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Game System

D&D 3.5e

Detailed Description

The dry hilltops danced with fire.

Throughout the heart of the wild badlands the humans called the Wyrmsmokes, great bonfires had been kindled atop the ridges overlooking Elsir Vale. There thousands of warriors had gathered: hobgoblins in armor dyed scarlet, thick-thewed bugbear berserkers, goblin worg riders and skirmishers and archers, and the scaled ones as well, who often towered over the rest. For so long they had fought each other, tribe against tribe, race against race, engaged in the endless test of battle, feud, and betrayal. But tonight...tonight they stood together, hated enemies shoulder-to-shoulder, shouting together as brothers. And they saw that they were strong, and together they danced and sang and shook their blades at the smoke-hidden stars overhead.

"We are the Kulkor Zhul!" they shouted, and the hills shook with the thunder of their voices. "We are the People of the Dragon! Uighulth na Hargai! None can stand before us!"

One by one the tribes fell silent. Armor creaked as thousands turned to look up to the Place of Speaking. There, a single champion emerged from the assemblage and slowly climbed the ancient stone stair cut into the side of the hill. A hundred bright yellow banners stood beneath him like a phalanx of spears, each marked with a great red hand. The warpriests holding the banners chanted battle-prayers in low voices as the champion ascended.

On the hundredth step he stopped and turned to face the waiting warriors. He was tall and strong, one of the hobgoblin chieftains, but dull blue scales gleamed along his shoulders, and jutting horns swept back from his head. "I am Azarr Kul, Son of the Dragon!" he cried. "Hear me, warriors of the Kulkor Zhul! Tomorrow we march to war!"

The warriors roared their approval, stamping their feet and clashing spear to shield. Azarr Kul waited, holding his hands aloft until they quieted again. "The warpriests of the Doom Hand have shown us the way! They have taught us honor, discipline, obedience - and strength! No more will we waste our blood fighting each other. We will take the lands of the elf, the dwarf, and the human, and make the ours! Under the banner of the Red Hand of Doom we march to victory and conquest! Remember that you stood here this night, warriors of Kkulkor Zhul! For a hundred generations your sons and your sons' sons will sing of the blood spilled by your swords and the glory you win in the nights to come! Now, my brothers - to WAR!"

The burning hills were too small to hold the shout the Kulkor Zhul gave in answer to their warlord's call.

  1. What's new in this game
  2. Greetings everyone, and a Happy New Year (American style) to all wherever and whenever you are in the world. I know that I have been on hiatus for quite a bit now, and in all likelihood that will continue for some time yet; however, I wanted to tell you I was thinking of you all through Yuletide (or whatever you care to call your winter-solstice celebration). I want you all to know that I and my daughter are well, as is my SO – our family is thriving, and the time I’ve taken from being with all of my friends on myth weavers has been going to them. Some of you know the work-related issues that have necessitated my hiatus, and those circumstances are still not resolved; but I wanted to say that I miss you all, and let my GMs know that you may continue to do whatever you like with my characters for the time being. My love and my thanks to everyone, and I’m sorry that some are not getting more personal messages, but my feelings toward my fellow gamers is still strong and positive. I hope myth-weavers thrives in my absence. Be well and may the new year grace you all with abundance!
  3. Well, if you can get the game up and running again, I'm happy to give it another go.
  4. I apologize for my absence. I've been attending a coding bootcamp and have not allocated any time to this website. I see the three of you are still listed as members for this game. Please let me know if you're interested in continuing the campaign.
  5.   Ferron gives Sythi a shrug in response. "If they can't move quietly enough you can be sure I can't either," he says. "But I guess we're just wasting time debating. Worst case we find out their strength by running into them!"   Show this Ferron the White Male LN Frostblood half-orc (Vaasan) HOP3/F2, Level 5, Init 3, HP 40/40, Speed 20 ft. /x3 AC 20, Touch 11, Flat-footed 19, Fort 9, Ref 3, Will 4, Base Attack Bonus 5 +1 dwarvencraft lucerne hammer +10 (2d4+7, x4), Reach Mwk cold iron battleaxe (2H) +10 (1d8+6, x3) Spiked gauntlet +9 (1d4+4, x2) +1 dwarvencraft full plate (+9 Armor, +1 Dex) Abilities Str 19, Dex 12, Con 14, Int 10, Wis 8, Cha 13 Condition None
  6. I didn't read it as there being an actual path or trail through the woods, just that it was clear enough to be able to move through on foot. My concerns about Ferron aren't so much to do with him being spotted but that he could easily be heard.
  7. I thought that we had the option to take the trail to the front gates (seems bad) or take a path up the hill in cover, so we're unlikely to be spotted. The idea is to go up the hill to the side (?) of the fort and figure out the best way in from there.
  8.   Sithi Silvercloak | AC: 17 | HP: 28/28 | Spot/Listen: +12 | Fort: +2 | Ref: +3 | Will: +6 | Effects & Conditions: Mage Armor "I don't think they signed up for that, and I doubt they can move quietly enough," Sithi demurs. "Let's get a peek at how they're set up in there first. Then we can make concrete plans." O   OC/Mechanics    
  9. @Brian Skies Well, Sithi did say "The hill it is" in her last IC response. I certainly intepreted that as I wrote above.   @AnemoneEnemy You want to clarify what actions Sithi is taking? Ferron is the antithesis of stealth, so he'd be staying on or near the trail to keep tabs on anyone coming or going from the keep.
  10. Sithi merely suggested a course of action. You need to be direct in stating your intentions. Otherwise, I have no way of knowing whether that is actually what you want to do or just a proposal.   I have not heard anything from Wiz.
  11. @Brian Skies I thought we were pretty clear that Sithi was going to scout the keep through the woods. I held things up by asking if she was going to have our hired scouts accompany her. BTW, any word from Wiz on whether things have settled down for them?
  12. You have not indicated any intended actions. As such, it is still unclear as to what you want to do.   If you want to do something, you need to state it directly.
  13. To be fair, Ferron did ask Sithi one more question that hasn't been answered. 🙂
  14. Yup - I thought we would move ahead to up the hill at this point. This may not make it. :'(
  15.    "A capital idea!" Ferron answers enthusiastically. "Will you be wanting to bring Jorr or Drusinna along as backup?"   Show this Ferron the White Male LN Frostblood half-orc (Vaasan) HOP3/F2, Level 5, Init 3, HP 40/40, Speed 20 ft. /x3 AC 20, Touch 11, Flat-footed 19, Fort 9, Ref 3, Will 4, Base Attack Bonus 5 +1 dwarvencraft lucerne hammer +10 (2d4+7, x4), Reach Mwk cold iron battleaxe (2H) +10 (1d8+6, x3) Spiked gauntlet +9 (1d4+4, x2) +1 dwarvencraft full plate (+9 Armor, +1 Dex) Abilities Str 19, Dex 12, Con 14, Int 10, Wis 8, Cha 13 Condition None
  16.   Sithi Silvercloak | AC: 17 | HP: 28/28 | Spot/Listen: +12 | Fort: +2 | Ref: +3 | Will: +6 | Effects & Conditions: Mage Armor "Yes--of course," Sithi says, absently. She's looking at the keep with eyes that aren't seeing it as it currently is. "I can cloak myself in an invisibility spell, see how many of them there are and where they are. The hill it is." O   OC/Mechanics    
  17. "Half orc," Ferron reminds Jorr with a toothy grin.   Show this Ferron the White Male LN Frostblood half-orc (Vaasan) HOP3/F2, Level 5, Init 3, HP 40/40, Speed 20 ft. /x3 AC 20, Touch 11, Flat-footed 19, Fort 9, Ref 3, Will 4, Base Attack Bonus 5 +1 dwarvencraft lucerne hammer +10 (2d4+7, x4), Reach Mwk cold iron battleaxe (2H) +10 (1d8+6, x3) Spiked gauntlet +9 (1d4+4, x2) +1 dwarvencraft full plate (+9 Armor, +1 Dex) Abilities Str 19, Dex 12, Con 14, Int 10, Wis 8, Cha 13 Condition None
  18. Drusinna and Jorr examine the tracks some more, but frown to each other before Drusinna addresses Sithi. "It's hard to say. Most of the tracks are older than a week. The fresher ones...probably a pair of worgs, and at least two or more goblins or hobgoblins. But these tracks could just belong to a patrol. It's hard to say what numbers they could have in the fort, and if these belong to the same patrol or a few." "I have to agree with the orc as well," Jorr interjects. "Goblins have the advantage in the dark, and bright light will only give away our position."
  19.   "I'm not sure waiting for dark will give us any advantage. Hobgoblins see as well in the dark as I do and better than a some of you. We're likely to be stumbling around in the dark unless we light a lantern, and that will make us easy to see. We should definitely use the daylight to scout about the keep and look for a clandestine way to enter, but I'd say we should make use of it no later than sunset," Ferron argues. Show this Ferron the White Male LN Frostblood half-orc (Vaasan) HOP3/F2, Level 5, Init 3, HP 40/40, Speed 20 ft. /x3 AC 20, Touch 11, Flat-footed 19, Fort 9, Ref 3, Will 4, Base Attack Bonus 5 +1 dwarvencraft lucerne hammer +10 (2d4+7, x4), Reach Mwk cold iron battleaxe (2H) +10 (1d8+6, x3) Spiked gauntlet +9 (1d4+4, x2) +1 dwarvencraft full plate (+9 Armor, +1 Dex) Abilities Str 19, Dex 12, Con 14, Int 10, Wis 8, Cha 13 Condition None
  20.   Sithi Silvercloak | AC: 17 | HP: 28/28 | Spot/Listen: +12 | Fort: +2 | Ref: +3 | Will: +6 | Effects & Conditions: Mage Armor Sithi nods. "So long as the horses can manage it, let's stay out of the open. We should wait for dark, or at least for nightfall. Maybe find a good hiding spot with a good view of the trail, to keep track of those coming and going. --How many soldiers, would you guess?" She asks the trackers, hoping to get a sense of just how suicidal this mission might be. O   OC/Mechanics    
  21. The adventurers wait for Sithi to lure the hydra away from the causeway. When they feel the hydra has reached a sufficient distance, Ferron commands the others to make a break for it, causing his horse to sprint at a full gallop with the others following close behind. The hydra immediately notices the adventurers and turns toward the causeway. It manages to climb onto the bridge, but it is too late. The hydra is last seen slinking back into the river as the adventurers disappear back into the forest. Each character receives 375 XP. In the late afternoon, looming out of the shadowy woods ahead is a haunting sight - a ruined keep. The old castle sits on a small rocky hillock, and you can catch glimpses of a broken tower between the trees. A moss-covered stone at the side of the road you're following marks a footpath that looks like it leads up to the keep. Drusinna and Jorr examine the overgrown track. According to them, numerous medium-sized humanoids and several large wolves - likely worgs - have been using this track recently. The keep is a 5-minute hike up this path, or a 20-minute scramble up the forested hillside if the adventurers choose to avoid it.
  22.   Seems like it's been left in my hands, so yes - walk first, then run if needed or fight if flight seems futile.
  23. Is that how you wish to proceed?   The book is fairly aggressive when it comes to the distribution of treasure, but there are reasons for it. It is up to you whether you think loot is worth the effort. Loot is inert. If you don't make the effort to take it for yourself, then you don't get it.   As for experience, it depends on the situation. Experience isn't only awarded for defeating creatures in combat.
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