Wednesday, 7 November 2018

D&D post break plans and reactions

D&D next sessions

Warlock/Bard
Was given a ring and told how to operate it.  The ring taps into the suspended medium within the diamond, called a zirconium, was stated that there is a world in the cubic zirconium suspended.  When he meditates upon the ring and holding a magical item of unknown quantity the properties of that item will float to you from the ring.  In addition to this function it can be used to contact your master and ask a question, or alternatively allow your master to contact you during a dream.  Your patron suggested that when you gain more experience with the ring it has other functions. 

Most of the week you spent With your patron was spent attuning to the ring and adjusting your mind to be able to reliably activate the ring in these manners.

Identify 10 minutes per magical item
Contact Patron one hour for one question per day, and patron may require a quest before he answers.

There were many things that you observed while you were there in 'his' tower, other than 'he' does not appear to need to eat or sleep, 'he' appears not exactly immortal nor omniscient, but close.  You were able to surprise 'him' when 'he' was deep at work one day and you have seen 'him' bleed.  You are not sure of its gender as there were a number of things that seem off.  While you were in the tower there were a number of very odd things, the walls appeared to illuminate and had pictures on them, most of them were images of fine threads woven with other threads in a fine web and you felt strongly with one of thos threads and when you touched it your image arose from wall tied to it.  Other threads included your other party members and the threads were knotted together with other threads that seemed to end near your threads.  When you questioned your patron, 'he' just dismissed your query saying that it was not important yet, but time would tell.

Patron asks that you be on the lookout for a Golden Orb.  It is a powerful artifact and 'he' requires it, further instructions when you acquire it.  

Ranger

Many of the gold chunks appear as they might join together like the other ones did, you now have three smaller chunks and the one larger one.  They seemed like they might fit together, but the matching was quite elusive for the most part.  You spent time every night trying to make sense of them.  During your week resting you were able to spend some time alone in the woods meditating in the soothing woodlands.  It was there, when you were most alone that you were able to hear the music again drift from the artifact.  Resting with each chunk in your hand you were able 'hear' the song components of each piece, it was then that you were able to hold identify two pieces whose melody was most in tune.  Resting with both in your hands you were able to adjust them so there was harmony and they fused.  Resting in your hand was a pommel and hilt to a weapon without a blade, it seemed to be the match of the other larger chunk, except, the melodys were discordant.   

The enlarge power increases to 40% and stealth is reduced by 4 for a minute.  You can speak to animals 2/day and ask 2 questions each instance.  In addition to snakes you can now also understand motivations of animals (+4 animal handling). New powers: 2/day you may activate a burst of speed for one action, double movement, an extra attack, however you must imeadiately lest for a full minute afterwards or make a constitution save 10, a success after you stop and rest you must rest a minute for every round of delay, failed save you must rest an hour.  1/day know the result of one decision.  Can be as immeadiate as what is behind this door, or as long term as when is down this road.  The foreknowledge grants a +4 on one roll in the first moment of the encounter, initiative or first attack or even a bonus to interacting with encounter.  

Druid



Fighter



Paladin


Subs
Cleric
After her discussion with her patron Ceraza is less willing to help the paladin and will become outwardly hostile to him in the future if he doesn't clean up.  For starters she is not the druid's pawn; she will decide where she goes and what she does.  This means the GM will need to make spell selection for her and decide her actions.

Ranger

Muc'culuk, was rescued by Korin and has come back because his village has been destroyed by an army of humans and a Green Dragon.  His favoured prey is Humans, if he is called evil by that, he will ask how many Orcs Korin has killed and how many Humans.  If that is not enough then he will also state that you don't appear to be vary human either, so what's your point.  His name means Far Light Seeker, and he is the first native Orc speaker that the party has encountered, when he speaks Orcish, his speech is peppered with Orcish idioms, they are almost entirely SciFi based, they deep rooted and have persisted for ten thousand years in this area. He seems have been taught a lot even if it has not stuck in his head.  

Bugbear

A bugbear is shadowing you and your party.  He will only get closer when the party sleeps.  He is waiting for a moment when the party is needing him most and he will join them and help them.  The will be happy to tell the party that the Cleric is not a good leader, he took advantage of him and has deserted him; this is not the same as left the Temple.  The cleric has not left the temple permanently, but only to secure his position.  When he comes back it will be with a large group of Trolls, including the Chieftain and the two leuitenants, those three have rings of fire protection.  The hydra and the owlbear too.  

Sword

The Sword is tolerant of the dwarf, but is unhappy about her complacent role in the party and will hurl insults at the dwarf if she acts like a that.  It will also goad the 'Little Toad' of a paladin.  It is a good sword and a great tool, so it feels that it has every chance to speak it's mind.  If the paladin disparages the Cleric, the sword will stick up for her, because someone has to have a backbone if it is not going to be you (Vistra).  If Vistra speaks up it will voice "you go girl" and "that's right" or "take that bully" the point is the sword is lawful good and will not stand by and shut up in the face of injustice.  If Vistra muzzles the sword, he will chose not to work for her.  If she takes a stand and chooses to step forth and lead, the sword will back her up and give her more information without having to be asked.


The Temple of Elemental Evil.

In the next few days the air temple will be deserted, it will appear that the cleric has left and has taken his treasures with him; he is on a trip to secure new allies— a clan of Trolls.  Their Chieftain has been wooed and convinced that the Air Temple has the strength and cunning to destroy the Fire and Water temple, so clearly is the strongest.  He will return shortly with twenty trolls and  five young troll children.  If the characters have destroyed the Air temple in the meantime, then he will report to the Greater Temple and will receive a reward for gaining the recruits.  

The captain of the guard who intelligently gained intelligence on the party has reported to his superiors about the strengths and weaknesses of the party and they have acted calling in a hit squad mad up of the two merchants in Hommlet and the assassin from level 3 and her companion Mage.  The two are to hold back and gain intelligence and support the battle.  The leaders suspect that the Captain of the Guard betrayed the temple and he has been sent there with five Bugbears and two trolls, there is a hill giant also there acting as artillery and is the leader of the fight.  The Mage has been told that the giant is only expendable if there is no other choice.  The assassin has been ordered to make sure the Mage escapes.  The hill giant will rush the party if they dispatch the others too quickly.  The Mage will pack a couple wands in addition to his spells.  

Other than that the results of the battle will be sifted through for a day or so and the temple will be more watchful. 

There are members of the town of Nulb that are directionless because they were part of the smaller temples.  Over the last week they have been contacted and set to work together for the Greater Temple.  The greater Temple has taken some pains to map the movement of the characters and thus they have figured out that the Guard Captain betrayed the Temple and that the Air Priest attacked the others, which they applaud his wile and the result of gaining the Troll clan makes up for all the rest.  If the party tries to camp inside the temple again, they will be in for a rude surprise, as it has been alerted to them they have been checking in with the groups on the 3rd level and they will hunt them down.  Checks have been made at intervals of four hours over the last week, and inactivity has reduced these checks to every six hours, if nothing happens for another week checks will be made every eight hours, then twelve and then daily.  As soon as any intrusion is detected the seek them out by tracking their progress and ambushing them.  The first time it will be brutal and blunt with trolls and giants, but the next time it will involve spell casters and dispel magic. 

The goal of the Greater Temple will be to kill them, or subdue them and cast them naked into the elemental nodes.  If they attack the Greater Temple, they will be forced into one of the elemental nodes.  If the Party has gained the Golden Orb of Elemental Death, then the party will be on the road to success, if not they will be in some great danger of being permanently trapped.  This version of the Elemental Nodes are actually based on the moons of Caranus.  The Water node is on Xeric, the Air and Fire nodes are on Hestium, and the Earth node in on Drogath.  If the characters are stuck, they will have to free themselves of the magical containment.  Ideally they will do this on Drogath, as it is the most hospitable location and not Hestium, where their life existence might be measured in hours…

++++++++++++

The is the possibility that the characters may wish to abandon the current area.  A curve-ball.  But I just have to flip the side e Old road is on and send them either to Crater Lake or to the Orc village, or perhaps the army of Greysteel, or perhaps the greater danger of the great green dragon in the ruins of the Middle Orc Empire.  There is the possibility they will head to Jarda and I will introduce them to an expeditionary force of the great Eastern Empire seeking to reclaim the descendants of the rebels, Jarda.  If they head West they will encounter the drying out of the land and eventually the great stone desert, the climate is temperate but there are great winds scouring the land.  There are rivers with arable land but hotly contested.  The desert gives way to the Blasted Lands, even less habitable where the oasis here are places where the land is merely like the rock desert.  If they proceed further west they will encounter the Forge Furnace plains and the Mirror Mountains. All the way they will encounter great ruins that have been blown down, the direction of the blow down is in the center of the Blasted Lands.  

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