Scarn 16 After

Serpenthelm's dying
Meeting 5

July 29, 2013

Serpenthelm’s dying!

While trying to put as much distance between themselves and the sinister militia as possible, Ronn updated us on his (thankfully short-lived) experience as a prisoner in their camp. Along with the rest of us, Ronn had barely savored the victory against the bats, goblins and giant when winged creatures suddenly materialized. The winged creatures must have taken invisibility potions, which became ineffective during an attack. Targeting the famous bard, they disabled and captured him with a poisoned needle. The rest of us tried in vain to stop the villainous creatures from flying northward with Ronn in their clutches. What seemed to be moments later, Ronn was unceremoniously dumped into the enemy camp. Through a drug-induced haze, he was able to take note of the really scary stuff going on.

Regally dressed humanoid lizard creatures appeared to be in charge. They looked wealthy and powerful and their lodgings were the largest in camp. These suspicious and furtive creatures didn’t have the happiest of dispositions. Ronn couldn’t tell how many lizard creatures were around but he also saw more giants, bat people and many types of goblins. Some of them were riding huge oversized wargs. The camp seemed racially divided. Most obvious of all was the early construction of siege engines! Cages hanging from trees and stockades were holding various types of people and creatures prisoner. Many slaves were working at cutting down the forests. Wood likely used for weaponry.

The lizard people came over and had short words with the big bats that had captured Ronn. Speaking in Venirian, the lizards indicated they weren’t pleased with the trouble Ronn might cause. Responding softly in their particular batlike way the bats stated they thought the other humans would come after him and could then be captured as well! Temporarily done with Ronn, he was thrown into one of the cages hanging from the trees. This is where later, invisible Gwinn finds Ronn, picks the lock and gets him out of there with the help of more invisibility potion for Ronn, the brown greasy vial for the squeaky locks and a flying potion.

Back in the forested rocky foothills, the newly reunited quintet elected to move north as quickly and surreptitiously as possible. Janella, Shadowspawn and Serpenthelm hear a horn followed by barking. Still flying, Gwinn takes Ronn further north then comes back one by one for Janella and Shadowspawn. The gang decides that ranger Serpenthelm should lay a false trail back to the east-west road so that we might all evade the would-be pursuers. The potion for invisibility lasts 15min. Gwinn manages to just drop Ronn off before becoming visible. Ronn messages Janella to take the flight potion and pick up Serpenthelm once she’s done laying the false trail.

Meanwhile, Serpenthelm approaching the east-west road is spotted by 2 more of the nasty vicious bat creatures. Alone and more than a little concerned for her safety she opts to take her enlargement potion to increase the deadliness of her great-axe. She waits until they fly within reach and with a mighty swing decapitates one bat and on the second try, eviscerates the other. Sadly, the ugly thing managed to get its own strike in before its demise.

Janella arrives in time to see the victorious assault on evil. Together they decide to continue laying a false trail towards the road. Again they hear the dogs, only to realize that they’re Wargs and they’re getting closer. They hear the trumpet again and it appears the enemy has been fooled into following the false trail. Moments from the east-west road, J and S are spotted by 6 hobgolblins, 6 goblins, 1 lizard creature and 1 bugbear about 180ft in the distance. Oh Titan! Janella sends a ball of flame toward the 14 creatures in the hopes that the flame will slow them down. It works! Shouts and swearing are heard! Some, (who clearly don’t know anything about tracking) break trail to go towards them. J and S are able to lose the vile beasts due to their stealthy crawling though the brush but 3 Wargs ridden by goblins are able to follow their scent. Our heroes look in vain for pine resin or water to mask their smell from the Wargs. Janella drops a smelly handkerchief to confuse them while the two veer off towards the west. The Wargs are getting closer! Now is no longer the time for stealth! Now is the time to run like the mother of a Titan! Janella starts to fly as Serpenthelm lumbers clumsily along still under the effects of the enlargement potion. They leave food scraps to entice the beasts, which slows 2 out of the 3. Still one goblin-riding Warg comes on. Serpenthelm turns to fight and scores a direct hit. Woefully she does not stop the Warg who rears up and bites the valiant half-elf. Its goblin-rider gets in a piercing hack as well. Janella throws a flaming sphere while Serpenthelm’s attacks lands another hit! Still not deadly enough as the Warg pounces again and again wounds the wounded desperate ranger! Janella gets a deadly sneak attack in with her claws The Warg dies and falls to the ground pinning the goblin beneath it. The other 2 Wargs who had stopped for a nibble now gallop up and encounter the flaming sphere just managing to avoid the deadly inferno. Serpenthelm is attacked again by a goblin and falls hemorrhaging to the ground. Janella in desperation wills the inferno towards the murderous goblin and successfully incinerates it while singing the three remaining devils. One of the Wargs gets hit again by Janella who then falls and is hit herself! The riderless Warg flees while the enlargement potion finally expires on Serpenthelm and she shrinks down to normal size. The remaining Warg and goblin attack one final time. Once again Janella moves her fireball into their path successfully igniting and burning to a crisp the greasy creature. The riderless Warg backs off snarling and runs away. Turning to Serpenthelm, Janella desperately tears through her slain companion’s pack looking for the magical Titan berry wine. She finds it and dribbles into her mouth. Death is narrowly averted, for now. Using the remaining effects of the flying potion, the two soar away to join their companions pausing long enough to give 2 more bat creatures the slip. Once together their faithful companions use their magic and charms to heal Serpenthelm and Janella.

Ronn, Shadowspawn and Gwinn were just starting in on the second bottle of wine after a hot meal around a cozy fire when the two maimed warriors arrived. Their ease soon turned into a bee-hive of activity as all recognized the necessity of putting many miles between themselves and the malevolent militia. Gwinn pulled up his sack trap diversion and rope traps and the group set off. Not that they needed any encouragement but Shadowspawn reminded his friends that if he did not lay his hands on a certain orb, he would die! It was now 5:30pm. The group decided to travel north towards the nearest fort to warn its inhabitants of the treacherous proceedings the monstrous neighbors are planning!

The Wu’jen had traveled an hour and a half when two big bats are spotted circling around them. Weapons are drawn once again. Gwinn does a guidance spell and Ronn sings an inspirational medley. The song inspires the battle weary troupe. Two bats cast spells of entanglement, which they manage to avoid. Gwinn moving deftly darts between the trees and a 30ft rock. Bat one summons a swarm. Serpenthelm moves away from the entangled area and misses her shot at the first bat. Janella moves and hits the bat hard causing the swarm spell to dissipate. Ronn attempts an unsuccessful confusion spell. Bat2 zooms down from the sky and throws a small elemental fire as it approaches. Gwinn gets in a direct hit with his cross bow. Serpenthelm shoots and kills bat1. Ronn gives special powers to Shadowspawn who hits the small elemental fire cast by bat 2 and disperses it. Encircled, Bat2 has a fatal encounter with Gwinn’s deadly arrow.

The looted bat bodies hold nothing of value except one brown vile each. Gwinn drinks one hoping to better understand the magic within. Sadly an upset stomach is all that is gained for his valor. Our cache from the looted bodies now includes 4 brown vials and 2 clear ones. The brown vials appear to be useful for oiling the hinges of Ronn’s tree cage but that’s all. Serpenthelm and Ronn bury the bats and later Serpenthelm joins Gwinn in meditation.

The troupe camps just off the road. A watch is set. Shadowspawn wakes us when he hears what appears to be a party of about 12. Goblinoids, a Warg and a few hobgoblins are moving north on the road. Silently, we shrug our shoulders and go back to sleep.

We’ll wait to see what morning will bring.

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Into the Wilds
4th meeting

“I can’t believe we got through this”, Shadowspawn thought to himself. He looked over the bodies in the early morning sun, noticing the thick ooze of inhuman fluids leaking from the bodies of goblins, a bat creature, and even a giant. Serpenthelm looked as though she would drop if she was not healed soon, though his other colleagues looked remarkably well.

Ronn appeared to be celebrating, standing over the mountain of flesh that was the giant. Gwynn looked to the skies, wondering if he truly heard something overhead. Janella began the process of searching the bodies, finding each body had a days worth of food, and two distinct vials (one clear, one brown).

Then, from behind Ronn, 2 bat creatures appeared. They appeared to stab him with a needle like device,and take flight with his now unconscious body. Gwynn is certain something is above, as a larger bat creature appears among a midst of magical energy, and casts a spell to those below.

Shadowspawn is enraged. The very ground around him erupts in creepers and tendrils that bind him. Gwynn manages to step out of the green prison. As the pair of bats carrying Ronn fly off, slowly gaining altitude, the remaining party members attempt to attack the ‘Mage Bat’ flying overhead. Janella fails to connect with a spell, but both Serpthelm and Gwynn manage to injure the flying magic user. There is also a second sound, suspicious for another enemy in the skies.

The binding green trap holds Shadowspawn fast, as the others continue their attacks. The Lady Serpenthelm, normally a wonder with her bow, suffers a setback as her weapon breaks. The captive Ronn is now far out of range, and the magic user creature has now caught up with the escaping pair. As well, a frustrated half elven thief manages to escape his emerald bonds.

The party, stuck on the ground, now realize that they had forgotten about their potions of flight. With an eye not unlike an eagle, the sharp sighted Gwynn notes smoke to the north of the field. Janella uses her binoculars to confirm the image, thinking that it is about 10-15 clicks north. Serpenthelm fixes her bow, and finally gets a chance to heal, with her druid spells. Gwynn also heals himself with his berries.

The party tries to determine the nature of the vials that were lifted from the bodies, but had no real success. Finally, the group decides to head north, to try to catch up with Ronn.

As they head up the road a number of miles, Serpenthelm uses her ranger ability to bond with a hawk, and is able to use the ability of the winged wonder to scout somewhat ahead. After another few miles, the hawk ahead circles and returns to the side of the ranger.

With keen perception, Shadowspawn notes three creatures waiting on either side of the road. Gwynn remains in place, as the others go wide to avoid the enemy party. A goblin goes towards Gwynn, but Vipet interacts with the green vile creature, and manages to divert the attention. Gwynn is able to continue to join up the others, now further ahead.

After crossing the road somewhat further on, the party stops. At this time, it is decided that Gwynn is to scout ahead. After approximately a half hour, the party moves forward towards the direction the halfling headed. They meet up with the diminutive thief, who has much to report.

North of their location is a collection of tents, a well traveled road, siege engines in various states of construction, and over a hundred creatures, including a number of slaves (both human and goblin) clearing the woods.

The party decides that this is likely the location of Ronn. Gwynn elects to take the clear fluid taken from the fallen goblins of earlier. Promptly he is invisible to all. He takes the remaining clear vials, and heads into town. The party awaits eagerly, and is soon rewarded for their patience with the return of the wee warrior (still invisible), flying back with the poisoned Ronn Telius. At this point, concerned that the shanty town’s occupants will be shortly be looking for any responsible for the removal of the prisoner, the party flees west…………

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A good walk ruined...
3rd meeting

We resumed our tale in the gazebo outside Junction, Ronn, Gwinn, and Mageblood nursing egos after a failed adventure into town to try and recover a sample from a local blacksmith.
The watch was interrupted when it was discovered that Shadowspawn had disappeared! After some rousing and searching, our man Shadowspawn returned suddenly, revealing his secret that he occasionally slips into another shadow realm, and during his most recent visit encountered our mysterious hooded friend.
Not long after sorting out Shadowspawn’s new abilities, and what impact they might have on our future adventures, our party became alerted to sounds of something approaching along the nearby road.
The party scattered, with Gwynn scurrying off to do what halflings do best, hide in the bushes, Janella and Ronn also made their way into the bushes, while Serpenthelm decided that climbing the gazebo would offer a good chance to see what was approaching.
Unfortunately for our merry band, the news was dire, a war party of Titanspawn was approaching. Some goblins were sneaking through the bush, and something else, larger and far scarier not far behind them.
The engagement continued as a mighty hill giant emerged crashing through the trees with a thirst for blood.
The battle raged, with Mageblood, Gwynn, Vipette and Ronn facing off against the hill giant,
while Serpenthelm was being harassed from the skies by flying bat creatures.
Mageblood let into the giant with her angry claws while our dashing bard attempted to soothe the giant with a rousing tune on his drums. The giant was uninterested however, and tied into Tellius with it’s mighty club.
In attempt to turn the tides in the favour of our heroes, Gwynn bravely decided to scale the giant’s back and give it a painful mouthful of caltrops. This hardly seemed to slow the giant, and after some more punishment from our heroes, it seemed Ronn had sung his last tune as the giant wound up for a final swing.
It was at this point when it seemed the giant would score his deathblow that Vipette found a vein and delivered a seemingly inconsequential bite to the hill giant. The giant lurched, and fell, overcome by the deadly bite from the diminutive snake.
Meanwhile, Serpenthelm was able to break free from the clutches of the bat creature and strike down the aerial monster.
As we left our party, all seemed well after scoring such a huge victory over an impressive group of foes…

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Junction, Smithia, more about the powder and “Dark Sinister Stranger”
2nd meeting

We catch up with the mighty, merry and not so merry travelling Wu’jen, on their travels from Alara to Junction. They seek the counsel from an old friend of Serpenthelm, who is an acclaimed (though discretely so) weapons maker. They are now accompanied by Ronn Tellius, the ever-entertaining human bard wonder, who decided to hook up with the quartet since they happened to be travelling in the same direction – – or was it for lack of anything better to do? Ronn, though in a groove busily entertaining a group of young and old from Alara, sought to evade the ever-growing, ever-adoring crowd.
Not long into their day’s journey, a human type form is momentarily sensed skulking just off the roadway. The quintet splits up. Gwinn the deft Halfling-rogue and Serpenthelm, the able ranger attempt to flank the fella (isn’t it always a fella?), while Shadowspawn, Janella Sageblood and Ronn Tellius stay back on the road to guard the rear and their gear. Though the form is quite elusive, from a distance of about 30 feet, Gwinn catches a glimpse of what appears to be a black-cloaked sinister looking individual who, momentarily disconcerted at having been spotted, evaporates into thin air. Mysteriously, the humanoid form reappears just long enough to bow in a somewhat dismissive manner to Serpenthelm’s query of friendship. Hmmph!

The road upon which they are travelling has undergone extensive repairs and the journey to their destination became easier. Later that afternoon, the work crew responsible for the road repairs is overtaken while they were travelling back to Junction for the weekend. The men are in fine spirits as they anticipate joining in on the revelry brought about by the celebration of a spring festival in the town. Amiable conversation ensues with the foreman of the bunch as our group seeks out information on the local blacksmiths. Arriving to the outskirts of town, the Wu’jen find that though the businesses and homes are primarily made of wood, the foundations of a few stone buildings can be seen arising from the rubble. The town, which has recently doubled in number to 100 inhabitants, appears to be finally recovering from the colossal Titan war. The fine weather contributes to the merry-making well underway as most townies are out reveling in games (drinking and otherwise) and music. Our group splits up. Ronn and Gwinn play to the crowd while Shadowspawn triumphs on the archery field. In the company of Janella, Serpenthelm seeks out her friend Smithia whom they find in ill health, perspiring heavily and hard at work at her forge. The dwarf is apprehensive and not nearly as forthcoming with information as Serpenthelm had hoped. She makes it known however that dark forces and the white powder are connected and we should have nothing to do with either!! Despite her misgivings, she agrees to meet up with us at midnight in a gazebo like structure found in a clearing at the top of a small rise 15 minutes out of town. From there, Smithia suggests, they can be assured that no one will be able to eavesdrop on their conversation. Precautions are taken as we carefully extricate ourselves from the celebrating town folk and surreptitiously make our way to the gazebo. Protective spells are cast and guards are set while Smithia shares her secret to Serpenthelm.
She and others master weapons makers have been engaged to mass-produce the weapons of war. What’s more, their instructions are to add small amounts of the magic sucking white powder to every weapon they forge. Though they are being well compensated for their efforts, the smiths are led to believe that refusing the commission would not be advised. Unfortunately, it is a lose-lose situation as to refuse to make the weapons would result in immediate death and to agree to make the weapons will result in a slow excruciating death as the daily contact with the white powder appears to be slowly sucking the life from the weapon’s makers involved.
During this time the Wu’jen on the lookout espy the sinister black-cloaked form who seems to appear and disappear at will.

The night ends with Smithia furtively returning home while Gwinn and Ronn decide to go back into Junction to procure a weapon sample from the other blacksmith in town. Their efforts are comical but ultimately unsuccessful. Serpenthelm watches over a recovering Shadowspawn who was badly affected by his encounter with dark sinister.

Reunited, the Wu’jen decide to embark upon a crusade…in the morning!

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1st meeting - Armageddon and mysterious white powder
1st meeting

The saga began with the Wu’Jen quartet of halfling rogue-druid Gwynn Pipet, half-elven rogue-ranger Shadowspawn, half-elven sorceress-rogue Janella Mageblood, and half-elven ranger-bard Lady Serpenthelm, heading south on a merchant trip to sell 200lbs of Denevian bloodberries to the Druids of Furbelow. All cowered beneath nearby foliage to escape the notice of a firedrake dragon passing overhead, but the big bird had different prey in mind; a dive and dash had the dragon flying away with a military horse in mouth about 1 klick west. With curiosity piqued, the crew skulked west to find a road with a somewhat-flustered group taking stock: 10 mounted burly “city guards”, 1 Charduni dwarf, and 6 mules laden with sacks of white powder. Serpenthelm sent out a surreptitious “detect magic” spell as the military ensemble passed by, only to have her magical energies hoovered out of her instead! Eyebrows and questions were raised as the ranger fell to her knees, down 2 strength points.

The foursome tracked the military party south on the road for the rest of the day, uneventful save for Gwynn’s milking of the poison sac of a recently-deceased giant scorpion, making camp off to the side for the night. Sometime after midnight, however, all were awoken by the raucous revelry of a massive group of monstrous types passing by heading north, drunk on pillage and swill. Roughly 50 titanspawn, including 2 hill giants, and large numbers of lizardy men and goblinoids, drove numerous human slaves in front of them, oblivious to the Wu’Jeni hiding mere meters away. A morning search found a discarded jacket bearing the family crest of a wealthy Furbelownian family, the Casnirs. Doubts formed in the crews’ minds as to what they would find when they reached Furbelow.

Their worst fears were realized one day later upon reaching the burnt-out wreckage of what once was the bustling town of Furbelow; corpses filled every street and blown-down house, and only 1 living being was encountered, a shell-shocked 4-yr-old boy, who was brought along with the crew as they moved on to the place where they were to meet the druids who had commissioned the bloodberries. The druidic chateau was also uninhabited, the only items of value to be found being 2 bottles of magical bloodberry wine endowed with healing properties.

The next morning, a vigorous search of the leveled town found wanton destruction but also a bag of the mysterious white powder inside the ruins of a smithy. After much strength-sapping experimentation, Gwynn, Serpenthelm, and Janella determined the following about the magical powder: it has powerful anti-magic properties; if any spells are cast near the powder (perhaps within about 20 feet?), the powder will suck the magic out of the caster, leaving him/her physically depleted; magic items can withstand close proximity to the powder as long as they do not actually touch it, which nullifies their magic. The group decided that the powder was too dangerous to carry but too powerful to leave behind, so they buried a 2kg water-tight sack of it just north-east of the ruins of Furbelow and carried on north-eastwardly toward the nearest inhabited town, Alera.

The next day, they reached their destination, and popped in to see one of Gwynn’s ex-employers, Ol’ Kent, the distiller known for his infamous swill “Punch in the Throat”. Through some wheeling and dealing, they off-loaded their berry cargo on Ol’ Kent (for the creation of a new brew, “Punch in the Berries”?) in exchange for 2 potions of flying and a potion of growth and some bachelor’s stew. The tag-along child from Furbelow, Jerom Casnir (yes, THAT Casnir!), was reunited with his aunt who was seeking refuge in Alera. From this aunt, the group learned of the sacking of the town: a sudden onslaught of titanspawn numbering nearly 500, 50 of which headed north afterward (the group that passed our Wu’Jeni 2 nights prior), and 450 of which headed west. The plot thickened when the crew asked an Aleran Charduni dwarf smith about this white powder, only to be told very coldly that they were prying into matters better left untouched.

The meeting adjourned with the four sleeping in an abandoned building in Alera with plans to visit Serpenthelm’s Charduni dwarf smith friend in Junction the next day.

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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