Category Archives: Role Play

BASH Issue 10 Captured


Issue 10 Captured

 Other BASH stories here

Page 1

Captured by NightHauant our heroes are frozen in ice and put into two clear Plexiglas chambers.

These chambers are hanging from the roof of a room.

Within this room is a steam generator powered by thermal energy from below the volcano.

 

Page 2

NightHaunt sets the controls to overload, giving him an hour to escape. As he goes he sets internet cameras going so he can watch their demise and send a message when they wake.

 

Page 3

NightHaunt takes his hidden Jet-copter to the ship Dark Sky

 

Page 4

The heroes awake

‘Arh you are awake’ comes from the room around. ‘I hope you find your situation amusing? I do.

You are both going to die while I continue with my plans if slightly delayed. I will enjoy watching you die….’

 

Page 5

The dials on the generator can be seen moving slowly into the red.

[they have 9 pages to get free before the island blows]

 

Page 6

Airgirl creates a whirlwind around her to heat the ice and melt it

Stretch makes use of his escapology and his ability to stretch his limbs to try to get free of the ice.

 

Page 7

Stretch gets free of the ice.

Airgirl fires blasts of air at the chamber to fracture it.

 

Page 8

Airgirl shatters her chamber.

Stretch makes use of his micro sized hands and escapology to release the chamber from the chain holding it to the ceiling.

 

Page 9

Stretch continues to work on the chain holding his cylinder

Airgirl flys over to look at the generator whose dial is still rising.

 

Page 10

Airgirl finds the controls to the generator

Page 11

Airgirl creates a cyclone to pull on the control levers of the generator

Stretch at last gets free as his chamber breaks when it hits the floor.

 

Page 12

Airgirl finishes pulling on the levers.

Stretch takes a look and thinks she has got it right.

 

Page 13

Stretch looks at the dials as they start to fall back towards normal. [Just in time]

Airgirl looks for a way out and sees a door.

 

Page 14

Stretch tries to pick the lock door open, while airgirl keeps a over watch

 

Page 15

Stretch gets the door open after a little while

 

Page 16

In the corridor beyond is a door opposite with the corridor going both right and left

Airgirl blasts the opposite door with an airblast

 

Page 17

Airgirl blasts again and the door is blasted off its hinges

Stretch bounces into the room and can see screens on the wall

On one of them he can see guards on the roof working on the helicopter

 

Page 18

Stretch then checks out the corridor and other doors, one to the left which is unlocked and leads to a empty underground heli pad

Airgirl checks the computers in the room

 

Page 19

Stretch heads back up the corridor to the other end and what looks like a sliding door

He presses a button and the door slides open reviling a lift

 

Page 20

Airgirl breaks into the computer system and finds that Nighthaunt has fleed to a ship called the Dark Sky

She then access his secure accounts and empties them by sending the cash to various charities including the RNLI

 

Page 21

She then hacks the Ship Satellite Tracking System to find the Dark Sky.

The ship is about 100 miles away

Dark Sky    a 5000t 20 year old bulk carrier    54 x8 Sq  4sq depth below water 6sq above water      One cargo hold with power operated doors,

B1; A 1; M 1;    Size 5 +25 Brawn and Soak;   Speed 15kn 1sq;  Hull Steel 100 Hits

 

Page 22

Stretch uses this time to mediate on his martial art discipline to boost his mental defence against NightHaunts fear attack.

 

Page 23

Airgirl puts Stretch into a cyclone and fly’s them out towards the ships position.

 

Page 24

After half an hour of flight they reach the rough position of the Dark Sky

 

Page 25

Once the ship is detected by Airgirls Air sense they skim in low over the sea

Heading towards the bow of the ship Airgirl causes a one mile square fog bank to rise up and cover them

 

Page 26

They land on the bow of the Dark Sky, by a helicopter on the forward cargo doors.

Airgirl detects a patrol of two walking and one flying on the deck area.

 

Page 27

the two heroes discus tactics

 

Page 28

Shards of ice hit Stretch.

Airgirl fires off an airblast hitting the flying creature, while Stretch takes cover behind the helicopter

 

Page 29

Airgirl blasts the flyer again knocking it out of the sky and then moves behind the helicopter

the guards turn and run towards the stern of the ship [6sq] they have 34 sq to go.

 

Page 30

Airgirl moves out to fire again knocking a guard out

the remaining guard runs another 6 sq [28 to go]

 

Page 31

Airgirl blasts the last guard, with such a powerful blast that he is knocked into the sea unconscious.

He drowns

 

Page 32

Airgirl picks up Stretch again and flys to the stern of the ship going along its hull.

 

Page 33

Airgirl finds a open port hole in the rear structure on deck 5

 

Page 34

Airgirl uses her Air sense to look in the porthole, she can not sense anything due to the distrubted air around the porthole

 

Page 35

Stretch sticks his head in and sees a crewman with feet on desk watching monitors

He uses a wrestle move, using his long reach, and throttles him.

 

Page 36

Stretch slips in with some trouble while Airgirl has no such issues

They tie up the crewman and look at the monitors

 

Page 37

The monitors say Vulcan 1 and Vulcan 2 and show radar and camera pictures

They soon work out that these are a pair of Vulcan Gatling guns on the bridge wings.

Just as well they came in low

 

Page 38

Airgirl finds the controls and switch them off, Stretch pulls some wires out to make sure they can not be quickly turned back on.

 

Page 39

They listen at the one door in this room, all they can hear is the normal sounds of a ship.

 

Page 40

Stretch opens the door and checks the corridor going left and right

There are other doors along this passage and stairs at each end.

 

Page 41

They go left to the stairs and listen.

 

Page 42

They head up the stairs, towards what they hope will be the bridge.

 

Page 43

at the door marked bridge they listen

they hear two voices taking about the fog which they have entered.

 

Page 44

Stretch opens the door.

‘Whose opened the door and let the fog in’

 

Page 45

Stretch grabs one crewman snapping a arm bone, which causes a scream, as he goes unconscious

he then grabs the other crewman doing the same

 

Page 46

On the bridge rapidly filling with fog, they close the door.

The captain and First officer are on the floor

 

Page 47

Looking at the controls Airgirl works out how to set a course for Iceland.

A plaque tells them that the ship has a crew of  Captain; first officer; 2 seamen; Chief Engineer; Ast Engineer; 2 Engineer’s

 

Page 48

A room check shows a ship plan shows that accommodation is on decks 3 and 4

 

Page 49

With the radio room by the bridge they enter and send a message to their government contact

they are told that if they do not report in an hour the ship will be bombed to make sure that NightHaunt can not regain control. Even if it causes local contamination.

 

Page 50

The two of them head down to decks 3 and 4 and start to check rooms looking for NightHaunt.

 

Page 51

on deck 3 they run into a patrol of 2 men and a flying demon

 

Page 52

Airgirl blasts the demon knocking it back

Stretch ‘Are you ready to rumble?’ then using his long wrestling manoeuvres he bone snaps  the two guards and uses the second one to smash into the demon, which goes boom and falls into dust.

 

Page 53

They shove the guards into one room and pick up the guns to put into another.

They open the door and see a large occupied suite

 

Page 54

The large plush room has NightHaunt and 3 demons in it.

A wave of fear hits Airgirl and Stretch, she is unaffected but even with his mental preperation Stretch is pushed back out the door by his fear.

Airgirl tries to create a whirlwind around NightHaunt but catches a demon. instead [he uses a demon to protect himself]

 

Page 55

Airgirl drops the whirlwind and attempts to hit NightHaunt again and again catches a demon.

Stretch breaks the fear.

NightHaunt causes the area to fall into total darkness moves slightly and fires his laser at Airgirl but misses.

 

Page 56

Airgirl uses her whirlwind again and again catches a demon, she then moves back into the corridor.

Stretch tries to find a minion to attack by using touch but fails.

NightHaunt Hits Stretch with his laser and knocks him into the wall.

 

Page 57

Airgirl  moves back in and throws a whirlwind put again catches a minion

Stretch finds a minon and kocks it out with a boom.

NightHaunt hits Airgirl with fear and she is repelled out the door again.

 

Page 58

Airgirl breaks free of her fear

Stretch grabs Nighthaunt

NightHaunt uses fear on Stretch for no effect, while the demons attack Stretch for no effect.

 

Page 59

Airgirl airblasts a demon knocking it back.

Stretch restrains NightHaunt to stop him using his fear attack

NightHaunt helped by a demon hits Stretch with his Laser

 

 Page 60

Airgirl blasts the last demon out of the air.

Stretch restrains NightHaunt to stop him using his laser

NightHuant summons 3 more demons

 

Page 61

Airgirl blasts NightHaunt hitting his forcefield

Stretch attacks a demon with the grabbled NightHaunt but misses

NightHaunt demons attack Stretch but miss. NightHaunt says ‘Ok I give up’

 

Page 62

They restrain NightHaunt and wait for the navy after letting the government know they have it all under control

 

A successful conclusion to the mission.

 

 

 

BASH Issue 9 Darkness


Issue 9

Darkness

Based on the Adventure ‘Threat of the Nighthaunt’ for Superworld

Other BASH stories here

 

 

Page 1 –  Airgirl and Stretch are patrolling the streets of Greater Bath, keeping an eye out for trouble they are the only members of S.A.G.A around at this time. The city streets seem oddly tense tonight.

 

Page 2 – Local police seem to be searching for something or someone and are ignoring less important crimes.

 

Page 3 – Airgirl and Stretch deal with some small scale crime.

 

Page 4 – They hear that the police are searching for some freaked out bat dude.  Apparently a dangerous criminal who escaped a few days ago. [show escape] Stretch tries to contact DC Fox but he is busy.

 

Page 5 – Sirens blast out and police cars speed down the street. Airgirl and Stretch ignore them and continue their crime busting.

 

Page 6 – Later that evening. Stretch gets hold of Fox and asks about the escapee.

‘Listen to this’ he says it just came in over all channels.

Just then the night sky turns black with no stars, moon or other light.

 

Page 7 – Stretch listens ‘People of the world, hear me now. I am nighthaunt, future ruler and beneficent leader of this planet. I speak to you now of a choice: submit to the power of the One True Faith or live in darkness forever.! To show that I have the might to act, look to the sky and prepare yourselves.’

 

‘This is when the sky went out’ says Fox,  ‘Nighthaunt is the one who escaped, he must have had a plan ready to go’.

 

Page 8 – The streets are full chaos as people panic and the criminal class take advantage by looting.

 

Page 9 – The evening sky comes back and the message continues live this time.

‘The choice confronts you. Submit to the faith of super-naturalism as your sole religion and to me as its one true priest, or suffer the consequences of folly. You have one day to pay me a fitting tribute of good faith. This tribute is to be an offering of ten billion in gold, five pounds of fissionable material, and a division of crack troops, enough for your leader to have the wealth and power befitting him. You have 24 hours before I blot out the sun finally and irrevocably. If you have not submitted to my leadership by that time, the blame rests upon your shoulders. Hear and obey.’

 

Page 10 – Stretch and Airgirl met up and discuss the situation, while they are a call comes in from DC Fox.

‘You are requested to met a government at the cabinet office from where you will be taken to met up with the PM.

 

 

Page 11 – Airgirl fly’s the two of them to London, at 200mph it takes two hours to reach the cabinet offices of government.

 

Page 12 – Meeting up with the government official he takes them to a secret conference room where they are introduced to the PM of the UK. She asks them to sit and plays the message again.

 

Page 13 – ‘My science aid’s believe that Nighthaught has created a giant sized version of his Light Dampening field generator. If he has it seems that it might black out the world. The military have managed to pick up the transmission quickly enough to get a partial location. It came from somewhere in the North Atlantic but we are not sure quick where.’ She continues, ‘it is up to you two to find out where and stop him, the clock is ticking and we have under 22 hours remaining. Unfortunately Captain Britain is busy and no one else is available, I have been told that you are capable heroes who can get this job done. ‘ ‘The military have a high speed long range Helicopter and pilot for your use.

 

Page 14 – ‘We also believe that a bat like creature which was part of a robbery this evening in Bath is linked to this man. The creature  disappeared in a smoke and ash, it was wearing a belt which we have here it held a couple of grenades.’

Airgirl and Stretch take a look at the belt and Airgirl notices a small leaf hooked on the belt.

Stretch knows from his wide knowledge of biology that it comes from only one plant from only one place a small island near Iceland.

 

Page 15 – With the where worked out they head for the helicopter for a 3 hour flight to the island.

 

Page 16 – With time to work Airgirl hacks the satellite control system at NASA. to use a satellite to view the island. With the sensors they can see a volcano to the west and signs of a building to the east, surrounded by forest.

 

Page 17 – Airgirl uses her talent with computers to see if there is any trace of internet communications from this island but fails to break the encryption.

 

Page 18 – 80 miles out Airgirl and Stretch leave the copter. Airgirl fly’s on the winds and uses wind to push Stretch who has taken on a sail shape.

 

Page 19 – Reaching the island they land on the volcano.

Airgirl fly’s off on her own to recon towards the building using her stealth ability as much as possible.

 

Page 20 – Flying east she comes across a road going roughly north south. Then still flying east she comes across a three way junction with one heading the way she want to go. This leads to what she takes to be the HQ.

 

Page 21 – There is a large roughly square one story building with two helicopters on the eastern side of the roof.

Outside the front is a small car park with some buggies.

 

 

Page 22 – Airgirl decides to disable the helicopters. To do this she tries to open a hatch and pull out cables.

However as soon as she touches the hatch she receives an electric shock which throws her back.

She decides to go back to Stretch.

 

 

Page 23 – Stretch has been looking around the volcano, but not found anything except plants and insects to interest him.

 

Page 24 – Airgirl carries Stretch in a whirlwind to the HQ, getting close she uses her air control to whip up a mist to cover them from cameras.

Stretch stretches up to the roof and making his arm micro sized goes through the copter exhaust to reach the fan blades, being careful not to touch the outside surface.

 

 

Page 25 – He touches the fan and receives a shock, however he rides it out and crushes the fan blade.

 

 

Page 26 – He does the same to the second helicopter again receiving a shock as he does so.

 

 

Page 27 – Stretch moves to the roof door and listens.

He uses hi micro size to get into the lock and open the door.

However an alarm goes off when the door opens.

 

Page 28 – The two of them leave the roof and go round to the front door, assuming guards will be heading for the roof.

Stretch reaches the front door and is caught by a area icy blast and caught in a prison of ice.

‘Not those Chill guns again’ thinks Stretch.

 

Page 29 –  Airgirl takes out the guard post hidden in the trees by the car park.

Stretch breaks free of the ice prison.

 

Page 30 – Stretch opens the front door, and pears into the entrance.

A blast of ice shards come towards him and he uses the door as cover.

The door is riddled by small ice shards.

 

 

Page 31 – Airgirl goes to the roof and starts to air blast the big radio dish up there. [Assuming it is the method of transmitting the dark]

 

Stretch reaches out to grab the guard 10′ away and knocks him out.

 

 

Page 32 – Stretch moves in and opens the door on the left.

Airgirl continues to blast the dish

 

 

Page 33 – Stretch sees that the room is a machine shop and sees three people working there.

Airgirl sees two small winged demon like creatures approaching her. She moves away from them to 150′ and hits out at one of them with a air blast knocking it back.

 

Page 34 – The demons fly closer and Airgirl again moves away. [she seems to be faster than them]

Stretch leave the room and moves over to the door on the right and opens it.

 

Page 35 – Airgirl attacks the demon again this time it goes boom and vanishes in a puff of smoke and dust. She then moves back away from the second demon.

Stretch Picks the lock of the door and enters. Instantly he is encased in ice again. [He really does hate these chill guns.

 

Page 36 – Airgirl takes out the second demon.

Stretch escapes from the ice prison and avoids a hail of ice shards from the two guards.

 

Page 37 – Stretch takes out both guards with his long arm reach using his wrestling.

Airgirl gets back to blasting the dish, which is very tough.

 

Page 38 – Stretch having dealt with the guards interrogates the scientist in the tool room.

Airgirl keeps up her air blasts on the dish.

 

Page 39 – Stretch retrains the scientist and makes him talk.

He finds out that Nighthuant is in the next room and that he has no chance.

 

Page 40 – Airgirl comes under attack by two guards who miss with their ice shards.

Her air blast back kills on and knocks out the other.

 

Page 41 – Stretch ties up the scientist with his own coat.

Airgirl goes back to blasting the very tough dish.

 

Page 42 – Airgirl al last finishes off the dish wich is bent out of shape.

She then takes up a air patrol.

Stretch moves back outside

 

Page 43 – Stretch calls to Airgirl who fly’s down to him

 

Page 44 – They go back into the HQ together

Airgirl blasts open the door to the control room.

 

 

Page 45 – They move to the open door and see a control room, with many panels of controls, a computer and five scientists. Naghthaunt, two guards and three demons.

 

Page 46 – Nighthaunt starts his monologue.

‘Why fight the inevitable, just submit and join me’

‘You lackeys of the state why suffer for those weaker than you?’

‘I will black out the world if they do not recognise me as its ruler’

and so on

 

 

Page 47 – Waiting for him to finish Airgirl lets go with her airblast, but he seems to avoid it.

Stretch kills one guard and knocks out the other, he also causes a demon to go boom.

Nighthaunt does two things, one he activates his fear which dazes Stretch. Then he puts the room into darkness.

 

Page 48 – Airgirl blasts another demon which goes boom, using her air sense to target.

Stretch breaks free of his fear.

Nighthaunt fires his laser at Airgirl, using his radar sense for targeting. Airgirl not being built to take hits suffers from this blast.

 

Page 49 – Airgirl fires up her wind wall [force field] to protect herself

Stretch manages to feel out a demon and squash it.

Nighthaunt uses his laser on Airgirl again and knocks her out. [one down]

 

Page 50 -Stretch searches with his limbs for another target.

Highthaunt blasts him with his invisible laser

 

Page 51 – Stretch finds Nighthaunt [hero die]and grabs him. Highthaunts force field protects him from harm for now.

Nighthaunt uses fear on Stretch again.

 

Page 52 – Stretch is dazed and Nighthaunt blasts him with his laser and knocks him out as well.

 

Page 53 – Nighthaunt has his men carry off the heroes.

What will he do to them now that his plan is thwarted by the damaged dish?

 

The Stories of Errath the Bard Chapter 2 Part 8


Part 8

Earlier parts here

 

With a decision to now move on we make a travelling hammock from the boar spear and the iron quarter staff and the tent parts. In this Gnoman will travel along with excess equipment carried on the shoulders of James and myself.  while Thorn uses the map and guides us out of the forest. After some hours following the map and the hidden trails it shows we reach the end of the wood. As we reach open country the map disappears, ‘so they are happy to see us go but not to come’. James and I argue on the way to town about many things.  After a few more hours we reach the town gates.

 

The gate guard stop us and want to search for stolen goods, they have been warned about the activities of Gnoman and want to make sure that our group have no stolen goods. I try to convince them that we have been out in the wilds and not robbing locals but they are having nothing of it. Suddenly he changes his tack and becomes very friendly and helpful telling the others that we are all right.  It turns out that James cast Charm Person on him. As we pass under the gate James tells the guard to keep on eye out for Bridgid a half orc wererat.  Having entered the town we head for the Crones Cradle to speak to Yathlanae about Lady Moonsong. Is it a good idea to take the letter, which we show her, to her or just leave it with someone to take for us. Yathlanae says, ‘either way she is not going to be a happy lady, if you want to see if she will still pay you then take it yourself’. We ask a bit more about Lady Moonsong before asking about getting healing for Gnoman’s sight, Yathlanae directs us to the temple of Galendaar and Cleric Stagfoe.

 

We reach the temple and I talk to Stagfoe giving him the back story of Gnoman’s loss of sight. We are told that he can ask Galendaar to heal Gnoman’s sight, however a donation would be required. After a little conversation we decide to give the crown, chalice and sickle to the temple as a local history artefact, in exchange Gnoman’s sight is restored in a service and I am given a wooden shield  the temple has, this shield is magical and grants me more protection against missiles. [+1 +4 Vs missiles]

 

With evening coming on we head for the Red Boar and take two double rooms for the night and I entertain the locals by singing during the evening. It is good to have a comfortable bed under me and the security of civilisation to have a peaceful sleep. We wake to a tasty breakfast and prepare to go and see Lady Moonsong.

 

The guards at Moonsong manor are surly and aggressive but let us in to see her ladyship. Lady Moonsong is not a happy person she talks softly but is very angry. She wants to know where her son is, why they have not brought him back and why they failed to see past the Fey deceptions. Each time we try to explain she talks over us asking where is my son. We do not realise that within her questions she cast a spell to read our thoughts until later when we recall that she stopped us and said so I now see that you where deceived by an illusion of my son rather than meeting my son and bringing him home. ‘Just go you are not the heroes I thought you where or Thedwell lead me to believe you where, in fact where is my aid? Thedwell where are you hiding? what do you have to say for yourself? Go on go I will not forget what you have caused me to suffer this day’.

 

We leave wondering what she will do to us in the future but knowing there is not a lot we can do about it.  As we head back to town storm clouds roll quickly in and a thunder storm starts. A bolt of lightening hits the ground ahead of us and from the smoke steps a very tall figure. A very shadowy Storm Giant, we all assume a illusion and try to disbelieve however it is unaffected by our unbelief. The shock of this massive giant shocks us all giving it time to move to engage us with its great sword.

 

I am fast in reacting one after the shock and throw a javelin at the giant but somehow miss the big target. James starts to cast a spell and Thorn throws a vail of holy water at the giant, which although it hits seems to have no effect. The Giant then swings its sword in a sweeping attack against all 3 of us, Gnoman is behind and therefore out of reach and has gone invisible. The sword hits me and smashes my arm, it then hits James injuring his leg we both are knocked down. The sword then hits Thorn, Thorn blocks with his shield which takes the hit losing a chunk out of it in the possess. [Passive block by a large shield]

James manages to continue to cast his spell while Thorn moves back into range of the giant having been knocked back as does the giant.

Thorn awaits the blow which the giant delivers, this time he parries with his shield.

 

James finishes hi spell and goes invisible [it takes extra time due to him wearing armour]. Thorn moves to a hedge to try to hide and get behind the giant, while the invisible Gnoman casts the sound of a Charging Bull behind the giant.

James drinks a potion of major healing restoring his leg, Thorn crawls along in the hedge. The Storm Giant turns away from us, the only one he can see is me bleeding out on the ground,  heading towards the town.

 

As the giant approaches the town it is hit by many arrows and then disappears. As it does we see Lady Moonsong on her walls.

 

We go back to the temple and have my wound dealt with and then we decide to revisit Gnoman’s family and stay with them for a while.

 

The Stories of Errath the Bard Chapter 2 Part 7


——————————————————–

Part 7

Earlier parts here

Very Early Yoday,  As the dark of the night fads we are grouped around the entrance to the shrine, we get into a long discussion about the half orcs. Where they send to follow us, are they the remnants of the earlier party the lady sent, are they linked to Bridget? We have no easy answers, so we look for tracks to see if that gives us any information.  Thorn finds the tracks of twelve large warriors, which we assume are the half orcs. I then study these for signs we can use. The tracks are some weeks old and headed around the mound some of these tracks seem to be similar to the ones we found around our dead mule. So maybe those two who attacked us later where survivors of the early search party.  We then talk about what to do next, however our thoughts where interrupted by a crashing sound.

 

A very large boar has just crashed out of the undergrowth 20′ from Thorn. It is remarkably fast and charges towards Thorn. Gnoman starts to cast a spell, invisibility I find out later, James draws his big sword and I start to cast Animal Friendship, this stops the boar dead as I continue to chant. However I soon realise that I do not have the willpower, willpower determines the size of creatures controlled, to hold this beast once the spell finishes. Not being able to tell the others I slowly move to James and Thorn as they form up facing the boar. As I do they move behind me. Not what I wanted but they maybe think standing in front will mess up my casting. Thorn readies his mace and shield with James standing beside him with his two handed sword. I am now 30′ from the boar with Thorn and James 20′ behind me, Gnomans spell failed and he is just staying out of the way, he can not do much as he is still blind.

 

I drop my chanting and the boar charges at me, Thorn and James move forward and I draw my trusty club.

The boar attacks me and luckily misses [boar rolled a critical but was made to reroll], I also miss my parry. Thorn and James are now 5′ behind me as I attack, using my passion to the party after all I am defending them all, with my club hitting the great boar who tries to block the blow but misses. However my hit has no effect on this big boar.

I then cast Shillelagh on my club.

 

The boar attacks me again missing again, I parry with my glowing club and overextend and trip the boar. As James and Thorn move beside me I attack with my glowing club but miss.

The boar rises to its feet as all three of us strike at it. Thorn’s mace hits it in its left rear leg, I hit its fore quarter and press advantage and James hits and takes fore quarters as his point of contact.

The boar attacks Thorn this time, not being able to attack me, but misses again. Thorn hits the right rear leg and trips the boar again while James thrusts his sword into its fore quarter again. While I miss again.

 

The crazed boar stands and Thorn and I miss with our attacks. However James gets a killing strike in the fore quarters again and the poor boar drops to the ground blood pouring from it as it breathes its last.

 

The poor old boar was unlucky, and I was very lucky as it did not hit me once, if it had I might not be able to tell this story. I cut off some meat for us and laid the carcass of this massive boar in respect. We still need to decide what to do next and quickly this is a dangerous place to hang around.

The Stories of Errath the Bard Chapter 2 Part 6


Part 6

Earlier parts here

 With poor Gnoman unable to see and Thorn needing to rest and pray it was decided that we would rest here in the room with stone beds, which we can use. First we jammed the door shut with some of the iron spikes we picked up earlier. We then slept lightly for the next six hours, we left the still invisible Gnoman on hearing guard with Panther.  We wake later and have a small meal and then leaving Gnoman and Panther behind we head back into the next room. James and Thorn soon find the secret door and I check for traps. I then open it while carrying some holy water just in case.

 

The door opens into a long snaking narrow natural passage leading downwards. Thorn enters first followed by me and the James at the rear. The passage is lined with vines and flowers which seem to like the dark. After a while we notice a flickering light ahead and faint birdsong. This is odd we think just as the walls and ceiling fall in onto us. Thorn and James seem to avoid being hit by the earth and rocks but I was not so lucky, and end up pinned by my chest and right arm with both areas taking damage from the crushing effect of the rocks. Thorn and James set to digging me out I then lose track of what is going on. Later they tell me that they where shot at or rather James was shot at but all the darts bounced off his armour. The armour may make a less effective mage however it does keep him alive.  They never find out where the darts come from and after digging me out they carry me on down the passage as I sing to encourage them and  myself.

 

After a while we reach a underground grove, however due to a vow we made I can not tell you much about what happened there and after. What I can say is that James and Thorn defeated some half orc’s and got found a letter for Lady Moonsong. [buy the adventure if you want to know what happens here] Some hours later we are all back in the Alter room, Gnoman is visible again now. We have bits of this area to still explore so do so.

 

We end up in a odd room with a grooved circle in the floor, we end up putting oil into this and lighting it. We find another secret door and after I have checked it out we enter another room. This one has a fancy fountain in it. Each of us drink of the water to refreshen ourselves and then we head back to the entrance way. We have done all we can here and need to decide on our next steps.

Do we go back and tell Lady Moonsong we failed and give her the letter or what?

The Stories of Errath the Bard Chapter 2 Part 5


Part 5

 Earlier parts here

 With Gnoman bleeding out from his mangled arm Thorn calls on his deity to stop the bleeding and stabilize the wound, while James gives Gnoman a dry apple piece to boost his lost fatigue.  I start to use my healing skills to sow up the bits and cuts on Gnomans arm so he can start the long road to recovery. After spending time doing that I play my maracas and sing to inspire Thorn as he tried to cast Cure Mayor Wounds from his scroll. this is not easy as this divine effect is two levels above him. However his god smiles warmly on him and the scroll works restoring Gnomans arm as well as unexpectedly healing the other small wounds he has as well. James then casts the cantrip repair on to Gnomans clothes to repair the battle damage. Gnoman then eats different bits of dry fruit from each of us to restore his lost energy levels.

 

With Gnoman fit and hale again we look around this room, it is around medium sized and has a domed ceiling with a starry night scene on it. It has a stone bed table chairs with a smouldering fire surrounded by a pile of animal skins and bones.   Thorn wonders where the crossbow fire came from and James says maybe a whereat was here as he would have the rates in company.  So thorn is weary and trying to see hear any invisible movement. As the rest of us search we find a compartment which has a pouch, a staff and a rolled up paper. We also find a partially empty box of barbed crossbow bolts, a half full wineskin and a map of the woods, amongst the camp.

 

Thorn casts detect magic on the items and the scroll as well as the staff respond with the paper seeming to be divine magic. Gnoman grabs the pouch and finds some mushrooms in it. I read the scroll and find its a protection spell and put in it my pack. James and I look at the mushrooms and decide what they are. I know the bardic story of ‘The Druid and the Yellow Mushrooms’. This story tells of a young training druid who struggled to be as good as other trainees, when he asked them why they did better than him they told him about the yellow mushrooms they ate. As they laughed behind his back he went off and found said mushrooms and started eating them. However although they gave him a better dream time it only made his training worse due to lack of good sleep. It seems Yellow mushrooms have uses but not for spell casting. Gnoman puts his away for now.

 

With this area checked and no way out other than rat holes we head back the way we came and to check on our mule collect some rations and put the staff, which appears to have iron around parts of it, onto it. However when we get there we are surprised to see it coped up in a bloody mess. I look at the wounds and decide that they where inflected by a two handed sword like James has. I also find some large boot prints in the blood. We all wonder if this was from the rat but doubt that he used such a big weapon or was that large and anyway their are two sets of prints. So the idea that maybe it is Brigid, my enemy, sending some controlled half orcs after me again.  However as they is no sign of them around we can do nothing about it at the moment. The rations are still on the carcass even if it looks like some has been taken. We eat some rations before we go back into the hill, James is concerned about having to go deeper.

 

Going back to the room with the alter we take one of the passages behind the drapes. This lead us into a snaking narrow natural tunnel going down and deeper all the time. It smells of musty soil. Gnoman has decided going invisible will protect him from attack so we can not see him ahead, we follow slowly with me holding up my shield with the glowing sickle on it to light our way.  Ahead we see a door and stop, after a few moments Gnoman speaks to us and says the door has a prayer in old common carved into it. He repeats the prayer to us and then goes to check the door. He is back a while later. I can not see he says everything has gone black on top of that the door is stuck and will need some strength to open.  Thorn casts his detect magic and it shows a magic trap right in front of the door. We wonder if it will reset and then remember the prayer. Telling poor Gnoman to wait here we all negotiate the trap and push the door open. Behind the door is a room with stone beds with various things around them and a bell hanging from the ceiling.  There appears to be a archway on the other side by a skeleton. However we are not given long to look before we see three undead moving towards us. Thorn grabs his hols symbol and calls on Hombel, the undead flee from his aura. While they run through the archway we prepare for their return. After a minute they return and the three of us lined up hack them down. I used my druid abilities to make my club magical to make sure it had an effect on them.

 

With the undead dealt with James examined the skeleton and found a sliver dagger, which he gave to Thorn to look at. Thorn likes good metal items and was hard pushed to give it back again. We get Gnoman into the room and then head through the arch. This leads into another room which smells badly of decay, also unlike the rest of the area it has a earthen floor. I try to talk but find that no sound comes out, so I get the others attention and beckon them out. Once out of the area we can talk and James tells us of having found distrubed ground by the wall which would indicate a door hidden there.

The Stories of Errath the Bard Chapter 2 Part 4


Part 4

 Earlier parts here

 With the way clear the others search the room, I am still feeling a little off. This seems to have been once a well-stocked storeroom. Narrow, shelved alcoves in the south, west, and north walls hold a collection of items, including: a bottle of wine (1 quart), 6 iron spikes, 12 wooden stakes, a small, empty, iron box, a leather scroll case, a bottle of ink (2 oz.), 18 buds of garlic, a mouldy bedroll, basic lantern, 8 sprigs of wolfsbane, 1 sprig of belladonna, a ½ pound of cheese, a sack of apples, 3 vials of water, a large ball of black string, a leather cloak, and a leather pouch; a sundry of other items lie scattered over a stone table in the middle of the room. Gnoman looks for traps on the scroll case, which he says there aren’t, while James looks for hair on the cloak, he finds one, but it is not the sliver grey, of Elyon, he was looking for. Thorn casts detect magic and finds that the room and the water are magical. That makes the water holy he says.  We take the Belladonna, Garlic, Wolfsbane, Holy Water vials, rations, scroll case and stakes as all will we hope be useful.

 

Thorn then goes and checks out the mouldy bedroll, as he picks it up he quickly drop it and jumps back. It is full of bugs and flees. With the room full of flees we quickly look for any other ways out and finding none head back to the main entry room with the pillars. As we go we wonder about the gnolls and whether they had turned this into a base and something had happened to them. We wonder what this might mean for Elyon and for us.

 

We then go to check out the smelly room. This room has partially collapsed and is covered with dust and mouldy reeds on the floor. The sinkhole in the room has a random clicking sound coming from it so we leave this ruined room alone and head back into the main room. James goes to check on the mule and give it some apples.

 

Now we know there is a secret door here but how are we to open it. Thorn tries out various ideas until one works and the door grinds open.  Thorn then uses his hammer to knock a couple of iron spikes to stop it closing.  As we enter the short corridor and then the room ahead we can not see much. However we do not get far before being attacked by more undead. Thorn was obviously really blessed as all four undead disappear in a flash of fire as he calls on Hombel. That was easier than last time I think. We slowly move around the edge of this room and it turns out to be 45×35 feet roughly with a repeating motif carved into the walls. In the centre of the room is a large granite alter with the same pictograms as the pillar in the grove. Also under the dust on the alter is a glowing object along with a couple of other items.

 

James casts Clean on the alter and removes all the dust and cobwebs, revealing a glowing sickle, a bronze crown and a wooden cup. As I take these holy druid items, putting the crown on over my helm and seeing just how much light the sickle cats, the others look around. They find three other ways out of this room, two hidden and one secret, the group decide to explore the secret door first. We manage to get the door open and enter dark corridor. With Gnoman going ahead checking for traps etc we reach a closed door. Once he has checked it Gnoman swings the door open and enters through it.

 

Twang, Gnoman recognises the sound of a crossbow going off and moves quickly, the bolt hits Thorns shield instead.  Then with a loud squeaking sound Gnoman is swarmed by rats.

Over the next 20 seconds poor Gnoman has his left arm badly gnawed by a rat which has grabbed hold of him. Thorn uses his large shield to protect himself but still ends up with a rat trying to eat his head through his helm, however his mace crushes many. James uses his big sword as a thrusting weapon trying to spear rats off off Thron and Gnoman. While this is happening another crossbow bolt hits Thorns shield, traps seem to be common here. Eventually we clear the area of rats, breath deeply from the exhaustion of the fight.