Jeff's D&D game

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GoatBoy's picture
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In order to recapture the thrill of our exciting first session and blatantly brag about my own DM'ing expertise, I've decided to chronicle my group's adventures and achievements for all to see. This gives my group a method of checking what's happened, myself a way of checking up on how the story is flowing, and hopefully some interesting reading and a lulz or two for the rest of you.

Players are as follows:
Emery (Joanna) - Quiet Elf wizard with a knack for enchantment.
Kane (Jeremy) - Straightforward Lizardfolk fighter with a gift for pain.
Sylvarin (Astrid) - Elf fighter, confirmed by player to be "pretty".
Zander (Nick) - Otherworldly human rogue with pale skin and hair and black eyes.
Noldor (Kiril) - Human Binder, I mean, Favored Soul, I mean, Cleric. Group's loyal healbitch, master of anatomy.
Calliper (Geoff) - Human evoker, master of the arts of channeling energy and blowing shit up real good.

The characters start off waking up in a dried wasteland with no memories of themselves or each other. They are dressed in threadbare blue fatigues which resemble prison uniforms, down to numbers and names printed on the front. Despite the memory holes, all six of them feel competent about their battle skills and talents. After picking up their gear, piled near each of them, the group heads towards the only feature in the wastes, a mountain range to the north.

After several hours, a bizarre creature springs from beneath the cracked earth. The party holds off attacking to see if it is intelligent, which turns out to be the case. The being appears as a massive earthworm with arms and legs, and identifies itself as a Psurlon, one of the world's only two remaining inhabitant races. The Psurlons are locked in a centuries-long struggle with the Kythons, a brutal group of creatures that live only to feed and started the war in ages past, devouring all life on the planet until only the Psurlons were left. The Psurlon offers to assist the party if they would accompany it a short distance to its lair, a request to which the party complies.

Arriving at a chamber located just under the ground, the party finds a dwelling of many such beings, including one of much larger size than the rest. Interestingly, the party could understand the beings' bizarre language without apparent magical assistance. Barely after they arrive, the party suddenly feels the feeling rush into them that the Psurlons are gentle, peaceful beings, who could best be served by travelling east for two days. The party is unable to resist this obvious mental manipulation, and journeys east.

That night, everyone experiences the same dream: they are standing alone in a beautiful plain of grass, blue sky, and sweet wind. Two creatures slowly move towards them from either side, one a Psurlon, the other of an unknown type. The plain suddenly erupts in a fierce battle between massive armies of both types of creatures, tearing up the ground and blocking out the sky in a haze of dust. The two armies slaughter each other, literally to the last man, one creature of each side who use their last breaths to slay one another. A cloaked figure then appears and beckons towards the north mountains, then the dream ends.

Though being led north, the party is unable to fight the Psurlon's compulsion and continues east. They encounter a new being, something that looks like a tail-less crocodile, standing on hind legs and bearing two pairs of clawed forelimbs. No eyes are visible, and its entire body is covered in greenish armoured plates, like an insect. The creature also speaks to the party, informing them of the Psurlon's deceit, and saying that they started the war against the creature's race, the Kythons. Supposedly, the Psurlons wiped out all life on the planet by using their trickery to conscript every last being into war against the Kythons, who were forced to slay them in self-defense. The Kython offers respite to the party, but it is obviously lying, and eyeing them with a look that is quite obviously... hunger. The party refuses and the creature attacks, joined by two smaller Kythons who had been hiding beneath the sand. There is a brief battle, ended quickly with a massive blow by Kane's axe which cleaves the lead Kython's entire body apart.

The revelation of the Psurlon's deceit frees the party from their compulsion, and they decide to head north, to the mountains, instead. But they are interrupted by another Psurlon, one far deadlier and more hostile than the first. A blast of lighting nearly ends the fight before it begins, but eventually the beast is overcome.

Further north, the party discovers the remains of a Psurlon that is far larger than any yet seen. Noldor attempts to ascertain the cause of death, but a swarm of miniature Kythons emerge from the corpse and attack. A Fireball from Emery takes out the foes, but the party is no closer to understanding what really happened on this planet, or how they fit into it.

The mountains are in sight, but more Psurlons are spotted burrowing towards the party. They make it to the edge of the mountains, where the Psurlons can no longer burrow underground, and the rocky terrain gives Zander the chance to launch some devastating sneak attacks. But for every Psurlon killed, it seems like two more arise from the ground. The party almost has control of the battle, but a massive Psurlon then appears, giving them no choice but to flee up the mountain.

Part way up the slope, Emery runs out of breath and is then carried by Kane. Sylvarin then feels the effects of fatigue, and the party realizes that it can't keep this up, and the massive Psurlon is gaining on them. But a nearby cave is spotted, a mysterious light emanating from within. Knowing that they can't face this enemy and survive, the party tries to escape into the cave, but the giant Psurlon continues to follow. The cave leads to a dead end, a massive drop off. But the source of the glow is a glowing disk of energy floating just below the edge. Calliper can tell that it is some kind of planar gate or portal, but nothing else. Face with certain death from behind and the mysterious portal before them, the party throws caution to the wind... and jumps.

What lies beyond the portal? Come back next week!

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I'm a lover, not a fighter. A level 12 Lover, to be exact. With 15 skill ranks in tongue dexterity.

Hikari Yamato's picture
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lol... yeah, we would've ran the hell away after the 2nd pair showed up if me and Kane wasn't stunned for a turn xP

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"Looks like we're gonna have to jump..."
http://www.homestarrunner.com/sbemail80.html -- for reference.
Awesome summary. Perfect place to put a cliffhanger.
I'd just like to say that this campaign is excellent so far, if a bit predictable at times -- morally ambivalent sides, no one is innocent etc -- it's been done a million times over. None the less, I likes it. I'm very interested to see where this goes next. I almost feel like adding -- "Episode one: planet of the invertebrates" if I were to title it.
keep up the good work.

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That's pretty sweet. The setting reminds me of Dark Sun in all it's brutal, sun-ravaged glory. I'm interested to see what happens next.

GoatBoy's picture
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The party wakes up in a mysterious forest, surrounded by mist on all sides. They can't see more than twenty feet in any direction. Their last memory is jumping off the cliff into the floating disc. Before they have time to gather their thoughts, a man in a heavy hooded cloak runs up to them. Noldor recognizes him as the man from their dream. The man insists that "there is no time" and that they must follow him. He leads them to what appears to be another cliff, where the damp earth abruptly ends into an endless mist. He says that they must jump, but not before handing them... a very ordinary-looking flat stone. He says they must travel to the city of Sojourn and look for him, Farthing Jott. He continues to speak of having no time at all, and instructs the party to jump from the edge.

The group, getting used to waking up in bizarre places, finds itself in a grassy plain, around noon on a rather lovely day. There is nothing but plains and woods in every direction. Noldor determines that the best chance of finding a settlement would be to head North. After a day of travel, the party is ambushed by a pair of highwaymen, one of whom is subdued and the other killed. With some gentle persuasion from Kane, the surviving bandit confirms that Sojourn is just North of their current position. The party carries the living bandit and remains of the other in hopes of some kind of reward.

They arrive at Sojourn, confirmed by a sign at the town gates, which is curious because the party is able to understand the writing despite not being familiar with the written language. The guards are pleased to see the capture of two notorious bandits and eagerly escort them to the town constabulary. They are rewarded, but Calliper suddenly asks to be led to the Pick and Shovel Inn. He cannot explain how he knows the name, nor why he would make such a request, but the guard acquiesces and they find themselves now in front of a pleasant, upscale inn. A few questions reveals that there is indeed a mage named Jott who lives in this town. However, the Mage's Guild says that he is away on extended research in the city of Silvercross, days' travel to the East.

On a whim, the party examines the stone that Jott gave to them when they met in the mysterious wood. The stone suddenly activates, a insubstantial white disk appearing on it. They hear a faint voice calling out, asking where it is and what has happened. No one is able to confirm whether the voice is Jott's, and the stone then deactivates.

The party decides to catch a ride on a caravan to Silvercross, but remains in town for a couple more days. Caravans are infrequent due to the current season not being high time for trade. When time finally comes to leave, they discover that a pair of arcanists also seek to travel to Silvercross. One pleasant introduces himself as Dagram "Dog" Logan, but the other looks at the party with outright disdain and leaves the caravan office in a huff. Zander stealthily follows him, and sees him shout at the caravan driver, insisting that they paid a great deal of money for this trip and they do not want to share the cart with "rabble" such as the party. The cart driver says that the party has paid him fairly, and that he will not refuse them travel.

Dog reveals that he and his spiteful companion, Thorvald Roga, are with Silvercross' famous Hall of Magic, the kingdom-wide centre of magical research. Dog seems confused when the party shows no knowledge of the city, kingdom, or world at all in which they find themselves, and says that Silvercross is the largest city in the kingdom of Gault. Thorvald is absorbed in a tome of planar magical research and all but ignores the party's questions. Dog says that the Hall of Magic is in the midst of a breakthrough in gate spells. The party asks if he is familiar with the Kythons or Psurlons that were encountered before. Dog does not know the names, but says that he has seen a large, limbed earthworm-like creature somewhere, and will help the party with any questions they have when they reach Silvercross.

After their nightly camp, the caravan is making good time but is suddenly stopped by a massive scorch mark in the middle of the road. Thye get out to investigate and Calliper confirms that it is not a natural phenomenon. Suddenly, a hideous, bloated creature attacks the party from the brush at the roadside. It is quickly dispatched and melts into a pile of caustic acid. Calliper remembers from his planar studies that the creature is a Mane, an extraplanar Demon shock troop. Thorvald immediately suspects that errant planar magic has caused a rift, which must be sealed before more creatures emerge. Dog agrees to stay behind and guard the caravan while the party travels into the nearby woods, where Thorvald says he can seal the portal. A group of Manes is dispatched promptly, but a pair of ape-like Bar-lgura hiding in the trees gives the party a little more trouble. They find a clearing and the portal, with a foul-tempered centaur-like Demon nearby, an Armanite. The party springs an attack on the unsuspecting beast and manages to take it down. Thorvald manages to seal the gate, and they return to the caravan to find Dog blasting apart the last of another group of Manes.

The rest of the trip passes without incident, and the party finally reaches the spectacular city of Silvercross. Dog leads them straight to the Hall of Magic, an incredible building of intricate construction and magical curious, including fountains which emerge from nowhere and drain into nowhere. The hall is patrolled by shield guardians, who request identity authorization from Dog with a strict, mechanical efficiency. Dog tells the party to wait, but Calliper has wandered off, as if under some enchantment. Amazingly, the shield guardians scan him and allow him access without question. But he does not get far into the hall before one of the mages encounters him and sends him back to the party, saying the security system must be broken. He says that Jott is currently doing some very sensitive research and cannot be disturbed for at least a day or two. He then tells a nearby shield guardian to assist the party in leaving a message for Jott. But he misstates the command and the guardian begins leading the party through the hall. They travel down a couple of floors until they find a mysterious research room, with number shelves full of all sorts of mysterious objects. The one that catches their attention is the carapace from a Kython, on a shelf between a jar of quicksilver and a mushroom suspended in a jar of preservative, a mushroom with a tiny pair of arms and legs. Calliper pours over the notes and confirms that this is Jott's research room, and that he will be spending the next day in the Planar Nexus Focus Chamber.

The party is more determined than ever to locate Jott, and will not let anyone in the mage's guild stop them. But how will Jott react? And what does his research have to do with the party's current situation? Come back for more next week!

__________________

I'm a lover, not a fighter. A level 12 Lover, to be exact. With 15 skill ranks in tongue dexterity.

BionicGroin's picture
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I like how the characters are becoming more proactive as individuals in the second session. There's a lot of exposition, understanadably due to the nature of the documentation process, but I think the narrative would be more immersive if you captured more of the characters' personalities in your retelling of the story. I feel that character is the instrument through which suture with an audience is attained. It's not necessary, though - your chronicle stands as it is.

GoatBoy's picture
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A couple of shake-ups in party roles, so here's a review of who plays which character:
Emery (Joanna) - Elf Bard
Kane (Jeremy) - Lizardfolk fighter
Sylvarin (Astrid) - Elf fighter
Zander (Nick) - Shadowtouched human rogue/assassin
Noldor (Kiril) - Human cleric/dweomerkeeper
Calliper (Geoff) - Human evoker

The party's goal is to find Farthing Jott, as Jott himself instructed them, and they now know exactly where he is within the Hall of Mages. Calliper is able to ascertain the location of the Planar Nexus Focus Chamber from one of the shield guardians: Floor 7, section B. There is a large stone door engraved with runes and bearing the warning "RESTRICTED ACCESS" at the appointed site, but Calliper is able to gain access. The party enters what turns out to be a massive, domed chamber with a figure in the middle, absorbed in some kind of ritual over a pedestal, with occasional flashes of light filling the room. The party is unable to get his attention from the entrance, and attempts a spell to see what kind of magic is present. This, however, does get the figure's attention, and confirms that it is Farthing Jott. Jott says that the detect magic spell has disrupted his experiment, and has the party help him "restabilize the planar threads," one of many bizarre technical terms which he uses quite liberally. Jott barely acknowledges the party, and is very distracted by the pedestal and the bizarre object atop it, which appears as a small crystal of pure light, a piece of "preanimate planar matter." Jott claims not to recognize the party, despite having himself told them to find and meet him.

Jott continues to focus on his experiment and evades every question he is asked, but the entire meeting is interrupted by newcomers, another one of the Hall's mages and a pair of shield guardians entering the room. The mage seems very concerned over Jott's experiment and the two argue with more of their technical jargon. Jott's task appears to be destabilizing again and he requests more help from the party, but is completely shocked by the nature of Noldor's magic, and chaos ensues. A huge blast erupts from the pedestal, and Jott suddenly vanishes. The shield guardians deactivate and topple over, crushing the mage underneath. An automated voice broadcasts a "Class Four Emergency, Floor 7, Section B." The room is filled with random flashes of light and a terrible wind. Where the "preanimate matter" object sits, a mysterious fleshy substance is flowing into the room, as if out of nowhere. Without delay, Kane attacks the pedestal, and knocks the "preanimate matter" object away, which promptly shatters and vanishes. The party tries to exit the room but the doors are sealed, even for Calliper. The fleshy substance, pink and slick like gum tissue, stopped flowing when Kane attacked the pedestal. But a huge amount has appeared, and it begins to quiver and move. It takes a vaguely humanoid form and glances around the room. The party tries to communicate, but the fleshy beast attacks them.

The flesh creature is overcome, but it collects into a pile and beings to re-form itself. The voice that broadcast the emergency now states that "contamination clean-up" is in effect, and the temperature of the room begins to rise. But the stone, given to the party by Jott in the mysterious forest, begins to hum, and another gate manifests inside the room. The party uses it without delay, thinking that whatever lies beyond the gate is better than being burned to death.

Once again, the party finds itself in the mysterious mist-shrouded forest. This time, Jott is standing over them. He is much calmer this time, making the party comfortable and providing food and shelter from the very air, as if through force of pure will. This, he says, is "Limbo", the space between worlds. It is merely potential without substance, and can be "suggested" into specific forms through force of will alone, though this took him many years to learn. Jott was transported to this place after the accident in the Focus Chamber, and many years, possibly centuries, have passed for him since then. He us bound to the Limbo and cannot leave. He says the group is somehow caught in a "planar tangle", that is, a group of separate realities that have twisted together like strings, and now flow around each other. In such a tangle, time loses its linear nature, and leaving one world can cause one to move backward or forward in time when they reach the next. He claims to have had at least several such meetings with the party, though for the party these meetings have not yet happened, and Jott himself may not remember meeting the party the next time they meet.

As for the reason the party themselves are caught within the tangle and moving between realities, Jott can't answer. He says that they will have to begin investigating the various world and finding out what they have in common. He gives the party rest for a couple of days, and escorts to a portal leading to their next destination. The stone he gave them is a manifestation of Jott's own will and the mysterious Limbo substance, which will allow him limited communication and observation with the party as the investigate the various realities.

When arriving at the next world, there is seemingly nothing but a fine, dusty, ashlike substance for miles in every direction. The sky is hazy, almost hiding the sun, and there is nothing to be seen anywhere. Noldor invokes divine powers to fly high into the sky. He spots what appears to be an ocean, far to the Southeast. With no other features to investigate, the party begins the long trek.

Upon reaching the ocean, the party discovers that it is an ocean of quicksilver. The shoreline is almost completely still. Zander throws a coin in, to no effect. Calliper moves in to collect a sample. Suddenly, he feels a terrible burn on his hand where he touches it, a sensation which begins to spread through his body. He is badly weakened by the effect but the feeling thankfully passes. His hand is horribly wounded, and parts of his skin now appear like the ash that covers the entire world. Suddenly, in the distance over the quicksilver ocean, a shape the size of a large bird is approaching at high speed. The party can't even see what it is before it lands next to them, pushing up a cloud of ash and leaving a small crater. A shape rises from the crater, a mass of quicksilver that takes on a vaguely humanoid form, and attacks the party. It emits long spikes of its own substance which leave terrible wounds that burn like Calliper's hand, and also emits small bursts of electricity. The creature is difficult to injure, but sustained blows cause it to discorporate back into a puddle that sinks into the ashen ground. However, two more of the flying shapes approach and attack, but they are thankfully dispatched as well. The party makes haste away from the ocean, and attempts to use the stone to contact Jott.

Jott tells the party that the best he can do is tell the, to head north, because that is the only place he can detect anything that isn't ash or more of the creatures' metallic body substance. After more travel, the party finds a skeletal corpse half-buried in the ash, bearing some gear but obviously centuries-dead. They also see a small mountain of green-grey rock. Closer inspection reveals the substance to be adamantine, notorious for its hardness and resistence to damage. The mountain is actually a round plateau, with a depression in the middle. Upon reaching, there is a passage that leads underground. The party enters, lead by Noldor who has detected a powerful surge of magic within, of the same type as the inter-planar gates. Within the cave, they also spot one distinguishing feature, that is, twenty scratch marks on the wall, like someone was counting something here.

Finally, all that stands between the party and the source of the magic is a large, round chamber. At the middle of this chamber, though, is a pit of ash, and it begins to fill with quicksilver when the party searches is. Another being forms, but it actually speaks to the party this time, albeit in a bizarre, breathy voice, using simple words. It says that is has been ages since anyone has come to this plane, and expresses curiosity about how the party has come, and how they intend to leave. It says that it knows about the gate, and it is the only place on this plane, as well as the rocks of this mountain, that it cannot touch. It shows impatience with the party's responses and instead decides to "make them one" with itself, a course of action with which the party clearly takes offense. The creature attacks and is slowly beaten apart like the others, but re-forms itself right afterwards. Worse, it begins creating more of the wing-creatures from before. Faced with a clearly unwinnable battle, the party flees to the other side of the chamber, and spots the characteristic light of the planar gate. The party escapes the creature's wrath.

The next world appears normal at first glance. The party is in a forest clearing on an overcast day. Noldor again flies upwards and sees a road nearby. They travel towards it, but hear someone else nearby. Zander sneaks in to investigate and finds the source of the sound - a group of Lizardfolk.

(Very wordy update, sorry about that. Not as much combat as I would have liked, but I don't want to keep throwing amorphous golem-like creatures at the party, since the casters and rogue clearly do not approve. I promise more classic hack-and-slash action next time! Thanks for everyone's interest and participation!)

(Also, some events may be a bit out of sequence. I do a lot of the dialogue off the top of my head, and it's a little hard to dust it off after the face and get it right. We will consider what I've written here to be the "official" plot line, barring unusual circumstances. But if the DM does screw up, be sure to keep him in line by pointing it out.)

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I'm a lover, not a fighter. A level 12 Lover, to be exact. With 15 skill ranks in tongue dexterity.

Kiril-K's picture
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Oh god, not more kobolds D;

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What is a man? A miserable little pile of secrets...

BionicGroin's picture
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It's like Sliders, but without the fat kid from Stand by Me. I know jerry o connell isn't fat any more but he'll always be remembered as "the fat kid from Stand by Me".

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Yeah, and also the network won't take creative control halfway through and ruin whatever limited potential the campaign had.

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I'm a lover, not a fighter. A level 12 Lover, to be exact. With 15 skill ranks in tongue dexterity.

GoatBoy's picture
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Upon spying the Lizardfolk, the party decides to make themselves known. The Lizardfolk are not hostile, and say that they have been hunting game in the forest to sell in a nearby town, where they will purchase food and tools to bring back to their home in the nearby swamp. The party introduces themselves, but one of the Lizardfolk, a younger member of the tribe named Kurnik, becomes angered upon hearing Kane Scarscale's name. He says that such a great name is dishonoured by being claimed by such a lowly adventurer, because it is the name of a great Lizardfolk hero of times past, the "Scarred One." The hunting party's leader, Ranger-General Kursk, calms the youth and says that a name is just a name. He offers to show the party the way to town, as appearing with humans will give the Lizardfolk an easier time gaining access to the town and get them a better price for their prey, because their kind are distrusted by humans.

The party takes the opportunity to shop while in town, and sees the Lizardfolk hunters arguing over the price of their kill, trying to barter for a few extra silver pieces. Taking pity on his impoverished kin, Kane gives a few gold pieces to them, which immediately endears the Lizardfolk to the party. They offer to bring the party to their village and give them "a friend's welcome." The party, having no other leads, decides to follow.

On the trip towards their swampy home, the Lizardfolk explain that their history tells that they once had much more control over this land and were not forced into swamps by humans, a tale which strikes the party's sympathy. The swamp dwellers make the party welcome and Kursk consults with the tribe's elder chief. Kursk surprisedly announces that the chief, Elder Dakrol Fireclaw, has immediately demanded to see the party. Fireclaw is an ancient Lizardfolk, with dull scales, blind white eyes, and a body too worn to stand. But when he sees Kane, he demands that his armour be removed, and closely inspects the scars across Kane's back. Fireclaw suddenly takes on a new life, exclaiming that his "brother" has returned after two hundred years. The tribe erupts in celebration, but immediately begins to prepare for some great task.

Kursk explains that the return of the "Scarred One" is an ancient tale, and that he will herald the liberation of the Lizardfolk. Fireclaw and the Scarred One had championed the Lizardfolk cause two centuries before, but the Scarred One had vanished without a trace and the Lizardfolk were never freed. Kursk says that the plan is to have the Lizardfolk mobilize for battle, but to simply make a direct march on the human capital of Bluestone, less than a day to the West. Somehow, this demonstration, with the Lizardfolk's greatest champion alongside them, will show that the Lizardfolk can no longer be ignored. The army is to march to town, directly into the royal palace's throne room. They will need someone to open the gates from the inside, however, a task for which the party eagerly volunteers.

The Lizardfolk work throughout the night, and by morning they have amassed an army some two hundred strong. They march towards the capital with great determination. The youth Kurnik, actually the tribe's only Druid, is assigned to show the party a hidden route into the city and bless them with whatever spells he can manage. The party is deeply suspicious of Kurnik, however, as he does not show the same enthusiasm towards the cause as the rest of his tribe, and may be a traitor. The party takes extra care to make sure they are not being lead astray, but cannot find cause for betrayal. They enter the hidden passage with the tribe marches on the city.

The passage leads through an ancient tomb, and the party is ambushed by a Choker. A brief skirmish ensues, but the Choker is cornered an surrenders. Zander decides that the creature cannot be left alive and terminates it with his crossbow. The passage changes from worked stone to a long, roughly-carved tunnel, but then goes back to a carefully crafted tomb. The party then finds itself in a dusty old cellar, but steps take them up into some kind of back room with dim lighting. Eventually, they find a grand hallway and believe they have entered the palace. This is confirmed when they are set upon by an armed guard. The party battles through the hallway and hears the sounds of alarm. More guards are seen but they do not appear to notice the party, instead rushing outside to the courtyard and bracing in front of a pair of massive gates. Zander is able to sneak across the courtyard into the gatekeep, and looks out the other side to see the Lizardfolk army standing in front of the door, Kursk leading them, all looking very calm. The gate is opened and the two armies stare at each other for a moment. Kursk suddenly raises his hand and the human guards immediately scatter in a panic, as if possessed.

The tribal army then rushes into the opened gates, and Kursk spies the party inside. He excitedly shouts for them to follow, that their liberation is at hand. The party follows them directly into the palace's throne room. Inside, most of the Lizardfolk are kneeling patiently around the perimeter. A pair of nobles, likely the king and queen, are being restrained by some Lizardfolk soldiers. A young girl, about fifteen, is also being restrained, with Kursk standing nearby. When Kane enters, Kursk tells him that all he needs to do is kill the girl and his people will be free. Kane cannot see what the connection between an act of murder and his peoples' freedom, and he refuses to kill an unarmed victim. Kursk starts to show anger, but the event is interrupted when Fireclaw enters the room. He is still worn with age, but he walks and speaks with the strength of youth. Kursk prostrates himself before his chief, confessing his failure, and saying that he will kill the girl himself. Fireclaw refuses this, saying that it must be Kane who kills the girl.

Fireclaw is shocked by Kane's refusal, but at the same time, he says that "Sunaad said that your warrior blood may no longer burn. He had hoped to enter this world as it is, but if it must be burned to the ground and built up again, so be it!" Fireclaw then turns towards Kursk and tears his throat out. Kursk's body begins to smolder from an unknown heat, and erupts in a pillar of flame. The remaining Lizardfolk in the room now appear as confused as the party is over this turn of events. However, as the flames leap, the Lizardfolk being to writhe in agony and tear at their own faces. The party attacks Fireclaw, but his body is virtually indestructable. Suddenly, one of the Lizardfolk leaps to his feet. His body has twisted, he now bears much larger claws, his skin is warty and rough, and his eyes burn with a red glow. The party defends itself and the Lizardfolk's woulds smolder with an inner heat. More Lizardfolk begin to rise and attack. Noldor asks the royals if there is a way for them to escape, but cannot get a word from them, as they are at a near complete panic with fear. The party holds off the attacks while Emery tries, and she is able to calm the royals enough to have them reveal a hidden escape route. The party and the royals escape, but the passage only leads into the palace courtyard, still inside the walls.

Looking outside, the party witnesses a scene of horror. There are altered Lizardfolk everywhere, rending and eating the palace subjects and guards. However, Kurnik is also present, but he is sitting calmly in one of the palace's gardens, staring at the ground. The party approaches him and the Lizardfolk do not seem to notice. Kurnik is very relieved to see the party alive, and he helps them escape via his Druidic magic and a nearby tree. The group is transported to outside the city. The look back and see dark clouds gathered overhead and spreading. For a moment, there is a flash of a snakelike eye. Kurnik says that his communes with nature had foretold a coming darkness. Fireclaw had been giving a bizarre concoction to the tribe to "bless them with strength", and Kurnik had not protested, even when his daily cleansing rituals caused him to vomit it out. He says that Fireclaw has called a dark god, Sunaad, into the world, using his own people as sacrifices. Kane had helped him do this centuries before, and the ritual could not be completed without the final sacrifice, which had to be by Kane's hand. Since the ritual could not be completed, the world will now burn. But Kurnik said that he had another vision, a party of travellers who met with destruction and ruin wherever they went, but who also carried the promise of hope for this world and several others.

The party tries to console Kurnik, but he says this world is already lost. All the party can do is escape and try to stop whatever event began this cataclysm. They try to bring Kurnik with them, but the portal, activated by Jott's stone, only exists for them. The party sorrowfully departs, and Kurnik's parting words are that to promise that he will die "on his feet."

The party finds itself again in Jott's realm of Limbo, and explains what they have found. So far, one world has ended is disaster. The world of the Psurlons and Kythons will soon fade into nothing after the inhabitants wipe each other out, and so will the world of the bizarre quicksilver-beings. The common thread that links these worlds is that they all experience an end to their existence.

Jott says that destiny is like a fan, that every event spreads out into many possible outcomes. Whatever is tying these worlds together is also tangling the threads of fate, so that every world ends in destruction as well. Jott cannot tell how this is happening, but he is able to guide the party to near the point where it begins.

Passing through another portal, the party finds itself waking up in the middle of a town, surrounded by curious onlookers. The townspeople are friendly, but the party keeps getting remarks about how "outdated" their clothing is. Further questioning reveals that they are in the town of Goldcross, a day to the North of Sivercross. The party decides to remain in town for several days to investigate and have some orders for equipment filled. One encounter they have is with a fellow of some note, a cobbler who underwent a bizarre procedure in Silvercross to replace an arm that had been lost in an accident. He proudly shows off his new arm, which is as functional as the old, but it is made out of a bizarre substance that looks like bright pink flesh. The party remembers seeing this substance before: the body of the creature that emerged from Farthing Jott's experiment gone awry. Their equipment ready and their goal clear, the party books passage to Silvercross.

__________________

I'm a lover, not a fighter. A level 12 Lover, to be exact. With 15 skill ranks in tongue dexterity.

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The party has booked passage for Silvercross and now heads there on a coach. When the cart makes a sudden detour, the driver replies to the party's inquiry by explaining the local legend of the "Metalloid", a creature bound to the area who slaughters passers-through without discrimination. As they take the long way around, they hear terrible, unearthly screams coming from the area that never seem to stop. Almost past the danger zone, the coach stops for a short break, but the driver vanishes into the woods after leaving to take care of some "personal business." After several minutes, the party follows out of concern, but the driver is simply having a minor wardrobe malfunction. But something has begun to notice the party's presence, and the same terrible scream is heard, and it is growing closer.

The party flees to the coach, to see a bizarre, malformed creature hobbling after them. It appears vaguely humanoid, with grey skin covered in places by metal plates. A leather sack covers its head. The creature attacks savagely but is overcome, its metal plates molten and fused together from Calliper's onslaught of magical fire. The party removes its leather covering to reveal an agonized face who bemoans the party to kill it, a request Kane obeys without hesitation.

The party finally reaches Silvercross, which is similar to their last visit, but is now covered with a mysterious, light fog, even in the warm weather. The populous is constantly discussing the "amazing advance" which the Hall of Mages is about to reveal, but no one has any specifics. The hall itself is far less inviting this time around. The grand entry hall is closed to the public now, and Shield Guardians maintain constant vigil. The party tries to see if Calliper can still gain access to restricted areas by approaching and asking one of the Guardians. The Guardian scans the party and acknowledges everyone as "Level 0 guild members," leading them to an inconspicuous side entrance to the hall. The party is led down several levels of corridors and left in a featureless, dark room - a prison cell.

Escaping the cell is no ordeal for the party, but they are lost deep within the Hall of Mages. After many minutes of fruitless exploration, they encounter a human guard accompanied by a Shield Guardian. The party tries to parley out, but the guard does not trust them and calls for assistance, and another human and Guardian approach. The party decides that talking will not work and attacks the guards. The guards are wearing loose-fitting tunics which are torn during the fight to reveal bizarre pink grafts, much like the cobbler in Goldcross. One guard is killed and the other dispatched and bound. For some reasons, the Shield Guardians do not act even as the human guards are being attacked. The remaining guard is charmed and agrees to show the party to the centre of the hall where the critical research and experiments are underway.

The guard leads the party to a glyphed door but does not mention that he is unable to access it. Out of options, the party contacts Jott, who suspects that he may be able to help. He gives a complicated set of instructions to the party and tells them to find another Shield Guardian. Following Jott's guidance, the do so, and Zander climbs onto its back, removing a mechanism cover plate. Zander can't locate the part that Jott specified, so he starts yanking out whatever he can see. Thankfully, this works, and after inputting a series of voice commands, the Guardian is started up again, now under the control of the party.

Beyond the glyphed door lies another hallway and a series of doors, but the hallway soon reaches a dead end. The party begins to check the doors, first finding a savage, deformed Lizardfolk, like the ones commanded by Elder Fireclaw. Thankfully, the creature is behind an invisible field, unable to reach the party. More doors reveal a puddle of quicksilver (which the party prudently avoids), a Psurlon, and a mysterious, meek mushroom-like creature who seems to recognize Sylvarin and Emery. The creature has little to reveal about the Hall but gracefully allows the party to recover in its room for a few hours. After a brief rest, the party has nothing to do but check for more doors. They open another cell to reveal a room that is mostly taken up by a pool of water, door deep and dark to show what dwells within. But whatever does dwell within knows the party has approached, and speaks to them in a sinister, yet refined voice. It does not reveal itself or any details about what it is, but says that it has a vested interest in bringing down the Hall of Mages, as much as the party. It says that the party must locate a specifically numbered door, which will lead them to the central chamber of the Hall.

After following a short (and trapped) hallway, they find an empty and well-stocked research lab, the most notable feature of which is a cylinder-shaped runic containment field, dwelling within is a vaguely humanoid-shaped mass of slick, pink flesh.

This mass of flesh has been encountered by the party before, but rather than attacking, it regards the party calmly and speaks with them. It calls itself "NETH." It also says that it simply wishes to return to its plane of origin, which it also refers to as NETH. The creature speaks of every other creature it mentions, both the party and the mages that currently imprison it, as "singular beings." Most of its responses are cryptic and reveal little, except that the central experiment chamber is in the next room.

It is likely that many questions are about to be answered...

__________________

I'm a lover, not a fighter. A level 12 Lover, to be exact. With 15 skill ranks in tongue dexterity.

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BUMP FOR SPRING 2010!

You wanted a backstory, so here it is! Not the best thing I've ever written, and the italicized thoughts didn't work out, apparently, once pasted here. Better than nothing!

10 years ago:

Calliper Brassman chewed gently on the end of his fountain pen, his vision blurring. What had the question been again? He shook his head to clear it and forced his vision back down to his application test. Having been working towards this moment for several years, the fourteen-year-old decided that, as hideously boring as the 48-page test was, simply giving up on it would not have been a wise decision.

But... I could finish working on those lenses...

Shaking his head again, the trainee mage stared back at the test paper, and read the question: 'How would you describe the process of planar teleportation with regards to its effects on living tissue, with special attention being given to the brain. Be specific and use Galbaloff's Theorem to explain why this occurs.'

Yeah, this is really likely to be useful. With a sigh, Cal began scribbling down a response, his spidery handwriting quickly filling the space beneath the question.

2 years ago:

"And that is how," droned Spazek, GA, finishing a large drawing on a dusty blackboard, "my research has revolutionized the voice control on the guild's golems. Thank you." The assembly of Mage Guild members clapped politely, a forest of pointy multi-coloured hats and and sparkling cloaks and capes. A few of the more modern wizards wore stylish suit jackets and waist-coats instead.

Cal, now walking down through the Guild auditorium towards the Stage of Research, stood out like a sore thumb. His scruffy blonde hair sat beneath a set of sparkling crystal and leather goggles. He wore a casual brown shirt, a row of black buttons running down it, beneath a black vest which was covered, perhaps even coated, in pockets and pouches. Glass test-tubes, mysterious crystals, and, in one case, a small mouse, peeped out of most of them. A large bastard sword was slung over his right shoulder, and an arrogant smirk adorned his face. This was his first research presentation, and he planned to screw it up spectacularly.

"Gentleman," he said, and paused, waiting for everyone to get a good look at him. "And ladies. I would appreciate your attention as I demonstrate the results of my research." There was silence in the auditorium. The sword on Calliper's back began to glow, lightning the mage in an eerie glow from behind. He reached into a pocket, pulling free a metal tin. From the tin, he removed a pinch of a yellow substance. The stink of rotten eggs spread out from the stage. Near the front of the room, someone gave a panicked yelp. Calliper's smile only grew wider. He tossed the pinch of powder into the air, and it ignited, vanishing in a burst of red flame, which quickly shrank into a tiny orange bead of light, levitating a foot above the mage's hand.

Near the back of the room, an archmage stood up, and Calliper knew immediately that he was preparing to counter the spell. Without waiting another moment, he flung the orange bead at the crowd. There was a sharp intake of breath from around the room. Then, without warning, the bead split into three separate, smaller, points of light, which flew towards the ceiling, peeling away from each other. Just before they reached it, they exploded, in three separate orbs of flame, and leaving massive scorch marks on the room's beautifully painted ceiling. A bit of burning plaster dust set a curtain on fire. A storm of noise, yelling, screaming, and curses, rose from the audience.

Several weeks ago:

Calliper's demonstration had not made him any friends within the guild. Neither had it, however, resulted in expulsion from it, much to his chagrin. It had, however, impressed several very high-ranking members. He had been invited, nay, been ordered to assist with an extremely important project. And, at first, he'd been thrilled.

"Dimensional cascades? Hell, yes."

However, it was at an end. The dangerous of a possible apocalypse were not what bothered Cal. It was the rotten core of the Guild, the truth behind the dry research and boring professors and levitating chandeliers. Slave labour powered and maintained the dimensional vortex generator. And the beings that occasionally came through it, pulled from their homes and families, were imprisoned without a second thought. In fact, Calliper had not even been informed what the final goal of the experiment even was. Today was the day that Calliper prepared to shut down the entire project. Shut it down via Fireballs if that was the only way.

His equipment was packed, and he had signed on to a caravan leaving later that day. "This is it," Cal muttered under his breath. "I'll learn more out there in the world than I ever did here." He grimaced at the site of the poor workers clambering over the chamber, thinking of the number of fatalities that had already been suffered. "Hope they've paid this place off."

All this was still going through Calliper's head as the dimensions destabilized. "But I haven't even..." The bolt of blue lightning struck him head on. Sabotaged... anything... ye.. t.. The mage lapsed into unconsciousness, a cracked and broken wasteland swimming into existence all around him.

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Six strangers, pulled from reality, cut off from memory, united only by common purpose, forced to walk between realities, aided by by a mysterious benefactor who is himself trapped between worlds. And in each reality they find themselves, they herald the end of existence. A phenomenon known as a "planar tangle" distorts time, space, and causality. The few clues they uncover lead to a malevolant clan of mages, who may be the original cause, or simply driven by a selfish desire to manipulate the fates of a dozen worlds in order to satisfy their own twisted ambitions.
Now these travellers have fought through the horrors of each shattered world, and infiltrated deeply into the mage's stronghold. The path has led them to a mysterious research area, and a formless yet intelligent mass of flesh that calls itself "NETH." Fate has brought them here, and all that remains is... a simple door. The answer lies beyond.

Wow, been a month or two, hasn't it? We've had a couple of shake-ups in the group. Astrid (Sylvarin) has gone to start her own campaign, and Nick (Zander) will be joining her as a player. Sean joined us this week, and Alex will be playing next week. I hope everyone is finding this campaign journal interesting and/or informative.

Beyond the door lies a massive chamber, the size of a town. Huge stone arcs soar across the space, each marked with glowing blue sigils. And everywhere are workers. Some wear the typical ornate clothes of the Mage's guild, but most are wearing simple blue coveralls with numbers. Prison uniforms. Music fills the air, bringing calm and focus to everyone. And playing the music is... Emery, the party's own bard. On further evaluation, one of the mages directing the work bears a striking resemblance to Calliper. A massive roar tears through the air from another part of the chamber. The voice is that of Kane. "Filthy mages! Scarscale will not be bound by your arcane trickery!" The lizard-man is held in place by a pair of chains, which are in turn being held by... Zander and Sylvarin. The party, minus Noldor, is quite clearly looking at themselves, but in a context of which they have no memory, and wearing the same uniforms they found themselves with in their earliest memory.

As the party takes it all in, another mage in a red hooded robe has already used his magic to calm the enraged (past) Kane, and now sees the party has entered the room. Guards are mobilized at once, and the party prepares for battle. But as they fight, a nearby rune circle shimmers with activity, and another being appears in a flash of magical energy.

This new being defies understanding. It is a 9-foot monstrosity, covered in thick hair, bearing massive wings and a tail. Its face is scaled, like a dragon, and its massive, horned head is fronted by a dragon's massive jaws. Guards immediately set upon the new creature, who lashes out in rage. One of the guards is knocked with tremendous forces into a nearby stone pillar, which begins to resonate with terrible energy.

The party, in turn, fights their own guards, but bolts of magical energy are now arcing across the room. Zander and Sylvarin are struck... and vanish completely. The red-robed mage is too strong for the now-weakened party, and shrugs off every physical and magical attack they bring to bear. The winged creature lunges for the red-robed mage himself, as the rune circle flares up again with activity. The room itself begins to shake, and some of the stone arcs begin to fall, landing with horrible crashes. The mage sounds the evacuation order and vanishes in a shimmer of magic. The workers flee the site en masse, and as the prison-garbed versions of Calliper and Emery pass the restrained Kane and the other two members... another bolt lashes out and they in turn vanish in a flash of light.

As the four remaining present-version party members dispatch the remaining guards, a new being has appeared upon the runed circle. It is... a humanoid mass of pink flesh, just like the being originally summoned by Jott and who spoke to the party earlier. But words are useless. The being strikes without remorse. Furthermore, the being from the previous room has somehow escape from its confinement and crashes through the door, clutching Emery in its pseudopods. The winged creature, who has fended off the first flesh-creature, then surprises the party by speaking. "We can't save the Elf. Let's get out of here." The remaining party members are enraged at such a suggestion and continue to fight, and are able to free Emery and destroy the flesh-creatures.

As the walls of the chamber crash down, the winged creature flees. The party, out of options, decide to follow. The winged creature displays an unusual cunning, navigating the passages of the Hall of Mages as if it knew them by heart. The party is led to an otherwise ordinary room, but it has a very interesting feature: a window to outside. And outside, chaos is unfolding. The sky has darkened and a sickly yellow eye can be seen just beyond the clouds. Magical energy tears reality itself as far as the eye can see, and everywhere, new flesh-creatures are appearing. The ground shakes ever more violently and the building will not stand for long. The winged creature has broken the window and tried to fly away, but all it sees is ruin from horizon to horizon. The party, meanwhile, tries to activate Jott's stone and escape via portal. The winged creature returns to the party for lack of other options, and catches them just as the portal activates...

The party has escaped another ruined world just in time, and now finds itself lying amongst dark, jagged rocks somewhere. The sky in this new world is black as well, but with simple rolling stormclouds rather than the unearthly blackness they just escaped. A light rain falls from the sky, and to the west is a massive, dark ocean. A brief search of the local area is fruitless, except for a curious flat stone which bears an unknown spiral symbol which has clearly been carved by some kind of intelligence. Noldor suddenly feels a flash of apprehension towards the symbol despite not recognizing it. The winged creature also has the same reaction but is even more repulsed, wanting to get away from it without delay.

The party contacts Jott again, who says he can't detect any nearby portals. The best the party can think of is to pick a direction and walk. The winged creature, who has simply given its name as "Lesly," regards the party with distrust but follows at a safe distance.

After hours of travel, the party spots a sign of life, a long, slimy, salamander-like creature that attacks without provocation. The creature is easily overcome, but more movement is spotted nearby, something small is hiding behind a rock. Kane and Lesly sneak up, and Lesly grabs the tiny creature, keeping it from escaping. This new being is small and covered in smooth, pale white, hairless skin. It has a pair of bulbous yellow eyes. The white creature, dubbed a "Pinky" by someone in the party, pleads for release and continues to refer to "the Masters," saying that it is on task as per their instructions. The party says they serve no one, least of all these "Masters." The creature seems almost unable to comprehend this idea, also mentioning that Lesly appears to be one of the Masters' creations. Regardless, it decides to trust the party and to lead them to a nearby dwelling of other creatures like itself. Lesly is still cautious and holds the creature by a makeshift leash.

The "Pinky" makes good on its word and the party is led to a chamber just below the surface, inhabited by many other such creatures, mostly at work on carving various markings into shaped black stones, similar to the one found on the beach, but they are also incorporating simple gems and various other stones into whatever it is they are working on. The creature encountered by the party, who is one of the younger members of this group, introduces the party to the group's Elder.

Despite the activity, Lesly is anxious and possessed of a growing rage. Without warning, he lashes out at the Pinkies, causing mild injury to some and causing the rest to flee in terror. All except the Elder, who calmly produces a simple stone disk and points it towards Lesly. Lesly finds himself trapped by an invisible field, unable to move. The Elder explains that the stone disk is one of many devices used in conjunction with the creations of the Masters, and he always carries such a device with him in case it needs to be attuned to any such creations who become unruly or threatening. He calmly offers the rest of the party a safe place to rest and whatever food he can spare. The party is pleased at not being held responsible for the actions of their new member and graciously accept.

Lesly struggles against the field for hours while the party rests and partakes of a green, algae-like paste to which the Pinkies refer as "food." Noldor, however, has not yet entrusted these creatures with his name, instead calling himself "Thargon." The Elder is curious about this and the two engage in a long discussion.

The Elder explains that his people have laboured under the Masters for all of time, and though most cannot even conceive of a concept like "freedom," a select few have uncovered a source of power which could free the entire world from the yoke of the Masters, simply by measure of their having belief in such a power. The Elder says that the process of bringing such a being into existence is known as "the Path," and he refers to the being as a "god." The party is very put off by this, remembering the last time a "god" was brought into the world by their actions. The Elder says that such a being could not truly have been a "god," as gods only exist by the power of faith and cannot act contrary to the wishes of such beings who would bring them into the world.

This world, it seems, is completely without divine power, the inherent magic of the world having been corrupted by the Masters and now serving their own selfish ends. Despite the massive influence of the Masters, the power of the divine is only held in check by a simple device within their sanctum, deep below the ocean. The Pinkies are forbidden from entering, but the party could do so, and the Pinkies would help them with any of the magical devices they have crafted. The party decides that this is most likely the best way to help themselves, since they wish to escape this world, and in a way, the Pinkies do as well.

The Elder releases Lesly and entrusts the paralytic device to the party in case he "gets out of hand." The party is each given rings which will allow them to breathe underwater, and small magical disks, adorned by a scintillating gem. The Elder says that these devices will be necessary to fend off the terrible mental attacks of which the Masters are capable.

The party is led deeper into the ground, to a water-filled tunnel. The Pinkies can go no further. They send the party with their prayers. The Elder has some final advice, in regards to Lesly. He reminds everyone that despite the rifts within the party, they are all united by common cause and must learn to rely upon one another.

__________________

I'm a lover, not a fighter. A level 12 Lover, to be exact. With 15 skill ranks in tongue dexterity.

Joined: 2009-05-19

I'd just like to point out a couple of things: I (kane) actually nearly killed Lesly after his attack on the pinkies; he was reduced to less than 0 HP. Then Kiril (noldor) healed him. Also, I was the guy who suggested that name for the pinkies. /toot own horn.
Also, good recap otherwise.

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Considering I managed to retain five pages of notes with otherwise no errors, I think I did okay 0.o

I guess it is important to explain how high tensions are getting within the party, however.

__________________

I'm a lover, not a fighter. A level 12 Lover, to be exact. With 15 skill ranks in tongue dexterity.

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You were vague on how Lesley began his attack on the pinkies (He gripped the rope-leash in both hands and swung the leashed creature into another of the pinkies).

You also forgot that Lesley enjoyed walking along the beach, and forgot about his tobacco pipe, but now I'm just nit-picking flavor.

Also, this is Sean. Sup.

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(Okay. since Jeff wanted a backstory, here's mine. Hopefully it makes sense ^^")

Eyes fluttering, a young elf moans softly as she slowly comes to in her bed, the blankets askew. Looking around her, she sees a familiar form lying beside her. Her previous night's gown in a crumple on the floor, ripped in places when her partner was too impatient to even try to undo her numerous buttons on the back.

Blinking, she sneaks her toes out from under the blanket and quickly retracts them back to the warmth. Chilly... She thought, shivering slightly as she tried slowly to get ready for the busy day ahead of her.

Glancing back at the sleeping form that's still on her bed, she smiled softly and went over to the other side of the bed, kneeling down and brushing the dark brown hair out of her lover's face.

“Wake up, sleepy head. It's morning.” She whispered, kissing his nose gently. He grimaced and rolls over before continuing to sleep.

Giggling, Emery smirked and wiggled her fingers, which by now is fairly cold. “Alright then. You asked for it.” She purred in his ear before pressing her hand against his back firmly, making him jump and snap open his eyes from the sudden change in temperature on his back.

“Oi! Are you trying to kill me?!” He moaned after he calmed down and saw who it was.

“Well, you wouldn't wake up, so I had to resort to that.” She giggled and kisses his forehead before going back to her side of the room and starts putting on some clothes.

Derek rolled over and looked at her as she changed. Beautiful... Absolutely beautiful... He thought to himself as he got up and pulled her over to him.

Feeling herself being pulled towards the bed, she swatted his arm that's clasped snugly around her waist. “Hey. Let go, I got to get ready.”

Not letting go, Derek kissed the small of her back that's still exposed, sending a tingle up her back. “O...oi....” She said, still trying to get out of his arms.

Smirking, he pulled her into his lap and kisses her neck. “Don't wanna~” He teased.

Rolling her eyes, Emery sighed and leaned against him, the engagement ring on her finger shimmering brightly in the early daylight. Smiling, she turned her head and kisses him on the cheek. “I love you, you know that?”

“Mhm, have known that for a while now, but it still feels like as if I had just fallen in love with you when you say that.”

Giggling, she swatted him on the arm lightly and untangled herself from his arms and continued getting herself ready. “You going somewhere, honey?”

“The King's got an important visitor from the human ambassadors, and his royal highness appointed me to do the honours of playing at the dinner he prepared for them.” She said as she sat down beside him, tuning the lute in her hand. Derek puts his head on her shoulder and closed his eyes, enjoying the occasional twang coming from her instrument as Emery did the finishing touches on tuning it.

“It sounds beautiful, Emery. Just like you.”

She blushed and looked away shyly. “Jeez... enough with the flattery and help me prepare.” Getting up, she kisses his forehead and walked towards the door. Looking back at him, she smiled and stuck out her tongue. “Hurry and get dress, love. You've got soldiers to train, don't you?”

Derek moaned and flopped back onto the bed. “Yeah yeah. You're just trying to get rid of me so you can go 'entertain' some handsome fellow and lure him into your enchanting bosom, aren't ya?” He had meant that as a joke, but it struck a painful chord in her heart.

“Derek.... don't joke around like that...” She whispered softly, not looking at him.

Immediately, he got up and went over to her, wrapping his strong arms around her. “I'm sorry, love... I won't do that again...” He murmured into her soft hair, feeling like a bastard for bringing up the painful memories.

Emery shook her head slightly. “No... it's okay. It's not your fault. You meant it as a joke, and I'll take it as that.” She said into his chest, taking a few deep breathes before pushing herself away from him. “I've got to go. I'll see you later, okay?”

He nodded as well, and let her slip out of his arms. When she had gathered up her instruments and music and was almost out of the door, he suddenly grabbed her around the waist, pulled her to himself and kissed her deeply. “I love you, Emery. I'll never let you go for as long as I live.” He said softly.

She kissed him back as well, brushing his dark brown hair out of his perfect face. Smiling, she slid out of his arms and went to the door. “I love you too, Derek.” She mouthed as she closed the door behind her to give him the privacy he needed to change.

~~~~~~~~~~~~~

“Quickly! Emery, this way!” Derek frantically reached for her hand, grabbed it and pulled her to the wall beside him.

She hummed a song, and her lute disappeared, and she strung her bow deftly, taking the quiver of arrows from him and slinging it over her shoulder. Giving her bow to Derek briefly, she bent down and ripped her expensive performance dress until it was above the knee – making for easy movement yet still keeping some modesty.

He looked at her, waiting for her to get ready. She looked back at him, and nodded. She is ready. Taking back her bow, she swiftly notched an arrow to the string and looked around before sneaking along the shadow of the castle wall, keeping the string taunt.

Come she mouth to him, beckoning him to her side with a quick flick of her head. He nodded and quietly came up behind her, keeping an eye out for any of the other foreign mages.

After a couple minutes of this, they finally came upon the deserted gate-keeper's office, the inside splattered with blood. Anya's nose wrinkled at the stale metallic smell, disgusted. “How can anyone be alright with such a careless spillage of life?” She murmured, slinging her bow onto her back, covering her mouth and nose as if to keep the smell of dried blood fro her lungs.

Derek followed in also, his eyes sorrowful at the knowledge of another dear friend lost. I shall avenge you, Luke... He swore to himself as he looked around. He caught Anya around the waist as her legs suddenly gave way under her, her hand clasped tightly around her throat as her body heaved violently.

He rubbed her back soothingly as she slowly stopped throwing up what little was in her stomach. “Hey... you okay?” She nodded, still unable to speak but grateful for his presence, however embarrassing it is.

After a while, she was finally able to straighten herself and wiped her mouth with the back of her hand. “Thanks, Derek... I'm fine now, really.” She mumbled, pushing herself up further. “It's just the smell of blood overwhelmed me for a while. I haven't seen such a scene since the Millennia War over a thousand years ago.”

She was able to go further in when suddenly she heard Derek's muffled yelp of pain and a loud thud as something hit the back of her head before everything blacked out.

Little did she know that it would be the last time she saw Derek for a long time... if ever.

~~~~~~~~~~~~~

She grimaced at the sight of the fellow “dimension-breakers”, or slaves more like, groaning and mumbling under their breath, afraid to taste the mages' – their so-called “masters” - magical whips, which barely touches them, yet can make it feel like as if their very souls were being whipped and torn apart by multitude of tiny barbs. It won't hurt until they sleep, which is when the subconsciousness starts the healing process on their life-forces.

Emery continued to play her lute, which is the only thing that she was allowed to use, since her being as a bard supposedly prevents her from doing any physical labour. She had never heard of such bull, since back in her own world, she was as capable of pulling the string on a bow as playing beautiful music on her beloved lute. The only reason she complied to this was because one of the mages there – Calliper – said that he might be able to do something about it, and he might need her help. However, ever since he had been betrayed by one of his kind and is now like her, a slave, she had no idea when or how he will pull it off. The only thing that's on her mind is the want – nay, NEED – to be reunited with Derek once more.

Seeing a red-cloaked mage walk over, she quickly resumed her playing, keeping low and meekly inclining her head towards him. He glanced at her and kept walking by, content that her music keeps the others motivated.

Suddenly, all work stops as everyone turns and looks in a single direction. Emery follows suit and sees a carbon copy of herself – but somehow more sure, confident and radiant, full of what seems to be hope. She slowly rose to her feet, staring at herself. What is going on...

Without notice, one of the runes on the floor not too far from her was mysteriously activated, and another being from another dimension appeared. Before they could get a hold of it, it threw one of the guards off. The guard hit one of the stone arches, and it accidentally activated as well, sending bolts of pure dimensional energy everywhere. Calliper ran past her at the sounding of evacuation from the mage in red, and she quickly followed suit before a flash of light enveloped her, sending her into the realm of unconsciousness...

What follows is a multitude of stories, travels through dying dimensions, and the search of her missing memories. She could not remember what happened before she had woken up at the wasteland who knows how long ago, but all she knew was that if she stays with the unlikely group of friends that she ended up with, she will find what her heart is yearning for all this time...

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[Back story. If there are inconsistencies with your world or it just doesn't make sense, please let me know and I will revise this. This is just a little something...]

[Warning, This post contains ultra-violence and is not for the faint of heart]

Eyes shot open while screams of rage and agony filled the air, echoing throughout an inhumanely confined space. The smell of seared flesh and the sound of bones crunching sickeningly into place filled his ears while arms outstretched to the walls, touching to solid concrete. Shocking pain moved up the creature's spine while wings flapped uselessly against the walls, leathery things slapping in vain while clawed fingers scraped along cold, hard stone.

“LET ME OUT!” Came a truly terrifying voice before fists slammed repeatedly against the wall directly in front of him, bloody splotches soon painting the smooth surface before horns smashed repeatedly into the very same spot.

The screams soon died down while replaced by the slow and steady rhythm of such terrible work, and in the back of his mind he realized that the source of those tormented noises was in fact his very self...
Tail was soon discovered and was quickly joined into the busy-work, slamming against that spot on the wall in such a way as to perpetuate an uneven rhythm.

Stone wall showed no sign of giving way, causing an overwhelming rage to overtake the creature trapped within. Instinct took over as both arms were drawn down, fingers curling upward as mouth opened to spew forth dissatisfied hiss. Anger was quickly replaced by surprise as acid sprayed outward, coating the wall while causing it to weaken significantly. Curiosity set in while the behemoth's anger momentarily subsided, and fingers touched to the wall only to reveal that they were not only scaled, but apparently impervious to the strange substance that coated the hard surface. Hiss of melting stone filled his ears before rage took it's rightful place once again, fists and tail smashing repeatedly against the hard stone surface. Cracks were soon formed, followed by the entire structure of the wall slowly bending away from each blow and none too soon the creature found itself smashing through the hard substance, thrusting itself out to triumphant freedom only to find a room filled with what looked like failed attempts at creating strange new things. Severed limbs and dissected creatures were found on what looked like stone slab tables, causing his curiosity to return once more.

Off in the corner appeared to be a failed attempt at... something? It looked like it was turned inside out, and caused the large creature to cringe before uttering under his breath, “Better you than me...”

Timid creature was noticed cowering in the corner, a strange and hairless little white creature with pale and smooth skin. He stares over at it for a few moments and snarls, causing the little thing to become nearly petrified.

“Where am I? What is this place? How did I get here?” Came terrifying boom of the creature's voice, almost causing himself to be alarmed seeing as it was not something he was yet used to.

“This is a long forgotten place. The Masters must have left you here...” It replied in a slow fashion.

“How do I get out of here?”, “I know the way...” It replied while shaking. The creature slowly moved toward the small cowering pink skinned thing before lifting it up by it's midsection in one hand.

“Which way?” Came that deep, intimidating voice once more.

“Through that door.” The little creature replied, shaking in the large things hand.

He moved towards the door and opened it with minimal effort, closing the door behind himself before finding himself in a hallway.

“Now what?” He asked.

“I'm not sure... Only the Masters know for certain.” Came the little creature's shaky reply.

“Really? Not your lucky day...” He told the 'Pinky' before grasping it in both hands, legs held in left while torso was held in right. Shriek of terror and pain filled the air as sickening sound of crackling bones and tearing muscle/sinew filled the air, replaced half a second later with an an abrupt and high pitched death cry. With a grunt of effort, Lesley pulled the little creature in half, tearing it apart before savouring the final pained noises it produced, feeling the final twitches of life move throughout it's mangled body. He turned around and pressed the bloodied stump of it's torso against the wall before smearing the crimson remains in a deliberate act of concentration.

When the filthy work was done, there was a message painted on that wall;

“I'm coming for you”

The remains were unceremoniously discarded before the hulking creature moved down the hallway, feeling naturally drawn in a specific direction as he moved along, finding himself eventually coming to an abrupt halt after rounding a corner.

A surprised look laid on the face of a creature down the hall, horns protruding from head with leathery wings folded behind it. He stared curiously, studying the creature while noting clawed hands, sharp teeth and a long, powerful looking tail. Tufts of scruffy, dark matted fur covered it's torso, leaving scaled face untouched by the strange effect. He moved closer to the six foot tall creature, noticing that it moved in tandem with him, and quickly realized what it was.

“This...” He touched his hands to the smooth glass surface, eyes wide and bewildered staring right back into his before he began to tremble slightly. Fist was drawn back and smashed into the surface, cracking the mirror in a single strike before tears of mixed fury and despair flowed down the creature's face.

Shriek of agony echoed throughout the cavernous hallways before being replaced with a pure silence, and long moments passed in a painfully outstretched manner before reality and the relationship between time and the monstrous creature eventually resumed their natural course...

[---------------------------------------------------------------------------------]

Scent was faint but familiar, distinguishable even. Feet touched softly to the ground with each step while eyes swept the area, ears perked to scan for noises.

The creature moved onward through the caverns, sniffing at the air to follow it's prey inside. After a long trek, the sounds of celebration could be heard in the distance. Grin came over the eight foot tall creature's viciously sharp-toothed maw as he found the source of the revelries. He stepped forward slowly, moving into plain view of the creatures he stalked causing a few nearby to whine in a startled mixture of fear and surprise.

Lesley snarled at the nearby one's, causing them to run for their weapons as the celebration ended abruptly. Growls and snarls were traded back and forth between himself and the group of outraged creatures.

“Which one of you is the leader...” He asked the small band of Gnolls in their own language, causing a few to look more than a little surprised.

The leader did not step forward and was instead left standing there as the rest stepped back, looking around in surprise and disgust at it's brethren.

Lesley pounced on him, claws and fangs tearing into the smaller creature in a flurry of growling, biting and slashing at each other. Before long, Lesley had pinned his opponent and pulled in a long breath before breathing acid directly onto him. After a few moments of loud yelping, acid melted through fur, flesh and sinew to expose white bone and sickening gore of the dead creature's face and chest. Lesley slowly got up and gripped the dead creature's skull before tearing it loose from the rest of him. They growled and snarled in reply before Lesley's gaze moved from face to face.

“I NOMINATE MYSELF AS THE NEW LEADER!” He announced while looking around the group, holding their former leader's skull high in the air.

[---------------------------------------------------------------------------------]

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(Abridged version of the past 3 weeks' events due to DM tardiness)

New members as of this term:
Sean - Leslie, Half-human Half-minotaur Half-dragon rogue. No, I don't know how three halves works.
Alex - Aramil, Elven Duskblade

The party is venturing deeper into the dark tunnel. A strange telepathic effect causes members to almost attack each other, but Noldor restores order. The party encounters a mysterious armed elf, who attacks, but when struck, the mind controlling effect upon him is broken, and he introduces himself as Aramil, a Duskblade. Also having no memory, he agrees to accompany the party.

The party reaches the Masters' temple at the end of the tunnel, carved out of smooth black rock. They battle through it, encountering horrible aberrant monsters and powerful items crafted from the same black stone. Upon leaving one of the rooms, they see a mysterious mage has been following them, shrouded in darkness. They shut the door in panic, and open it again to find that he is gone. When walking through a long tunnel, a mysterious glyph activates, and Noldor and Calliper find that their lungs have spontaneously filled with water. The party manages to rescue Noldor, but cannot do the same for Calliper and their friend begins to slip away.

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Just when it seems that Calliper is lost, the trap is dispelled and the water removed from his lungs. The same mage that had followed the party reveals himself, having saved Calliper, and says that he is from the Hall of Mages and he requires Calliper's help. He says that Calliper's research as a student unlocked the secret of breaching realities, and promises him unimaginable power if he will only prove himself by killing his friends. Calliper naturally refuses and the party attacks. Invisible attackers then reveal themselves and the mage escapes. The mage had appeared humanoid, wearing a black jumpsuit and a red hooded cloak that covered most of his face, but beneath that, the party had seen that half his face was covered in what looked like a white porcelain mask.

The group continues through the temple, and Emery manages to charm a curious creature with her music, who lets the party help themselves to its magic items and rest for the evening.

Finally, the group reaches a massive domed chamber, filled with water. At its center is a pulsating small white crystal, sitting very prominently on a pedestal. As they approach, Kane is overtaken by a spell and attacks the party. Finally, having hidden in the far reaches of the dark room, one of the Masters reveals itself: an Aboleth. The party defends itself, and another Aboleth soon joins the fight. But the battle is interrupted as a scuffle bursts out nearby: the room is open to the sea, and the Pinkies are seen battling more Aboleths, having come to assist in the final battle. The Elder tells the party to destroy the white crystal, but they are further delayed by the re-appearance of the mage, who actively tries to keep the party from interfering with the Aboleth's plans.

It is Noldor who manages to reach the crystal and destroy it with a swing of his mace. Suddenly the battle stops and a new figure appears in the fragments of the crystal, a creature who appears to be an exact duplicate of Noldor. He emits beams of searing light which rapidly destroy the remaining Aboleths, and the surviving Pinkies erupt in celebration. Not only that, but the light the Noldor-clone emits has empowered them, and they begin to grow in size, now appearing as humans. The clone tells the party that they must leave, as in order for a new world of light to begin, this world of darkness will end. The party can activate Jott's stone and create a portal to escape.

In the next world, the group finds themselves standing on what appears to be a thick tree branch. They step over to look down, but it seems that "down" is directly to the branch, no matter where they stand on it. Further, all they see in the sky is an endless network of massive branches and a thin green haze in the distance. Before they can take in the new sights, however, Aramil, Kane, and Noldor fall ill, having been infected by the Aboleth's toxins during the last fight. Just then, a new creature approaches the group, looking like a small mushroom with arms and legs. A group of these creatures appear and offer to help. They produce a gourd, full of liquid that cleanses the debilitating effects of the Aboleth smile.

The mushroom creatures, called Myconids, lead the party to their Sovereign, who tells them that they are in the realm of the "World Tree." It recognizes the party's Elven members, and says that more Elves live in this world. To find them, the party must simply travel the branches of the World Tree with a destination in mind, and they will be taken there.

This world is eerily silent, but the party encounters a Treant, and are forced to destroy it when the normally peaceful creature furiously attacks without provocation. After further travel, the party sees what at first looks like a massive grayish sphere, suspended in the branches. Looking closer, the gray is actually streets and buildings of worked stone, an entire city on a miniature world, suspended in the tree. It is at this point, however, that the Elves make themselves known, and the party is surrounded by Elven archers.

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I'd just like to note that they didn't shut the door in panic.

Lesley shut the door because he's a dick.

Also; Lesley saves Noldor from the drowning effect. That particular detail is going to be important later on.

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The Elves recognize their own race among the party and give everyone a chance to explain themselves. Although the group doesn't go into too much detail about their task at hand, the Elves are satisfied and lower their weapons. They claim that their current situation has given them cause to distrust newcomers. It seems that an unnatural, uncontrolled growth of the World Tree is threatening to engulf their city, as well as producing hostile creatures, and all their resources are being dispatched just to hold onto the half of the city they still control. The party, being eager for allies, offers to assist.

The Elves' guard-captain leads the party to one of the front lines, where a small group of Elven soldiers are being stomped to death by another raging Treant. They arrive just in time to see a group getting wiped out, leaving a single Elf survivor. The party hastily joins the fight and dispatches the Treant, rescuing the lone Elf. But as they partake in the spoils of war (bits of gold and treasure that have impacted into the bottom of the Treant's feet), the Elf is spotted trying to sneak a handful of coins away, and act which immediately enrages some party members who believe that any treasure from this monster is rightfully theirs. Leslie seizes the Elf, threatening to mangle him, but Calliper activates the controlling device given to him by the Pinkies in an attempt to paralyze him. Unfortunately, the device is ineffective, as the Elder had secretly deactivated the device and given a facsimile to the party, for unknown reasons.

The guard-captain arrives at that point, thanking the party and excusing the actions of his scout, Felagund. The party is offered free lodging in the safe area of the Elven city, and Felagund is ordered to clean the chamber pots.

The Elven city of Greenholm, despite its dire situation, is otherwise thriving and the party happily partakes of all manner of services. As Calliper wanders the market, one of the Elven merchants detects the stone disc the party received from the Elder, which staved off the worst of the Masters' mental domination abilities. The device is now inactive, cut off from whatever source of power it had that only existed in the Masters' reality, but still contains the potential to store large amounts of magical energy. Calliper elects to hold onto his for use in magical item creation, while other party members sell theirs for a nice profit. Leslie elects to hold onto his as well.

As guests in the city for the next few days, the party partakes of a performance by a skilled Elven bard, who recites a tale of the world's mytho-history. The Elves once lived down on the land, and their love of the great trees inspired them to plant a great tree, larger than any other, so that they could live in the sky and never have to walk the earth. So grand was this tree that soon, not only did the entire Elf society reside within in, but other peoples and creatures came from far away to live there, too. And as more of the world's life moved into the tree, did the world shrink and fade away, until there was no more ground, just a great World Tree that held all of existence in its branches.

After their rest, however, the party is once again tasked by the Elven guards. They seek the source of the Blight, as well as insight into the fate of the other Elven cities. They lost contact with the city of Verdana many years ago, their only clue being the remains of a dispatch group and signs of a struggle. The party is allowed to observe the clues discovered. One clue is a simple backpack, filled with simple magical items, and a lengthy journal, written by someone who names themselves as Emery. Near the end, the journal says that its writer has been dispatched as diplomat to Greenholm to discuss the encroaching Blight, and accompanied by two companions, an archer named Sylvarin, and a mage-warrior called Aramil. The other clue shown to the party is a massive stone arm, unmistakably once having belonged to one of the Hall of Mages' shield guardians.

The party decides to head to Verdana, despite the danger. Felagund is released from his menial tasks and told to show the party the way to Verdana.

The party travels the World Tree, from one branch to another and eventually within. While passing through the dark interior of a hollow branch, the party is set upon by a mass of writhing, moving vines. They fight back furiously but the vines are everywhere and the party elects to flee down the tunnel. They find a passage to the branch's exterior where the vines do not grow, but then hear the footsteps of a much larger creature. They again attempt to flee but Calliper relents and calls upon the party to stop and face whatever is attacking them. The attacker is a huge plant creature who walks on six legs and is covered with massive sharp thorns. Leslie literally throws Kane into the fight and the creature is brutally slain.

Resting after the intense combat, the group beds down for a rest, despite the absence of any real "night" in this world. Noldor and Calliper, however, want to know why the Elder's device did not restrain Leslie as it should have, and sneak into Leslie's possessions while the beast sleeps. Not finding anything which might be the true device, they simply take Leslie's now-useless magical mental protection disc. When Leslie awakes, he takes inventory of his possessions, due to distrust of Felagund, and finds that he had been robbed. He immediately blames Felagund and grabs him, threatening to tear him apart. Felagund pleads innocence but Leslie is demanding answers. The scuffle is interrupted briefly by a flying batlike fungal creature, which is easily dealt with, but Leslie is no less angry after the fight. He then sets upon Calliper. Kane, who vowed that he would kill Leslie if the beast ever again attacked one of the party, tries to make good on his word. Aramil, eager to join the combat, simply picks a side and attacks. This turns out to be the side against Leslie, and he lashes out with a savage magical assault. Aramil has not held back at all, and the result is swift and direct: Leslie is killed.

The party has slain one of their own. What will they do now?

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Oh my... all this happened while I was eating dinner with friends? o.0
I guess I should feel... er... relieved that I didn't have to witness a masacre? ^^"

So... anyways, a little off topic and random, but my bf has a question for those who are knowledgable in the realm of D&D:

what would happen if a werewolf is bitten by a vampire and survives the transformation?

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Hmm, I guess both templates would be added. The victim's type would be Undead, though, because Undead is one of those types, like Construct or Outsider, which supersedes other template-types.

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INFLUENCE

The alloted examination time was already halfway gone, and Murrak had already chewed the end of his quill into oblivion. He pulled another piece of feather out of his mouth, and took another look at the question: Describe the formation of a stable teleportation matrix in regards to Durgin's Law of Diminishing Returns.
Was this the toughest they could come up with? Murrak allowed himself a slight chuckle and hastily wrote down his answer. He could remember the exact tone with which the instructor had regarded that particular research paper, and Murrak had wasted no time in pouring over it. Knowing how to read these instructors was as good as having an answer key.
More out of curiosity than a desire to cheat, Murrak whispered a simple divination and let his gaze float around the room. Using magic during the actual written exam certainly counted as “living dangerously,” but there was no spell suppression field in place, and Murrak didn't specifically recall anyone saying it was not permitted. Right?
His point of vision now high above the examination hall, Murrak looked around for whichever of his fellows would provide either the best answers, or the most entertainment. As if there was any question, though. Farthing was always the answer to both.
In stark contrast to Murrak's calm recitation of the answers, Farthing's exam technique was akin to a man on fire writing out his last will and testament: quick and messy. He was still on question eighty-five, an open-ended query regarding the arcane mark spell. Instead of recalling page 76 of “The Practical Guide to Cantrips,” Farthing was in a panic, almost re-creating the spell from the base up in the margins of his exam sheet.
Murrak allowed himself another soft chuckle, and with hands hidden under his desk, intoned a simple messaging spell. Farthing would hear his answer as if from a shout from down the hallway, on the edge of perception. Maybe even quiet enough to mistake it for one of his own thoughts.
The dirty look shot to Murrak by Farthing quickly disproved that theory. Poor Farthing, such a stickler for the rules. The answer would have been obvious had Farthing remembered Shinter's fourteenth law of Wizardry, however, and Murrak felt like no one was getting hurt by offering him a gentle reminder. Murrak himself lived by those laws, number six in particular: “As a Wizard, you are not a caster of spells. You are a solver of problems.”

With another exam in transmutation theory only three days away, Murrak should have been studying. But the weather had not been this pleasant in weeks, and it would be an insult to the forces of nature to not make the most of it. And the garden of the Hall of Mages was the ideal place to appreciate the gifts of nature. Reclining on the bench, Murrak chuckled to himself. So nice when logic leads me to conclusions like this.
The flavour of the fruit he had pulled from a nearby tree was fading from his mouth, and Murrak decided that he'd like another. So when he rose to his seat at that point, he really wasn't sure how long Farthing had been standing over him.
“You cheated.”
Ethical debate with his friend Farthing was sweeter than any fruit, so Murrak lay back down and engaged himself in the verbal sparring match.
“I cheated, but you reaped the rewards. You got the marks, and I'll take the fall if it's found out. Sounds to me like you got the sweet end of the deal.” Murrak's mind bounced back to the idea of another piece of fruit.
“I know that you'll be the first one to say that there's no injustice in breaking an unjust law,” Farthing retorted, “but one of these days, you're constant flouting of authority is going to catch up with you.”
“Oh, leaving you without your cheat sheet. I see where you're coming from. Next time we'll try the telepathy spell. Very hard to detect, mmhmm.”
Farthing grimaced, and Murrak once again had claimed victory before the debate had even really begun. No doubt that Farthing had some brilliant moral conclusion that he had hoped to utilize in order to batter down Murrak's casual disregarding of the rules, but once again, Murrak had kept a step ahead of the game by pointing out how he was never burdened by the idea of “morals.” Murrak felt like changing the subject. “How'd you do on the exam?”
“Passed, barely,” Farthing muttered.
“Good show, old chap!” Murrak said sarcastically. Heedless as he was of Farthing's particular attitude, Murrak felt good to see his friend advance along with him. Some good ideas that Farthing's got, he always said. He just needs to learn to talk the talk, while he walks the walk.
“How about you?”
“Seventy-three.”
Farthing grimaced again. “I thought you were going for seventy-five this time?”
“Eh. You can only be minimally exceptional for so long before people start to notice.”
Farthing noticed, of course. Even without magical assistance, Murrak could have consistently topped ninety-five on his exams. But then he'd be expected to conduct himself like an “honour student” or some such bullcrap. He'd receive personal commendations from the dean, invitations to study at other schools, research opportunities, et cetera. Not the kind of thing he got into Wizardry for. The fact that Murrak played the system like a fiddle while Farthing struggled to keep his head above water caused no small amount of envy from the meeker of the pair. You're in this to get your certification, Murrak said to himself. Not to play nice with the other children. And certainly not to “represent” anyone but yourself.
Murrak's gaze had slowly drifted in the direction of the orchard during this exchange, and he decided that his craving would be satisfied. With a determination only shown during his moments of hedonism, Murrak rose to his feet and marched towards his fruit tree of choice.
Farthing, being an intelligent fellow, realized that he wasn't going to get anything else out of his friend. He called to his friend's back, “I'm off to study some more transmutation.”
Unexpectedly, this caught Murrak's attention. He turned around eagerly. “I'll come and help!”
Farthing knew what Murrak's brand of 'help' entailed. “I said I'm going to study, Murrak. For real.”
“Suit yourself.” Murrak resumed his march toward the orchard. He then stopped and called to his friend before the two were out of earshot.
“I'm going straight to the top, Farthing! And you can come too! Archmages Farthing Jott and Murrak Saevul! Always named in hushed whispers! Always in reverence! The two greatest! You, and me!”

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Updated Lesley's backstory.

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LysanderBlack wrote:
“I NOMINATE MYSELF AS THE NEW LEADER!” He announced while looking around the group, holding their former leader's skull high in the air.

Wait! The Constructicons form Devastator, the most powerful robot! WE should rule!

(Sorry)

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LysanderBlack wrote:
“I NOMINATE MYSELF AS THE NEW LEADER!” He announced while looking around the group, holding their former leader's skull high in the air.

GoatBoy wrote:
Wait! The Constructicons form Devastator, the most powerful robot! WE should rule!

(Sorry)

It's fine. In fact, I just remembered that when I wrote that, I heard Starscream's voice in my head.

Also, I just realized that there are now at least 3 spellings of my character's name in this thread. I'm giving serious consideration to adding more and chalking it up to the name be phonetic rather than something that was ever planned to be spelt.

Also, would you resent it if I took the leadership feat for the sole purpose of adding more monsters to RP with in the party? :P

It gets lonely with all of them do-gooders everywhere.