Tuesday, July 28, 2015

Deus Ex Machina


Aramil-Eric
Clarity-Mija
Hesperose- Scott
Kita-Shawn (not present)
Shiffit-clint
Zyva-Ron
   -- Clint currently running the game, and trying to get the party members to think out side of the box about what options lay open to their characters.

The party started the day out wisely, with a good hearty breakfast. They then put there plan to experiment with the spears in to action. Unfortunately Zyva and Aramil chose to try to lower the launch with 4 spears in it to the sea. In the finest D&D tradition, they fumbled. 3 of the cursed spears fell into the sea, and 1 stuck in the launch. When the 3 spears hit the water, a mighty geyser shot fourth, blasting Aramil, Zyva and the launch into the air. Zyva caught flight at the apex of her trajectory. Aramil, lacking wings, made a poor landing in the water and took a fair bit a damage. The launch landed on the Celeste's cabin's roof, and the entire aft section was staved in. Worse than losing the launch a great many spirits were released and started screaming of their; loss, pain, frustration, agony, and indignation. The spirits went streaming through the rigging and creating much havoc on the ship. Whenever a spirit passed though a person, they would have the breath frozen out of them and they would fall down stunned. The party tried to communicate with the spirits, and found that all semblance of intellect had long since left the spirits, leaving only emotion. Much blame was passed back and fourth between Clarity and Yaher. With a little help from Zyva Aramil gets back a board the ship, which is starting to take damage from the Ghosts. The Party appears to be at a loss as to what to do about the spirits. They decide to search the rest of the crates and see if any more cursed spears can be found. They find 6 master work spears that match the 4 they assume (correctly) are cursed. Kita examines the elven markings on the spears and with a healthy Bardic knowledge check learns their history.
Several centuries ago an elven tribe turned against their kin, in an attempt to rule over them. The tribe that tried to subject their kin was known as the Drow tribe. At the start of this war a neighboring elven tribe had its army destroyed. With the civilians unprotected, the Drow marched on the village and at spear point drove the inhabitants over the sea wall to the waves below, and to their DOOM!!! The Drow were eventually defeated, and driven below ground, but the spirits of the murdered elves bound themselves to the devices that drove them to their DOOM!!! And the party discovered that Yaher bought some of these cursed spears, and brought them aboard. When the spears were plunged into the sea, the spirits took unkindly to this repeat of their ill fortune, and are taking vent of their feelings on the only things around, the Celeste and its unsuspecting crew.
With more of the spears found, Hesperose, who people are now calling Captain, uses one of the four ballistas to launch the spear into the ocean. Another geyser springs fourth and more spirits join the chorus of screaming souls around the vessel. The party continues to try to problem solve with the ship slowly starting to come apart around them. Hesperose, in frustration, starts to cock a ballista to chuck another spear into the sea, and Zyva suggests that will only make matters worse.
About 30 black flying shapes are then spotted flying toward the ship, and some of the crew prepares for action. When they get closer Yaher tells the party that they are harbingers, and are not to be trusted. Zyva fires a warning arrow through a wing of one of the harbingers, who turn out to have the body of large vultures and humanoid heads. The harbingers proceed to taut and jeer the crew of the Celeste, which is a unpleasant melody to the screams of the tormented souls. The harbingers then ask that the party give the cursed spears to them. The crew then does a quick, 'you give them the spears, No you you do it, I don't want to you do it, Oh no you had the spears last you do it...' The party, en masse, (correctly) assumes that the harbingers are up to no good and that they should not give them the spears, but give them one anyway. (which deeply puzzles the DM). One of the harbingers then takes the spear and quickly flies away. The murder of harbingers continues to badger the party for the rest of the spears. The newly dubbed Captain, Hesperose, then takes the rest of the spears and dumps them overboard. Another geyser bursts fourth, the number of spirits tearing through the ship increase, and the harbingers take wing laughing hysterically, knowing that the crew of the Celeste is now deeply screwed, having lost the focal point/ foci, for dealing with the spirits.
The Celeste, a coastal sea vessel with no business out in these waters, starts to list and buck. With her ships timbers groaning, Clarity calls out to one of the goddesses of the sea. Clarity, curiously calls out to Umberly, who is NOT, really NOT known for mercy; more known for vengeance. Strangely though the ship starts to calm. Seeing their first positive response to their actions since breakfast, Aramil and Clarity call out to Corleone Lothlorien, the god of the elves[Family takes care of Family] for mercy. An Avatar of Corleone Lothlorien descends on the ship, calming the spirits. The Avatar more fully explains the situation they are in, stating that the spirits must be calmed, and balance restored. They party then agrees to pledge to help right the wrong that these spirits have suffered. The Avatar snaps its fingers and a very disgruntled creature appears. Half quatzequatel and half elven, and all sorts of pissed off. He gives vent to his anger about not being at the beck and call of the Avatar, which he clearly is. The half quatzequatel and half elven creature hears the pledge of the party and says, “it will be good to hold you souls by this string”, and -bamph- disappears. The Avatar warns the party to not break a pledge give in front of 'The Verdant One' and fades away. The party members, and Yaher notice that they have green check marks on their cheeks. The party laments their “lamest gang sign ever”, and Yaher yells at the now departed Avatar, that he is not with this these other idiots.

                --The Pledge--
“We pledge to protect those who are good, and who can not protect themselves from harm until we have saved from harm as many as there are spirits haunting this boat.”

Monday, July 13, 2015

sit right back and you will hear a tail




Aramil- Eric(not present so Aramil spent a lot of time in his bunk...strange for an elf)
Clarity-Mija

Hesperose- Scott
Kita-Shawn
Shiffit-clint
Zyva-Ron
   -- Clint currently running the game.  –

The games started out with a dramatic reading of the blog, to refresh memories as to what happened 2 weeks ago. When Scott gets to the part about 'the tid bit not get passed along', Mija looks up and says, 'wait, what did I miss'.

With Hesperose at the wheel the sailing was going smoothly. Yaher was beside Hesperose, pointing the way to their port of call. With lots of idle time, Hesperose attempted to pump Yaher for information about' what was in the hold, where exactly were they going, what kind of island were they going to, what were the dangers in these waters, what happened to his last ship, what other ports were around, what happened to his past ship and crew.... Yaher appears fourth coming about most items except is steadfastly obtuse about locations. Zyva casts detect thoughts, and Clarity senses motive. Zyva gets that Yaher misses his ship (lost at sea) and is feeling loss at his crew being left behind (some left on the island, where others were bobbing along not so nicely on the sea). Clarity is unable to get any real sense of what this little man is all about, not being able to get past his smiling cheeriness.
Hesperose decides that he wants to look in the crates, he ties off the wheel and Hesperose, Zyva, Clarity, and Yaher head down to the hold. Apparently the fates are involved, as the crate they choose to open is the one that Clarity is hearing the muffled screaming of children from. With the lid off, the screams are no longer muffled. Clarity has been hiding in the back, shying away from the presumed horror. With the lid off and Hesperose and Yaher examining the long spear, handing them back and fourth; Clarity's curiosity over comes her fear and she reaches for the spear. Upon touching it, she is thrown backwards, landing on her backside stunned. Zyva and Hesperose are quite alarmed, Yaher looks at Clarity in puzzlement. Zyva casts detect evil, and sees a miasma of evil hanging in the room. She quickly helps Clarity up and they head above deck. Hesperose demands an explanation of what just happened of Yaher. Yaher fobs it off on the dramatics of flim-flam artists like oracles and palm-readers. Hesperose throughly examines the spears and finds out, yep they're spears.
Up on deck Zyva and Clarity confab with Kita and a plan is hatched. When Hesperose and Yaher come up from the hold Zyva easily distracts Yaher, and Kita and Clarity go below to examine the goods with their owner not around. When back on deck Hesperose notices that the winds effecting the ship seem to be slightly less powerful than their surroundings (a really good roll). After distracting Yaher, Zyva is flying about the ship, looking for anything out of place. She also notices that the winds about the ship lessen about 50-80' out (another really good roll). Zyva then turns inviable and flies below decks to see what Kita and Clarity are up to. She sees Kita handling the spears, but when Clarity handles a spear she is blown on to her six. Clarity asks Kita to remind her not to do that again, and promptly handles another spear, this time with no apparent effect. But the third spear she touches, sends her tukus over tea kettle. Kita notices that the two spears that effected Clarity are both master work quality, and pulls out a dagger to scratch the butts of the spears, to mark them for future reference. With the first scratch Clarity goes down, like a marionette with the strings cut. Zyva undetected by the others (still inviable and moving silently), states that something really needs to be done about this.
Further secret confabbing goes on and new schemes are thought up. With the sun going down the winds die away completely. After a big supper Zyva lures Yaher into the launch. Once a bit away from the ship, Yaher asks Zyva if she is going to, fish or keep cutting bait. Zyva laughs a flies back to the boat. Yaher laughs back at Zyva and starts to make his way back to the ship. With Yaher in a disadvantaged position, Hesperose demands information about the spears and what does he know about this curse that is slowing their progress. Yaher continues to maintain that everything his is doing is above board and that any so called curse is just the non-sense of the fortune telling flim-flam artist. But he does agree to let the party do some simple tests, like put the 'so called' cursed spears in the launch away from the ship to see if that changes the wind. He also staunchly defends his rights to his cargo, and suggests that Hesperose's reputation is at stake in these dealings. Zyva flying inviable behind Yaher, not so subtly suggests that Yaher also disclose the information about locations; their destination and other ports about. Yaher spits back that he knows that with out him guiding the ship, the crew of the Celeste would be in dire straights, and that he knows it is very much in his best interest to keep it that way; as a unscrupulous crew might decide to steal his cargo, his jewels and send him to sleep with the fishes. Hesperose makes sure that Yaher is agreeable to the experiments on his cargo and lets him back on board.
Yaher pretends to not notice the veiled threats and turns in for the night, as does most of the crew. During the third watch, everyone is awaken by a jolting of the ship. Everyone scampers topside, and are unable to find any apparent cause. Clarity express that they must lift the curse that now resides on the Celeste, Yaher suggests, with a yawn, that there is a whale with a new lump on his head.

Wednesday, June 24, 2015

A new Journey


Aramil- Eric
Clarity-Mija

Hesperose-Scott (not present, so being run by clint)
Kita-Shawn
Shiffit-clint
Zyva-Ron
   -- Clint currently running the game.  --

A New Journey (the proper title would give to much away)

Clarity wastes no time in befriending team Shiffit on board the 'Celeste', she also warns the party that “DOOM!!” awaits them on this island and that they should leave with all haste. Hesperose states that he very recently came close to death from thirst and starvation and that they must provision the ship before undertaking any voyage. Clarity explains that they gods are not always clear with her, and that there may be time to provision the ship in the town where the tournament took place but that they should not linger in this harbor. A plan is put into action, Clarity carefully surveys the waterfront and says that she must go below decks to meditate, and Hesperose cordially shows her a cabin.
     Hesperose is a satisfactory sailor, but the rest of the crew is just this side of hopeless. Only due to they kindness of the wind, and at the slight cost of some rope, the untrained crew get the Celeste out to sea. the voyage around the peninsula to the tournament city is blessedly uneventful. The party realizes that the weather is due to change in roughly 11 days, and that a safe harbor needs to be reached before the seas are to dangerous to be upon. The party wastes no time getting provisions for the voyage and themselves, with little discussion they set off on their shopping, leaving Shiffit and Clarity on board. Shiffit and Clarity spend the time discussing the value of friendship.
    Kita is shocked to discover what shop keeps are asking for a spy glass.  In an antique store, He deftly redirects the shop keeper toward the musical instruments when the telescope receives his five feathered discount. The shopkeeper notices that spyglass is missing from its shelf and signals the city guard, delaying Kita by pontificating on the provenance of the various musical instruments. When the guards arrive, in force, it is only their desire to not tarnish the image of  “The Games” that keeps Kita out of irons. With his welcome used up, and under close supervision, Kita makes his way back to the Celeste, stopping off to buy an eye patch, made of squid hide.
     The shoppers return to the ship and are chatting on deck when Hesperose returns with a very short and stout man. The halfling deftly strides up the gangplank and is introduced to the crew. Hesperose explains that Yaher has assumed the debt of the Celeste's repairs, and will forgive the debt after this single cargo run. 82 stevedores are making quick work loading the 20 crates aboard, and Hesperose supervises the stowing of the load. Hesperose knows that the cargo run involves; delivering these 20 crates for another load of cargo, which they will then take to the final destination, but in the haste to cast off this tidbit of datum does not get passed along. Aramil and Clarity are suspicious that so much debt could be offset with a single cargo run, but keep their cards close and don't share their suspicions. 
    Upon asking, Yaher says that the crates contain weapons, mostly long spears. Clarity listens to the crates as they are being carried past, and hears the screaming of a small child. With some subtle gestures, from Clarity, Zyva starts to flirt rapaciously with Yaher, asking about his bold displays of wealth about his person. Yaher is more than happy to prattle on about his ostentatious jewelry, helping Zyva get a more accurate appraisal of its worth, between 4k-6k in gold pieces. With Yaher's attention fixed upon Zyva,  Aramil and Clarity sneak into the hold and listen carefully and knock on some crates. Clarity continues to hear the screams of a child. She asks Aramil what he hears and he says that he hears nothing. They do not open any of the crates and Clarity explains that sometimes her actions will not make since to others.
     The crew struggles with the sweeps to get the boat launched that very evening, choosiness not to waste anytime, knowing that time is pressing hard against them.




Wednesday, June 17, 2015

Side post

Welcome travelers,

Some things to know about these seas is that these islands loosely are based around the islands of southern Greece.






















Hesperose came from the island of Karpothos (Carpathos) and the city he hailed from was also called Karpothos (Poseidium).  The kingdom of Madea where the tournament took place is on Crete where Phaestus is located.  The Oracle of Premulus is located on the same island where Cydonia is located.

Hesperose has only knowledge of lands to the east such as Rhodes and Cos and has no knowledge of these other lands.

This is the beginning idea for a map and new game masters may drastically alter the map.

Further, I've begun with the calendar based on the Sicilian Hellenistic calendar:
  • Thesmophorios (~October)
  • Dalios
  • -
  • Agrianios
  • -
  • Theudasios
  • Artamitios
  • -
  • Badromios
  • Hyacinthios
  • Carneios
  • Panamos
These are not necessarily months of a year but rather periods of traumatic times during the year.  Panamos is marked by strong storms and angry seas and usually lasts about two weeks.  Then, for a few weeks calm weather is the norm until the Thesmophorios begins, when another calamity takes place.  Shipping, trade, exploration and war usually takes place during these epic event periods.  What causes these events to happen is unknown.  Some say the the gods are fighting, other say great beasts are the cause.  Yet others believe there is a rip in reality under the seas and chaos spews forth like geisers when the pressure has grown too strong.  Whatever the reason, the islanders judge time by when it's safe to travel by sea and when it's time to hunker down and take shelter when the world becomes cranky.

Coins, coins, coins.  Different kingdoms only allow certain coins to be used as money.  You have a could stash of gold coins but if they do not have the right heads and tails upon them, they may be denied, considered contra-ban or even a reason for imprisonment.  The practice of melting coins is greatly frowned up.  Changing and sculpting metal is often left up to guilds and special practitioners.  One may melt a lump of silver and make a cup but appraisers may discover this fraud and contact the authorities.  It has also been said the coins from one island and taken to another island bestow curses upon the owner.  But these may just be rumors.

This world is old, but new to our characters.  The ideas of this post are not to be considered as a framework but as the beginning pieces to an expanding universe.  Where one game master adds a kingdom, another may introduce an invading force.  Where another game master adds a dragon which is mighty and rare, yet another game master will have a realm where dragons are constantly used as domestic forms or transportation.  The world may change in confusing ways but the main constant are the characters in the story.  Some spells will change depending on the game master's whim.  AKA the great emanation/burst debate.  :)

Game masters will hopefully announce limitations, exceptions and alterations to canon rules.  I, for instance, give out re-roll rewards, exact attack rolls to AC do half damage, bless is a burst effect that lingers when characters are out of range from the caster and allow 3 critical checks to be an instant kill/KO.

So with this I give some overview of the world that I have started and some inclination of how things work.  Clint, the next grand poobah for the game, may turn everything upon its head and have a new calendar system, a new way the money works and may (gasp) change the bless spell to be a moving emanation spell.  With this, I hope, everyone playing easily bends to the direction the wind is blowing and will refuse to break.  Even if one becomes quite despondent, please be patient.  Here in Shiffit's world the winds will change... but still be right in your face.  :D

It's not about the world we're creating, it's about the characters and a series of stories.  The over-arching world is going to have a lot of inconsistencies but for the most part we should be able to say, "Remember that one time when..."

~SCI


Thursday, June 11, 2015

Bait and switch


Shiffit (war-forged) - played by Clint
Zyva (gold-dragon-pixie) - played by Ron
Glauca (old man wizard) - played by Maija
Hesperose (human mariner) - played by Scott
Aramil (elven wizard) - played by Committee
Kita (kenku) - played by Committee

With the barbarian half-orc retired, the fight continues.  Zyva lays down a patch of entangling vines and bushes only to find the barriers in the arena impede the spell to some extent.  The druid spots the pixie in flight and illuminates her with fairy fire causing the once invisible Zyva to glow in a pale violet outline.  The ranger quickly loosens an arrow and the sorcerer sends magic arrows that plunge into Zyva.  She reluctantly flies closer to her enemy and lets loose a cone of fiery breath upon two of them.  The cleric swings a morning star toward the now very close pixie but misses, leaving the weapon impaled into a wall.  The ranger however uses expert marksmanship and fells the tiny fey.  Seeing the pixie is close to death, the enemy cleric lays a hand upon Zyva and helps her heal from the brink of emptiness.

Elsewhere, after Hesperose gets some healing from Shiffit, he hears the cry of Zyva's fall and heads out into the fray yet again.  Hesperose makes it to the edge of the entangled field where he takes an arrow from the ranger to the head and goes down to a knee.  After some self-inspection and finding himself alone on the battlefield, he retires.  

Then the enemy wizard, who has been invisible, reveals herself as she sends a blast of fire at Shiffit but misses.  A line of fire now burns behind the hulking construct.  Shiffit is angered by the damage to the grass and charges the wizard.  Shiffit attempts to grapple the wizard but misses.  The druid appears from the brush and casts an entangling field of her own catching both the Shiffit team wizards.  The enemy wizard and the druid then retreat back into the dense foliage.  Shiffit undauntedly chases the team members.  The wizard casts a blast of magic projectiles into Shiffit but he continues his charge.  Raising his scimitar, the war forged demands the wizard retire, which she does fearing that the weight of the mighty behemoth would easily crush her.

The sorcerer has made her way to the far hill from the rest of the battle and spies the wizards.  Aramil loosens many arrows at the shifty sorcerer but a magic barrier seems to cause the bolts to miss their target.  The sorcerer unleashes bolts of arcana of her own that strike Glauca.  Finding himself rather defenseless, entangled and without a brute meatshield available, Glauca resigns from the game.  However, he is rooted to the ground and cannot leave the field.  The crowd boos the old man.

The sorcerer now turns her attention to Aramil and loosens yet more streaks of magical might.  Aramil is hit hard but refuses to yield.  The sorcerer continues to loosen magic arrows that unerringly strike Aramil bringing him to near death.  With great reluctance and great effort, Aramil holds up a hand in submission.

Kita has been pelting arrows at the druid to little effect until he accidentally breaks the string of his bow.  Shiffit emerges from the brush and makes an intimidating request that the druid submit or face the wrath of nature.  The druid takes note of the balancing of nature, taking place and knows she is on the dipping end of the scales, lays down in retirement.

While this is taking place, the crowd begin to boo the enemy cleric and ranger who have yet to advance from their perch for some time.  The king motions to a couple of guards and they encourage the combatants to engage the enemy with two well placed arrows.  The ranger takes a brutal shot the back of her neck and retires out of anger.  She expertly took out two members of team Shiffit yet the crowd turned against her?  She did not think this was fair and storms out of the competition.  The cleric also seems annoyed and finds her only route into the fray would be a long flanking motion around the far side of the arena.  Zyva's entangling field has really split Team One's cohesiveness.

The sorcerer seeing no enemy in sight slowly makes her way around the arena.  Eventually the enemy cleric and the sorcerer find each other but do not know the whereabouts of their ally wizard or the druid.  Shiffit unleashes yet another field of entanglement (a third in the arena) catching the cleric and the shifty one.  After a couple well places spheres of fire the final two Team One members are forced to acquiesce.

The crowd erupts in cheers and the king's guards bring all of Team Shiffit to the king's box and he introduces them all.  Great sounds of acclaim are made for each name, less so for Glauca, and the king doles out the rewards to the characters.  Each receives a thick gold coin with a leaf on one side and an image of an eye on the other.  They are told to go to the temple of Premulus and give the tributes to the Oracle of Premulus.  Great festivals and parties take place.  Team Shiffit and Team One agree to break bread together and talk about their experiences in the tournament.  One unfortunate member has to sit next to Glauca and gets grappled.

Shiffit asks Hesperose if he can find some way to gain help in repairing his vessel.  Hesperose rolls a natural 20 and the town of Madea rolls out the red carpet. A handsome loan is offered by the bank and a crowd of elves donate their trade in repairing the Celeste.  In no time (a week) the ship is in tip top shape and the team heads toward the port city of Premulus.  The weather is very agreeable and even seems to assist in the quick trip to the city.

They dock the ship and make their way up to the temple which is found at the top of a rocky hill overlooking the city.  As the team ascends the carved stairs, they see pilgrims ritualistically making their way up and guards in white cloaks with golden spears.  They reach the entrance of the temple, display their tribute and are brought into the foyer.  Eventually they are brought further into the great hall where the team is allowed through a door to visit the Oracle, one at a time.  Hesperose enters first.  After a few minutes, he comes back through a door escorted by two guards.  As he walks past the party Shiffit wants to intervene and stop Hesperose.  However, Shiffit notices Hesperose slightly nod and motion not to interfere.  Eventually, each team member enters the well guarded chamber and has a discussion with the Oracle and then they individually make their way back to the boat (except Glauca).

After some confusion and somewhat dismayed by their audience with the Oracle, Shiffit notices an out of place figure making its way to the Celeste.  At first thinking it is Glauca, he quickly determines it is actually the Oracle herself and helps her board the boat.  They ask where Glauca is and she replies, "His future takes him elsewhere, for now."


Enter Clarity, the Oracle of Premulus, played by Maija.

Thursday, May 28, 2015

The fight to not lose

Shiffit (war-forged) - played by Clint
Zyva (gold-dragon-pixie) - played by Ron
Glauca (old man wizard) - played by Maija
Hesperose (human mariner) - played by Scott
Aramil (elven wizard) - played by Eric
Kita (kenku) - played by Committee

After the Elven council made their decision Shiffit approaches Team One.  They consist of two human females, one seems a follower of divinity and the other rather shifty, literally, with a weasel about her neck.  There are three elven maidens, one with a quaterstaff, one with flowing robes and one cloaked along with a longbow.  Finally, there is a female half-orc, big, strong with a huge scythe in her hands.

Shiffit awkwardly approaches the human cleric and offers a handshake.  The cleric seems wary and asks where Shiffit comes from.  At this point, Glaucus begins to check the female team out and makes a few derogatory comments.  He flirts with the wood elf which seems to upset the half-orc.  "She's mine!" she yells into his face.  The cleric tells her team to leave.  Shiffit seems dejected in his offer to be friends.  He wanted to agree on some niceties and sportsmanship.  Team One doesn't trust Team Shiffit and they think Team Shiffit are trying to get them to pull their punches.  Team One wants to win the tournament the way they want to, with full effort. 

Team Shiffit spends the rest of the night learning the rules, talking about caviar, throwing Glaucus into the water, talking about what spells everyone can cast and the like.  Glaucus describes his unseen servant and Hesperose takes offense.  "I'm right here!" and then leaves the room.  Glaucus also calls Shiffit a metal head, Zyva tries to intercede but Shiffit point out that his head is in fact metal. 

Heralds come and go to the Celeste, bringing reminders and answering questions.  The team is allowed to practice in the Arena and to get a feel for the landscape.  They learn the odds around town have Team One as favorites, 5-1.  They also learn about the history of Team One.

Eventually the final day arrives.  The team is instructed to line up at one of the entrances and when the music stops, the King of Madea will make a speech and the Queen will then drop her neckerchief symbolizing the beginning of the final round of the tournament.  The music stops, the King begins his speech and Zyva begins casting spells, as does Shiffit.  Some of the crowd notice this and begin booing.

The garment hits the ground and the crowd cheers!  Zyva has turned invisible and creates a clone image of herself.  She moves the illusion forward and then mimics a mirror image spell so there are now six Zyvas flying to the center of the Arena.  Hesperose begins his slow advancement.  Kita begins to sing.  Shiffit settles into a pool of water.  Aramil sends forth a dire wolf to take down the shifty human.  Glaucus directs the team from behind.

Two arrows plunge into wolf but it continues to advance.  The shifty human takes refuge behind the half-orc.  The rest of Team One disappear behind the dense foliage in the Arena.  The wolf runs past the half-orc, who misses with a slice from her scythe, and bites the shifty human and successfully trips her to the ground.  The half-orc composes herself and swings again, splitting the wolf in two.  Zyva's illusion expands into the horde of Zyvas summoning another wolf.  Glaucus summons a real wolf and sends it forward, also after the shifty human.  Two more arrows plunge into the second wolf.  Before it can reach its target the half-orc again splits this wolf into two.  (Natural 20's on both beasts)

Aramil sees the half-orc and expertly places an arrow in her neck.  This really seems to upset the half-orc.  She probably thinks all humans look the same and so this wizard is Glaucus, who she already hates.  She begins a bee-line to Aramil, ignoring Zyva's horde.  Hesperose attempts to block her path, taking arrows from the enemy archer and magic missiles from the shifty human.  Enough that he contemplates retiring early.  Aramil supports Hesperose with some magic missiles of his own and damages the half-orc.  This act reinforces Hesperose's resolve and he continues on.  He gets two passing blows as the half-orc trudges toward Aramil and she begins to bleed profusely.  Shiffit then castes a spell that begins to heat the half-orc armor.  Taking all things in, the half-orc realizes her dire situation among the enemy with no allies to cure her mounting wounds, and holds up a hand in submission.  She begins to walk off the battle field but not before Glaucus can get a couple zingers in.  Kita picks up on the insult and begins to sing, "Half-orcs are easy, Half-orcs are easy.  If you ever need some pleasy pleasy, remember, Half-orcs are easy."

Mumbles can be heard throughout the Arena.  Many are surprised the barbarian is out of the fight already.  One can hear the odds makers call out the new odds, Team One, 4-1.

(To be continued)

Monday, May 11, 2015

The second challenge, Can you succeed in a game without dice?

Shiffit (war-forged) - played by Clint
Zyva (gold-dragon-pixie) - played by Ron
Glauca (old man wizard) - played by Maija
Hesperose (human mariner) - played by Scott
Aramil (elven wizard) - played by Eric
Kita (kenku) - played by Shawn

The team goes back to the Celeste.  Hesperose goes fishing.  Glaucus joins him.  Zyva, Aramil and Shiffit go back to town the next day to learn about the second round of the invitational.  They get some advice and blow it off.  :)

Not much happens until the tournament.  Shiffit fails a climb check (another natural 1), which is the highlight of the training period.

The team arrives at an empty stadium and they enter.  They are instructed to go to a tent at the center of the arena and await their turn to be judged.  They see a team exit the tent bickering at one another with criticisms.

When they go in the tent they find a circle of elves including the King.  They are then asked to choose two members to perform the first task.  Kita and Zyva bravely volunteer.  They are seated back to back and Zyva is told to describe three shapes to Kita who then attempts to draw the figures.  One turns out pretty well.  (This challenge was to test team communication.)

The team is then asked to describe the vision of a successful group.  Somehow the vision statement revolves around taking orders from Glaucus.  (This challenge was to test team unity in achieving goals.)

The next phase of the challenge involves a hypothetical situation where the team must choose who would live or die in a drastic situation and then decide the importance of the survivors.  The team mostly chose the survivors using moral judgements of good "people" and even allowed a wealthy merchant to live after negotiations and compromise within the group.  (This challenge was to test the heart of the team and their values.)

The team is the put in a zone of truth and draws cards.  Each card requires the team to describe moments in a character's past.  The team has yet to really learn about one another so the answers were mostly guess work.  (This challenge was to test team intimacy.)

Finally, each team member was asked to act out their favorite animal.  Shiffit played a keen role in identifying animals, except for animals that he has recently summoned.  Nonetheless, the team flew through this challenge like an African swallow through European swallow airspace.  Or something else that was fast and unimpeded.  (This was to test how well the team members are willing to go out of their way to succeed in a group effort.  "Would you die for one another... even if it's dying from embarrassment?")  The team was then asked to leave.

The council of elves then exited the tent and announced to all the teams which team won each round of team challenges.  Team One and Team Shiffit each won two of the challenges in the council's eyes and they will advance to the final round which involves combat.

Rules: Players on each team can choose when to retire from the battle.  Combatants may not attack a player who has retired.  Elven clerics will heal the retired combatants but they will not resurrect players from the dead unless cheating is involved.  All combatants must stay inside the arena.  If a team loses all team members to death or retirement, that team loses the battle.  The team that doesn't lose, wins!

Team One consists of  a human cleric, a wood elf ranger, a high elf wizard and a half-orc barbarian, an elven druid and a shape shifting sorcerer.