Category Archives: Role Play

THE STORIES OF ERRATH THE BARD CHAPTER 3 – PART 4


 

THE STORIES OF ERRATH THE BARD CHAPTER 3 – PART 4

Earlier parts here

Gnomam, still invisible, heads down the passageway followed by the rest of the group. He goes slowly checking the passage as he goes. The tunnel winds about 70 feet down into the mountain before Goman is hit my waves of heat, thickening the air and making breathing difficult. He enters slowly and using his infravision he can see little due to the hit of the room. However it does smell of dead and decaying bodies. Gnoman goes back to the others to report, where I inspire them all ready for what the cave challenges us with. We head down into the cave and by the light on James head we see. A small, bowl-shaped cavern floor littered with humanoid corpses. Rats skitter through the sea of bodies within the sunken floor, pausing occasionally to nibble at a choice morsel. A host of their brethren lie nearby on their backs, some of them still twitching with a few remnants of life. A tunnel’s opening is visible in the eastern wall of this chamber and, in the distance, the sound of rushing water can be heard.  As the rats see the light they scatter towards the walls.

 

Suddenly bodies rise from those on the floor and the heroes are about to be attacked by zombies. Thorn calls on Hombel to turn them away and one stands stunned while another flees. Gnoman stays invisible and waits while James and Thorn prepare to receive the slow zombies.  They soon take the head of a zombie and realise that these hold their undead life in their chests. So they start to aim at the chest and soon have taken down the three remaining zombies. We then hear a warning from Gnoman who says more are coming. Over the next 30 seconds we are hit by a total of four more zombies which are all dispatched along with three of the original four. There is just the one which ran away.

 

With this area cleared we all realise that our throats are burning and we are suffering from the effects of the plague. This place looks like its incubation place, we need to move on before we all fall to its quickening effects. So we enter the passageway leading deeper underground. Gnoman has to recast his invisibility due to having to defend himself from one of the zombies.  He moves quickly down the passage and then reports back.

 

He says that he can see a single, jagged pillar of rock lined with glowing blue-green moss emerging from the depths of a pool within the centre of the dark cavern. Water courses down its side from a font near its tip, cascading into the pool below.  The pool feeds a wide stream that flows rapidly along the length of the visible room. An eerie sense of discomfort pervades this place. There is a occupant hiding on the pillar, a large orc Gnoman thinks. In response I sing about us defeating a unknown evil to inspire the group.

 

James readies his bow, not something he uses often, and the thorn gets his holy mace out. Gnoman goes back in and moves left with James and the rest of us following him.  ‘So you have come for me’ grunts a orcish voice in common tongue. ‘Gahaira will give me my revenge’. Thorn casts detect magic and the water, spire and orc all show as magical. ‘ Detecting magic eh! well two can do that.’

 

I cast barkskin onto James and Thorn, while Torn casts Silence on the top of the spire. Torns spell goes off, just beating the Orc’s dispell which would have cleared all our support magic.  Jakk, the Orc cleric moves down the path round the spire to get under the silence effect and battle commences.

 

Gnoman and James both move towards the pool, Thorn drops his pack and also moves forward while Jakk comes down the path a little.

Gnoman, James and Thorn continue to move Jakk fails in a spell.

Jakk gets his Spiritual Fail off. [This is the same as Spiritual Hammer I like the idea that it looks like the deities weapon]

 

Gnoman, still invisible, prepares his crossbow. James starts to cast Shockwave, this will take him some time as he is wearing armour. Jakk moves his fail to hit James in the back, however it does not get past his armour..

Gnoman fires his crossbow and comes visible, he hits but it bounces off Jakk’s armour as well [he is wearing Mail and a steel helm backed by 3 points of Barkskin]  Jakk uses his fail again on James and tries to trip him.

Gnoman throws his crossbow on the ground as he enters the pool. Jakk hits James again and again tries to trip James. However this time it does slow James’s casting.

 

Gnoman starts to cast Charm, James continues to cast his spell. Thorn having moved around the pool transfers his slingshot bag to him hand. Jakk misses with his fail attack this time.

Gnoman casts his Charm spell but it has no effect on Jakk, whose will power is more than enough to shake it off. James manages to cast his shockwave and a booming sound fills the cavern, however the shockwave does not push Jakk back and he remains standing. Thorn moves into the pool while Jakk attacks Gnoman with his fail.

Gnoman starts to cast an Audible Illusion of a holy voice saying ‘Crease’ while James readies his bow. Torn moves up the path towards Jakk. Jakk uses his Spiritual Fail on Thorn but again it can not get past the armour.

 

James releases an arrow at Jakk which hits Jakk’s shield and has no more effect. Thorn attacks with his mace but Jakk parries and splashes water into Thorns eyes blinding him. Jakk drops his Spiritual Fail and uses his own fail to attack Thorn hitting his left leg but not getting past the armour.

James puts his bow away, Thorn stands trying to clear his eyes, while Jakk attacks again trying to trip him but fails to connect.

Gnoman picks up his crossbow, James draws his great sword while Thorn swings his mace wildly.

 

Gnoman starts to load his crossbow, James moves towards the spire entering the pool. Thorn with his eyes clear attacks Jakk, getting a good hit in which Jakk fails to parry with his shield, Thorn goes for a trip but does not manage to unfoot Jakk. Jakk uses his passion of hating dwarves and hits Thorn with his fail, however Thorn manages a parry with his shield as well.

Thorn attacks again and this time his trip works and Jakk falls off the spire into the water by James feet.

 

James plunges his great sword into Jakk, finishing him off, ignoring the calls from James and Gnoman not to. His lack of morals overriding his loyalty to the party.

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THE STORIES OF ERRATH THE BARD CHAPTER 3 – PART 3


THE STORIES OF ERRATH THE BARD CHAPTER 3 – PART 3

Earlier parts are here

———————————————-

 

With the room clear of enemies the heroes look around, Thorn is tempted to search but the others persuade him that the risk of infection is to high. So they bring the pony and  Panther James old dog into the room and wedge the door shut, Thorn then takes Gnomiss with the lantern to look down the passageway and sees another door. Gnoman, still invisible, goes down the passage very slowly to the door, checking for traps etc.  He comes back after a while to tell us its all clear. James casts light on the feather on his helm and we open the door then look inside.

 

At first we can see little but eventually we find out more about the room.  It is a long, narrow room lined with shelves loaded with foodstuffs and supplies. Heavy burlap sacks are piled atop one another in the corners of the chamber. A few have been torn open, leaving spills of oats and flour along the floor. Several barrels stand in a cluster near the far northern wall.  Infravision allows us to see that there are some flour sacks above the door, held up by a network of ropes. We are not sure what its for but assume that they might be rigged to fall on people coming through the door. We make sure we keep away from it while Thorn and James check out the room. We can no other exit.

 

I suddenly see something flash past me and then turn to attack again, I however manage to jab my javelin into its head and bring it down. It seems to be a 5 foot long weasel, James says a dire weasel and asks that I do not damage the fur. Him and wanting animals furs. While this was happening Thorn finds a wire linking the flour sacks running down to the barrels.  He then looks at some of the barrels, the first one sloshes and so he pours some out into a jar. Lantern oil, he says as he smells it. Meanwhile I start to examine the weasel.

 

As I do it’s eyes open and it sinks its teeth into my right arm.

Gnoman behind me starts to shout,  the very large weasel looking creature continues to worry at my arm causing more injury.  James starts to run back up the room, while I try to smash it with my shield but miss and hit my own arm instead. Thorn starts to run towards me.

The weasel mangles my arm and I pass out, I later hear that James reached the creature and swung his great sword and cut the thing in half, well just about. Thorn rips the mouth open to realise its mouth from my arm.

 

Thorn casts a healing spell on my arm to stabilise it, however it looks like it is going to permently weakened when it eventually heals some time in the future. With me sorted Thorn believes that there are rats or something in two of the barrels. Gnoman prepares his Flaming Hands spell while James watches over Thorn. Thorn tips over a barrel and dried beef jerky falls out along with a swarm of rats, these start to climb over Thorn.

Thorn grabs for his shield, Gnoman’s spell fails and he loses memory of it. The rats scurry all over Thorn.

Thorn runs towards the flour trap, James moves to pull the cord. Gnoman starts to cast an audio illusion of hunting dogs. The rats manage to bit Thorn.

Thorn reaches the flour and James pull the cord. The sacks rip open and flour fills the door end of the room. covering nearly everyone. Gnoman finishes his spell and the sound of angry dogs fills the room. The rats flee, scurrying into bolt holes.

 

With flour being breathed in, we suspect that we are now all infected with the plague, even if we weren’t before. This means we have at most one day before the effects start to hit us. Leaving this room we head back to where we left the pony and dog, we clean ourselves of blood and flour and then clear the door. Leaving the pony and dog behind we move back down the passage towards the entranceway and the wagons and then down in the other direction.

 

This tunnel inclines down and we follow it into the darkness only lit by the light on James feather. On and on it goes and then it starts to get steeper. With the invisible Gnoman ahead we stop when he tells us that he has seen the end of the tunnel ahead.  He goes back towards the end and falls down a pit trap he has set off injuring his right leg. He climbs out and locks the trap so we can all pass, or so he says. He then enters a large cavern which is dimly illuminated by glowing blue-green lichens. It seems to be around 100 feet tall,  and a rough 100 by 70 feet rectangle, which has stalagmites protruding from the ground. Gnoman does a full circle of the walls and can see by his infravision that there is a recessed ledge to the cavern on which there are Kobold sized heat sources, as well as a exit in the far side of the cavern.

 

Gnoman goes back to the rest of us and explains what he has seen. We decide that we all need get to the exit and see what’s down that way without having to deal with more Kobold’s. So Thorn cats Silence on himself and we all group around and moving around the walls head to the exit. We expect that the Kobolds will be able to see our light and us so James covers it and we move by the light of the lichens. It takes a while as we move slowly but at least in is in silence. We reach the start of another descending tunnel and wonder what we will find down there.

The Stories of Errath the Bard Chapter 3 – Part 2



Earlier parts of the story here

The Stories of Errath the Bard Chapter 3 – Part 2

Duvik’s Pass

We spend the next ten days heading roughly south stopping each night and buying enough supplies each morning for that day, double rations on the last morning which James preserves. As we go we learn more about Duvik’s Pass from the locals. It is a small boom town nestled within one of the valleys that cross through the lower mountains  to the South West of the Iron Forge Mountain range, to the west of Kasar. It has long been a way stop for travellers and adventurers, on their way to Kasar and the mountains. Moreover, it has also gained attention recently as a potential flash point of power in the area’s commerce, due to a discovery of substantial silver deposits buried in the hills nearby, about a mile or so into the hills. The town sits in a valley of the Ironflow river with the snow topped mountains the East, the valley is full of farms and tree’s. The town is the main habitation in the area with the road from it climbing up into the mountains and to Kasar.  In places this road is bounded by nearly sheer cliffs, particularly between the towns of Lastever and Orden. There is a fort along this road to provide protection to the merchant convoys from Orcs,  Goblins etc. This is the fort Whitefang between the towns of Lastever and Orden. The town exports food into the Iron Kingdom and acts as a clearing place for the produce of the Dwarfs. Over the past three years, the men and Dwarves of Duvik’s Pass have burrowed into the ground seeking the wealth therein. Able-bodied folk from neighbouring human villages and Dwarven clans have flocked to the town, hoping to lend their strength within the mines and garner some share of the prize. So far any tensions have been local and dealt with by Lord Sendars, the local human lord.
Eventually we can see the town ahead, the land around it is quite with untended fields and crops dying. The town is fortified with many new homes outside the walls as it has expanded. The gates are shut and it is flying a flag saying it is infected. We sit down to decide how to proceed, I think about how to deal with an infected town and people. Don’t touch the dead; Watch what we eat and drink; Watch what we breathe. James starts to look around for food to hunt, and sees lots of dead birds and cattle as well as some very sick ones. It looks like the plague has hit the animals as well. I decide to examine one of the dead cows to see if it gives any insights into this plague. James casts deflect on me first and I get to work. I slowly and carefully cut open the cow and eventually find something. The throat of the animal is swollen, burnt and blistered. I would say that the disease effects the throat causing it to burn and swell so making breathing difficult and leading slowly and painfully to death in some cases. With this knowledge I start to look for herbs ect which might help reduce the swelling and blistering so increasing survival rates.

 

While I look for herbs with James, Gnoman and Thorn head into the town. The gates are shut but they find the postern open and push through, as they do they are challenged by a guard. They ask the guard for directions to Father Samuel priest of Hombel, saying that they are looking for family. With directions they head through the quite town heading for the temple. Samuel explains to Torn a fellow cleric of Hombel what he knows about the plague and the effect on the town.

 

Hope and industry turned to despair and potential ruin with the advent of the Fiery Throat two months ago. It began quietly enough, with the miners returning home from their work at nightfall complaining of blistering sores and an unbearable thirst. Shortly thereafter, the town’s livestock was decimated by an  unknown illness and the crops began to wither.

 

The elders of Duvik’s Pass declared that the well water had been soured by an unknown disease, but by then the Fiery Throat had already begun claiming the young and the sickly. To make matters worse, the last few miners still strong enough to plumb the wealth of the mine, where the well waters flow, disappeared  just over half a month past.

 

The townspeople, who continue to await the return of their missing sons and husbands, while praying  with Kordin and Samuel for an end to the sickness that continues to spread within their homes.

 

With no way of checking out the mine and the fountain there the town has been waiting for help to appear. Samuel akes Thorn to go into the mine and see what has happened there and to the missing miners. Gnoman asks about his sister and is given directions to the Quaner family home. Going there Gnoman gets Thorn to use the scroll of cure disease on his sister and then they take her out of the town and feed her some of the fruit pieces they had, from Hombel, to restore her health.

 

With time against them, they now know that it takes about a day for any infection to show and then each day the infected get weaker so they head to the mine.  The mine is about a mile from the town in the side of a hill. A cool breeze drifts down from the towering peaks of the Iron Forge Mountains as we behold the entrance to the caverns. The ground is littered with tools, picks and shovels, some of which protrude from soft banks of spoil.  A single darkened shaft leads into the depths of the mine ahead. The dirt path beneath its wooden support structure is covered with stone debris, a few pieces of which occasionally glint with the slightest hint of ore. No light issues forth from the tunnel. Burnt-out torches are strewn across the floor, their brackets torn from the shaft walls. Behind you, the worn road leads back through the crags to the valley below. Aside from the quiet whistling of the wind, complete silence fills the small clearing within the mountains.

 

I first send Lauanna into the cave, she comes back and fly’s around me for a while and then heads back into the cave. She has found some occupants and so we will have to be careful. I take the lead and we enter the cave mough with Thorn, James Gnoman and Gnomiss following about 18′ behind, Gnomiss carries the lantern. The Tunnel is 15′ wide and 10′ tall and heads into the mountain. The tunnel opens into a small, roughly rectangular chamber. With the lantern we can see scattered chunks of silver ore surround an overturned pair of wooden carts along with some books. The lower half of what appears to be a human body juts out from beneath one of the cart’s edges. It shows no signs of movement. Dried blood is smeared across the northern wall in several places. Exits lead to the west and the east.

 

Gnoman takes over and checks out the room, he soon see the trap of a line attached to the body which will pull a small stone out of the ceiling.  We decide to leave the body alone. However we do look through the three books we find there. They are mining logs and show that Ron had been here but moved on to visit a dwarf mine at Tarifel. There appears to be two passages from this area one west and the other east, we take the west one.

 

With Gnoman leading we follow a short passage to a door. Gnoman checks it out and says its not locked or trapped. He pushes it open with Thorn read to enter, while Gnomiss shines the lantern in. The room is occupied and we both react to each other. This large, square room houses four long wooden tables, each with a bench on either side. On top of the tables lie a number of wooden bowls and eating utensils. In the southeast corner of the room, a small stewpot steams over a fireplace carved into the floor. A pungent odour hangs in the air

 

 

Gnoman reacts fastest add starts to cast his invisibility spell, the Kobolds go next and each grabs for there crossbow. James starts to cast a shield spell and I move up, while Thorn having entered the room moves to the right.

Gnoman’s spell fails, Thorn is the target of all ten crossbow bolts from the Kobolds. Two hit his helmet causing some bruising, the others hit his large shield or miss. I throw my first javelin and kill one of the Kobolds. Thorn continues to move in the room heading for the other exit.

Gnoman starts casting his spell again, while the Kobolds grab up their spears and shields. I throw my second javelin but miss this time. James forces his shield spell while Thorn watches.

 

Gnoman casts his spell properly this time and goes invisible, the Kolbods take up defensive postures, while I start to cast barkskin. James readies his bow and Thorn continues to move.

Gnoman, being invisible, starts to cast another spell this time flaming hands. my spell goes off hardening my skin. James releases a arrow and hits the table the Kobold is behind.

Gnoman holds his spell, and I ready my club as James reloads.

 

The Kobolds charge us, James releases again but misses the charging Kobold. Thorn smashes his mace into one of the Kobolds in front of him and drops him.

The Kobold attack, two go at Thorn and miss, one is blinded by his parry, one goes at me and hits but has no effect, two attack James and miss one tripping over his own feet as James parries him.

Kobolds attack again, two on me they totally mess up as I parry both and then stab each other. Two other attack James and another two Thorn having no effect. James readies his great sword while Thorn smashes his mace into another Kobold.

 

The last four Kobolds go down to Thorn and James, leaving a room full of dead and dying Kobolds and smeared with blood.

The Stories of Errath the Bard Chapter 3 – Part 1


The Stories of Errath the Bard Chapter 3

Earlier Chapters here

 Part 1

Time out

 

The ‘Hammer & Rose’ company are visiting Gnomans family in South Borough after there last adventure. While halflings are otherwise found interwoven in most human communities, North and South Borough are predominately halfling domains. The common cultural unit for halflings is the riding, an area bounded by three shires, which makes the size of each riding vary considerably. A borough is formed of three ridings. Along with the Halflings Gnomes live in the Borough, there are also a few small human villages. We are using this time to train and learn from our last adventures, meeting up with Gnomans family the Gemstones and his friends.  We have noticed that the night’s seem darker and there appears, to us, to be less stars than normal. As only Gnoman is small enough is fit in the family home, the rest of us have to stay at a human run local inn ‘The Giants Den’ about a mile outside the small Halfling village. This costs us two gold each. Most of the time we spend telling stories over meals to the locals when not training.

 

Trumpton, the Halfling village is small only about 100 inhabitants, is where Gnoman grew up with his family. All the homes are built into the hills overlooking the stream.  The Gemstone family consists of  :-

Father – Carrot Gemstone, balding and old;  Step Mother  – Pink Gemstone, young and pretty for a gnome; Brothers in order – Carrot Jnr; Tinthony; Wilwood, Gnoman; Sisters in order – Berika; Winky; Gnomiss. The nearest small town is 5 miles away and called ‘The Prancing Pony’s’ after the well trained small ponies they sell there. It is a mixed, although many human town which supplies to the locals and passing trade.

 

During our time here James uses his magic to repair Thorn’s shield and we all help the locals in many ways. One evening when myself, James and Thorn arrive back at the inn, we realise that some things are missing. James’s Travelling Spell Book; my Lyre; Thorn’s vestments seem to have been mislaid, as we search around for them we each find some black cat hairs. I go ‘arrh Brigid, she has a black cat familiar’. James spends some time down in the main room of the inn seeing if anyone noticed a tall woman around, streetwise. However it appears no one has seen a person answering Brigid’s description, she might have been invisible of course. We all head back to Gnoman’s to tell him what has happened, when we get there we knock and wait. After a while Gnoman appears with a chicken leg in his hand, it appears the family where at meal and he had to think twice about coming out to us.

 

After talking with Gnoman who has more local knowledge, he thinks this sounds more like his elder brother, Carrot Jnr, and Dado Rumblebelly a rival from the thieves guild. After all Carrot has been listening to our stories and so know about Brigid and Gnomes are renowned for pranks. We decide to wait for the next day while Gnoman goes back to his meal and chats with his dad. Dad does not believe that Carrot Jnr would have done such a thing and things Gnoman is just envious but if this has happened then he does not want it to stain the families name so no blame must be placed. Gnoman agrees to keep any result on the quite.

 

Next morning the group head to the ‘Wonderful Pie Shop’ run by Rumblebelly the cook. I sing on the way there to inspire our early morning endeavour. Gnoman decides hw will be recognised and hides in sight of the pie shop while the rest of us go in. A small female halfling is by the counter, Kathy. We ask about the pies and find that one of the specials is a Boar Venison and Rhubarb. The pies are small about halfling hand sized so normal sized people would need more than one. Thorn asks about rat pie and if Dado can make some for him and Kathy  says she will get him. Thorn asks him about making a couple of rat pies for lunch, and Dado says he could manage that if he gets someone to go get some rats. James meanwhile casts charm and talks to Dado about business and then the theft. Dado says that yes he stole the items and left the hair as Carrot asked him to. He handed the items over to Carrot after taking them at the back of the shop.

 

Off to see Carrot Jnr, they get him to see them by saying That Thorn wants to sell a gem to him and as he can not enter there workshop/home can he met with him. Gnoman delivers the message and his brother comes with him. Thorn shows the gem and asks for 10 gold for it, Carrot looks and after some haggling pays the 10 gold. Meanwhile Gnoman has cast charm on his brother, useful spell for mages and clerics. With Carrot charmed he tells all, used to being fathers favourite, he has been annoyed at your tales and so hooked up with Dado who doesn’t like Gnoman anyway to cause some trouble. Asked where the items are he says he put them in a oak tree in the woods but can’t remember which one.

 

I follow Carrot to see his tracks and then go with the others to the back of the pie shop to follow his tracks. James finds his prints in the mud by the back of the shop which I then follow into the nearby woods. I lose the tracks where I can see six big oak trees.  We decide to check them out one at a time but as we close can see four of them have holes in them two at ground level, one two foot up, and one ten foot up. We start at the first ground level tree hole, I and Gnoman check for traps, but can’t see any and do not find anything in the hole.  Moving to the next tree we check again and see no traps Gnoman puts his hand in and comes out with a book, James’s spell book. He hands it to James and they see little black tthings dropping off at the same time as James feels biting on his arms.  Ants swarming up his and Gnomans arms. I  cast Barkskin on Gnoman and myself while James casts repel on himself. With the ants dealt with James casts dry and preserve on his damp book.

 

The next tree hole is 2′ off the ground so we expect less trouble, again we see if its trapped but suspect more natural problems again. I reach in but can’t see much, my infravision shows me what I think is a puddle of water with something in it. Gnoman helps by lighting his lantern and shinning it in. I can see my lyre in a pool of dark water in the bottom of the hole, I pull it out and inspect it.  James helps me by casting dry and preserve on it, I will still need to tune it later. The final tree has its hole ten foot up and we expect to find Thorns vestments there. Gnoman climbs up the tree with a little help and checks for traps, finding none again.  As he can not see far into the hole he asks for the lantern to be passed up. So I tie it on the end of a staff and carefully pass it up.  As he shines the light into the hole he scares an owl which charges past him nearly knocking him lose. With that drama sorted he reaches in and pulls out a flour sack.  In the sack are the vestmants.

 

Gnoman gets us all to swear that we will just treat this as a family prank and take no further action, even though some of us would like to.

 

One day, a few days later, late in the Month of the Firedrake, Summer. The Gemstones receive news of Gnomans sister Gnomiss, she is in Duvik’s Pass and says ‘I and many others have gone done with some plague. Many have died over the past weeks. Can you send help?’ Carrot Snr asks Gnoman to see what he can do. Thorn also receives a weeks old letter from Sir Poldark the same day. ‘Dear Thorn my son Ron has not been heard off for more than a month. In fact since he went to Duvik’s Pass with hopes of financing his own mining venture there. Could you put together a small group and go and see what has happened to him.  When you do send him home and do not forget to sent a letter about how you are keeping with him. Poldark’

 

Thorn knows of Duvik’s pass which is over 200 miles south of South Borough. We need to follow the main road south and then south east when it turns north east to Thorin go south towards the Elf lands following a minor trail. There should be a Inn either in a large village or small town every 30 miles.

Duvik’s Pass is a small boom town nestled within one of the valleys that cross through the lower mountains  to the South West of the Iron Forge Mountain range, to the west of Kasar. It has long been a way stop for travellers and adventurers, on their way to Kasar and the mountains. Moreover, it has also gained attention recently as a potential flash point of power in the area’s commerce, due to a discovery of substantial silver deposits buried in the hills nearby, about a mile or so into the hills. This town being on the edge of trhe Kingdom of Greymoor, The Iron Kingdom and Loreddel could lead to possible conflict with the declining Dwarven and Elven clans there. Both King Edward and the Dwarves of Kasar have laid claim to the town the Elves have remained silent.

 

James blames the dwarfs for this outbreak, Thorn blames the humans lack of proper mining ability, I blame elven magic and Gnoman holds his thoughts to himself, no doubt worried about his young sister. Before we leave Carrot Snr gives us a bag with 20 gold to help us on our way to find his daughter. We stop at the Prancing Pony’s to buy said pony to replace our last mule. we get a very good one for 112 gold and 5 sliver. We also swap the potion of boar control for a scroll of remove disease. We stop each night on the way and buy food for that days snacks, Again it looks like doing the right thing is costing us money, just as well we still have some from our last adventure. I wonder what this one will bring.

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.