The party wakes the next morning feeling energized, well-rested, and generally pretty good. As much of any of those as one can feel in the World Wound, of course - an hour before dawn a pack of ravens landed on several tents as screamed while they turned inside-out, then flew away. Yikes. Kand and his team finish constructing the Trebuchet near mid-day, on the other side of the bridge across from the main gate of the wall around Citadel Drezen. With three well-placed shots the gates come down - an an army of Paladins and Crusaders rushes in! Our Heroes join in the fracas - and are quickly victorious over the cultists and minor demons in the courtyard around the Citadel proper. Aron Kir drew the party a map, before his troubles with the Demonsblood Drug: When the party is inside the walls, they see a pinkish-purplish glow surrounding the Citadel. The paladins cannot enter, and it's impervious to the kind of dispelling magic Our Heroes have at thei...
Our Heroes find their way to the Temple of the Peacock Spirit, a complex high in the northern Varisian mountains where an ancient cult from the Runelord's time is rumored to be found. They travel by way of the Viridian Transendence, a ritual that involves singing and dancing. Yes, even Antwon. And of course Nelson joined in. That should not have been a question I wouldn't think. Most of the inhabitants just waved The Party through, saying something about "He wants to meet with you." There was almost a fight with some Wereboars, but a quick shiv to the leader's kidney sorted shit out right quick. Then a long bridge, and a nice cathedral where the party cleaned out some haunted paintings and ALMOST kept from pissing everyone off just long enough to get some lunch. Maybe next time. I hear they have a nice buffet. Then downstairs - some demons, and some other strange dudes, and a weird feathery freak who spoke of himself in third person and called...
Besides the standard things we play with - rolling initiative every round, first potion is a swift action that provokes - here's some more. I'll update this, periodically, as we come up with more. There are no stat-boosting items, and spells don't affect stats. For example, Enlarge just embiggens someone - they weapon gets bigger and does more damage, and they get reach - they don't get any change to ST or DX. That'll keep some of the on-the-fly math down as we get more levels. In response we'll get a bonus Stat point each even level (instead of every four levels). Death is not the End, necessarily: when the dice fall against us and we start our journey down the Black River from which none emerge, we can instead hover unconscious and reviveable. When this happens you lose a stat point permanently - of your choice, with a cool story (ringing in your ears, severed finger, nasty scar - come up with something cool). You can, of course, choose instead to m...
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