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The Towering Infurno - Umbrage Saga 
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Joined: Wed Feb 05, 2014 9:35 pm
Posts: 6
Post The Towering Infurno - Umbrage Saga
Feb 16, 2018

The Rising Knight - Session 1 Game Log
Glon “Bloodbeard” Hafbor – Dwarf, Dwarf Protector Class - Jeff
Nameless Burned Cleric - Kirk
Bardabous Pipley Halfling Wizard - Chris

Starting Hook:
You are in Ascalon, a city in the north of New Aenoch, near the border of the Northlands. The sheriff walks up to you, and discretely informs you a contract is being awarded for the capture or slaying of a Gnoll in the Northlands named 'Gritznak the Bold' for 250 gold pieces. The council is requesting you to appear at the city hall to be selected by the town officials. Those chosen for the contract will have the honor of representing the Kingdom, and therefore, must live up to certain standards of valor. Come showing your best, this will be a great opportunity for you to gain notoriety in the eyes of the Kingdom.

The adventure begins as you approach the city hall…

Each of the adventures approached the city hall, flanked by Sheriff Burmington, and entered into the stone and wood building. Constable Neltan, with guards on each side, stood behind a sizable desk stacked with paperwork and candles.

Upon entering, Sheriff Burmington announced the presence of the adventurers to the Constable, who seemed slightly unimpressed with both the quality and quantity of candidates that were able to be found in the City. The Sheriff noted that an Elf had agreed to come, but has not shown up yet, and must be delayed (this is our fourth player of the game, who was sick on game night). Constable Neltan quickly explained the situation in Malforten, a town being forced to pay tribute to a gnoll called Grtiznak to Bold. This is creating a sense of disorder in the Northlands, and eroding the confidence of the settlers in the area. More wealth brought and created in the Northlands means more wealth coming back to the Empress Pryzmira in taxes. Since an atmosphere of order is needed, and putting up a bounty for the gnoll would only draw out lowlifes in search of wealth, a contract will be signed with the chosen group. This group must act in accordance with the dignity required for knights acting under the banner of the Empire.

With that said, Constable Neltan called forth each of the three adventures to introduce themselves and provide information on their backround and skill set. The halfling, eager as always to impress, decided to front flip onto the top of the desk, which was well above head height. To everyone's surprise, especially the guards, he managed a spectacular landing (3 luck points were burned on this to re-roll this failed feat). The constable, requiring some verification of the magical abilities of the halfling, requested the candle stick be magically moved. Again, wanting to impress, a simple lifting up of the candle would not be sufficient for the halfling, who chose to zip the candle through the air and spell out his initials "BP" in the swish of the light (and again, 3 luck points were burned on this to re-roll this failed feat).

Both the dwarf and the burned man (who was asked to remove his mask - revealing a face with oozing burns and scars) gave their backstories and described their skills. The Sheriff interjected on behalf of the burned man, whom he witnessed thrash a thug who was beating a beggar in the streets, and afterwards heal the beggar.

Constable Neltan was willing to proceed with the contract after hearing out the three adventurers. A sealed letter was given to the group leader (bloodbeard) that bore the seal of the Empress. The group was informed that once the task was completed, Eryle (the militia leader of Malforten) will countersign the letter, allowing the 250gp reward to be cashed in any city of reasonable size (Hrueset for example).

The burned man inquired about being granted horses and supplies (a long bow in particular) to aid in the mission. The constable rebuffed most of the requests but decided a long bow (of questionable quality) could be spared from the supply along with an old pony (with a nametag around his neck reading: "Tony"). The burned man requested he meet with the Constables scribe, who could add the town Malforten to his current map of the lands he had traveled. This was granted, along with a letter that was to be carried to Hrueset along the way to Malforten (for a small fee of course). Before leaving town, the burned man visited the fletcher shop, where he had the bow inspected (critical fail). The fletcher informed him he could fix up the bow for 7 gold or it would run the risk of breaking during combat. The burned man, already low on funds, offered to perform any healing services the fletcher might need. It just so happened that the fletcher had a dog with an injured paw. After healing the dog, in the name of the All-Father, the fletcher knocked the price of the bow repair down to 6 gp and threw in 10 long bow arrows.

Nothing of import occurred on the way up to Hrueset, where the letter was delivered for a 5gp charge.

On the road west to Malforten, Bloodbeard won the roll to gain the 'MONTAGE' power for the day. This power grants the recipient the capability to forge reality directly from the void (i.e. they get the mic and get narrative control for the day). The montage began with 3 armored soldiers walking down the road in the opposite direction as the group. The burned man (or boy, as he claims he is 14 years old), runs up to the three men with the halfling in tow. The gruff soldiers push them aside in a less than pleasant manner. The halfling, easily offended decides to cast floating disk on the ground under the feet of the nearest soldier using the command word 'lift a dick'. Unsurprisingly, the knight was lifted unexpectedly off the ground. The momentum of the soldier tumbled him right off the disk, and he fell facedown in the dirt. Angered, the knight and has companions stride back to exact revenge on the wee halfling, but were interrupted by the charismatic plea of the burned man who offered to heal the wounds. This offer was rebutted, but the incident was sufficiently de-escalated. The montage, still in full force, saw Bloodbeard (who loves the water), floating around a creek in a raft while in his skivvies as the rest of the group looked on. Thus finished the montage.

That night, the group camped out with a fire, and rotated the watch. In the middle of the night, with the burned man on watch, a high pitched scream pierced through the blackness. A pointy red hat wearing gnome ran straight through the camp, screaming all the while, followed by a giant skunk chasing after him. After a quick tussle with the skunk, Bloodbeard was left in a cloud of skunk spray puking. Twisby, the lovable gnome (distant relative of Wizzby Ankle biter), was thankful for being rescued from the giant skunk he had failed to charm. He left a parting gift of a potion that allows the drinker to communicate with animals for 30 minutes.

The next day, the trio saw a church to Ore-tsar, with two monks outside gardening. The adventurers traded some wine for some vegetables to make a stew later that night. A few miles down the road they entered a small village, Stonebrook. A man named Berl ran up to the ground asking about his daughter who had gone out to hunt mushrooms the night before, and had hadn't returned. The characters had seen no such girl on the road. As this was occurring, another man named Del told the group to not worry about the girl since she is always going to out and staying out later than she should. Del also informs the group that they received a letter from Malforten (which is a day away) stating that a band of wolf riding goblins showed up at one of the farms on the outskirts of the town and demanded a payment. Unable to pay, the goblins killed the son of the farmer to send a message to the rest of the farmers.

The burned man, upon hearing of the missing girl, asked to have some of her possessions brought into the town center, where is starts scratching symbols into the dirt with a staff. After receiving the sheets of the missing girl, and placing them at the center of the symbols, he asks to be brought to their house, where is sets off to the forest. After successfully following the trail of the girl, the group stumbled upon a broken amulet that is hanging off a tree branch. Some wisdom checks reveal this amulet to bare the symbol of Ornduhl, the dark god of chaos. After continuing on the trail, the adventurers came upon stone ruins. Scratch marks and grooves were spotted under one of the pillars, with a statue on top. The pillars was slid to reveal a ladder stretching down 15 feet into a lit room. Bloodbeard climbed down the ladder, followed by the halfling, and then the burned man. As the burned man began climbing down, he was struck with claws on the shoulder for 4 points of damage. Struggling to get down the ladder, he was able to make it to the bottom but an additional blow. Deeply wounded, and nearly passed out, he jumped backwards to get as far away from the gargoyle that he now saw. Unfortunately, he jumped 'out of the gargoyle and into the pit trap' which was covered by an area rug. Using a hero point, he was able to grab the edge of the pit and avoided a fall. The halfling trying his best, magic missiled the creature and the dwarf landed a blow with his axe. Seeing its new squishy victim, the gargoyle made quick work of the wizard and sent him into unconsciousness. A hero point was used to regain consciousness which allowed a failed shocking grasp attempt. Bloodbeard dove to save the burned man, and was able to grab the wrist of the cleric, but in doing so stranded the halfling to defeat the gargoyle alone. Luckily the second attempt at the shocking grasp was successful, and the lesser gargoyle was killed.

After expending all healing to getting everyone back into a healthy range, the area was explored. Further investigation in the next two rooms revealed a lounge area, and toilets. The adventurers walked down a long hallway and were able to avoid a falling net trap. They quickly looked into three doors on the left of the hallway and found a young girl chained up. Bloodbeard broke the chains with his axe, and carried her out, not exploring the rest of the area.

The adventurers are approaching the village carrying the girl, what will they do next??

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File comment: Meeting with Constable Neltan
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Mon Feb 19, 2018 4:47 am
Mist Elf

Joined: Sat Feb 22, 2014 5:30 pm
Posts: 22
Post Re: The Towering Infurno - Umbrage Saga
Backstory and description: Glon “Bloodbeard” Hafbor – Dwarf, Dwarf Protector Class

Male, 140 years old, 5’ tall, 250 lbs, orange tinged skin, green eyes, blood red beard.

Growing up the son of a city guardsman on a small island south of Malforten my mother died when I was just a child. No one in the city likes to talk of my mother but every once in a while when putting me to sleep or around a dim fire my father would tell me stories of her beauty, her long thin figure and her love of the water. My father took many defense insurgencies into foreign lands on his tour in the guard and I’ve often thought it could be on one of those trips he fell in love with a foreign beauty. I don’t know why but my father would never let me venture out into the sea as a child, but that only urged me to be pulled towards the water more deeply. I learned to swim by throwing myself into the local river just outside the city walls and it turned into a deep passion of mine. Other dwarfs laughed at me for my love of the water but through that adversity I grew a stronger and more stout will. I also had orange tinged skin and a solid red beard which grew full and long, another attribute which drew my fellow dwarve’s insults. In response to this, my father gave me the nickname Bloodbeard, a name I call upon to give me strength in battle. My father taught me the way of the military life which is all he had known and I learned many skills from him regarding organization, the importance of order, and improved upon my hand to hand combat.

My home town had a large mine below the city which the dwarfs had built over centuries and centuries. I often would go there and work in my younger years while still learning the way of the dwarven maturity. I learned a good deal of mining and often worked with ropes to rig the carts and hold the moving doors and tooling around the mine.

I never doubted that I would join the guard eventually and follow in my father’s footsteps but after passing through my initial training an argument in my early years on the guard ended up in a severe injury to one of my fellow guards after I found him in a dark alley abusing a young woman and I could not contain my physical response to his actions after being flooded with emotions. As he was the son of a noble high dwarf, I was not punished publicly but asked to leave the guard and go out on my own. That started the second portion of my life, leaving my home city where I thought I would spend my entire life. But as I left, as I was not stopped from going out and adventuring through the vast waters and rivers which I was so drawn to as a child, learning the way of piloting a boat and navigating the sea, and through that, I found a new sense of life, a new sense of adventure.

File comment: Bloodbeard
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Sun Mar 04, 2018 10:47 pm
Mist Elf

Joined: Sat Feb 22, 2014 5:30 pm
Posts: 22
Post Re: The Towering Infurno - Umbrage Saga
Saving the damsel and killing the henchmen, what dwarves do best.

With a few miles travel ahead, dusk fell upon the woods as a stout dwarf, Bloodbeard of course!, lead Tony the pony who had our damsel in distress laid across the back of the small horse, returning to town. Upon arrival he returned the girl to her father and mother for rest and recuperation. In the exchange Bloodbeard made away with a few days rations from the father’s kitchen. As he was starting to leave he was so rudely confronted by an elf intruding, like elf’s always seem to do, through the door of the fathers house. It was readily apparent that the elf would most likely be of little help. In any case, Bloodbeard was in the situation that his two companions were awaiting him by the ruins watching over the entrance to the hidden installation, and any help he could get should probably come along, elf or otherwise. So, with the useless elf in tow, Bloodbeard and the newly introduced elf fighter, Krassas, headed back to the ruins through the forest in now the darkening evening.

A hundred feet or so from the entrance to the installation the masked boy jumped out quietly from the woods and stopped Bloodbeard and the elf from continuing any further. While away, they noticed from the entrance a hooded figure pop his head up from the ladder chute and look around. It was the excellent perception of the half-ling wizard that allowed the key observation that the figure was indeed wearing a hood, for sure.

Waiting no longer, the companions lined up and prepared to enter back into the enemies installation and root out the evil from where it lay. The strongest, bravest, and most powerful must always go first, the dwarf of course! Followed closely by the burned man, the high pitched country half-ling wizard, and then the elf. Immediately upon landing on the stone floor an arrow flew nicked the dwarf for a few points of damage. Apparently, killing a gargoyle, taking the hostage and then giving the enemies three or so hours to discover everything and then prepare to defend their hide-out wasn’t the best element of surprise. Quickly it was shown four enemies in the small room and the four companions quickly began returning fire. An arrow from the burned man landing with intense power, a double sword attack from the elf, proving useful after all, and a mighty blow from the dwarve’s axe left three of the enemies crippled and the fourth running down the long hall for his life.

The companions quickly gave chase, so quickly, that some forgot about the net trap previously sprung only a few hours before. A little dexterity saved anyone from being ensnared and we quickly reached the end of the hall, to find a locked door. Surely the half-ling passing the keys to the dwarf and running them to the rogue elf would be able to unlock a simple door. Not the case. Indeed, it took once again a dwarf with great strength to smash the door into pieces for then the elf could kick and jump through.

Upon the elf landing in the room, he was squarely kicked in the groin and dropped. The group could see standing at a desk the apparent leader of the gang who stood tall and thin and most vibrantly annoying sarcastic commentary as well as another henchmen standing to his side. The half-ling then ran in with his shocking hand and tried to get vengeance for the elf’s groin by returning the shot to the monk’s nether region. Quickly thereafter the room turned to complete darkness. It also turned into a giant cluster of men grappling across the floor trying the grab for different body parts in the complete darkness.

By the time anyone was smart enough to exit the darkness and move around in the room, all three enemies we were facing were gone. Including the leader, who had the most annoying voice ever heard by the diverse group of compatriots.

While inspecting the room the group found a wall with a hidden passage and locked mechanism. The elf was actually able to unlock this one. After sliding the stone apart, the passage exited out into the fields of which we had previously seen when sharing wine and a meal of stone soup with the cathedrals gardening worshipers. The team turned back, because they saw no sign of the escaped enemies, and inspected thoroughly the installations contents. The half-ling also thought it important to destroy the feather bed with his blade, jump into the feathers and dance around like an idiot.

Most important of the findings was a wine cellar and 30 bottles of fine rose stem imprinted purple bottles. The dwarf insisted on sampling at least one bottle that evening, and it was good indeed.

With more loot then the members could carry, a trip back to town and the renting of a cart for Pewl the mule to carry was in order. After making a trip to fill the wagon, returned again to town to discuss the situation with the village leaders. There was a good feast and a checking in on the girl previously rescued, she was doing very well. The leaders after some discussion decided that their local church leader would be able to determine what had happened. After some inquisition resulting in the village leader impersonating the voice of the local church leader, it rapidly became apparent that it was also, one in the same, the leader of the evil gang.

The team convinced the villagers to gather a militia, with our heroes hidden Trojan horse style inside of a tarp covered cart, to go and question the local church leader. Upon arrival at the cathedral, it rapidly became apparent that the leader had fled with most of his belongings from his room. The journeyers rested one more night in the village as they counted their silver, drank some wine, selling one bottle to the local bartender for a pretty 5 gold pieces (there may be a future business model here) and prepared to once again head out on the road to Malforten.

File comment: Battle at the entrance.
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File comment: Watching over the entrance to the ruins.
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File comment: Returning with the girl and meeting the useless elf.
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Mon Mar 05, 2018 12:30 am
Mist Elf

Joined: Sat Feb 22, 2014 5:30 pm
Posts: 22
Post Re: The Towering Infurno - Umbrage Saga
More photos...

File comment: Pitch black wrestling, going on for way too long.
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File comment: Viewing the leader, filing in-line into the battle room.
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File comment: Running down the hall, giving chase.
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Mon Mar 05, 2018 12:32 am
Mist Elf

Joined: Sat Feb 22, 2014 5:30 pm
Posts: 22
Post Re: The Towering Infurno - Umbrage Saga
I had a great time last game. I think I would like more role-playing than battle like 60-40 or 70-30. But I understand that is hard to plan out.

I think also the next logical step is to head on our way to Malforten taking the road East. I feel other than just an eventual confrontation of the subject gnoll there may also be more people there to talk and interact with.

I found from our time at concoction that I enjoy going through a town and talking to people and searching around bars, inns, stores and things.

Some encounters along the path would also be cool. Like when we ran into the gnome, I enjoyed that.

These are my thoughts.

Tue Mar 13, 2018 2:27 am
Lore Drake
User avatar

Joined: Sun Dec 29, 2013 10:37 pm
Posts: 1912
Location: North Coast
Post Re: The Towering Infurno - Umbrage Saga
Captain’s Log 3, 5th day of month of Regnerisch in the Dwarven Year 13,286 after the blessed creation of the world by the Grey One, entry by Brent Odinsen the Younger, sole surviving priest of Odin on the Southern Shore of Wodonhohle: Home temple was destroyed, whole place burned with us all locked inside to burn to death. It must have been the pale ones, those sickly, skinny men of ice. Barely lived by hiding in the cistern, had to come up for air and burned repeatedly. Face and hands ruined. I’m hideous and Odin will not permit me to heal. My temple and my tribe, my people, are no more.

In a self-sacrifice of myself to Odin I must have travelled South through dream and ether to come to a foreign land with foreign people. I first came to awareness of this world in a place the locals called Gokstad in Holmgald. Somehow these two lands must be connected by ways, or the dreaming, beyond my comprehension (could the All Father have sent me away as punishment or a reward?). It was all too strange.

In one drunken night of loneliness and despair I nearly took my life, but instead signed on with a Northmen raiding ship and was their leecher and bonesaw on a terrible southbound voyage that finally ended in the sea port of Vilshofen. The whole crew were overcome with some southern disease beyond my skills. Those that did not succumb to this rotting disease, port debts and ship rot took just as quickly. The lucky surviving crew were quickly reduced to free sailors for hire, beggars, or were gang-pressed onto other ships. I left quickly to avoid a similar fate.

May Odin guide my wanderings. Will he ever heal my shameful and hideous face? Will I ever find a new place or people to belong? What does the All Father want of me?

The All Father’s Lonely Servant, Brent the Younger.

Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.

Thu Mar 22, 2018 1:10 am

Joined: Thu May 29, 2014 2:17 am
Posts: 4
Post Re: The Towering Infurno - Umbrage Saga
Backstory and description: Bartamus Pipley – Halfling, Wizard Class

Male, 40 years old, 3’6" tall, 55 lbs, pale, blue eyes, prominent dark brown mustache.

Bartamus Pipley really doesn't know where he came from or how he got there. All he knows is that when he was a baby halfling he was left on the doorstep of a human family, the Pipleys. He grew up with two older human brothers and one sister. Despite his small size and stature, he was naturally gifted athletically. As he grew he managed to keep pace with his larger siblings.

While he enjoyed his childhood there always remained a hole in his heart for to his unknown origins. As he grew up he became more and more interested in his halfling heritage spent many late nights reading every book he could find on his people. By his early twenties he was quite the halfling historian. He was able to soak up all this knowledge so quickly because more impressive than his acrobatic abilities was his mind. By the time he had reached adulyhood he was considered a genius by his community.

While never losing sight of his interests in halfling history, he began to explore the magical arts. Recognizing that halflings were not known for being Wizards, he was determined to break the mold. He spent the majority of his 20s and 30s learning spells from books and teaching himself to be a wizard. What were the years he developed an extensive knowledge of Arcana and Eldridge spellcraft.

Bartamus is chaotic good. Growing up as a small halfling amongst humans he has little patience for bullies and those who intimidate others. He is especially dislikes being called Bart.

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Sat Mar 24, 2018 2:45 am
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