In Edarnia, my home-brew setting, weather doesn't depend on climate patterns in the same way as it does in real-life. Instead, on Edarnia, weather exists at the whim of the Gods. So, the weather experienced in any given geographical area is entirely dependent on which pantheon is worshipped locally, and on that pantheon's relationships with other pantheons that might influence the local weather.
Take the Protectorate of Zama, for example. Here, the Pantheon of the Sun (the Phoenician Pantheon)is worshiped by the vast majority of the inhabitants. As one might expect, this results in warm, sunny days and (because the Pantheon of the Sun also has purview over the moon and stars) warm, clear nights. Because the Pantheon of the Sun has fairly warm relations with the Pantheon of the Earth, the soil is healthy and experiences a long growing seasons. Three to four crops a year are common, but crop growth is also dependent on the Pantheon of the Suns' somewhat difficult relationship with the Pantheon of the Sky (also known as the Pantheon of Storms). Thus, when it does rain, the rain often comes accompanied by high winds and can damage crops as much as nourish them. Thus, the Protectorate of Zama does all it can to keep on good terms with the Pantheon of Rivers, which provides a steady source of clean water to irrigate Zama's crops.
In a similar vein, the lands under the reign of the Pantheon of Storms are dark, cold and often windy. Due to the difficult relationship with the Pantheon of the Sun, the lands see very little direct sunlight through the omnipresent cloud cover. And due to the outright hostility the Pantheon of the Earth bears the Pantheon of Storms (due to the rape of an earth goddess by a god of the skies), the soil is extremely poor. Thus, the population in these lands is dependent on the seas for raiding, fishing and trade - and the violent Storm Gods have assured themselves of the cooperation of the Pantheon of Seas by the simple expedient of having taken one of their number hostage.
Under the Earth, in the lands between the surface and hell, the Pantheon of Darkness alone holds sway. Thus, there is no sun and little breeze, for the one thing the Gods of the Sky and the Sun can always agree upon is that the Pantheon of Darkness is their greatest foe. That being said, the Pantheons of Water and Sea have no quarrel with the Pantheon of Darkness, and so both fresh and salt water can be found in the Underearth. Moreover, the neutrality of the Mycenean Pantheon, the Pantheon of Fire, (who reside under a mountain themselves, after all) ensures the Underearth remains warm. This combination of water and heat allows some plants to grow and fish and other animal life to prosper in small number.
Finally, the lands of the Imperium are bleak and barren. The humans who reside their have turned their backs on the gods to traffic with demons and devils. Thus, the temperature is always either too cold or two warm, the lighting is always dull and grey, water is brackish, there is very little direct sunlight and it almost never rains. Thus the humans of the Imperium ever see to expand their lands by conquest and enslavement and rely entirely on conquest, trade and tribute in order to feed themselves.
Showing posts with label Old School. Show all posts
Showing posts with label Old School. Show all posts
Tuesday, 25 November 2014
Saturday, 9 June 2012
OSRIC: Religion, Morality and Alignment
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Anyway, one of the (slightly) different things about this campaign is the way I'm treating alignment. Rather than doing away with the concept altogether, except for extremes of good and evil (as I often do) alignment with be replaced by moral codes and religions. This is still a work in progress at the moment, but the options at present are:
Religious Alignment Choices:
- Medieval Catholicism
- Medieval Islam
- Medieval Druidism/Paganism
- Medieval Judaism
- Medieval Orthodox
- Servant of the Dark One (NPC Only)
So, these five choices aren't quite the straight-jacket they might first appear to be.
Then we have the (sometimes) more restrictive, properly fixed moral codes:
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Rashi, perhaps the best known medieval Rabbi and Scholar |
Moral Alignment Choices:
- Athiest/Agnostic
- Chivalric Code
- Humanist
- Irreligious
- Secular Devotion
Lastly, we have Secular Devotion, which implies an utter adherence to an NPC secular authority such as the King, a Duke or Earl or even simply a friend or loved one. The limitation here is that the character won't do anything to act against the interests of the object of his devotion, but at the same time the character would be reluctant to disobey any instructions from this same NPC, regardless of how abhorrent. Most of the lower-end bad-guy NPC's in this game will have this alignment, which is very similar to lawful neutral in many respects.
Finally, we have good and evil
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Salahadin: A great example for Islamic Paladin characters |
Good and Evil:
Good and Evil, Law and Chaos no longer exist in an alignment sense, but they do still have a place in the game world. Generally, for a creature of being to be affected by such as a spell, they must have a history of routinely acting in a certain way. For example, angels and demons are always affected by spells that affect good and evil creatures respectively. A knightly character who consistently acts to uphold the law and maintain stability in the land (regardless of his actual alignment) would be affected by spells such as Protection from Law. A robber-knight on the other hand (or one notorious for changing sides during the Wars) would be affected by Protection from Chaos and so on.
Alignment and Clerics:
Clerics, strictly speaking, can be of any alignment, not just the alignment of their religion. However, if they wish to retain their spell casting abilities, they had better ensure that their actions remain consistent with the tenants of the religion they represent. Thus, a Catholic cleric might have the Secular Devotion alignment, and be devoted to the service of his brother, an NPC Lord. He might politic and preach on his brothers behalf without effect, but if he arranges the assassination of his brother's enemies, he can kiss those clerical abilities of his good-bye.This helps to explain why so many priests in the historical time period (and setting) can act contrary to the interests of their religion and still remain priests. In a gaming sense, the ones that manage to obey the tenants of their religion can perform minor miracles. The ones who betray their religious beliefs in favour of more secular or personal concerns, lose their powers. Often very early in their clerical careers. The few who manage to exist in the secular world and remain true to their faith are essentially minor miracle workers, moving to become widely recognised as living saints (or prophets) at higher levels.
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Pope John XXIII. A fine example of a priest who most definitely would have lost his cleric powers in this setting. |
Monday, 23 January 2012
Session X: The Demon King of Thyatis part I
The Party:
Ailil Shadowdancer. Elf Male Assassin 2/Illusionist 1. Played by Rhidh
Alexis Human Male Fighter 1. Played by Larraitz
Andros: Human Female Fighter 2. Played by Aimee
Boagris: Human Male Fighter 2. Played by Silv.
Bombata: Human Male NPC.
Euthalia: Human Female Cleric 2. Played by Caroline.
Kallias: Human Male Cleric 1. Played by Elle
Ki Oman: Human Male Dual-Classed Assassin 1/Bard 2. Played by Ali
Merithena: Human Female NPC
Thanatos: Human Female Assassin 2. Played by Fiona
Thera: Human Female Paladin 1. Played by Niall
Thot: Half Elf Male Cleric 1/Magic User 1. Spare Character
Xenos: Human Male Fighter 2/Magic-User 1. Played by Leoni
Missing/Unaccounted For:
Anitpater: Human Male Ship's Master NPC
Kallisto: Human Female Fighter 1. Played by Jackie
Minerva: Human Female 0 lvl Priestess/Royalty. NPC
Peliakos: Human Male Fighter 1. Played by Coakley
Sparious: Human Male Fighter 1. Spare Character.
Day 13:
Morning dawns dull and overcast after an eventful night. Still tired and weary from their travails over the last two weeks, the Stranded begin clearing their campsite. It's not long, however, before a not-too distant roar startles the sleepy companions to wakefulness. Quickly, Alexis helps Thoht and Merithena drag themselves into cover while the rest of the group forms a hasty shield wall. The wait for brief moments while the roaring beast, preceded by a frantic crashing burst into view.
It's a bear, blood-streaked and foaming at the mouth. And it's not alone, behind it come two of the Grey Demon's in hot pursuit.
After a tense, but ultimately successful confrontation the bear and Demons are down- but so are half the party, paralysed by the foul, black, dripping ichor of the Grey Demon's claws. They are merely incapacitated however, not dead. Though, once again, the same can be said for the Grey Demons. Though one lies headless, it's mouth keeps snapping in a silent snarl at the companions while it's body attempts to crawl over to it's head. The other keeps thrashing beneath Shadowdancer's spear, going still for one moment, only to thrash again until the elf twists his spear in the beast's heart once more.
Reluctantly, the companions (at least, those that can still speak) agree there is nothing else for it. They'll have to light a fire and burn the foul things, knowing full well that the smoke will be seen from the city.
Merithena scampers forward, only now "remembering" a few things the party should really know about life in the city. Firstly, she explains that women may only speak when first spoken too by a man and that failure to follow this rule will result in being brutally whipped. She also explains that while it is not, strictly speaking, illegal to follow "foreign Gods" in Thyatis, any act of open worship or preaching is punishable by death. That includes openly wearing holy symbols. For obvious reasons, Euthalia the Priestess of Haestia and Thera, Paladin of Meerax, are doubly displeased. Kallios is not overly pleased either, but hides his holy symbol without protest. Thanatos simply mocks the other women and adopts her male guise. Andros, on the other hand, fumes quietly.
Finally, the Thyatian girl turned to Thanatos and insisted -no, demanded- that the red headed women go by another name. She refused to say more on the matter, but relented only when Thantos and the others agreed that she would go by the name Sparious for the time being.
Finally, the Thyatian girl turned to Thanatos and insisted -no, demanded- that the red headed women go by another name. She refused to say more on the matter, but relented only when Thantos and the others agreed that she would go by the name Sparious for the time being.
By the time the last of the paralysed Stranded begin to flex blood back into weary, numbed muscles, the party scouts report the approach of a patrol. Once again a shield wall is formed, though with spears held in marching order rather than set to receive a charge. A few moments later, a party of around a dozen armed men, of various ethnicitys, step from the woods. All wear identical armour of studded black leather and carry sword and spear. About half carry bows. All wear the same enclosing helmet of black iron - two small horns protruding like a Bull's from either side.
Negotiations prove tense, and only grow tenser for a brief moment when Ki Oman gestures for Merithena to step forward from behind the shield wall. Given the girls bedraggled appearance and recent wounds, it's no wonder the sight raises the ire of the guards. Fortunately, Merithena is able to calm things down by explaining that these outsiders rescued her from captivity. The guard leader, a man named Vragg, rudely demands to know the fate of Bombatta. To the relief of all, the girl affirms that he was killed in the ambush along with the rest of her guards.
Once again, despite being a princess, Merithena shows no surprise at the rude way in which she is both treated and spoken too by a lowly guard. As the party forms up, interspersed among the Thyatian's, one whispers to Boagris:
"By the Skull God man, why do you actually allow your women to cover their breasts. It's indecent. And the armour...."
Before Boagris can answer, a nearby Shadowdancer (once again wearing his full face veil) intervenes, demanding to know why the man thinks how the party members treat their "property" is any of his business?
The guards bows his head and apologises for his rudeness. There is no more conversation with the guards for quite some time.
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Thyatian Women |
Clearing the woods, the Stranded realise that Thyatis is not so much ruined as abandoned. The few buildings that still appear inhabited seem to have been rebuilt from rubble. Coming up from the south, they spy a huge temple shaped like the head of a bull, with two "horn-shaped" towers guarding the main entrance and the long, paved promenade leading to the bronze doors on either side of the Temple. Each tower bristles with ballistae and catapults.
Nearing the Temple, they begin to catch their first glimpse of the locals. All the men are armed andarmoured much as their escort. Few seem to be involved in any actual work. Most merely supervise small bands of women collecting fruit and berries. Most of these women are older, past child-bearing age, but few are elderly. All work with their breasts exposed, wearing strange, waist-coat like garments that fasten at the naval. Heads look up as the group passes, but any woman who looks set to follow is soon roared at by a male guard. Some of the men think nothing of watching the group as they pass by, with the female members of the party being afforded the hardest, most hostile stares. More than once they hear the word "whore" muttered by Thyatians as they pass
Continuing on, the Stranded pass a small artificial harbour filled with ships -low, sleek raiders built for speed rather than trade. Some whispered conversation ensues regarding hiring boats as a way of the island -until a quiet voice from the back of the party reminds them all of what the Goddess Meerax revealed to them at the Temple: none of them will be allowed off this island until the guilty have been punished. And yet, some of the party muse, it seems that not everyone on this island has been exiled here. At least, not if the presence of those ships is anything to go by.
For almost a quarter mile past the Temple, there are no more inhabited buildings. The few structures they pass are little more than heaps of stone piled upon stone. Finally, at the end of a long, poorly cobbled road, they find themselves outside huge bronze gates leading to a walled compound. The guards at the door inspect the group closely, but Vragg is able to gain the group entrance with a few guttural words and emphatic finger-pointing at Merithena. Eventually the huge gates swing open.The party is admitted into a large, bustling, clearly thriving town -a town within a greater, ruined town. All activity ceases at once. Every eye turns towards the party, some with curiosity, most -especially those directed at the female characters- with hostility. As Vragg and their escort elbow a path through the throng, the party keep a grip on their weapons.
Every building they pass is clearly designed for defence. Stairs lead to the only entrance. Each roof is flat and crenellated. The paths and alleyways are winding and confusing. There are far less obviously residential buildings present than one would expect for so many people. Merithena whispers that most women reside in the public slave quarters until bought as a wife by a successful raider and that most men of fighting age live in barracks. Only a few of the richest and most successful raiders own their own home, their own slaves and servants. The other men and even most children, save for those born to "free" raiders, live in barracks along the walls. No where, do the Stranded see any sign of craftwork or manufacture. The few homes which seem to serve as shops appear to sell goods from many lands, but no-where does anyone appear to be actually making anything.
At the great, golden gates of a small palace, the group halts beneath two huge, bronze statues of Bull-Headed men. Vragg approaches a senior guard standing by the gates who, after a whispered conversation, directs one of his men to sound a bronze gong.
"Now we wait." mutters Merithena, already pale from her wounds and the heat of the cruel sun climbing towards it's Zenith. All around, men and woman of Thyatis lay down whatever tools or task they work at and gather in the square before the palace gates. Soon, perhaps two or three thousand people - at least two women to every man- have gathered. For many hours the throng continues to wait in stifling heat and humidity while the sun climbs. No-one speaks. Sensing the mood, the party remain silent. It's not hard to tell from even a brief, side-ways glance that these people are scared witless. When Merithena wilts, Thera attempts to steady her, only to have her efforts shaken off. Even so, the sudden movement attracts attention. One or two voices can be heard to whisper the words "weak" or "doomed". These whispers seem only to strengthen the girls resolve until she stands tall once again.
Finally, just as it seems the group can take no more, when the sun has already descended almost half way to the horizon, the great gong booms again and all present -including the Stranded- prostrate themselves accordingly. They hear-but do not see- the great gates swing open. At the third sounding of the gong all stand and face the bull-headed King.
A wizened, wrinkled old man of some ninety years, head bowed by the weight of the great, silver horned helm upon his brow.
"Come," he gestures with one crooked finger to the baffled group below. "Vragg, you and your prisoners may approach."
This? This is the gamed bull-headed king everyone is so afraid of? And yet, Merithena trembles as she leads the group up the granite stairs towards the King and his bodyguard -from fear as much as exhaustion. Wisely, the group elects for caution, allowing the locals to speak first.
Vragg explains how the prisoners had rescued Merithena after her capture and the death of Bombatta. At this, the wizened old king grunts loudly, the somewhat scathing, contemptuous expression he previously wore melting into something altogether more calculating. But only for a moment.
"You. Girl. Look at you! Blood of my blood? Hah! You're pathetic. Weak. Tonight, you'll dance the seven veils for your rescuers. Our guests. And if you fail, you'll die. Take her away!"
From behind the palace doors, a dozen beautiful women of various ages scurry from the cool depths of the palace to usher the stricken Merithena to her rooms. As she is dragged away, she looks pleadingly at Ki Oman and mouths the words, "you promised" before she disappears into the depths of the palace. Even so, no-one fails to note that their status has quickly changed from "prisoners" to "guests".
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Merithena |
As suddenly as he came, the Bull Headed King vanishes back into the Palace. Euthlia glares daggers at Shadowdancer but, on further consideration, decides that the chance to blend in with the local women -and spend some time learning their ways- is worth the trouble of going about half-naked. After all, she remarks, many of Haestia's most sacred rites -including pre-marriage rituals for the bride- require all present to be naked. This, alas, takes some of the wind from Shadowdancer's sails. He'd been quite relishing the thought of causing Euthalia some discomfort.
Ki Oman turns to Vragg and suggests that the group needs some water. The raider agrees readily and leads the group to the well in the Square of Sublime Enjoyment, nearby. They find the well -and what appears to be the local tavern- easily enough. Trying to wind up Euthalia further, Shadowdancer suggests that Euthalia go and bring him an ale. Ki Oman, playing along, instead insists that she go to the well and bring water for the group. Proudly, she almost refuses until a passing, rather drunken raider, remarks in quite a friendly fashion that if Ki Oman can't control his women, he'll be only to happy to oblige by teaching the girl the price of disobedience in Thyatis. He fingers his wickedly hooked scourge somewhat menacingly while he speaks. Ki Oman thanks the Raider but insists that won't be necessary. Euthalia's high spirits are one reason she commands so high a price. Not in the least put out, the raider grunts and moves on.
By this time, Euthalia is already filling the party's water jugs. One of the younger girls sidles up to her and asks, 'Are you an Amazon? Have you been to the hills?" Seeing her confusion, the girl adds, "You and your friends look like Amazons. If you are, please take me with you when you leave." One of the other women, much older and grey-in-the-hair, drags the young one away before she can say anymore. Thoughtfully, Euthalia returns to the group, but on the way back one of the women from the well (no-one spots who) shouts the word "whore" and throws a wet towel at her, striking her squarely on the back of her head. All the raiders present, including Vragg, laugh uproariously. Seeing their credibility in jeopardy, Shadowdancer angrily stalks forward and demands to know who assaulted his property. At this, the raiders stop laughing and the women, huddled in a group, pale visibly. Some even begin to cry. Now that Shadowdancer has made this a matter of law, the jovial atmosphere around the well suddenly grows chill.
A burly, red-bearded raider steps from the shadows around the tap-house. He bellows a demand that the women responsible step forward. When the only response from the women at the well is to huddle closer and cry louder, he angrily reminds them all that the price of disobeying an order from a man is serious indeed. If one (the players did not fail to note that he not ask for the "guilty one") does not step forward all will be punished.
At this, they Grey-Haired women who pulled the young girl away from Euthalia steps forward. It's clear to all that she could not possibly have been the one to throw the towel. Her eyes are completely blind, stark white with cataracts. Other women step forward, wailing, from the group and try to pull her back into the crowd. Yet though the old woman trembles with fear, she takes another quivering step.. In a voice croaking with fear and age, she states "It was me".
Almost before she even closes her mouth, the red-bearded man strikes. The old woman's tongue roils from a spinning head, her decapitated body drops lightly to the sandy soil. Women wail in unearthly misery while the old woman's the eyes continue to blink for a few moments before growing still. Without so much as a grunt, the bearded raider wipes his sword on the old woman's blood-soaked dress, nods companionably at Shadowdancer, announces he needs a piss and wanders back to the tavern.
Vragg comments, "That's how we deal with insolence in Thyatis." He turns to look at the rest of the party, many of whom are glaring at Shadowdancer with undisguised horror or hostility. Vragg nods at Euthalia meaningfully. "Keep a good eye on that one. The women won't seek revenge from her, but a lot of lusty eyes have noticed her now. They like to break a proud one in these parts. Some will try to buy her, but if they can't?", he shrugs, "They'll try to take her by force. You could make a fortune hiring her out now, but if you want to keep her pure for more money, I wouldn't leave her unguarded. We Thyatians steal our wives as often as we buy them."
[A few players -the ones that read my blog regularly- caught on to who the Thyatian's are at this point, but kept stumm to avoid spoiling the surprise].
[A few players -the ones that read my blog regularly- caught on to who the Thyatian's are at this point, but kept stumm to avoid spoiling the surprise].
The stunned party ask about where they can buy equipment. Euthalia stammers for a moment, but manages to ask where she can go in order to dress properly? Vragg glares at her for a moment, and reminds Ki Oman that women should not speak unless addressed but agrees to lead the group to the Public Slave Quarters.
There, Andros and Thera are left behind to keep an Euthalia while the rest of the party goes shopping.
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Euthalia (seated, left) is Pampered in the Public Slave House. |
Inside, the three women discover a veritable paradise to rival the greatest palace or richest temple in Mysos. Dozens of breathtakingly attractive women laze or lie about,playing games, bathing, chatting or dressing one another's hair. Meanwhile, down another corridor, they can hear the distant grunting of men taking advantage of the women's presence. Euthalia is soon shown to a stone bench where gossip-starved women in their droves are only too keen to help her out of her barbaric clothing and pamper her every need. Meanwhile, Thera and Andros, much ignored, walk around quietly, keeping their thoughts to themselves.
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OSRIC
Wednesday, 7 December 2011
Oriental OSRIC PC Race: Hengeyokai
Conversion Notes: Removed alignment restrictions for certain sub-races. Changed the speak with animals ability so that it only works with animals of the same species the Hengeyokai can take the shape of. Allowed Hengeyokai to generate families of their own. Raised racial charisma limit from 17 to 18. While in Hybrid form, the character can no longer use armour, clothing, equipment or other items not specially designed for use in his hybrid form other than weapons. Increased the Drake's Dex modifier to -3 for game balance purposes- Drakes have too many advantages otherwise. Had trouble figuring out why Dog was listed twice on the animal tables (Dog and Raccoon Dog- the "Tanuki" native to Japan). Realized that the "Dog" entry actually referred to Tanuki and inferred that the "Tanuki" entry actually referred to Badgers (as the two terms are sometimes confused).
Hengeyokai Characters:
Hengeyokai is a catch-all term for several shape-changing races found throughout the Oriental D&D setting, often existing on the fringes of human society. They exhibit a natural curiosity that often drives young Hengeyokai to spend several years among human society, learning and experiencing all they can of human society. Their shape-changing ability is entirely a natural feature of their race. Hengeyokai are not lycanthropes in the sense that their shape-changing condition is caused by a disease or racial curse. Their activity is not dependent on lunar phases. They cannot heal wounds by shifting between forms. They cannot transmit their shape-changing ability in any way except to pass the condition on to their children. Nor are they especially vulnerable to silver or magical weapons - at least, no more so than any human.
Hengeyokai belong to any one of a number of sub-species and may often be confused for shape-changing spirits such as the evil Hu Hsien. Consequently, several species of Hengeyokai (fox and rat Hengeyokai in particular) are intensely distruted by humans unable to distinguish them from similar shape-changing spirts. They are frequently attacked on-sight by humans once their dual nature has been revealed. Others, such as the Tanuki (Racoon-Dog) Hengeyokai are often mistaken for spirits of a more mischevous, but no less unwelcome, nature. Consequently, those Hengeyokai sufficiently fascinated by humanity to move amoung mankind for any given period of time would be well advised to kep their racial abilities hidden from their neighbours as much as possible.
Due to their position outside human social structures as well as their somewhat chaotic nature, Hengeyokai are extremely limited in their class selections. Nor do they take on positions of power in human society at name level, for they have neither the patience nor the inclination to rule over humanity. Good aligned Hengeyokai may appoint themselves the protector of a given location or human settlement, however, and expect very favorable treatment in return. Hengeyokai do not acquire followers in the manner of human, spirit-folk or Korobokuru characters. Even if their chosen class would normally permit it.
Shape Change: All Hengeyokai possess three forms: their human form, a hybrid form and their animal form. The particular animal form is chosen at character generation and cannot be altered thereafter. Damage, AC, movement rate and stats for the character while in their animal form are outlined in the table below. The character can change forms only once per day per character level. This means that a first level character who changes form from human to animal one day, will not be able to change back to it's human form (or adopt the hybrid form) until the next day.
Changing form is a full round action during which the character can do nothing else. Armour, clothing and equipment do not transform with the character, however. The character must make provisions for the storage and transportation of his gear while in animals form. Armour, clothing and weapons not especially made for the hybrid form may not be worn or used when the character is in hyrbid form. However, in hybrid form the characters hands remain sufficiently human as to use weapons, rings, etc without penalty.
Animal Form: When in animal form, the character appears as a normal animal. Since this is a natural rather than a magical transformation, the characters true nature cannot be detected by spells that detect magic or illusions save for spells such as Wish or True Seeing. In animal form, the Hengeyokai has the movement rate, abilities, AC, attacks and damage of the animal as shown in the table below. In animal form, the Hengeyokai gains 120ft Infravision and the ability to speak with all normal animals of the same species as his animal form. Given the limitations of animal intelligence, such conversations are likely to centre around the presence of food/predators, weather etc. The animal will not be able to divulge complex information regarding human society or even reliably identify one human as opposed to another. The character retains his ability to understand other, non-animal languages, but cannot speak any language other than his animal language while in animal form.
While in animal form, the Hengeyokai may not case any spells or use any weapons, armour or other items of equipment (with the exception of armour specially made for their animal form). While in animal form, the Hengeyokai has fewer hit points than normal - only 1/2 their usual number of hit points (rounded up). Hit points lost in one form are carried over point for point to the next. Thus a 24 hit point character would normally have 12 hit points in animal form. If, however, he had already lost 8hp, then his animal form would have just four hp left, not 8. A Hengeyokai cannot change to his animal form if doing so would leave the character on 0hp or less. A Hengeyokai reduced to 0hp in his animal form is dead. He does not bleed and then expire at -10 as would other characters (although he expires at -10 in his other forms as usual).
Hybrid Form: When in hybrid form the Hengeyokai appears as an anthropomorphic version of his animal form, standing on two legs (or fins) and with functional hands and arms. A Hengeyokai cannot fly in hybrid form, even if his animal form would allow him to do so. Otherwise the Hengeyokai retains the general features of his animal form including fur, scales, wings. tail etc. In hybrid form the Hengeyokai can speak with animals of the same species as his animal form and can communicate normally with other humanoids. In effect, the Hybrid form character can speak any language he knows. He retains the 120ft infravision of the animal form and can use weapons as normal. He cannot, however, wear any armour, items or other equipment that has not been specially designed for his hybrid form. The Hybrid form has a base movement speed on 120ft and swims as a normal human. Even carp hybrids require air to breathe. Carp Hybrid-forms do not have the ability to breathe water. Hegenyokai in Hybrid form as easily identifiable as being something other than human -even when wearing bulky or concealing clothing. Hybrid form characters may cast spells and otherwise use their class abilities as normal.
Human Form: While in human form a Hengyokai is, mechanically and physically, a normal human character with the exception of one or more minor distinctive features related to his animal form -such as a sharp nose or round, fishy-eyes. To all intents and purposes the character is a human. In this form, the character looses the ability to speak with animals but retains the ability to understand what an animal of the same species as his animal form is saying. Like the animal form, this form is not magical in any way. It is not an illusion. A Hengeyokai in human form cannot be identified for what he is using any magical means short of a wish or True Seeing.
Stat bonuses: Each Hengeyokai sub-type gains different racial bonuses to stats in accordance with the aforementioned table. Characters who wish to be Hengeyokai must have stats that fall within the racial minimum and maximums described below AFTER racial modifiers are applied.
Languages:
Hengeyokai speak their own racial language, the common trade tongue and the court tongue. They do not gain bonus languages for high intelligence scores. They may speak with normal animals of the same species as their animal form while in animal or hybrid forms.
Movement Rate: 120ft
Strength: 12/18
Dexterity: 9/18
Constitution: 12/18
Intelligence: 12/18
Wisdom: 12/18
Charisma: 12/18
Hengeyokai Animal Form Stats and Stat Modifiers:
Animal Form Damage AC Movement Fly Swim Stat Modifiers
Badger 1-6 9 90ft n/a n/a +2Str, -2 Wis
Carp n/a 7 n/a n/a 120ft +1Wis, -1Str
Cat 1-3 9 120ft n/a n/a +1Dex, -1 Wis
Crab 1-3 8 30ft n/a 60ft +2 Str, -2Cha
Crane 1-2 9 60ft 120ft n/a +1 Wis, -1 Dex
Drake n/a 7 60ft 120ft 90ft +1Cha, -3 Dex
Fox 1-3 6 150ft n/a n/a +1 Int, -1 Wis
Hare n/a 5 180ft n/a n/a +1Wis, -1Str
Monkey n/a 6 120ft n/a n/a +2 Dex, -2 Wis
Tanuki/Dog 1-6 9 120ft n/a n/a +1 Con, -1 Int
Rat 1-3 5 90ft n/a n/a +2Con, -2Cha
Sparrow n/a 3 30ft 150ft n/a +2Cha, -2 Con
Hengeyokai Characters:
Hengeyokai is a catch-all term for several shape-changing races found throughout the Oriental D&D setting, often existing on the fringes of human society. They exhibit a natural curiosity that often drives young Hengeyokai to spend several years among human society, learning and experiencing all they can of human society. Their shape-changing ability is entirely a natural feature of their race. Hengeyokai are not lycanthropes in the sense that their shape-changing condition is caused by a disease or racial curse. Their activity is not dependent on lunar phases. They cannot heal wounds by shifting between forms. They cannot transmit their shape-changing ability in any way except to pass the condition on to their children. Nor are they especially vulnerable to silver or magical weapons - at least, no more so than any human.
Hengeyokai belong to any one of a number of sub-species and may often be confused for shape-changing spirits such as the evil Hu Hsien. Consequently, several species of Hengeyokai (fox and rat Hengeyokai in particular) are intensely distruted by humans unable to distinguish them from similar shape-changing spirts. They are frequently attacked on-sight by humans once their dual nature has been revealed. Others, such as the Tanuki (Racoon-Dog) Hengeyokai are often mistaken for spirits of a more mischevous, but no less unwelcome, nature. Consequently, those Hengeyokai sufficiently fascinated by humanity to move amoung mankind for any given period of time would be well advised to kep their racial abilities hidden from their neighbours as much as possible.
Due to their position outside human social structures as well as their somewhat chaotic nature, Hengeyokai are extremely limited in their class selections. Nor do they take on positions of power in human society at name level, for they have neither the patience nor the inclination to rule over humanity. Good aligned Hengeyokai may appoint themselves the protector of a given location or human settlement, however, and expect very favorable treatment in return. Hengeyokai do not acquire followers in the manner of human, spirit-folk or Korobokuru characters. Even if their chosen class would normally permit it.
Common Racial Abilities:
Shape Change: All Hengeyokai possess three forms: their human form, a hybrid form and their animal form. The particular animal form is chosen at character generation and cannot be altered thereafter. Damage, AC, movement rate and stats for the character while in their animal form are outlined in the table below. The character can change forms only once per day per character level. This means that a first level character who changes form from human to animal one day, will not be able to change back to it's human form (or adopt the hybrid form) until the next day.
Changing form is a full round action during which the character can do nothing else. Armour, clothing and equipment do not transform with the character, however. The character must make provisions for the storage and transportation of his gear while in animals form. Armour, clothing and weapons not especially made for the hybrid form may not be worn or used when the character is in hyrbid form. However, in hybrid form the characters hands remain sufficiently human as to use weapons, rings, etc without penalty.
Animal Form: When in animal form, the character appears as a normal animal. Since this is a natural rather than a magical transformation, the characters true nature cannot be detected by spells that detect magic or illusions save for spells such as Wish or True Seeing. In animal form, the Hengeyokai has the movement rate, abilities, AC, attacks and damage of the animal as shown in the table below. In animal form, the Hengeyokai gains 120ft Infravision and the ability to speak with all normal animals of the same species as his animal form. Given the limitations of animal intelligence, such conversations are likely to centre around the presence of food/predators, weather etc. The animal will not be able to divulge complex information regarding human society or even reliably identify one human as opposed to another. The character retains his ability to understand other, non-animal languages, but cannot speak any language other than his animal language while in animal form.
While in animal form, the Hengeyokai may not case any spells or use any weapons, armour or other items of equipment (with the exception of armour specially made for their animal form). While in animal form, the Hengeyokai has fewer hit points than normal - only 1/2 their usual number of hit points (rounded up). Hit points lost in one form are carried over point for point to the next. Thus a 24 hit point character would normally have 12 hit points in animal form. If, however, he had already lost 8hp, then his animal form would have just four hp left, not 8. A Hengeyokai cannot change to his animal form if doing so would leave the character on 0hp or less. A Hengeyokai reduced to 0hp in his animal form is dead. He does not bleed and then expire at -10 as would other characters (although he expires at -10 in his other forms as usual).
Hybrid Form: When in hybrid form the Hengeyokai appears as an anthropomorphic version of his animal form, standing on two legs (or fins) and with functional hands and arms. A Hengeyokai cannot fly in hybrid form, even if his animal form would allow him to do so. Otherwise the Hengeyokai retains the general features of his animal form including fur, scales, wings. tail etc. In hybrid form the Hengeyokai can speak with animals of the same species as his animal form and can communicate normally with other humanoids. In effect, the Hybrid form character can speak any language he knows. He retains the 120ft infravision of the animal form and can use weapons as normal. He cannot, however, wear any armour, items or other equipment that has not been specially designed for his hybrid form. The Hybrid form has a base movement speed on 120ft and swims as a normal human. Even carp hybrids require air to breathe. Carp Hybrid-forms do not have the ability to breathe water. Hegenyokai in Hybrid form as easily identifiable as being something other than human -even when wearing bulky or concealing clothing. Hybrid form characters may cast spells and otherwise use their class abilities as normal.
Human Form: While in human form a Hengyokai is, mechanically and physically, a normal human character with the exception of one or more minor distinctive features related to his animal form -such as a sharp nose or round, fishy-eyes. To all intents and purposes the character is a human. In this form, the character looses the ability to speak with animals but retains the ability to understand what an animal of the same species as his animal form is saying. Like the animal form, this form is not magical in any way. It is not an illusion. A Hengeyokai in human form cannot be identified for what he is using any magical means short of a wish or True Seeing.
Stat bonuses: Each Hengeyokai sub-type gains different racial bonuses to stats in accordance with the aforementioned table. Characters who wish to be Hengeyokai must have stats that fall within the racial minimum and maximums described below AFTER racial modifiers are applied.
Languages:
Hengeyokai speak their own racial language, the common trade tongue and the court tongue. They do not gain bonus languages for high intelligence scores. They may speak with normal animals of the same species as their animal form while in animal or hybrid forms.
Permitted Class Options:
Residing as they do entirely outside the normal caste structure of the oriental adventures setting, Hengeyokai characters are limited to the following classes: Shukenja, Kensai, Bushi, Wu Jen. If demi-human level limits are in use then the Hengeyokai may advance to 8th level as a Shukenja, 6th level as a Kensai, 9th level as a Wu Jen and unlimited level as a Bushi. If the level-limit are not being used then Hengeyokai suffer a 15% XP penalty for the purposes of advancement in level.Multi-class Restrictions:
Hengeyokai characters may multi-class as Bushi/Wu Jen or Shukenja Wu/Jen.Movement Rate: 120ft
Racial Limitations:
If the characters maximum and minimum ability scores do not fall within these limits after racial modifications then the character cannot be Hengeyokai.Strength: 12/18
Dexterity: 9/18
Constitution: 12/18
Intelligence: 12/18
Wisdom: 12/18
Charisma: 12/18
Hengeyokai Animal Form Stats and Stat Modifiers:
Animal Form Damage AC Movement Fly Swim Stat Modifiers
Badger 1-6 9 90ft n/a n/a +2Str, -2 Wis
Carp n/a 7 n/a n/a 120ft +1Wis, -1Str
Cat 1-3 9 120ft n/a n/a +1Dex, -1 Wis
Crab 1-3 8 30ft n/a 60ft +2 Str, -2Cha
Crane 1-2 9 60ft 120ft n/a +1 Wis, -1 Dex
Drake n/a 7 60ft 120ft 90ft +1Cha, -3 Dex
Fox 1-3 6 150ft n/a n/a +1 Int, -1 Wis
Hare n/a 5 180ft n/a n/a +1Wis, -1Str
Monkey n/a 6 120ft n/a n/a +2 Dex, -2 Wis
Tanuki/Dog 1-6 9 120ft n/a n/a +1 Con, -1 Int
Rat 1-3 5 90ft n/a n/a +2Con, -2Cha
Sparrow n/a 3 30ft 150ft n/a +2Cha, -2 Con
Labels:
New Race,
Old School,
Oriental Adventures,
Oriental OSRIC
Saturday, 3 December 2011
Session IX: Foul Friends and Night Terrors
The Party:
Ailil Shadowdancer. Elf Male Assassin 2/Illusionist 1. Played by Rhidh
Alexis Human Male Fighter 1. Played by Larraitz
Andros: Human Female Fighter 2. Played by Aimee
Boagris: Human Male Fighter 2. Played by Silv.
Bombata: Human Male NPC.
Euthalia: Human Female Cleric 1
Friendly: Trog NPC
Kallias: Human Male Cleric 1. Played by Elle
Ki Oman: Human Male Dual-Classed Assassin 1/Bard 2. Played by Ali
Merithena: Human Female NPC
Thanatos: Human Female Assassin 2. Played by Fiona
Thera: Human Female Paladin 1. Played by Niall
Thot: Half Elf Male Cleric 1/Magic User 1. Spare Character
Xenos: Human Male Fighter 1/Magic-User 1. Played by Leoni
Missing/Unaccounted For:
Anitpater: Human Male Ship's Master NPC
Kallisto: Human Female Fighter 1. Played by Jackie
Minerva: Human Female 0 lvl Priestess/Royalty. NPC
Peliakos: Human Male Fighter 1. Played by Coakley
Sparious: Human Male Fighter 1. Spare Character.
Days 9-12:
Shadowdancer/Friendly:
Leaving his companions behind, a lightly wounded Shadowdancer and a more heavily wounded Friendly move by night and sleep by day. Slowed by the requirement for caution given the dangerous terrain and the suspected presence of enemies, they manage to reach the edge of the broken lands a few miles north of the Temple by daybreak. There, in a sheltered dip in the landscape, they rest as best they can. As they prepare to resume travel with the fall of night, their inhumanly keen ears pick up the sound of a distant, guttural cheer. A cheer followed shortly there after by distant booming. Booming, they determine, which can only be the sound of a wooden ram been driven against the bronze-plated doors of the Temple itself.
Soon after setting off again at nightfall they find themselves in the shady concealment of a thick, humid band of forest. However, they do not relax their guard due to the increased concealment afforded by the terrain. Their sharpened senses alert them to the presence of potential danger only an hour or so after dusk. Waiting carefully for the source of the noise to reveal itself, they watch from well chosen ambush positions while a small herd of goats flee past them to the North. The duo delay for a few moments longer, but detect no sign of any creature pursuing the docile mountain animals. Not long after they resume travel, a loud explosion to the south heralds some cataclysmic event. Smoke and flames become visible on the southern horizon once again thereafter.
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Grey Demon as Seen By Shadowdancer |
He and friendly begin circling the Temple, but as they do so more movement catches the elf's keen eye. Out to sea, he can barely make out the dim, cold outline of a ship. Thus far, it had been warded from his sight by the glow from the bonfire between he and it. A trireme perhaps, but with the unusual addition of an entirely enclosed deck. Though the ships looks to have been present for some time, it is the sudden lowering and subsequent departure of a small, punted boat that has called his attention towards it. Once again, Shadowdancer and Friendly slink to the ground and watch. In time, a single cold, cowled form steps from the boat, escorted by a dozen equally cold skeletal forms. At an appropriate moment, the howling and capering cease. While the humans chars unnoticed on the fire, the Grey Demons prostrate themselves at a careless wave from their master. The fat-demon itself merely bows and inclines his head.
Perhaps sensing the opportune moment, Shadowdancer again makes to crawl forward. This time, Friendly grabs the elf’s shoulder even tighter. The two watch as the fat-one and the newcomer make some exchange. Moments later, the three remaining captives are released from the cages. The cold outline of the cowled creatures head glows briefly as he approaches the terrified captives. Soon after, Shadowdancer watches Cowl return to his punt, three seemingly docile prisoners in tow.
They watch as they punt returns to the trireme. It departs westward soon after, it sails full despite the absence of a breeze. At this, the two watchers separate. Friendly hisses something and then scrabbles eastward, without any attempt at explanation or waiting to see if the Elf follows. Meanwhile Shadowdancer, though sorry to see the creature -possibly the groups last living ally on the island- disappear into the darkness, continues his circuit of the temple while the ghoul demons feast.
As he nears the end of his surveillance, he is gratified to sport a single, long rope, now well-aflame, drooping down from a first floor window. It seems that someone may have escaped the slaughter after all. With more than half the night gone, the Elf makes his way back north into the woods, camping under their eaves a good half-mile from the camp-site of the night before. His daylight rest is undisturbed. After a few hours of elven reverie, he turns to his borrowed book, hoping to still his troubled thoughts with study. He also spends a brief period experimenting with his new sword, before concluding with some disgust that the item has no magical properties what-so-ever. That night, he makes his lonely way back to his companions, arriving just before dawn on the twelfth.
Downtime events back at the camp having already been covered last session, we return to play on the morning of the 12th *
The group listens in quiet horror while Shadowdancer outlines events on the beach. Contrary to any concerns his companions might have regarding his secretive nature, he holds nothing back. Euthalia erupts into tears when he confirms he is unable to confirm Minerva's fate. After a moments shocked silence while the news sinks in, talk quickly turns to determining the groups next course of action.
Ki Oman is once again quick to voice his opinion that they should travel east to the City of Thyatis. Shadowdancer leads those who disagree, vehemently stating he has no intention of visiting a city where he would be considered a “thing” rather than a person -even going so far as to confirm with Bombata that “thing” was how the bodyguard had described him. Moreover, he insists that any survivors would have headed north. The group should stay put, guard themselves and await their arrival.
It is even suggested that the group should take over occupancy of the Trog caves, since it seems likely that the Trogs shall no longer need them. But it's pointed out that the caves are still not cleared, there are a lot of pod-men down there, and that they have no idea if Friendly has gone to gather up other Trogs and lead them back here.
Ki Oman's faction quickly wins most of the others to their side when Ki Oman pointedly asks if they can expect a reward for Merithena's return. Some of the group interpret the bodyguard's snorting laughter as an indication that they should not expect a reward until he and Merithena assure them that, as the Bull-Headed King's sole remaining mortal descendent, her return would be well-rewarded indeed.
After this, a few poorly chosen words from Kallias and, in particular Xenos, who casually observes that he could obtain as much as 30-40,000 gold pieces on the open market for a beautiful, regal, nubile and presumably virginal member of a royal family such as Merithena). Bombata shoves Merithena away from the camp-fire, spear clutched tightly in his hand. He informs the group that they will be returning to the city now. Alone. In a tone that brooks no argument.
While Ki and a few others watch them go with increasing dismay, an argument erupts among the others, with a great deal of the shouting being directed at an indignant Xenos. The slaver insists he merely meant to suggest that the return of such a valuable specimen would be worth a great reward. However, the damage is done. Yet with the others distracted by their bickering, Ki Oman slips away from camp and scrambles after the two Thyatians.
Bombata hears the approach and takes about ten paces back the way he came, before ordering the Bard to half. When the Bard attempts to heal the breech between the Thyatians and the rest of the party. When Ki Oman is halfway through a diplomatic refusal of Bombata's offer to allow Ki Oman to accompany the two Thyatians without the others, Bombata simply holds up one hand for silence and asks a pointed question.
Ki Oman indignantly replies that he does not.
[I stop play at this point and ask Ali if Ki is telling the truth. Ali replies that he is].
Ki watches with interest while one of the Skulls on Bombata's forearm glows briefly (he's only mildly surprised, having already been informed by Xenos that the tattoo's possess divination magic).
Bombata grunts and asks another question: Will you aid us if your companions betray us?
Ki Oman states he will do all he can to prevent bloodshed or any other form of betrayal. He also insists he will do all he can to keep Merithena from harm.
The other tattoo glows.
Bombata: Good Enough. (he steps closer and softly growls into Ki's ear) Do you have any lecherous intentions towards Merithena?
Ki Oman (shocked and holding up the ring that bears his wedding band for inspection) She's old enough to be my daughter. In any case, I'm a married man.
[Very clever wording I thought]
Bombata (both tattoos glowing at once): Good enough. We shall accompany you.
Bombata returns to the Thyatian girls side, grabs her tightly by the arms and whispers to her urgently. After a few moments, the fear in her eyes is replaced by a certain astonished joy. When Bombata releases her arm, she flies past him and (for the second) throws herself into Ki Oman's arms. Placing a dozen swift kisses on his face and lips, she hugs him tightly briefly, taking the opportunity to whisper quickly into Ki's ear even as a furious Bombata approaches.
Merithena: Save me, they're going to sacrifice me.
Bombata pulls her away from Ki, who allows the warrior to berate her for a few moments in their own tongue before adding (in Mycenean) a lecture of his own.
[Ali turns to me across the table at this point and states very coldly, very quietly. “All-right. Now I intend to kill Bombata”
“Fair enough,” I reply.]
The trio soon return to the group. Shadowdancer alone insists he will not travel to the City.
Ki Oman: Bye Shadowdancer.
That surprises the Elf somewhat. He has always considered Ki Oman something of an ally. A kindred spirit despite their occasional disagreements. Bombata points out that so long as Shadowdancer keeps his eyes covered (pretty much the only part of his flesh that's actually visible) he should have no problems.
The party then, finally, begin asking questions about the journey and the city itself. They determine the following.
- The journey will take two days
- They must watch the skies. Though many dangers travel the skies of this island, they must in particular be watchful for the Harpies that haunt the lands through which they must travel on the second day.
- The city is split into two quarters by a Canal. The Thyatians claim the east bank. The West belongs to the dead.
- The city is not save to travel through at night. It is haunted by the spirits of the dead. While those on the East Bank are rarely hostile, the same cannot be said for those across the canal. Come dusk, the Thyatians return to their homes, temples and palaces on the East Bank and remain in-doors. Though the dead do not often haunt the place in daylight, even in the more dangerous West Bank, it is generally avoided even in daylight.. Beast-men, former slaves of the old Thyatians, reside in a central fortress across the West Bank. They are intensely hostile to humans.
- At night, the West bank is claimed by the Crypt King whom Bombata believes may have been the figure on the beech despite the fact the ship sailed West. It seems this Crypt King rules over much of the Island.
Shadowdancer seizes upon the divided nature of the city and again insists that it is beyond foolish to venture into a besieged place. Bombata laughs in his throaty way and informs the elf he has no need for such cowardice. “The Thrones of Bull and Crypt have an accord” he states, but will be drawn no further on the matter. The eyes of Ki Oman, however, narrow dangerously. His gaze flips from Bombata to the down-cast, pale Merithena sitting quietly by the bodyguard's size. If anyone at the conference takes note of the Bard's suddenly balled fists however, they give no sign.
Mollified, Shadowdancer finally throws his arms in the air and agrees that Thyatis seems the best option for the moment. Once Euthalia is satisfied with the chalked message she leaves behind for any survivors from the Temple, the group make ready to depart. With the three stealthy party members arranged in a triangular scouting pattern around the rest of the group and Thera in her make-shift stretcher carried by Thoht and Alexis in the rear, they set off down-hill.
Bombata leads the group briefly south through the broken lands and sharp obsidian rocks for an hour before turning south-east. He explains that if they continue in this direction they must soon come to a grassy plan containing a stretch of ancient road-way. If they road-way is in poor-condition, he will know they are further west than he believes them to be at present. If the road is well maintained, then the two-day estimate will be accurate. They may even be lucky enough to meet a Thyatian patrol on the road. Though “his” troops rarely come this far west -it is dangerous to cross the bank, let alone come this far into uncontrolled territory- they patrol the roads irregularly to ensure they remain serviceable. He declines to explain why, however.
About half-way through the march, a huge, winged shadow passes over them. Diving for cover amidst the rocks, the party passes a few anxious minutes awaiting it's return. Eventually, they conclude (with no shortage of relief) that the creature did not spot them and will not return. They renew the journey, even more intent on watching the skies than before.
Eventually, they hit the grasslands just before night-fall. Satisfied the group is making good time, Bombata calls the group to a halt for the night, but instructs that there should be no fire. It is during this brief respite from the trail that Ki Oman takes Shadowdancer aside and explains what the girl told him. The two assassins reach an understanding. Bombata must die. Tonight. But, suspicious of the group despite Ki's assurances, Bombata spends the entire night awake and alert and looks little the worse for wear the next morning before setting off into the grasslands. Soon they find the road and turn east upon it.
The two conspirators manage to arrange a brief meeting. They agree that, while Bombata must die, they must also ensure that his death appears to be accidental. To buy time, they decide to report the presence of a Trog camp up ahead -one not of the tribe they are allied with- and insist that the group must take a detour around them.
Bombata grunts, but seems slightly perturbed. He comments that turning south from the road will take them closer to the Harpy Lair than he would like but it seems they have little choice. The big Thyatian begins digging in the earth without explanation, looking for (and gathering) a certain sort of small bulb. Sticking two such bulbs into his ears, he pauses only to pass two more to each companion (and watch to ensure they are properly placed) before resuming the march.
As they turn south, Thanatos, warding the left flank of the party, swings out west to keep an eye on the Trogs. Seeing no sign of them, she wonders just what it is that the other two scouts are up to.
Bombata reluctantly allows the group a brief rest-day stop, muttering that there are worse things in these lands even than Harpies. Euthalia and Kallias meanwhile, fuss over a weakening Thera. The heat and jostling of the journey have exhausted the still badly wounded Paladin and, though immune to such things as fevers and infection, she slips in and out of consciousness due to fatigue. While Bombata checks on Merithena, Thanatos slips over to a huddling Ki Oman and Shadowdancer and demands to know what's going on. The two deny that any-thing’s a foot, but Thanatos is not convinced.
A few hours later, Bombata insists on everyone replacing their ear-buds. Taking Thanatos, Shadowdancer and Ki Oman, he crawls on his belly up to a rise and looks to the North. There they see a ruined villa. Bombata states it's what he believes to be the Harpy lair. When the others, incredulous, ask why he would bring them so close to it, he gives them a hard look. It doesn't take the others long to realise that there must be something worse further south.
Less than an hour later, the party top a final rise and see, only a few miles ahead, a few low rise out of the horizon. Bombata seems pleased, and passes back along the group, leaning close to each party member so they can hear his words even through their blocked ears. It seems they will arrive to late to reach the East Bank this day, but tonight they will camp in the hills above the city. Bombata seems to think this a good thing.
Bombata: Tonight, you will see for yourselves why this island is a place to be feared.
Before he has even resumed his position at the front of the party, multiple voices call out the alarm!
Something dives out of the sun.
The griffon swoops into the main group, wrecking havoc. Xenos is unfortunate enough to attract the things attention, wounding it with a magic missiles as it sweeps down upon him. He goes down, hard. Meanwhile the three scouts make their way (with varying degree's of haste) back to the main group. Thanatos makes good use of her newly crafted sling and keeps her distance. Ki Oman charges in, keen to keep the beasts attention away from Merithena and Thera, who lie beneath the sprawled forms of Bombata and Thoht respectively. Shadowdancer, however, senses an opportunity. Knowing that Griffon's are attracted to horse-flesh, he uses Phantasmal Force to create the illusion that Bombata reeks of horseflesh.
Suddenly convinced that the prostrate human shield is, in fact, concealing some tasty horse-meat on his person, the Griffon goes berserk, badly clawing Bombata's face and arms and tearing out a screaming Merithena's throat when she tries to crawl out from Bombata's protection in blind-panic. With Merithena's arterial spray mingling with the blood on his arms and face, Bombata, too, goes berserk.
While the clerics drag Merithena clear and heal her (having already healed Xenos, who regains consciousness with no modifiers to dice rolls having only been on 0 hp) Bombata and the others hack the griffon to pieces, but it is Xenos to claims the kill. The slavers second magic missile blows straight through the creatures skull, imploding one eye on the way in and bursting the other on the way out.
Though the danger is not over yet. Though Kallias and Euthalia try to hold her down, Merithena's desperate struggles allow her to escape their ministrations (despite being at -7 to all dice rolls) and lurch westwards back towards the villa. Looking at one another in horror, the two clerics realize that the girls ear-bulbs must have been knocked out during her savaging. But that means....
Looking back the way they came, the clerics see two bird-like specks rising out of the ruined villa some two miles behind them and flying their way.
Andros, Boagris and the rest of the main body run off to drag Merithena away and re-fit her ear-plugs(with the exception of Thoht and Alexis, who are concentrating their attentions on the unconscious Thera). In the meantime, Ki Oman strides over to Bombata, still trapped beneath the carcass of the huge griffon.
Ki Oman: Hear, let me help you.
Bombata throws away his broken spear and reaches out a hand to Ki Oman.
Whoplunges his spear deep into the trapped bodyguards chest.
[Backstab - and a good one at that!]
Shadowdancer and a slightly more distant Thanatos look on. Shadowdancer rather clinically. Thanatos looking some what horrified.
Bombata tries to strike the agile Ki. Who nimbly dodges aside and back-stabs again. Alas, for Ki, the kill is not so easy as he would desire. No sooner has he withdrawn his spear from Bombata's chest for the second time (to his credit, the trapped bodyguard makes not a sound, despite his agony) that someone (Boagris I think) manages to fit Merithena;s ear-plugs back into place....
The girl, cradled in the big gladiators arms, looks back over his shoulder towards the Griffon.... and screams.
Ki Oman doesn't flinch, he merely rolls his eyes and mutters something about the worst possible timing. When he withdraws his spear for the third time -while a stunned party looks on, not one character taking any sort of action- Bombata lies still. Yet when Ki howls loudly and leaps upon the falling warrior, tearing out his throat with his teeth, two party members act quickly.
Shadowdancer: “The Harpies have him! Quick, stop him!”
Boagris (who actually sort of liked Bombata): Raaaaaaahhhhh!
In less time than it takes to tell, the mighty gladiator chucks the screaming Merithena into the arms of Andros, Kallias and Euthalia and then shoulder barges the feasting bard to the ground.
[With a natural 20! Since critical generally means something good for the party, I rule that rather than doing extra damage, the blow knocks the ear-plugs out of of Ki's head. Does Boagris notice this? * roll * No! But someone else did]
Shadowdancer: Quick, put his ear-plugs back in.
Boagris does so, but there's no time for any questions. The harpies are upon them. The party take what shelter they can behind the corpse of the Griffon while the two harpies hover above them at maximum bow range. With nothing to hit back with, the party can only grit their teeth and take it as the harpies (only one of whom has a bow) stay out of range and pelt them till they run out of arrows. Thoht is very nearly killed by two arrows that strike him in the throat (healed but now at -8 to all dice rolls due to going down to -8hp) and Xenos goes down for the second time in the fight when another arrow nicks him (taking him down to -1). When the frustrated Harpies finally flee (frustrated because the party is too tough to attack directly, too smart to be affected by their song and because they've run out of arrows) Xenos is quickly healed and brought back to his feet. Many of the others bear minor wounds.
With Alexis and Andros each under one of Thera's shoulders, Euthalia and Kallias carrying Thoht on Thera's (former) stretcher and Boagris carrying a near-catatonic Thyatian girl in his arms, the party hustle towards the tree-line represented by the wooded hills ahead. They are hurried on their way by the sight and noise of a band of armed humanoids marching out of the villa and hurrying towards them. It's a close run thing, but they reach the woods well ahead of the dozen or so armoured figures, which turn back as soon as the party finds shelter beneath the trees.
“Great”, someone observes acidly, “so what's in here that's more terrifying than they are”?
Everyone looks to Ki Oman for an explanation of his actions, but Ki Oman simply plays dumb, pretending he has no recollection of events since sighting the Griffon. Shadowdancer buys him some time by pointing out it's late. The sun is about to go down and they need somewhere to camp.
The three scouts head off to secure a good spot, but upon reaching the summit of the hill their breath catches. Quickly, the rest of the party are summoned just as the sun begins creeping below the horizon.
Below them, the great city of Thyatis stretches out before them.
It's a ruin.
On the East Bank of the canal that divides the city, the glow of torch-light marks the flow of humanity hustling back from the fields in near panic. The larger mass of light dissolves into streams of individual torches at a crossroads, with the larger part of the human citizens rushing northwards to take shelter within a palatial walled compound. Other, smaller streams head southward towards what appears to be a large temple complex and it's two flanking fortifications.
Rather closer to home, ghost-lights appear in various ruined homes and several fortified buildings. Some of which -including the largest ruined fortification and a smaller watch-tower- are uncomfortably close. As the shadow of the hill on which they stand races across the city below, more lights appear. As though the shadow were a swarm of insects in which individual fireflies begin to glow. The lights are all of ghastly, ethereal hue, blues and greens and purples. Even as the adventurers watch, the lights begin to move.
All at once, the party decide it is time to leave.
They make camp at the base of the hill, placing it's bulk between themselves and the haunted city to the East. With watches set, suspicious eyes turn to Ki Oman.
Ki Oman: What? What is it I'm supposed to have done.
The party tell him, pointing to the blood soaking his chest as proof. But Ki Oman denies all knowledge. Shadowdancer backs him up, pointing out that the Harpies must have had Ki Oman under their control. His ear-buds obviously fell out during the fight with the Griffon. Kallias is amongst those hardest to convince. After all, he observes, Merithena did not become berserk when she heard the Harpies call. Thanatos, who has his own reasons to be suspicious, states there was no Trog camp on the road. But both Shadowdancer and Ki insist she is mistaken. Xenos, meanwhile, rather slyly reckons the Ki just wanted Merithena for himself. Not that the slaver sees anything wrong with that in principle mind you, but still....
Not for the first time since meeting Merithena and Bombata, Ki Oman again shows off his wedding band and observes he's old enough to be her father. The slaver snorts and points out that’s just how some of his former clients used to like it...
Before things become more heated, Euthalia hisses for everyone to shut up. She has been trying to coax a response from the utterly terrified and near-catatonic girl, with no success. Merithena won't even let the priestess of Hestia embrace her in a motherly embrace, pushing her away each time. Ki does not help matters by approaching the girl to offer apologies for his “inadvertent” actions. After all, he's pretty damn confused himself.
In the end, the party set's aside the blame game for now and attempts to discuss what they hell their supposed to do now? The girl thinks they murdered her bodyguard? But they NEED to get access to that city. They need rest, food, provisions, a place of safety. What can they do.
It's Xenos that proposes the solution. He'll charm the girl in the morning. The situation seems so grave that no-one, not even Euthalia, objects. Thera might, had she been awake, but the wounded Paladin has been so weakened by the travails of the last two days that she has slept soundly throughout the journey.
So it's agreed then.
As the group settles down to catch what sleep they can so close to the dangers of the haunted East Bank, an earth-shattering boom jolts them to full wakefulness. To the north, the volcano in the centre of the Bay is spewing strange, ghostly smoke. The ground seems to shake, but though the tree's shake violently no-one is forced from their feet. They hear a great rushing sound, like a thousand waterfalls all at once and recall with dread the noise of the great wave that brought them here. Only moments later, a great, glowing body of water crashes through the forest, disturbing nothing living, and vanishes behind them, carrying with a tide of ghostly, screaming spectres, Men, women, children, ships. Even a bewildered, ghostly cow.
In minutes, the ghostly phantasms have passed them by.
They party look at one another, white faced, shocked, but protected from fear by the sleeping presence of the Paladin in their midst.
So that's what Bombata meant when he said there was something they had to see.
Epilogue: We closed the session in the morning. Xenos casts charm person on Merithena in her sleep, and when she awakes her new “best-friend” explains the "real events" of the day before. The Harpies had stolen Ki's mind even as they had stolen Merithena's, though it had affected Ki differently. The slaver explained that it hadn't really been Ki's fault, but that if she told her father -or anyone else- what had happened they wouldn't see it that way. It might get Xenos and the others into serious trouble. Even killed. Tearfully the girl agrees that it would be best to simply claim that Bombata had been killed by the Griffon. Her great-uncle, the Bull-Headed King trusts her. He would believe her story.
Content, Xenos hides his wink by giving the girl a hug.
Later, Andros approaches the slaver and promises menacingly: Take advantage of that girl and I'll kill you!
By the time they depart camp, so has almost everyone else.
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