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FR Scornubel - Session 13

Page history last edited by Jon Goranson 13 years, 1 month ago

Orcs and the Portals

 

February 3, 2011

 

The group is still at the aftermath of the battle with the orcs.  Inari can tell that this is a patrol and that they came from the north and were heading south.  Further, she suspects that there are more and that if the group keeps heading straight east, as Vahn's sword indicates is the direction of the elves, that they will probably run into more orcs.  Not wanting to do that, the group decides to head south a bit to go around anything and then head back toward the elves.  

 

The group heads south notices that the orcs seem to be following some other tracks.  Some very large tracks.  And large paw prints.  And it's not too long after that they hear the two voices, arguing.  

 

"What we do about this?"  

 

"We tell the others and move on.  Nothing 'bout us."  

 

"Okay."  

 

Vahn wants to see who this is and so sneaks over to the source of it.  A two headed giant is talking to himself and there is also a large bear with them.  Vahn is a bit intimidated, as is Teldryl who is in contact with him.  The rest of the group, when told, isn't sure what to do, either.  

 

"Hey, what you doing?" the giant says to Vahn.  

 

"Um, nothing," he replies, cringing at how it sounds.  

 

"Well, I think you need to come with us," one of the heads says.  "I don't think you are supposed to be here."  

 

"Can we smash him?" the other head asks.  

 

"Not yet," the first replies.  "We take them back to camp."  

 

Teldryl is trying to get information from the ettin's minds but isn't able to get through.  She thinks it's because they are too primitive.  

 

The ettin starts leading them through the woods.  The two heads, Lugg and Hung, with Hung being the dimmer one, talk a bit about how they are with the orcs and they will have an escort soon to take the group back to the main camp.  Teldryl finally manages to get through and sees that the ettin is part of a group of ettins traveling with the orcs.  The group decides that if they don't do something now, they will soon have too many ettins to deal with and so decide to attack!

 

While Inari and her wolf keep the bear busy, the rest of them attack the ettin.  The ettin puts up a fierce resistance as does the bear.  However, the group prevails after some tough fighting.  They have barely had a chance to catch their breath, though, when they hear the orc escort party!  The group starts jogging back to the north, hoping that they have gone around enough.  The sound of the orcs behind them is constant but does get fainter and eventually the group decides they can stop for a quick rest before they keep going.  

 

They find themselves in a clearing and as they catch their breath, Bamarden looks around and finds a stone circle in the ground.  It has elven runes in it and Teldryl translates it as the "Path of the Warrior" or maybe "Road of the Fighter" as it's an older elvish form.  Bamarden and Teldryl think it opens a gate and that it might get them out of there.  As they again hear the orcs getting closer, the group figures it might be worth it.  Bamarden, Teldryl and Ander work on a quick ritual and open a gate but it is cloudy and so they cannot see where it leads.  Thinking that anywhere is better than here, they go through.

 

And find themselves on a bluff, across from two other bluffs in a triangular pattern, with ruins on them.  They are out of the forest and in some foot hills, with mountains in one direction, which they eventually figure out is north.  There is a river to the east with its current heading south.  Way to the south west, they can see a forest.  However, the rest is short lived when some flying creatures and devils come into view to attack!  

 

The battle is over quickly.  Vahn takes out half the flying creatures in a blur of fists and motion.  So much so, that the two that didn't go down don't attack and run on their turn.  Inari and her wolf again team up and nearly take out one of the devils that approached and Ander, Teldryl and Bamarden take out the other two.  However, it still leaves them on this bluff in the ruins and they don't know how where or how far.  

 

As Ander and Teldryl study the land, though, and they saw more devils and leave, they notice that the devils can't leave the ruins.  Given everything else, Ander and Teldryl think they are at Hellgate Keep!  Vahn's sword confirms this and tells them it was an old elvish outpost that had a protective mythal around it.  It is that mythal that is holding the devils inside the barrier unable to leave.  Knowing about where they are, the group starts heading south.  Vahn is worried about his swords timeline for the elves but they start heading south, having no other ideas.  

 

***

 

The skeletal hand moves with a grace and dexterity not possible in flesh, much less bones.  The air shimmers in front of it and the skeletal figure looks at the group.  A motley group, to be sure.  Elves, wilden, half elves.  Not a human among them!  But, Wulgreth the lich, for that is who watches, knows that he can't be picky.  He will put a gate in front of them and see if they are curious enough to go into it.  If not, he might try and reason with them if they have any greed among them.  Wulgreth starts casting his spells.

 

***

 

The group is traveling along and making pretty good time for being in a completely wild area, with no roads or even a path.  Inari, who feels much better out in this area, leads them on as easy a route as she can make it.  Her wolf scouts ahead and is looking for game as well for the group.  The day is good and warm and the scents are so pure, that Inari misses her home.  She doesn't mind Scornubel but sometimes the smell of the town can get to her.  

 

The portal opens silently and is just there, in front of them.  Again, they can't see into it and Bamarden again charges in!  Inari huffs in exasperation as she was very content to walk back, whether it took a month or two, but it seems that Bamarden has made their choice for them.  They all go through the portal to find themselves in a coniferous forest.  Inari again breathes deeply of the smell of the pine and the woods around her but there is a scent of death as well.  She looks around and sees the skeletal figure watching them.  Not a good thing!  

 

"Ah, good," it's raspy voice says, sounding like tearing fabric.  "You came.  I was hoping you would.  I have a task for you.  To the west of here, in the shadow of the mountains, is a cave.  You will go into it and retrieve the ruby inside of it.  Then bring it back to me."  

 

"Why would do this?" asks Teldryl.

 

"Because, I'm Wulgreth the lich and I can kill you all where you stand.  But if you do this, I will be pleased and reconsider that position.  Now, go!"  

 

The group telepathically thinks about it but isn't sure they have much choice.  And knowing how powerful the other lich they met is, think they have no choice.  They didn't even wonder why something so powerful needed servants.  Or notice that there were strange ruins all around them and a small hut near the edge of the clearing.  They were so focused on the lich.  

 

"We have powerful friends, such as Larloch," starts Vahn.  "He won't be pleased by this."  

 

The laughter of the lich is not human and grates on all of them.  "Larloch and I have no quarrel and I doubt he would care that I sent his pets on a small and quick errand.  Now, go!"  

 

With much grumbling, the group starts heading west.  Inari again takes the lead.  This must be the High Forest as it feels old to her.  It's tough to describe but there is a sense of being watched by the trees themselves as she leads the group toward the mountains they can see in the distance.  However, these are obviously big mountains as it will be several days or more before they reach them.  Between her and her wolf, though, she can keep them in fresh game to eat.  

 

After walking the rest of the day, they finally make camp.  They set up watches.  Bamarden is taking his turn when he hears the noise out in the woods.  

 

"What are all of you doing here?" comes a voice from the woods.  

 

"Um, going to a cave?" responds Bamarden.  

 

"Oh!  Can I come!"  A green dragon bounds out and those of the party that Bamarden hadn't been able to wake up are now awake.  "I have been wanting to go into the cave but wasn't sure about the traps.  I mean, I'm not afraid of the drow or duergar that are in there but I think the traps would have hurt me.  So, can I join you?"  The dragon is hopping with glee at the thought of it.  

 

"Drow?" Inari whispers, with a shudder.  "I don't know about the cave now."  

 

"Maybe we should rethink it," says Bamarden.  "I mean, whats to stop us from leaving?  Although, the lich is probably watching our every move." He sighs.  

 

"You don't want to go?" asks the dragon.  

 

"Well, we would rather get home to our city.  I don't suppose you could get us there, could you?"  

 

"Not directly but there is a teleportation circle in my cave.  I could let you use it for . . . um, 350 gold pieces!"  

 

The group doesn't have to think long before someone yells, "Done!" and that's that.  They find out the dragon's name is Snarl, or at least that's what he has them call him, and he has a small area in the woods.  "But it's growing by the day!" Snarl declares!  Snarl leads them through the forest and to a cave where, sure enough, there is a teleportation circle.  Now, they group can't use it directly but they think they can connect it to the other teleportation ring they know about and that gets them to a half day from Scornubel!  

 

They gladly pay Snarl the 350 gold and then Ander, Teldryl and Bamarden work to link up the teleportation circle to the one they know about.  It's tough as Ander hasn't seen the other place but Teldryl and Bamarden guide that part of the ritual.  Success!  They link up with it and the portal opens in front of them.  They thank Snarl and walk through.  

 

Into the camp of Orcs.  

 

425 xp

 

GM Notes

 

  • There was a lot of use of plot cards, hence the portals.  However, I didn't mind them at all.  In fact, I liked them!  To me, FR isn't high fantasy in terms of fantastic terrain, at least not the version I'm using, but it does have a rich history with things like portals.  So, I do like using them and giving the group a bit of a whirlwind tour of the Realms, even if it's the more dangerous areas.
  • However, that brings up the other issue.  Should the PCs only face that which they can take?  On the one hand, this is a game and it should be fun.  But, on the other, we have had some good role playing when they know that they can't fight what is in front of them.  It's like it sets up the diplomacy when it's something that is that tough but otherwise it's a fight!  Maybe that's a good balance?  Not that it can work every time but it's a good place to start?  
  • The players thought they had to enter the portals but that was not my intent at all.  I don't think I made that clear, unfortunately.  I know FR quite well and what I want to do with it, so it's easy for me to set up things like this with the plot cards.  I will have to watch that and be more careful.  
  • The fight with the ettin was tough but I expected it to be a bit tougher.  He hit hard but not enough and so maybe that was the difference.  But I did like how they ran after that fight from the orcs chasing them.  I liked that "reality".  
  • Hellgate Keep was probably wimpy, too wimpy.  It might make them think they can go back and find all of the treasure there!  
  • I added the short digression in the story about Wulgreth to explain a bit of what I was thinking and why the second portal happened.  Again, they were in a very dangerous area and this was how I was representing it.  Not sure if it tracks with "reality" or the truth of the setting but I liked it.  
  • Again, I end on a cliff hanger.  I'm thinking too much about how to start it and keep going back and forth between several ideas.   

 

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