolts by entering the keep.</p><p>In the great hall on the first floor they are met by fifty first-rank knights. These men would be far more dangerous on horseback, but the battle is here, inside, and they are true to their oaths. The barbarian is humbled by the immense amount of damage these men manage to inflict on him before magic and his whirling greatsword demolishes the knights.</p><p>On the second floor they face the officers of the realm. A score of captains and a squad of baronets fight with more dispatch and hardiness than the first-ranks, but the barbarian is slightly more circumspect and the battle eventually concludes without any crippling damage.</p><p>On the third floor Slywester and his court await them. This is a true battle, and the party is already seriously depleted from the previous engagements. The king's wizard summons a fire-breathing hound from hell and disappears, his contribution to the battle already concluded in the preparatory spells he as cast on the rest of the retinue. The King is indeed formidable, dealing out terrible damage and surprisingly hard to hurt. Only the Master of Horse and the hell hound are easy prey; the others acquit themselves well. The Minister of Coin/Royal Assassin springs out of hiding from a corner and inflicts terrible damage on the bear (the druid, having run out of spells, resorted to melee combat in the last battle). The king manages to reduce half the party to negative hit-points, while the cleric desperately patches them up and sends them back into battle. Finally he falls, leaving only his paladin standing; she spends her last action trying to heal her liege before the ranger strikes her down. <br /></p><p class="MsoNormal"><span style="font-family: inherit;">At this point any more serious resistance would probably be fatal, but there is no one left to resist. The wizard is gone, the soldiers are dead, and the witches are quickly freed. No one opposes their departure from the castle or the city or the realm; they reach their boat without difficulty, and return by sea to the court of Queen Rian once again.</span></p><p class="MsoNormal"><span style="font-family: inherit;">If they thought to find respite from their labors, they are mistaken. The queen can see her new throne as Empress of the Human Realm in the Gold Coast just waiting for her. Only one obstacle stands in her way; the royal court of Iesiequerr. A formal war of succession is not in her interests; she wants to amalgamate three kingdoms into one, not annex a devastated nation into her own war-torn country. The queen asks the party to resolve the issue, though like all royal requests it is not conceivable to refuse. In exchange she pays them 12,000 gp of magic... in advance.<br /></span></p><p class="MsoNormal"><span style="font-family: inherit;">The cleric is dubious about this murder-for-hire arrangement, but the queen's personal guard of cataphracti - all mercenaries from Iesiequerr - testify to the corruption and degradation of their former royal court. In their unbiased opinion their home country would be liberated to serve under the wise and powerful Queen Rian, who, it must be said, is the only force in the domain the party is still afraid of save for the dragon itself.</span></p><p class="MsoNormal"><span style="font-family: inherit;">The iron law of landrule is that the ruler who cannot defend their land is not entitled to it. The party will now put that strength to the test, as it is done again and again across the face of Prime. The blade of the thresher spins, separating the common from the noble.</span></p><p><!--[if gte mso 9]><xml>
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Message Header"/>
<w:LsdException Locked="false" Priority="11" QFormat="true" Name="Subtitle"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Salutation"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Date"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Note Heading"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Block Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Hyperlink"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="FollowedHyperlink"/>
<w:LsdException Locked="false" Priority="22" QFormat="true" Name="Strong"/>
<w:LsdException Locked="false" Priority="20" QFormat="true" Name="Emphasis"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Document Map"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Plain Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="E-mail Signature"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Top of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Bottom of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal (Web)"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Acronym"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Address"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Cite"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Code"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Definition"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Keyboard"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Preformatted"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Sample"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Typewriter"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Variable"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal Table"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="annotation subject"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="No List"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Contemporary"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Elegant"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Professional"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Balloon Text"/>
<w:LsdException Locked="false" Priority="39" Name="Table Grid"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Theme"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Placeholder Text"/>
<w:LsdException Locked="false" Priority="1" QFormat="true" Name="No Spacing"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading"/>
<w:LsdException Locked="false" Priority="61" Name="Light List"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 1"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 1"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 1"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 1"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 1"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Revision"/>
<w:LsdException Locked="false" Priority="34" QFormat="true"
Name="List Paragraph"/>
<w:LsdException Locked="false" Priority="29" QFormat="true" Name="Quote"/>
<w:LsdException Locked="false" Priority="30" QFormat="true"
Name="Intense Quote"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 1"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 1"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 1"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 1"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 1"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 1"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 1"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 2"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 2"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 2"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 2"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 2"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 2"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 2"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 2"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 2"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 2"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 2"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 3"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 3"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 3"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 3"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 3"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 3"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 3"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 3"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 3"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 3"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 3"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 3"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 3"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 4"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 4"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 4"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 4"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 4"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 4"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 4"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 4"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 4"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 4"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 4"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 4"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 4"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 4"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 5"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 5"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 5"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 5"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 5"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 5"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 5"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 5"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 5"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 5"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 5"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 5"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 5"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 5"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 6"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 6"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 6"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 6"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 6"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 6"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 6"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 6"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 6"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 6"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 6"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 6"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 6"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 6"/>
<w:LsdException Locked="false" Priority="19" QFormat="true"
Name="Subtle Emphasis"/>
<w:LsdException Locked="false" Priority="21" QFormat="true"
Name="Intense Emphasis"/>
<w:LsdException Locked="false" Priority="31" QFormat="true"
Name="Subtle Reference"/>
<w:LsdException Locked="false" Priority="32" QFormat="true"
Name="Intense Reference"/>
<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
UnhideWhenUsed="true" Name="Bibliography"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="TOC Heading"/>
<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
<w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/>
<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 5"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 5"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 5"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 5"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 5"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 6"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 6"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 6"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 6"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 6"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="46" Name="List Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="List Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="List Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 4"/>
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<![endif]--></p>MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com0tag:blogger.com,1999:blog-9045671292776339187.post-77253635810429356422021-12-18T23:47:00.003+11:002021-12-18T23:48:21.902+11:00World of Prime: Campaign Journal #32<p><b>The Heist: part II</b></p><p>
</p><p class="MsoNormal">Malgorzata puts her feelings into action and launches a
fireball against the Bard, incidentally catching the Barbarian in the blast.
The Bard, given the option of hiding the behind the stolen box (<i>for a +2 to his
save</i>), does so; the box takes the brunt of the blast and is destroyed, spilling
molten gold and cracked glass at his feet. The helm in the box was clearly
fake!</p>
<p class="MsoNormal">The Druid decides that’s enough of that and drops a fog
cloud over the witch. The Barbarian turns to deal with the three charging
knights, taking a defensive stance as they charge. It mostly works; he only
gets hit by one lance, and then dashes behind them and cleaves two from the
saddles.</p>
<p class="MsoNormal">The Baronet has realized he cannot outrun the Ranger, so he
turns to fight, lowering his lance and charging back up the road. The Ranger
draws his bow, doing serious damage as the Baronet closes.</p>
<p class="MsoNormal">The Wizard mysteriously appears, having been practicing his
Invisibility spell for the last week (<i>i.e. he missed the last session</i>), and
summons a swarm of bats against the entangled knights. But these men are ranked
and do not fall easily to such attacks. Then the swarm dies, caught in a burst
of flame: the fire-witch is burning a path through the entangling grass. Her
men and horses suffer from the flames but their rank keeps them in the battle.</p>
<p class="MsoNormal">Soon men, horses, and an angry fire-witch are pouring out of
the entangle. The Bard then turns the tide of the entire battle with a single
spell; he blinds the witch with a well-turned curse. The lady cannot see to
target her foes with her deadly fire magic now. The Bard and Cleric move into
capture her while the Barbarian battles more knights, the Druid transforms into
a great bear, and the Wizard summons another swarm.</p>
<p class="MsoNormal">But Malgorzata is not out of tricks yet. Sensing the
approach of her enemies she targets the only thing she can with her next
fireball – herself! The blast knocks the Cleric and Bard to the ground, unconscious
and close to death, and kills Malgorzata’s horse. It does her no harm, though, as
she has already cast a defensive spell.</p>
<p class="MsoNormal">The Ranger engages in a protracted duel with his Baronet,
slowly losing to the man’s inferior swordsmanship despite needing only one more
solid blow to end the fight. The Barbarian finds himself surrounded by knights
and the Captain raining down blows on his head. One knight makes it to the
Wizard and stabs him badly. The Wizard risks a spell, getting stabbed again for
his efforts, and manages to put the knight into a magical slumber just in time,
as the next blow would have seen his death.</p>
<p class="MsoNormal">The battle seems to be going in the knight’s favour, until
the dire bear joins in. The great beast tears through the knights like paper.
Even two lance charges are not enough to stop the monster. A knight breaks free
and scoops up his mistress to carry her to safety, but the bear gets him too.
The Wizard is trying to revive his companions with healing potions when the
Barbarian goes down to the combined assault of the Captain, a knight, and their
warhorses. The bear turns its attention to the witch, grappling her to stop a
repeat explosion. He smothers her but the woman is surprisingly sturdy,
stabbing at him with her dagger. The Wizard shoots her with a magic missile,
ending her resistance. The bear immediately turns to engage another pair of
knights.</p>
<p class="MsoNormal">The Ranger has finally dispatched his foe and gallops back
to the main battle. Half the party is on the ground and even the bear is
looking the worse for wear when the Captain gallops through the battle,
snatching the unconscious witch from the ground in an epic feat of
horsemanship. For a moment his way is clear, and then more magic missiles bring
him to the ground.</p>
<p class="MsoNormal">The fight is over but not without cost. Over a dozen knights
and two Baronets are dead; the lady’s maids are long gone, fleeing back the way
they came; and the party is almost out of spells and badly injured. Once everyone
is at least restored to consciousness they search the bodies carefully, but the
only items of value are on the witch: a few magic trinkets (including a Cloak
of Charisma that the Bard greedily appropriates) and an iron key. But no helm.</p>
<p class="MsoNormal">The party is at a loss. They bind the witch and toss her in
the cart, heading back towards the city. Eventually Malgorzata wakes up. Blind,
stripped of armour and finery, with hands bound behind her back, she still
retains her spirit.</p>
<p class="MsoNormal">“You are all dead men,” she tells them. “King Sylwester will
see to that.”</p>
<p class="MsoNormal">The Bard earnestly explains that they mean her no harm;
indeed, they are here to rescue her and offer her refuge in far-away
Flefiquielp.</p>
<p class="MsoNormal">“All that will gain me is the assassin’s blade,” she spits. “Sylwester
will see me a corpse before the season’s end and give the helm to one of my
cousins.”</p>
<p class="MsoNormal">When the Bard argues that they intend to get the helm as
well, she scoffs at them. “You have done it in rather the wrong order, don’t you
think?”</p>
<p class="MsoNormal">Nonetheless, realizing the precariousness of her situation,
she grudgingly concedes that if they can gain the helm, she will still be of
value. To that end she gives them the bare minimum necessary: the location of a
secret gate into the castle. If they succeed, she will be a valuable prize to
deliver to Queen Rian; if they fail, then she will be free to return to
Sylwester.</p>
<p class="MsoNormal">The Bard easily bluffs their way back into the city and the
Golden Wing Inn, with no one the wiser about the witch hidden in their cart. Shortly
after midnight they sneak out of their rooms, fully healed and spelled, and are
off to the castle.</p>
<p class="MsoNormal">The first obstacle is a simple moat. The Ranger leaps it
easily, opens the secret door, and slides out a handy beam obviously meant for
crossing it. Uncertain of their ability, most of the party consumes Spider
Climb potions and thus traverse the beam easily. The Barbarian trusts to his
own skill and fails badly, falling into the moat with a splash. He crawls up
the other side, soaking wet but otherwise unharmed.</p>
<p class="MsoNormal">Now the party strolls through a castle in the middle of the night,
looking for passage to the dungeons. They encounter a pair of washerwomen who
step aside to let them pass without comment… until the Barbarian squelches
past. Immediately they open their mouths to scream, stopped only by a timely
sleep spell from the Wizard.</p>
<p class="MsoNormal">Deeper they go, encountering a pair of guards that are also
alerted by the Barbarian’s bedraggled state. This time the Bard sleeps them,
forestalling the Barbarian’s murderous impulse. They evade several other
encounters, until finally they reach their destination.</p>
<p class="MsoNormal">Four knights stand guard in front of an iron portcullis. The
Wizard casts sleep; two fall to the ground. The Bard casts as well, and a third
falls. The fourth, however, draws breath to raise the alarm. The Barbarian
charges forward and cuts the man down.</p>
<p class="MsoNormal">A careful inspection reveals that the gate is magically
trapped. The Cleric tries to dispel the magic but fails; the Bard, in an
astounding feat of intuition, guesses the magical password and puts key to lock
to open the gate.</p>
<p class="MsoNormal">Now they face a small room with eight iron-bound chests and
one silver-lidded pedestal. A small metal panel labelled “Emergency Procedure”
hangs on the back wall.</p>
<p class="MsoNormal">The Druid begins dismantling the chests via magic, and gold
coins spill across the floor. The Barbarian, realizing that time is running out,
steps forward and snatches up the silver lid, shrugging off the effect of its
cursed defence. Underneath is a golden pillow with the indent where a helm used
to rest… but no helm.</p>
<p class="MsoNormal">He turns to the metal panel and opens it, but cannot read
the instructions held within. The Bard steps forward and reads, “In case of
emergency… explode.” This triggers the Explosive Runes spell, almost killing
the Bard and injuring the Barbarian. As they stagger back the Ranger enters and
makes a careful search of the room, discovering a false panel in the wall which
opens to reveal, finally, the Helm of Brilliance. He snatches it, only to
involuntarily yelp out, “I am a thief!” But the fit passes, and he strides from
the room with the prize in his hands.</p>
<p class="MsoNormal">The rest of the party stops scooping loose gold coins into
bags and they all head back upstairs. They almost reach the postern gate without
incident, but then encounter another pair of guards. These men pass the
now-dried off Barbarian without comment, but when they come abreast of the
Ranger, he suddenly shouts, “I am a thief!” It appears the Confessional Curse has
stuck.</p>
<p class="MsoNormal">A brief round of fist-fighting ensues before the party can
flee out of the gate and back across the moat. Realizing they have at most
minutes before the sleeping guards awake and raise the alarm, they find a
deserted stretch of city wall. The Ranger and Barbarian now put their own
Spider Climb potions to good use, scaling the wall and tossing down a rope to
haul the others over.</p>
<p class="MsoNormal">Walking back to their boat, Malgorzata finally surrenders. “Put
me down,” she says, as the Barbarian has been carrying her over his shoulder, “and
show me the helm.” They let her touch it, and she sighs. “Very well, then.”</p>
<p class="MsoNormal">A patrol of knights catches up to them shortly after sunrise,
galloping down on them before they can react. The Barbarian takes up a
defensive stance and invites their charge. He appears to have learned from the
previous encounter, as this time every single lance is turned aside by his
shield and armor. Now the party has a crowd of horsemen upon them, but the Wizard
simply drops a fireball on the knot of horsemen with the Barbarian at the center.
The spell only singes him, but it means death for the low-ranked knights, and
the two remaining knights are easily dispatched. This time the party is
merciful; they loot the dead, but leave the merely injured to recover on their
own. Then it’s on the boat and out to the safety of the sea, where the Cleric restores Malgorzata's sight and frees the Ranger from the Confessional Curse. The Barbarian
passes the time by intimidating the fire-witch, assuming she won’t blast him on
a wooden boat in the middle of the ocean.</p>
<p class="MsoNormal">At Queen Rian’s court they receive a royal welcome. The
Queen is honey and sugar to Countess Malgorzata, explaining that it is time for
the three human kingdoms to unite under a single ruler, and that ruler is Queen
Rian. With the aid of Malgorzata’s helm, none can stand against them; and then
once united, the full force of the human realms can be hurled against the splintered
goblin kingdoms.</p>
<p class="MsoNormal">Malgorzata is dubious… until Vicar Neve assures her that
yes, she can in fact repel the dragon. This confirms the new international
order. When Rian asks for a final time what Malgorzata wants to become a
willing ally, she answers.</p>
<p class="MsoNormal">“First, I want this man“– she points at the Barbarian – “whipped
until he cannot walk. Then I want my daughter, my sister, my cousins, and my
husband brought out.”</p>
<p class="MsoNormal">As a crowd of knights springs on the Barbarian to carry out the
punishment, Rian turns to the rest of the party. “You have fairly earned your
reward, though perhaps not as cleanly as could be hoped. But now I have another
favour to ask. Return to Arkoommeamn and bring out the Countess’s kin. This
time, however, feel no need to spare your swords. Should you slay King
Slywester himself I would count it a boon.”</p>
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/* Style Definitions */
table.MsoNormalTable
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mso-tstyle-colband-size:0;
mso-style-noshow:yes;
mso-style-priority:99;
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mso-para-margin-bottom:8.0pt;
mso-para-margin-left:0cm;
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mso-pagination:widow-orphan;
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mso-bidi-theme-font:minor-bidi;
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<![endif]--></p>MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com3tag:blogger.com,1999:blog-9045671292776339187.post-40945289032825252972021-11-07T00:07:00.005+11:002021-11-26T09:54:48.282+11:00World of Prime: Campaign Journal #31<p class="MsoNormal"> <b>The Heist: Part 1</b></p>
<p class="MsoNormal">The party considers their new mission with trepidation:
steal a magic item without killing anyone. This is far outside their normal
operating method. However, they are all ready for a respite from the chaos of
the battlefield. Well, perhaps not all; the Barbarian asks if maybe they can
just kill a little bit.</p>
<p class="MsoNormal">After considerable discussion, the party decides to disguise
themselves as merchants. They spend 2,000 gp on silk (Eslyt arranges the
purchase in her name and has the crates transported to their boat in the dark
of night, to foil any Arkooian spies). The Druid recommends investing in a few
other trinkets like a merchant’s scale and yardstick, and they all get enough
training from a local merchant to be able to pass at least a cursory question
or two. They spend another 2,000 gp on healing potions and spider climb
potions, apparently expecting to drop down from the ceiling like a heist movie.</p>
<p class="MsoNormal">The voyage is calm and undisturbed (<i>the GM didn’t want to
roll for random encounters</i>) and after a week they hail around the coast and
land on Arkoommeamn soil. The Bard easily talks his way past the port
authorities, presenting the party as simple merchants. The fact that they are
heavily armed is not at all surprising, since the merchant trade is perilously
close to adventuring.</p>
<p class="MsoNormal">After hiring a cart and loading up their crates of silk, they
travel through a small county and into the capital. The city is well patrolled;
the guards on the gatehouse in the stone wall look in their crates and hand
them a small card with the local rules printed on it: no nudity, no pearls on
commoners, and trial by combat is a legal right. <span style="mso-spacerun: yes;"> </span>The town has wide roads, fit for horsemen, and
a solid castle in the center. The party trundles right up to the drawbridge,
past a troop of pikemen, and attempts to talk their way through the knights on
gate duty.</p>
<p class="MsoNormal">“Do you have a trading license?” a knight asks.</p>
<p class="MsoNormal">The Bard notes that this is not on the rules card.</p>
<p class="MsoNormal">“It’s not a bloody law book, is it?” the knight answers.
“Come back on market day and maybe you’ll have a better chance.”</p>
<p class="MsoNormal">After learning that market day is four days off, they search
out accommodations and are quickly referred to the Golden Wing Inn. The inn
specializes in a chicken dish that is drenched in saffron to give it a unique
golden color. The effect on the flavor is not entirely felicitous but the dish
remains a staple of local culture.</p>
<p class="MsoNormal">The proprietoress, Gizela, is also a bard of some skill. She
takes an interest in her latest customers and their foreign accents. A brief
bard-off ensues, where the Bard totally gets the better of the innkeeper, and
the information only flows one way. The party sells their cover as merchants
while discovering that the only person in the castle who would be interested in
their silks is… the Countess Malgorzata.</p>
<p class="MsoNormal">Gizela goes so far as to suggest she will introduce them to
the local merchant house where they can acquire a trading license. She buys
them a round and the party relaxes a bit. Meanwhile she flirts with the
Barbarian, and soon sends him up to his room to fetch a trophy from one of his
many adventures. Upon entering he discovers a burglar rifling through their
things.</p>
<p class="MsoNormal">“Excuse me,” he says, “but that’s mine.”</p>
<p class="MsoNormal">“Oh, sorry,” says the burglar. “Here you go,” and grabbing a
random weapon out of the Barbarian’s sack, stabs him with it.</p>
<p class="MsoNormal">The weapon is +1 rapier. The Barbarian is sixth rank. The
stab barely annoys him; he pummels the burglar into unconsciousness in a single
round, then grabs his bag in one hand and the burglar in another, and drags the
man down the stairs. By the time they reach the ground floor the burglar is a
bad way; the Druid crouches at his side and begins to tend his wounds while
Gizela apologizes profusely.</p>
<p class="MsoNormal">It is terribly embarrassing for an innkeeper to have her
guests burgled. “I put out traps and everything,” she says, “but you know how
it is.” In recompense she comps them their rooms and meals, and then asks… “So
what are you going to do with him?”</p>
<p class="MsoNormal">“What do you normally do with burglars?” the Cleric asks.</p>
<p class="MsoNormal">“We stab them,” she answers. The Barbarian perks up at this
and starts searching his bag for a knife. Meanwhile the Druid has restored the
wounded man to consciousness and is helping him to the door. “Although usually,
we stab them while they’re actually in the act, not five minutes later in a
different room on a different floor,” Gizela continues, frowning at the Druid.</p>
<p class="MsoNormal">“Can I demand trial-by-combat?” the Barbarian asks.</p>
<p class="MsoNormal">“You could,” she replies, “although that seems a bit
predictable.” Then she is hit with an idea. “How many times did you hit him?”</p>
<p class="MsoNormal">“Well, twice,” the Barbarian admits.</p>
<p class="MsoNormal">She runs a hand across his rippling muscles. “That means he
must be ranked; no common man could stand a single blow from such an arm. So…
you could duel him!” Gizela makes a compelling case, and soon the Barbarian has
agreed to a duel under unusual terms: the Barbarian will be unarmed and
unarmoured, while the burglar will have the purloined rapier. The duel will be
fought the next night, on the inn stage, as an entertainment.</p>
<p class="MsoNormal">Gizela has her men throw the burglar into a room to heal up,
and begins plying the Barbarian with alcohol and compliments. She keeps him up
all night, and starts in again the very next morning, clearly intending to send
the Barbarian into the ring exhausted and drunk. This is, after all, the only
way to make the fight even remotely interesting.</p>
<p class="MsoNormal">The rest of the party shakes their head but decides to use
the event as cover while they snoop around town. The Bard trawls through town
looking for rumors and eventually discovers that the Countess Malgorzata will
be traveling out of town just after market day, to visit her sister in another
county. He also arranges for a trading license from House Staszewski, but
rather than pay the 100 gp fee offers a bit of betting advice: the Barbarian,
regardless of odds. The merchant brothers Fortunat and Eryk are men of swords
and action themselves, so they agree to terms. They will attend the fight and
bet on the Barbarian. If he wins, the party gets their trading license for
free; if he loses, they will pay double.</p>
<p class="MsoNormal">That night a drunk and staggered Barbarian takes the stage
with a healed and clearly hopped up on alchemy burglar. The rogue wins initiative,
stabbing the Barbarian for what would be serious damage to an ordinary man but
is barely a scratch for him. The Barbarian responds with a flurry of fists, but
his impaired state means he misses half the time.</p>
<p class="MsoNormal">The next round the poison kicks in. The Barbarian for once
fails to shrug it off and suffers the maximum penalty, losing 6 points of DEX.
Another result like that will see him paralysed! He flies into a rage, knowing
that in his weakened state he will simply collapse into unconsciousness when
the rage ends. The fight lasts all of five rounds before the Barbarian beats
down the rogue, taking only minimal damage as the rogue fails to land any
critical hits or sneak attack damage.</p>
<p class="MsoNormal">At the conclusion of the fight, surrounded by a madly
cheering crowd, drunk, exhausted, and poisoned, the Barbarian gives into his rage
and beats the rogue to death before passing out.</p>
<p class="MsoNormal">While this violence disturbs the party, it wins Gizela’s approval.
She takes the rest of the party aside and makes them an astounding offer: a
huge bounty of gold for every witch they slay. The astounding part is that it
is exactly the same offer the shadowy rogue Esyllt made them back in Flefliequelp.</p>
<p class="MsoNormal">The Druid had already been forced to sell a little tael for
pocket money, and had discovered that tael also sold for more than normal here
as well. This cannot be a coincidence. Something odd is going on throughout the
entire domain.</p>
<p class="MsoNormal">Gizela’s motive is clear enough; she wants to weaken the
local government so she can take its place. But who could want the helm
neutralized through such violent means and with such a wealth to pay for it?
The party can tell Gizela does not have the money just lying around, though she
adamantly will not reveal where it might come from.</p>
<p class="MsoNormal">Somewhat disconcertingly, the allegedly Team Good party
spends a considerable time considering the murder-for-hire proposition. But on
market day they take their silk to the castle and are reminded of their real
quest.</p>
<p class="MsoNormal">Their trading license gets them onto the castle grounds, and
soon the Countess comes down to inspect their wares. She is accompanied by four
knights, a baronet, and two lady’s maids. The cleric notices that one of the
guards is carrying a finely made wooden box, but astonishingly fails to draw
the obvious inference. Fortunately the bard picks up the thread; while haggling
over the price of their silk he asks the lady if she might have other rare goods
to trade instead of coin, a perfectly legitimate question coming from a
merchant. She laughs and answers, “Well, yes, and also no,” with a glance
towards the box. The rest of the party notices that said box is exactly large
enough to hold a helmet.</p>
<p class="MsoNormal">In a fit of inspiration the bard trades their 2,000 gp of
silk for 1,000 gp and an invitation to dinner at the court, allegedly in the
hopes of making a good impression on the king for the sake of future business.</p>
<p class="MsoNormal">That night they return to the castle for a sumptuous meal.
The King is friendly enough, asking them about their travels, and is taken by
the Bard’s recounting of their adventures in the City of Tomorrow, though he
clearly doesn’t believe it. Meanwhile the Ranger has been trying to get the
guard holding the box drunk, the Druid is trying to talk finance with the Master
of Coin, and the Barbarian has challenged the King to an arm-wrestling match
(which, much to his surprise, the Barbarian loses).</p>
<p class="MsoNormal">The Bard takes this opportunity to fascinate the rest of the
King’s retinue, Master Rafal, Countess Fabolia, and Malgorzata. Only the witch fails
her save and sits enraptured with his music, but this is good enough: he works
in a suggestion that she should show them the Helm, as he greatly desires to
look on an object of such beauty and power.</p>
<p class="MsoNormal">The wizard Rafal perhaps notices this use of spell power,
but as it is so mundane in its request he cannot be certain. Malgorzata smiles
and casually reaches out to the guard standing behind her with the box; he
tries to stop her but has the box in one hand and the Ranger’s mug of ale in
the other. She opens the box and pulls out the Helm and places it on her head.</p>
<p class="MsoNormal">The entire room pauses in appreciation; the Helm is indeed
beautiful, studded with diamonds and rubies and opals in a frame of red and
yellow gold. But is the sheer staggering power it represents that takes the
breath away.</p>
<p class="MsoNormal">The Cleric, who had been observing quietly in the
background, makes a holy gesture in appreciation and smoothly works in a Detect
Magic spell. He discovers the Helm indeed is magical, and also that the box all
but screams “trapped!”</p>
<p class="MsoNormal">This is enough for the party; they have found what they came
to find. They retire for the night and immediately begin making plans to carjack
the Countess on the road. They watch her ride out with a troop of knights and
know that they have six days to plan an ambush. The party follows her road
until they find a spot far from any village or other habitation.</p>
<p class="MsoNormal">The Druid, upon discovering the sorry state of the local
vegetation (<i>the GM’s attempt to weaken the overpowering Entangle spell</i>), spends
his time casting Plant Growth until he has a battlefield full of weeds. He also
turns the hard packed dirt road into a soggy mud pit. The Barbarian kicks a
wheel off their cart and the Bard makes camp a short distance away. Then they
wait.</p>
<p class="MsoNormal">The column of horses eventually returns, but stops a
distance off. Three men ride forward and their leader, a Baronet, issues a
command. “Get that cart off the road or lose it.”</p>
<p class="MsoNormal">“We’re working as fast as we can,” says the Ranger.</p>
<p class="MsoNormal">The Bard ventures a question. “Is the Countess Malgorzata in
your train?”</p>
<p class="MsoNormal">“Why would you ask,” the Baronet replies, “and why would I answer?” He reaches for his sword.</p>
<p class="MsoNormal">“We’re friends of hers,” the Bard hastily explains with
enough grace that the Baronet pauses.</p>
<p class="MsoNormal">“Your name,” he demands, and when supplied, shouts it back
to the column.</p>
<p class="MsoNormal">“Yes, I know the man,” comes the Countess’ reply.</p>
<p class="MsoNormal">The Baronet decides not to murder the Bard and instead sends
five of his men to dismount and help move the cart. This turns out to be
surprisingly difficult as the party is actually trying to keep the cart on the road
while the knights are trying to push it off.</p>
<p class="MsoNormal">Meanwhile the Bard slips back to where he can see the lady. “I
apologize for the delay,” he says, “would you like a cup of tea while we wait?”</p>
<p class="MsoNormal">The Countess seems willing but the Captain at her side
grunts, “No, she would not.”</p>
<p class="MsoNormal">“Well,” the Bard says, “might I counsel you to ride around? The
road has gone to mud and I would not see your clothing stained.”</p>
<p class="MsoNormal">Again the Countess starts to agree, but her keeper grows
even surlier. “No.”</p>
<p class="MsoNormal">The cart is almost clear; in desperation the Bard asks, “Then
may I play you off, as a token of gratitude for your help?”</p>
<p class="MsoNormal">This time the Countess answers before her guard can. “That
would nice.”</p>
<p class="MsoNormal">Once armed with song, the Bard quickly enraptures the Captain,
the Countess, and the knight holding the box. He works in a suggestion: “Perhaps
you would spare your horses the danger of an uneven road.” This time it works;
the Captain nods absently while staring at his horse. Just as the knights
remount after moving the cart, the Captain waves them all off the road and
around it.</p>
<p class="MsoNormal">Of course it is a trap. As the column rides past the Bard he
snatches the box from the still-befuddled knight, and the Druid and Ranger
entangle the mounted column in writhing over-grown weeds.</p>
<p class="MsoNormal">The Baronet breaks free, as do four other knights down the column.
The Cleric and Barbarian race to their horses and mount, leading the other’s
horses back to where the Druid and Ranger are casting spells. The Druid casts another
entangle, trapping one of the free knights, but the other three break free
again although now they are quite a distance away.</p>
<p class="MsoNormal">The Baronet looks over his shoulder at the disaster and…
spurs his horse to the west, in full flight. “A message for the King!” he
shouts as he flees. The Ranger leaps into the saddle and gives chase, his lighter
and faster horse hopefully a match for the Baronet’s heavy destrier. The Druid
and Bard reach their horses and mount up, but can see the three knights coming
back at them with lowered lances. Meanwhile the rest of the column has
dismounted and is cutting their way out of the grass, a slow but steady
process.</p>
<p class="MsoNormal">And the Countess Malgorzata stands in her stirrups and cries
out. “I counted you friends!” Her red hair billows out around her, charged with
magic. She may not have the Helm but she is still a pyromancer of not
inconsiderable power.</p>
<p class="MsoNormal">The party is in the soup: split, flanked, and in the crosshairs
of a fire-witch. Not a good situation, but not exactly a new one either.</p>
MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com2tag:blogger.com,1999:blog-9045671292776339187.post-81764359127649158932021-11-06T16:19:00.003+11:002021-11-09T10:55:00.429+11:00World of Prime: Campaign Journal #30<p><b>After the War Began</b><!--[if gte mso 9]><xml>
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Block Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Hyperlink"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="FollowedHyperlink"/>
<w:LsdException Locked="false" Priority="22" QFormat="true" Name="Strong"/>
<w:LsdException Locked="false" Priority="20" QFormat="true" Name="Emphasis"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Document Map"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Plain Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="E-mail Signature"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Top of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Bottom of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal (Web)"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Acronym"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Address"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Cite"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Code"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Definition"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Keyboard"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Preformatted"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Sample"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Typewriter"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Variable"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal Table"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="annotation subject"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="No List"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Contemporary"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Elegant"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Professional"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Balloon Text"/>
<w:LsdException Locked="false" Priority="39" Name="Table Grid"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Theme"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Placeholder Text"/>
<w:LsdException Locked="false" Priority="1" QFormat="true" Name="No Spacing"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading"/>
<w:LsdException Locked="false" Priority="61" Name="Light List"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 1"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 1"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 1"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 1"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 1"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Revision"/>
<w:LsdException Locked="false" Priority="34" QFormat="true"
Name="List Paragraph"/>
<w:LsdException Locked="false" Priority="29" QFormat="true" Name="Quote"/>
<w:LsdException Locked="false" Priority="30" QFormat="true"
Name="Intense Quote"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 1"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 1"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 1"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 1"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 1"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 1"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 1"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 2"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 2"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 2"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 2"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 2"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 2"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 2"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 2"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 2"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 2"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 2"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 3"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 3"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 3"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 3"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 3"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 3"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 3"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 3"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 3"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 3"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 3"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 3"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 3"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 4"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 4"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 4"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 4"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 4"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 4"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 4"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 4"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 4"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 4"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 4"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 4"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 4"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 4"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 5"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 5"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 5"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 5"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 5"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 5"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 5"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 5"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 5"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 5"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 5"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 5"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 5"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 5"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 6"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 6"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 6"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 6"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 6"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 6"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 6"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 6"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 6"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 6"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 6"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 6"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 6"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 6"/>
<w:LsdException Locked="false" Priority="19" QFormat="true"
Name="Subtle Emphasis"/>
<w:LsdException Locked="false" Priority="21" QFormat="true"
Name="Intense Emphasis"/>
<w:LsdException Locked="false" Priority="31" QFormat="true"
Name="Subtle Reference"/>
<w:LsdException Locked="false" Priority="32" QFormat="true"
Name="Intense Reference"/>
<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
UnhideWhenUsed="true" Name="Bibliography"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="TOC Heading"/>
<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
<w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/>
<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 5"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 5"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 5"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 5"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 5"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 6"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 6"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 6"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 6"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 6"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="46" Name="List Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="List Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="List Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 5"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 5"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 5"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 5"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 5"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 6"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 6"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 6"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 6"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 6"/>
<w:LsdException Locked="false" Priority="51"
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</p><p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">The losses from the war are light; only 58 men are dead, due
largely to the considerable amount of healing power in the army. The next day
the common and low-ranked bowmen rush out to the woods to hunt hobgoblins while
the high lords convene to talk strategy.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">A pair of knights ride into camp. The queen has sent couriers
to bring back a report from the front. The knights are pleased to see that all
is well. Before they depart they drop off a welcome addition: the party’s
Wizard, keen to rejoin his comrades in the field.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">The party decides to send out scouts to the west and south,
looking to get a lay of the land. After four days the scouts from the south
return to report nothing of interest; hobgoblin villages stretch on for another
ten miles but after that is only wilderness.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">The scouts from the west, however, report nothing, because
they do not return.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">The party considers sending Count Garth to scout, but decide
that they should go themselves. They follow the river west a single day before
encountering goblin forces in the form of four ogres and two trolls.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">The party opens with the usual Entangle, immobilizing half
the enemy. One troll charges up to the Barbarian and lays into him with a full
attack. Another crawls out of the entangle and tries to close, along with one
of the ogres.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">The Ranger finds himself fencing with a troll, not losing but
not winning either. The Wizard sends a swarm against an entangled ogre… only to
see it foiled by magical protection. The Druid summons lighting, the Bard
begins to sing, and the Cleric calls forth a spiritual hammer.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">All of this is wholly inadequate preparation for the fight to
come. As the monsters close, the Wizard ups his game, fireballing a troll, an
ogre, and the rogue swarm that is now seeking something it can feed on. The
Ranger tries another entangle, trapping one ogre that had gotten free, but
leaving him still facing a troll. The others make largely ineffective attacks,
though a lightening bolt finishes off an ogre.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">Meanwhile, hidden assassins keep shooting heavy crossbow
bolts. While the damage isn’t terribly threatening, the constant saves vs.
poison are beginning to be a problem.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">Then the troll tears into the Barbarian with both claws, leaping into the air to rake with his rear claws again. The Barbarian goes down
hard. A single point more and he would be dead! The Bard, the only one close
enough, dashes in to heal the Barbarian with potions. The troll batters at him
but somehow only lands a lame bite. The Bard uses another potion to bring the
Barbarian back to consciousness (though he wisely pretends to still be
incapacitated), but then the troll lands a brutal claw and tears his throat
out. The Bard is dead!</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">The Druid has turned into a bear; the troll leaves its fallen
foes and rushes to attack something worthy of its claws. The Bard, no longer
the direct target of the fearsome beast, stops playing dead and protects
himself with mirror images. <i style="mso-bidi-font-style: normal;">(I made all
the other players make a Will save, and when they all failed, told them the
Bard was dead. A few of them were even fooled briefly.)</i></span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">The Bear-ized Druid and the troll are a fair match for each
other. Meanwhile the Ranger is still fighting his troll. The Wizard pauses to
detect magic, having realized that the creatures are protected from both
summons and fire. The Cleric dispels all of the spells on one of the assassins
and gets shot for his trouble. He decides to deal with the poison before it
leaves him paralysed.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">The Wizard then dispels the troll’s protections, allowing the
Cleric to summon a celestial hippogriff to finish it off. The Druid-bear
charges to engage the remaining troll and ogre and engages them in battle. The
two goblin assassins, seeing how the fight must end, order the last ogre to
cover their retreat and disappear into the wilderness.</span></p>
<p class="MsoNormal"><i><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">This was an epic battle, with everyone damaged and over half
the party in single-digit hit-points. The trolls in particular were very
dynamic, either doing minimal bite damage or landing massive amounts of claw
and rend damage. And of course the Barbarian’s Greek Fire grenades were
desperately necessary to keep the trolls down. The ogres were so heavily
armored that magic was almost the only effective way to deal with them.</span></i></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">Battered, bruised, and spell-less, the party cuts their recon
short and return to the army. Their sorry state causes some concern, and they
decide to end the mission. But in the morning the Druid notes that only four
more days of hobgoblin hunting will see yet another member of their party
gaining a rank (three have already gone up from the previous battle), so they
choose to stay.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">It is a fateful decision, because the goblin assault lands on
the 8<sup>th</sup> day. Over four hundred goblins besiege the keep. The humans
decide that time is not on their side, and immediately try to break through.
The party, along with the free companies, takes the lead, while the Vicar Neve
and her royals are in the van, with the other land-holders bringing up the
rear. <i style="mso-bidi-font-style: normal;">(This was mostly so we could reduce
the battle to just a few units, since we were back on Roll20 instead of staring
over a huge map in person.)</i></span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">The battle is lopsided, though. The Wizard ignores the threat
of arrows and fireballs the goblin archer units into oblivion. After he kills
each one, the others manage to drop him with long-range indirect fire, only to
see the Cleric patch him up again so he can kill the next company.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">The bugbear knights prove rather hardier, and once they
engage the free companies in melee begin to do serious damage. The free
companies are all archer units and are heavily outclassed by heavy cavalry.
Meanwhile, the bugbears prove they can even pound the Barbarian into negative
hit-points. It begins to look almost like a fight, but the Cleric’s healing pulls
the Arrow Free company out of a steep dive and the dice finally break our
hero’s way. Entangle and spiky roots dominate the battlefield, preventing the
hobgoblin hordes from being a threat.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">They continue their retreat to the capital, not desiring to
see if the goblins have any more attacks planned. But the further the army gets
from the battlefield, the less they fear retribution and the more they desire another
victorious slaughter. By the time the army presents itself to the Queen, it is
already eager to return to the field.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">The Queen reminds the party of their promise. She points out
that sacking goblin cities would be a lot easier with a Helm of Brilliance on
their side. She also notes that there are three goblin kingdoms, just like
there are three human ones; if the human realm could unite under a single
throne then they could strike with the force of three against each of the
goblins in turn. And if Queen Rian gained the helm, along with her sister’s
apparent command of the dragon, it would not be long before every human knee
was bent to her.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">The party must now decide if they want to pursue diplomacy
and intrigue, or return to the bloody battlefield. They could also choose a
stealthy strike mission into goblin lands, as the rogue Eslyt’s offer to sneak
them into a goblin court still stands.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">While the Druid surprisingly has had enough of blood for the
moment, the party can’t help but notice that however unwieldy, expensive, and
time-consuming armies are, their actions yield staggering amounts of tael. All
but one of them has reached 6<sup>th</sup> rank from this war, and it has only
begun. Even if they decide to pursue the helm, it will only be a stepping stone
to more war.</span></p>
MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com0tag:blogger.com,1999:blog-9045671292776339187.post-32486127473098998232021-09-11T12:46:00.009+10:002021-09-13T19:48:54.120+10:00World of Prime: Campaign Journal #29<p><!--[if gte mso 9]><xml>
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</p><p class="MsoNormal"><b><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">The Irryrian Invasion</span></b></p><p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">The party returns to court and presents its present of incense. Vicar
Neve is thrilled to the heavens; Queen Rian, however, plays her cards close to her chest.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">Warfare in a feudal society is less a matter of state policy
than of personal choices. The queen gives the party licence to recruit for
their attack on the goblins, but refrains from making her own commitment until
they have raised a sizable private force.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">This is the Bard’s territory, and the party follows him on a
whirlwind tour of the kingdom. They discover a wide range of attitudes. County
Eicoarraecae is decimated, its count destroyed in the party’s last goblin
adventure. However, soldiers must eat, and they like successful leaders: after
all, the party returned from that foray intact. The party raises a company of yeomen
and a troop of ranked marksmen as permanent household guards for only a signing
bonus of 2,500 gp, the promise of 5,000 gp a year in salary and upkeep, and a
standard share of the booty. Added to the sailors they already employ, the
party has now crossed the threshold: they are no longer a free company, but a
political entity.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">However, both the free companies of the county are hard ”No’s”.
Baronet Hubert, of the armored Iron Company that accompanied the late Count on
that fatal venture, does not care to face the dragon again. Baronet Gabriel of
the Lance Company tells them to their face that they underestimate the power of
the dragon and that their mission is suicidal. But why would they listen to
some small-time adventurer from distant lands with a reputation for defeating
strange and powerful beasts? They shrug off his warning and move on.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">Count Garth of Hoolliolae is keen; he, his personal retinue,
and his company of cataphracti are all available for merely their share of the spoils.
The party funds the temporary formation of another free company from the local gentry for 1,750 gp,
bringing another troop of marksmen on-board complete with their own cleric.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">Oorlournearsio, the swamp county they keep passing through on
their way to the goblins, is regretfully unable to contribute at the moment.
The Curate Siagny is struggling to hold her misfit county together as it is.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">Lady Irwen, the sometimes erratic ruler of Ameappaoqua, is ambiguous.
She wants to see what the queen commits before she commits her own forces, and
even then she is asking for cash to get involved. The party extracts a
compromise: the lady, half her retinue, and her cataphracti company will
accompany them for only 1,500 gp if the queen sends at least an entire regiment. The party, concerned
about raising enough force, decide to meet the Arrow Company’s signing fee of
2,000 gp, and add another free company to their coalition.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">Flodaighoast gives them the cold shoulder. Curate Anna faces
too many raids from the human kingdom to her west to worry about goblins. Only
a substantial inducement of 2,000 gp convinces the resident free company, the Company
of the Long Shaft, to join them.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">With these lists of names in their hands they return to the
capital. The Order of the Stag, the most powerful non-governmental body in the
kingdom, meets their invitation with nothing but frowns. They cannot be swayed,
and the party settles for buying the much smaller Order of the Hound for another
2,000 gp. Still worried about impressing the queen, they hand over another
4,500 gp to organize three temporary troops of ranked marksmen from the free
gentry of the town, each of which comes with its own Troubadour. Lady Alys the
Jongleur is waiting only for an invitation, and gladly jumps to be of service to the
realm.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">Now they approach the throne with only slight trepidation.
Neve greets them warmly; the queen is still reserved. Yet she will not send her
sister unprotected into danger. She grants them a regiment, a third of her
entire army. Four companies of yeomen, one company of dragoons, and two troops
of marksmen.</span></p><p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;"></span></p><p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">However, she extracts a promise: after the goblins are reduced, the party will undertake to retrieve the Helm of Brilliance for her realm. The party is uncertain as to how this can be accomplished, but they want her troops too much to say no.<br /></span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">She also makes it clear that the party is to return with
Neve, or not at all.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">The party has now invested a vast sum into making this
happen, for which they get only their fair share of the spoils. Still, they
have traded gold for the chance of tael, and that is the engine which drives
the lives of the ranked. They set forth with banners flying, as a substantial
portion of the power of the realm falls in behind them.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">The march south is uneventful; the way is well-known and the
goblin patrols have already been smashed once. On the morning of battle, when
the next advance will bring the army to close with the goblin city, the dragon
appears in the sky, glowing more golden than the sunrise.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">Neve stands in the saddle, refulgent with the power of the
incense, and chants with the confidence of conviction. The dragon draws close;
the party is granted their first proper look at the creature. And that look
shakes them to their bones. In a flash of inspiration the Cleric realizes that
Neve is completely insane; her paltry rank cannot possibly compel a
monster of this power. <i style="mso-bidi-font-style: normal;">(I made the Cleric
look up the rules for turning while the Bard made a roll to determine the
dragon’s CR. The party immediately began casting every spell they could think
of to boost her chances, but even that was not enough).</i></span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">The party looks left and right, but there is nowhere to hide.
Flight is not possible from the flying freight train bearing down on them. Neve
chants louder, still unconcerned; the army holds its collective breath; and
then… the dragon turns away.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">As it flies south, out of sight, the army leaps to its feet.
Divine providence has blessed their cause and they press on with bloodlust
heightened to a burning edge. Only the party looks at each other, wondering
what has just transpired; only they seem aware that the dragon <i style="mso-bidi-font-style: normal;">chose</i> to withdraw for reasons unknown
but undoubtedly nefarious.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">The ensuing battle is somewhat anticlimactic. The party has
brought overwhelming force against the depleted goblins, including two
land-holders whose retinues include healers and are therefore nigh-indestructible.
The army’s advance is contested but never truly in doubt. Even the trolls cannot
inflict much damage before the Barbarian knocks them down.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">At the gates of the city the goblins mount a desperate
defense. The Barbarian, eager as always, scrambles over the walls and attempts to
engage an entire company of spearmen single-handedly. This appears to be the
limit of his abilities, as they stab him to the ground with a hundred thrusts.
Fortunately Count Garth is unwilling to cede all the glory, and his troop
smashes through the gates and captures the city. The party finds the Barbarian,
unconscious but fortunately not in danger of bleeding out, lying in the
rubble.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">The common troops rampage through the city, killing
everything that breathes. Even the goblin’s horses are destroyed, as they are unmanageable
by human hands. The high lords gather in the goblin keep and oversee the
collection of treasure.</span></p>
<p class="MsoNormal"><span style="font-size: 10pt; line-height: 107%; mso-bidi-font-size: 11.0pt;">The other lords look to the party for guidance, as this is
their operation. The party decides to occupy the city for at least nine more
days while the yeoman hunt hobgoblins in the forest, yielding sizeable portions
of tael. After that their food will run out, and they are not willing to chance
goblin fodder. The retreat home, like the march here, will require no rations,
as the army is almost entirely composed of huntsmen who can forage with ease in
the wild; but the goblins have long since hunted their own lands into
depletion.</span></p>
<p> </p>MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com0tag:blogger.com,1999:blog-9045671292776339187.post-14443780105716809532021-01-27T09:51:00.002+11:002021-01-27T09:51:16.849+11:00Why Politico is the worst: Reason #395<p> Today Politico says:</p><p></p><blockquote><b>Senior U.S. lawmakers </b>are stressing out about mounting government debt
as they resist President Joe Biden’s $1.9 trillion plan to boost the
economy</blockquote><p></p><p>How is this not journalistic malpractice? How is this not pure propaganda? The only people freaking out about the debt are <i>Republicans</i>.</p><p>Politico deliberately and intentionally smeared <i>all </i>lawmakers with the fringe beliefs of <i>Republicans </i>so as to normalize those beliefs (the rest of the article is about how economic experts including <i>debt investors themselves </i>also support Joe Biden's plan).</p><p>This is how fascism wins: one lie at a time.</p>MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com2tag:blogger.com,1999:blog-9045671292776339187.post-17004795241893142292020-10-25T20:41:00.002+11:002020-10-25T20:41:15.045+11:00World of Prime: Campaign Journal #28
<p class="MsoNormal"><b><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%;">Weekend at Phorcys</span></b></p><p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%;"><i>(This recap will be a spoiler for the adventure <a href="https://www.drivethrurpg.com/product/332506/Weekend-at-Phorcys" target="_blank">Weekend at Phorcys</a>, available on DriveThruRPG for free).</i> <br /></span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">After diligent investigation, involving drinking in many different
taverns, the bard has uncovered two different paths to striking back at the
goblins.<br />
<br />
<i>The Path of Night</i></span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">The rogue Esyllt knows a secret entrance into a goblin keep; not the one
they’ve just returned from, but its neighbor. If they can get to the city
walls, she will lead them past all the common soldiers and into the keep
itself, where they can face principals directly with only their personal
guards. Though it won’t be as profitable as sacking the whole town but it will yield
tael and magic items. Esyllt will provide guidance and invisibility potions in
exchange for 1/3 of the treasure.</span></p>
<p class="MsoNormal"><i><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">The Path of War</span></i></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">The bard Alys has heard rumors of an ancient and evil underwater temple
not too far to the east. They may possess a sacred spice that, when burned
while praying, causes a cleric's spells to operate at the fullest possible
effect. If the Vicar Neve had this item, she believes she could actually turn
the dragon and force it to flee (as a priestess of Earth, she can turn or
destroy creatures of Air). With this protection, the queen would surely
authorize a military mission to destroy the already weakened goblin district. The
local heroes have not investigated this temple, as they are all archers and
fighting underwater is not ideal for them. Alys will provide water-breathing
options at normal price, but otherwise the party is on its own.</span></p><p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;"> <br /></span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">The party chooses war, apparently because they are just that
keen on burning down an entire goblin city.</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">So it’s back up river to their boat, where they roust their sailors from
seedy taverns and inns and set sail back to the east. There is some trepidation
when they realize it’s the same area they saw the siren sunning on a rock, but
they find the beach described by Alys (who got her information from a ship-wrecked
fisherman). They did not like the price tag on her potions, instead choosing to
rely on their own spells. The druid casts water-breathing on everyone and turns
himself into an octopus, and they trudge under the sea, looking for a glimpse
of lights that cannot be seen from the surface.</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">What they find astounds them: an entire Greek-style temple lit by torches
and occupied by handsome young men and women in green togas lies at the bottom
of the ocean. Seeing their friendly faces the bard dashes forward and begs for
aid, as he can tell his water-breathing spell is about to expire.</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">A handsome man in a gold and pearl crown parts the crowed and says, “Come,”
striding into the temple. The bard follows him into a small room with a font
and a stone button. Pressing the button releases a fragrant green gas that
suffuses through the water, and suddenly the bard can breathe again. The rest
of the party follows (the druid turning human again now that there is air on
offer) and the master of the house belatedly makes introductions.</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">“I am Phorcys, a minor demigod of the sea. You are welcome in my domain
as long as your intentions are peaceful.”</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">He explains that the gas will only last for three hours, and shows them
how to activate it when they need a refresher. Then lunch is served, sea plants
and sushi. Afterwards everyone retires to the main room to dance.</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">The cleric declines a dance partner and engages Phorcys in conversation,
mentioning that their gratitude for his hospitality and asking if there is
anything they can do in return. As it turns out, a hideous monster has laired
in a cave that overlooks a certain sea-flower that the temple denizens like. If
the party could dispatch the beast, Phorcys would be happy to supply them with
some of his special spice.</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">The lair is a long walk away, so Phorcys summons up some sea-bass outfitted
with harnesses. The party tops up on green gas and sets off, riding their
underwater mounts and traveling at great speed. They reach the lair in an hour
and twenty minutes, leaving them a good twenty minutes of fighting time with
still enough air to get back to the temple.</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">But the entrance of the cave is guarded by two huge sharks. The party
attempts to advance through them without trouble but the creatures dive in for
a bite. The druid gets stuck in a shark’s mouth and takes a terrible beating
until in desperation he turns himself invisible to animals. The creature lets
him go, confused, and turns to bite the cleric before eventually succumbing to
the combined efforts of the party. The other shark, meanwhile, has been long-speared
by the barbarian, who is making good use of his portable armory (fighting
underwater imposes penalties on slashing and bludgeoning damage).</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">At some point in the fight they try to distract the sharks, only
succeeding in driving one into their herd of sea-bass mounts which immediately
scatter. The party doesn’t take much notice of this detail and head into the
cave to find the true monster.</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">Once there the wizard immediately spots the hidden treasure, proving his
high Appraise skill was definitely an in-character choice. Before they can evaluate
it, however, the bard is snatched up by the octopus hidden on the ground and
dragged deeper into the cave.</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">A pretty epic battle occurs, with the bard actually winning a grapple
check to escape before the octopus can constrict him to death and the mass of
tentacles applying a serious beat-down to the barbarian. Eventually, though,
the creature has to think of defence, and it emits a cloud of ink.</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">The barbarian has been so badly mauled that even after being healed he
is reluctant to wade into the darkness and finish the creature off. The ranger
is shooting blindly into the ink cloud under the delusion he can actually hit
something he can’t even see, until the bard convinces the barbarian to charge by
charging in first. They find the beast and attack it with gusto, unaware that a
stray arrow from the ranger actually found its mark several rounds ago.</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">The treasure turns out to be a pouch from a long-dead adventurer, with
some gold, a few jewels, and a much-appreciated potion of water-breathing.
Between that and the rest of the cleric’s third-rank spells they have just
enough air to make the long march home, now that their sea-bass mounts have
deserted them.</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">The people of the temple greet them warmly, though without any obvious
concern over their longer-than-expected absence. In general the inhabitants of
the temple seem oblivious to the hurly-burly of the outside world. And their
age is problematic, as they have clearly been here a long time. Long enough to
be eager to offer companionship to new-comers when the sun begins to sink. The
wizard accepts a companion, though for inexplicable reasons he chooses to sleep
in a storage closet instead of a sleeping chamber; the bard, keeping in form,
accepts three companions, and everyone retires for the night – or rather, for
the two hours our heroes need now that they are all wearing <i>Rings of Sustenance</i>.</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">Yet their sleep is troubled by a terrible nightmare, in which the temple
decays into ruin and their beautiful companions rot into foul creatures of undeath.
In horror they snap awake, realizing the dream has become reality!</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">Both the wizard and the bard win their initiative checks, allowing them
to escape the clutches of the ghastly monsters next to them. (This would have
gone quite poorly for the bard, outnumbered three-to-one as he was, but as
usual dumb luck lets him skate out of the consequences of his ill-advised
romantic decisions). They race for the main hall, shouting through the water
for their fellows. The barbarian and bard get stuck in hallway, fighting a
ghast; the ranger holds the entrance-way against three more. The druid, thinking
ahead, runs to the small chamber where the air supply is, only to discover it
now emits a foul stench.</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">Phorcys’ bronze throne begins to glimmer in fascinating colors, but as
usual the party simply shrugs off the enemy spell. The cleric begins chanting holy
words against the undead creatures, sending five running, followed by two more,
and finally dusting another two. Meanwhile the bard and barbarian are still in
the hallway, their battle against a lone ghast complicated by a huge shark that
keeps making swim-by attacks from overhead. The temple is in fact in ruins, all
of the roofs caved in and many of the walls shattered.</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">Phorcys appears, cursing and taunting the party. The druid, still in
bear form, comes back into the hall and immediately falls prey to the hypnotic
effect of the throne. This does not last, however, as the ghast that was
chasing the wizard comes up behind him and attacks, breaking the spell.</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">The bard and barbarian defeat their ghast and decide to ignore the
shark, which has so far proven unable to hit anything. They enter the main
hall, shrugging off the disco lights from the throne, and now the party is all together
and thinking they can probably take the remaining ghasts. Just in time for four
huge tentacles to burst up through the floor.</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">These things hit like a ton of bricks. The ranger and wizard in
particular are knocked into negatives. Only the cleric seems immune to the
tentacles, which never land a sucker on him. His spells put his fallen comrades
back into battle, which is good, because the handful of remaining ghasts are
prowling around looking for easy prey. The wizard gets off a Magic Missile at
Phorcys but then has to summon sharks to hold the ghasts off. The bear-druid
tears two tentacles off and lays into Phorcys himself, only to finally realize
the man is merely a projected image.</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">Then a cloud of ink covers the entire room, blinding the ranger, bard, and
wizard. As usual the barbarian makes his save vs spell (he really is quite
lucky that way) and chops off the last two tentacles.</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">Now things come to a bit of stand-still. Phorcys is out of tentacles,
ghasts, and tricks, but the party is low on hit-points, spells, and air. A
negotiation ensues. Phorcys offers to pay a ransom and to tell them where the promised
incense is hidden if they agree to leave. The bard counters with a demand for
his crown. After a brief bit of resistance, Phorcys agrees to take his crown off
and hand it to the bard as part of the deal. Still, the party is unsure of whether
to take this bargain or press on, until the druid resumes human form and tells
them that the air supply is broken.</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">Phorcys offers to give them one more hit of the green gas, and that seals
the deal. They file into the small chamber. This time the gas is foul and sickening,
but it does allow them to breathe water. They search the storage room and find
the incense. As they are trudging out the front door, the bard demands the
crown. Phorcys rolls his eyes, takes off his crown, and hands it over – whereupon
it immediately disappears, because of course it was illusion just like his
body.</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">The party marches for two hours back to the shore, only slightly disconsolate
that they received very little profit. Phorcys’ ransom is significant, but they
are used to huge sums these days, and the only real treasure is the incense
which they are planning on handing over to someone else. At the edge of the
water they receive one more nasty surprise – they have forgotten how to breathe
air!</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">The wizard is convinced that the effect will disappear at the same time
the effect of the gas wears off. Despite a less-than-authorative spellcraft
roll he convinces the rest of the party to simply wait, perhaps because they
don’t really have any other options – the temple is two hours away and in any
case they can’t expect to find respite there. In the end he is proved right,
and they stand up in the cold dark, coughing out salty water and terrifying
their poor sailors who temporarily mistook them for sea monsters.</span></p>
<p class="MsoNormal"><span style="font-family: "Times New Roman",serif; font-size: 12.0pt; line-height: 107%; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-AU;">Now they are keen to return to the Queen and make a present of the
incense as the opening bid in negotiating a role in the war to come. The gravity
of the situation has become clear: the human and goblin kingdoms have
experienced a <i>Pax Draconis</i>, a peace compelled by the dragon’s tendency to
eat armies. If Vicar Neve can compel it to retreat, then open war may engulf
the entire domain, instead of merely low-scale raids and skirmishes. The party
views this outcome with satisfaction. A blood-thirsty view, to be sure, but one
no doubt shared by the human and goblin kingdoms themselves.</span></p>
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<![endif]-->MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com0tag:blogger.com,1999:blog-9045671292776339187.post-73117089714668839382020-09-15T08:00:00.001+10:002020-09-15T08:00:06.265+10:00 Why you can't argue with a Republican<p>Arguing across partisan divides is never easy, but you may have noticed that it now seems impossible. Shared facts - the basis of any rational discussion - no longer exist; basic existential claims like "Trump said one thing on Tuesday and a different thing on Wednesday" are as ineffective as complex arguments about moral theory. Literally nothing you can say seems to penetrate; no words seem to make any impact on your opponent's position or fervor.<br /><br />The reason is because Republicans are now post-language. Words have become merely a sequence of sounds that one uses to establish dominance; they no longer have semantic content. When a gorilla bangs its chest and roars, the only intended meaning is a display of power and a demand for submission. If you were to ask the gorilla what ideas his roar was trying to convey, he would be mystified at your cluelessness.<br /><br />If this surprises you, it shouldn't. This is the natural and inevitable destination of fascism, as made clear by history and the novel 1984. The raw exercise of power does not depend on ideas; indeed, it can only be challenged by ideas.<br /><br />There are only two ways to achieve a goal: force and reason. And reason is merely the special application of force by an entity upon itself. To reason with a man is to convince him to use the power at his disposal to constrain himself, rather than to compel another.<br /><br />Republicans, unable to convince a majority of other people that their goals are desirable, have given up on reason. They now operate solely in the realm of force. Trump has made this clear many times; perhaps his most obvious tell was at a recent rally when smugly pointed out that he, and no one else, occupied the White House. Power, presented as its own justification.<br /><br />This is why you cannot argue with a Republican. All you can do is deploy word-sounds that would make you dominant over them, to be countered by their word-sounds that reclaim dominance over you. To do anything else - to consider the concepts you advance - would be to deal in reason, and they have already conceded that is a losing battle.<br /><br />This is why no Trump supporter cares about Trump's contradictions, or policy failures, or treasonous acts. Whenever you mention those, they are merely plays at dominance, to be refuted by displays of their side's power. Trump's position as head of the government is the only message they can hear.<br /><br />The good news is, without power, the Republican project collapses. There will be no armed revolution on the part of the Right if their currently ongoing violent coup fails. They are bullies, and like all bullies, cowards once deprived of power. Without power, they have no organizing principle, and no language to communicate with each other.<br /><br />The bad news is that the desire, no, the psychological <i>need </i>for racial and gender superiority, is so strong in so many of our citizens that it seems altogether unlikely that democracy can survive. A house divided cannot stand, and 40% of our citizens want the illusion of white male supremacy more than they want reality.</p><p>The defeat of Trump in November is necessary to the survival of the republic; but not at all sufficient. <br /></p>MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com9tag:blogger.com,1999:blog-9045671292776339187.post-32880089018352324852020-09-14T11:26:00.003+10:002020-09-14T11:26:27.016+10:00Richard Falconer's thesis confirmed<p>In my series <i>Sword of the Bright Lady</i>, the rate of expansion of the universe is revealed to be tied to morality: good acts slow it down, and evil acts speed it up.</p><p>Which is why the news that <a href="https://www.theatlantic.com/science/archive/2020/09/universe-too-thin/616327/" target="_blank">the universe is too thin </a>and expanding too rapidly for our current models to explain does not surprise me at all.<br /></p>MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com0tag:blogger.com,1999:blog-9045671292776339187.post-58077485722050379512020-09-06T15:16:00.004+10:002021-04-11T15:41:18.746+10:00World of Prime: Campaign Journal #27<p><b>Against the goblins, part 1<br /></b></p><p></p><p>After several days, two offers stand above the rest as serious enterprises.</p><p></p><p>Count Hooliliolae will underwrite a hunting expedition. He will send a troop of yeomen under the command of his Minister of War to hunt hobgoblins until their arrows run out. The party will screen the hunters from the goblin city and defeat whatever forces are sent out to dislodge them. In exchange they will get 1/2 of the tael from the hobgoblin hunt, and of course whatever tael and treasure they take off of the goblin defenders.</p><p></p><p>The Count of Eicoarraecae has a far more ambitious plan. In addition to his troop of ranked marksmen, he has a mercenary troop of heavy cavalry from the west and an alliance with a Free Company of heavy infantry. He believes that their combined strength is enough to take the goblin city itself. He will also dispatch three troops of archers to the rear, to hunt hobgoblins while the main forces assault and sack the city of Iryrr.</p><p>The party's task is to open the keep gates, in addition to battling the forces of the city. Their reward will be 1/3 of the booty from the city, plus 1/2 of the winnings from a troop of hobgoblin hunters, and of course the tael and magic from any foes they defeat.</p><p>The ranger and bard both vote for the hobgoblin hunt, as it sounds like the safer path. The rest of the party, however, are all-in on glory and adventure, even despite a warning from the bard Alys that the mission is dangerously risky. (<i>The wizard pretends to be against the plan, but that is soon revealed as reverse psychology to trick the DM into increasing the rewards for the quest. Unfortunately for him the gambit fails, as all of the adventures are pre-generated by the Sandbox program.</i>)<br /></p><p>So early one morning, six separate groups set out from the southernmost county of Flefliquelp, all traveling independently so as to attract less attention. The party has been given an guide, a young man of no rank (or name) who knows the way; in previous adventures the Count has actually caught sight of the city before being forced to retreat.</p><p>They travel south through the wilderness without incident. These are, after all, relatively patrolled lands as they are directly between two kingdoms, and whatever monsters do live there are smart enough to attack retreating armies, not advancing ones. After eight days they cross a major river and are now within the goblin's domain.</p><p>The next day they make contact: a large patrol of goblin archers and two bugbear knights. The archers open fire and inflict measurable damage on the barbarian while the knights move to flank from either side. After that the fight is anti-climatic; their foes simply cannot stand long against a 5th level party. In particular the cleric's spiritual war-hammer has become a potent force, smashing through the knight's armor with abandon. We also learn that the bugbear knights aren't as dangerous as their fierce warhorses, whose hooves inflict most of the damage the party suffers.<br /></p><p>A few hours later they encounter a swarm of rabid hobgoblins and three squads of rogues. The swarm proves to be less than impressive as the barbarian cuts through it like a blender. The carpet of waist-high creatures floods around the barbarian and ranger, trying to pull them down, but both men shrug off the creature's grasping claws and continue to slaughter the diminutive horrors. The ranger's wolf is not so lucky; it sinks beneath the waves of green flesh, where the hobgoblins pummel it with sticks and stones.</p><p>Perhaps concerned about the animal's welfare, the druid summons spiky plants upon the swarm. This quickly reduces the hobgoblins to a sea of corpses while the ranger and druid easily slip out of the area of effect.<br /></p><p>The inevitable <i>Entangle </i>discomfits the rogues, who soon find themselves under swarm attack as well. However, they are actually 1st level, so two of them quickly escape the grasping grass. One dashes around from the left, leading the wizard's swarm back into the party's own lines; the other advances on the right and engages the barbarian in melee. He is surprised to discover that the rogue's fancy footwork and light rapiers make them very difficult to hit; on the other hand, as they prize defense over offense, they are not particularly effective at stabbing him either.</p><p>The rogue squad still stuck in the <i>Entangle </i>turn their crossbows on the druid, who discovers that the bolt is poisoned. His hands begin to shake uncontrollably, but as dexterity doesn't affect spell-casting, he ignores the effect.</p><p>Once the ranger begins shooting at the rogues fighting with the barbarian, it becomes clear that the battle is decided. One squad manages to flee, leaving a swarm that actually attacks the barbarian before the wizard can return it to the ether from whence it came, but that doesn't stop him from cutting down the rogues with a deadly whirlwind attack. The squad still stuck in the grass dies to another swarm.</p><p>The party is now showing some signs of damage, but a night's rest and the rest of the cleric's spells restores them to their full glory the next day. Which is just as well, as they face a larger force: five archer squads, three bugbear knights, and an ogre covered in well-crafted plate armor.</p><p>Another long battle ensues, the details of which are not worth recounting (<i>mostly because the DM can't remember them - it was the third battle of the night, after all</i>). Suffice to say it is a strong enough force that the party is somewhat concerned about proceeding.</p><p>Yet the morning finds them restored, and as they are packing up and preparing to advance, the druid spots an odd sight in the sky. It looks a bit like a golden-scaled alligator with wings flying a few hundred feet up. The creature is headed north, the direction they had just come from. After watching it for a few minutes they come to a horrifying realization. It is not a few hundred feet away, but rather, a few miles; meaning it must be the size of a city bus. It is, in fact, a yellow dragon.</p><p>The bard suddenly realizes why the domain is called the Gold Coast, and why every kingdom in the area seems to be some variant of the Yellow faith. This creature clearly has some kind of influence over local politics.</p><p>In the night they smell smoke. Surely they could not be sensing an attack on human lands, a hundred miles or more to the north! In the morning the druid turns into an eagle and sets out to investigate. What he finds only ten miles away is a scar in the forest, a long patch of burnt and blasted trees, and goblins cleaning up the pieces left behind, mostly chunks of well-charred horse meat.</p><p>He returns to the party with his findings and they rapidly agree that this evidence points to the destruction of the Count's force at the hands of the dragon. Now they must decide whether to continue with the plan or call it off. Ironically, the two who were most against the plan in the beginning are now the loudest voices for continuing. Neither the bard nor the ranger want to retreat without at least seeing the goblin city for themselves. And there is some concern that the Free Company may arrive at the rendezvous alone.<br /></p><p>They march on, though cautiously. Nothing opposes them and they find themselves on the edge of a wood, looking into a goblin town. The houses are tall and narrow, with walls that slope out as they go up and a decided lack of windows. In the center of the town is a stone keep. Otherwise, the place seems deserted; a goblin city during the day is a ghost town.</p><p>As the day wanes on, no other troops appear. Neither the Count nor the Free Company will be keeping this date with destiny. The party discusses a full retreat, but again the ranger convinces them to wait out the night and see what's what.</p><p>This proves to be a bad decision. Once darkness falls the goblins send out an entire company under the leadership of a Director of the kleptocracy. Unbeknownst to the party, the messenger the Free Company sent to meet them and warn them off after the death of the Count has been captured by the goblins, so the goblins know what they are looking for. And they find it - the party, hiding in the woods, caught before they could run.</p><p>The darkness imposes certain constraints. Fighting by starlight underneath a heavy forest canopy implies at best shadowy illumination; their attacks will have a 20% miss chance. The goblins, of course, are immune, as they have Darkvision. On the other hand the goblins cannot see more than 60', so the combat is guaranteed to be at close range.</p><p>The party could use their light-stones, but this would mean that the goblins could see them at much longer range. And since the goblins have brought an entire troop of archers, the party decides this is a bad idea. There are also two squads of bugbear knights, two ogres, and a troll, in addition to the Director himself.</p><p>The archers are quickly trapped by an <i>Entangle </i>spell, which takes them out of the fight for the entire battle. The two squads of knights are reduced to two knights, thanks to the wizard's two fireballs and poor saving throws. This leaves the barbarian fighting face-to-face with a troll (thought somewhat protected as it is still stuck in the edge of the <i>Entangle</i>) while the ranger squares off with an ogre. The other ogre tries to flank and is faced by the druid, bard, and cleric.</p><p>Much glory ensues, including the wizard surviving a direct full attack from a vengeful bugbear knight and his deadly horse. Reduced to a single hit-point, the wizard retreats behind the cleric, who himself soon retreats behind the bard.</p><p>At one point the bard tries to get in on the swarm business, using bardic magic to call his own horde of bats down on the troll. Much to everyone's surprise the swarm simply ignores both troll and ogre and descends on the barbarian. The cleric realizes the monsters are protected by magic and quickly casts a potent dispel, rendering the creatures far more exposed than he realizes. The barbarian, recognizing that the troll is regenerating almost as fast as he hits it, steps back and resorts a Greek Fire grenade (in true D&D fashion he carries a small armory with him at all times). Because the troll's <i>Resist Energy </i>protection has just been dispelled, the troll begins to burn.</p><p>Enraged, the troll breaks free of the <i>Entangle</i>, catches the barbarian in both claws, and tears open his belly with its horrible fangs. The barbarian drops to the ground, deep into negative hit points.</p><p>Meanwhile the Director has shot a few poisoned crossbow quarrels into the cleric, and decides to come down out of his hiding place in a tree and finish off the bard with his deadly rapier. This proves to be a poor decision, as the bard is currently layered in magical buffs and surprisingly hard to kill. They trade ineffective blows for a while, until the bard has the bright idea of casting <i>Blindess </i>on the goblin. And of course it sticks - once again a foe of rank is crippled by a single spell.</p><p>The situation is still dire; the troll, in particular, is a rampaging beast. The druid shape-shifts into a dire bear and wades into combat, backed up the ranger's archery. Because the troll is on fire it no longer benefits from the darkness, and the two heroes manage put the troll on the ground before the fire goes out. However, it's still regenerating. The wizard solves that problem with a <i>Flaming Hands </i>spell.</p><p>On the other front the bard has gotten off a <i>Sonic Shout</i>, which is enough to finally bring down the last ogre. The Director, blind as he is, nevertheless dashes into the woods and tries to hide. The cleric and bard pursue, but even with a huge penalty, the goblin manages to elude them. He is a high-level rogue, after all.</p><p>But the cleric has been spending his skill points wisely, and on the second round of searching he overcomes the increasingly bad odds to stumble across the Director hiding under a log. Quickly he and the bard finish the goblin off before it can pull some other clever trick.</p><p>The barbarian is healed enough to become ambulatory (fortunately he made his save to stop bleeding, as no one was able to render him aid for several rounds), but the party is very low on magic and vitality. They move to a new camp and luckily there are no more goblin patrols that night. In the morning they consider whether they should stay and screen their hobgoblin hunting archers for more days, or just run now while the running is good. After all, they've scored thousands of tael and even some decent magic from the goblins; the barbarian appropriates the Director's magic rapier for his collection, while the ranger acquires <i>Gloves of Dexterity +2</i>. That leaves only a suit of magical studded leather, which no one in the party wants (it's worse than their magical chain mail). On a whim they give it to their brave nameless NPC guide, for whom it is truly a magnificent gift.<br /></p><p>They choose to run, knowing that whatever force the goblins send after them next will likely be twice as bad as the last one. On their way out they run across their hobgoblin hunting yeomen and convince them to flee as well, relating the sad news that the men's lord is dead.</p><p>Back in Flefliquelp they discover their popularity has suffered. They are now associated with a failed campaign, and worse, the government has lost a Count and all of his retinue. This is a serious blow. The bard mitigates the damage somewhat by composing a song that makes it clear the goblins also lost the equivalent of a count; and their generosity to the un-ranked soldier does not go unnoticed by the common people. Reports of the dragon, however, are met with a shrug; everyone knew that was a possibility, which is why nobody marches armies around: it tends to attract the dragon. The bard, realizing that no one bothered to tell them about the dragon, immediately wonders if they were supposed to be the dragon-bait.<br /></p><p>Briefly they debate cashing in their chips and returning home, but the ranger is keen on revenge. Goblins are among his favored enemies now and he longs to see their city in flames. The wizard is deeply intrigued by the dragon; he seems to have a developed passion for discovering artifacts or other ancient magic treasures, and a dragon seems like a likely place to start. Eventually they talk themselves into another try at the city of Iryrr. But they know they can't go alone.<br /></p><p>So now the bard is researching the local lords, looking for who else they can rope into an assault on the city. They have damaged its forces; if they strike soon, the goblins won't have time to recover. If he can turn the misery of failure into a longing for fiery revenge, perhaps the party can add "sacking a goblin city" to their list of bloody accomplishments.</p>MCPlanckhttp://www.blogger.com/profile/09239576472889126413noreply@blogger.com0