Runequest - Adventures in Prax

Category: Campaign Sessions

Mar 4

No gaming this week as three of our number are abroad and one has just broken his foot playing badminton. How can you break your foot playing badminton I hear you ask! Beats me...

Most likely date for our next session is now 20th March...

gamesmeister • Campaign SessionsPermalink
Feb 28
Episode 6: Praxian Politics

After returning the girl to the fort, the characters were personally thanked by Duke Raus for rescuing the Gubranas and the dispersal of Toadface’s gang. They were given extra time off from their normal duties for rest and recuperation, while Raus’s nomads prepared for the trip to Horn Gate to take the girl to the Chalana Arroy healers. Brakiri, who had not taken part on the attack on Toadface, would also accompany them.

Over the next few days they had the opportunity to explore the fort and meet some of its inhabitants. In the main compound were only three proper buildings, the main house where Raus's family lived, a large store and stables, and the quarters for the hired help, which were not fully finished, even though several slaves were hard at work. Here Daine introduced them to Kag Barak the dwarf mason and architect hired from Pavis. Kag was from the heretical cult of Flintnail, which was happy to trade and interact with other races (unlike most of the paranoid dwarf race). Even so he was a strange individual although friendly enough.

Also at the fort were 20 or so Lunar soldiers on temporary garrison duty, a considerable number of slaves (to whom Raus had apparently promised freedom as soon as the settlement became established), and the newtlings. This amphibious race of frog-like humanoids was apparently fairly populous in the river valley, and Raus' group were led by an eager and friendly individual by the name of Newtling Sergeant Stiff-tail. The final person of note was Daryli, Raus' personal priest, an older man who was also happy to see them, however obviously nearing retirement and not used to this life on the frontier.

One of the first tasks given to the bondsmen was no less a project than finishing the building of their own barracks block. Whilst the main structure was complete, the roof was almost non-existent. This task took some two and a half days, aided by some of the slaves and overseen by Kag the dwarf. Rhodrin, who had spent some of his earlier years in the study of engineering, tried to apply some of what he had learned to the construction of the roof, but of course building in the hills of Sartar is a very different affair from building houses in the harsh environment of Prax, and Kag put him straight in no uncertain terms. After that Rhodrin kept his ideas to himself, and Kag was pleased to have a student of the building arts who he could discuss his work with.

One evening after the communal meal, Daryli suggested to Karnak that he accompany him a short distance into the hills, which Karnak agreed to. On a high point overlooking the valley was a unusual rock, twisted and coiled around itself, which made a low humming noise as the wind gusted through it. Around the rock were the remnants of tokens and offerings, and Karnak could feel a faint spiritual power around the site of this now defunct shrine. The area was noticeably windier than the fort, as the breeze running down the valley was channelled along the cliff among the rocks and boulders, and then through this site. Karnak thanked Daryli for showing him this place, and spent much of the rest of the night in prayer to his god. Given time, Orlanth would once again see worship in this remote and forbidding place.

After six days around the fort Daine called characters together for their first task at their new home. While the duke had held this land for some four years, it had taken that long to get to where they were now, with the construction of the fort now beginning in earnest. However, in that time Raus had had very few opportunities to explore his domain in any detail, having only a basic map of the area. Nomad parties he had sent out previously had returned with very little information, if they had bothered returning at all, so he was keen to send a band of seasoned and reliable warriors instead. The plan was to circuit the Domain and meet up with Raus at the North Bog in a week and a half, a simple scouting and local contact expedition, primarily to remind the locals that Raus was their new Lord and had an armed presence about the place. Raus (through Daine) gave them strict instructions that they were to keep the peace if at all possible and not engage in any hostilities unless actually attacked.

Before leaving that morning, Daine advised the group that he was looking to appoint a second in command from among them, in the form of a sergeant of mercenaries. As yet he had not decided who that would be, but in the meantime he was temporarily giving the position to Rile, based on his military experience within the red army. Rile was initially reluctant, not wanting to take on the additional responsibility, but when advised that it would mean potentially higher wages and a greater treasure share he begrudgingly accepted the position.

The first day the mercenaries traveled up Weiss Cut, back the way they had descended from Horn Gate, and within three hours had their first meeting with the locals. Oddly enough it was not the Agimori, who were the main dwellers in this large tributary valley, but a party of morocanth leading a small group of their herd men, along with a large group of human slaves to offer for sale at the fort. Their leader's name was Keenclaw, a morocanth of obvious wide experience, able to speak Trade fluently. The meeting was friendly, and bode well for the rest of the patrol, with both parties exchanging greetings and news of the area they had come from.

Around the middle of the afternoon the group had their second encounter, this time with a party of Agimori warriors, led by a fierce looking woman called Galazi Foe-Hound who demanded to know who they were and what they were doing on Agimori lands. Karnak not renowned for his diplomatic skills, declared that all the surrounding lands belonged to Duke Raus, and the Agimori would do well to remember that. Not surprisingly tempers among the Agimori began to flare at this point, until Rile and Rhodrin managed to step in and placate the angry warriors while admonishing Karnak for his poorly chosen words.

After hearing who the party were and who they represented, Galazi led them (over a kilometer from the main path) to a cave complex where the Weiss Agimori dwelt. There they found the Agimori making preparations for a large scale raid, and were introduced to their chief, Chaku Ironspear. After making suitable greetings, they were invited to sit with the chief, and offered food in the form of a stew.[N.B. Karnak would later discover, much to his horror, that the stew had been cooked from stolen Herd-Man, the human looking beasts kept by the Morocanth. He has since vowed not to eat any more food offered to him by Praxian nomads] While they ate, Chaku informed them that the Morocanth of Bilos Gap (the tributary valley further south) had taken two Agimori prisoners, and word had reached them that the Morocanth were going to perform a terrible magic on the prisoners, reducing them to nothing more than animals. The Agimori would never allow such an evil to be perpetrated on their people, and were preparing an attack to free them.

Conscious of the diplomatic nature of the trip, the party offered to negotiate for the release of the warriors, in order to try and keep the peace between the Duke's subject peoples. Chaku said he would be willing for them to attempt this in order to avoid bloodshed, but his people were raging for blood and there is no such thing as a weak Agimori leader. The party were given a single days head start, and left as soon as they were able, as soon as it was light enough to see.

It was a long day's ride to the tributary valley of Bilos Gap. Nothing of note happened, but they remained in awe of the harsh beauty of the place for the whole of their journey. After camping again, the following day they descended into the valley, and this time Karnak was kept at the rear of the group. After a few hours they picked up the tracks and found their way to the Morocanth settlement. Unlike the Agimori, the Morocanth had spent some time and effort in arranging piled rock walls as defences around their main camp which also sprawled in front of a small cave system. It was obvious that any battle would be pitched and bloody.

After some harassment at the gate, the party were eventually allowed to enter the fortified camp, and were taken to see the morocanth chief. This was Velakol Surestrike, an old and grizzled warrior who was also a worshipper of Waha the nomad God.

Once inside they told Velakol of the planned Agimori raid, but it seemed the Morocanth already expected this and were looking forwards to a fight. The party also learned that the morocanth had in fact captured the Agimori warriors when the Agimori had raided them and tried to steal their herd-men, killing several in the process. The Morocanth also blamed the Agimori for the disappearance of several of their young over the past few months, and so in retribution the morocanth intended to use a powerful ritual to turn their prisoner to a herd-man and put him amongst their flock. The rights and wrongs of this situation were getting less and less clear.

The negotiations went on for a considerable time, with Velakol adamant that the ritual must go ahead. The number of Morocanth within the camp were increasing every hour, making it less and less likely that the chief would back down, potentially showing weakness among his people. The party tried to cajole him using the promise of friendship with the duke, but of course Velakol believed (rightly so) that the Morocanth were the most powerful group among these lands, and he therefore had no need of such friendship. Talk then turned to the potential loss of a slaving market (the duke being the single largest buyer of slaves in this area), but Velakol did not seem overly concerned about this. However, as the two sides took a break from negotiations, Keenclaw could be seen speaking earnestly with Velakol, as the loss of such a slaving market could have serious consequences on the tribes livelihood.

Eventually negotiations resumed, and the offer was made to Velakol of sole slave trading rights with the fort for the remainder of the year, a truce with the Agimori of Weis Cut for the rest of the season, and the promise of severe retribution against the Agimori if any further Morocanth young were taken. In return, they must let the Agimori go, and agree to use the Duke as arbitrator in future conflicts of interest. The morocanth leader at last agreed, and said he would send a trade delegation to the fort in a few days. He then traded tokens with the party’s speaker Rhodrin, looping a dyed blue bone into his beard (it was then that the party noticed his thumbs), and the negotiations where complete.

Conscious of the approaching Agimori war party, the group left immediately, taking the two young Agimori braves with them. Karnak couldn’t resist insulting one, who threw a huge punch at him, so after that Karnak was kept away from the pair. Within a couple of hours they encountered Chaku and his war party, who was both pleased and very surprised to see them with the two young braves in tow. However, when told of the Morocanth claim that they had been taking Agimori young, he was furious, accusing the creatures of stealing Agimori children. Once he was calmed down, he agreed to the truce, and to take further problems to the duke, but warned that if the duke’s justice was not swift he would take matters into his own hands.

With children going missing from both tribes, the party suspected that outside influences might be at work here, and were reminded of the raid on the Gubrana stead by Toadface and his gang. Arrangements were made with Chaku to perform a broo hunt later in the season, to try and rid this part of the region of that scourge. They then parted on good terms, and the party prepared to continue their journey.

gamesmeister • Campaign SessionsPermalink
Jan 22

For anyone following our adventures in Prax, there has been a small hiatus due to a combination of Christmas, my moving house, and work commitments from my players.

The next session is not likely to be until 14th February, after which hopefully we'll have a good run until the start of the summer cons.

gamesmeister • Campaign SessionsPermalink
Dec 12
Episode 5: The Gubrana Rescue

Coming down out of the Eirithan Hills, the views in all directions were incredible. To their left, the impressive Mount Yiskoz soared up into the sky, its slopes reputedly haunted by spirits and other strange denizens, while beyond lay the impressive Valley of Cradles. This river valley ran north to south, cutting a massive scar through the harsh lands of Prax, its fertile surrounds in direct contrast to the arid steppes the characters had travelled across over the last 16 days. Far on the horizon great sandstone plateaus rose in steps, marking the other side of the river valley where it ascended to the legendary inhospitable Wastes.

In the foothills below lay the oasis town of Horn Gate, one of the busiest settlements in Prax outside of Pavis. Surrounded by a circular wall that seemed to glow and shimmer in the late sun, this busy market town was the largest settlement in the duke’s domain. Currently garrisoned by Sable Riders loyal to the Lunar Empire, it was also home to a temple of Chalana Arroy that included a high priestess, three other priests, and numerous inititates.

As they approached the town they were greeted by sable nomads who at first challenged them as rebels, but Raus angrily put them straight, and the group was led apologetically to the Lunar barracks where they sank gratefully onto bunks and slept soundly.

The town of Horn Gate was definitely a frontier place, however they didn't have much time to explore it. Raus was eager to be home and they set off early in the morning. Before leaving, both Karnak and Rhodrin visited the Chalana Arroy temple and hospice to make a donation and say a few prayers, as did the duke (it is sensible to keep on the good side of your local healers.)

After continuing over the semi-arid plains for a further day the group descended into the gorge known as Weiss Cut. This marked where the winter floods joined the Vilinar River and over the millennia had cut a great gorge that descended to the River of Cradles itself. Even as a tributary to the river valley, Weiss Cut was large enough to be a notable river valley of its own in some parts of the world. After a few hours they reached the run down hamlet of Weiss, home to a range of outcasts, misfits, and a few oasis people, all barely surviving off subsistence farming.

It was late afternoon by the time the fort came into sight, but long before then the incredible scenery of the River of Cradles valley began to open before them: many miles wide, the valley bottom was filled with marshland and primordial mangrove forests. The fort itself was perched on a rocky bluff, and next to it a picket fence outlined where the town would one day be built. Nearby fields and vegetable patches had been planted, to add to the fort's rations.

However, even before they arrived they could see a column of smoke rising to the south, and a group of people hurrying from the fort to meet them. Led by an older man, they entered into a hurried conversation with the duke and Daine, the mercenary commander then turning to them. He explained that the farmsteads that dotted the riverbank both up and downriver used a series of beacons to call for aid in times of need, and the column of smoke they could see was one such beacon. While they had hoped to have the bondsmen settle in for a few days before scouting the land, this was an emergency that they had to answer. While Brakiri was needed at the fort with the other nomads, Rile, Karnak, Rhodrin and Strum would head downriver to determine the cause of the distress signal, and to deal with the situation as best they could. Taking a lunar soldier from the fort with them who had a little knowledge of the region, they mounted up on zebras and set off downriver.

They travelled for several miles downriver, passing several fortified steads as they went, each with a column of smoke rising from a small bonfire burning in front of the house. Eventually they reached the final column of smoke and the source of the distress call. Ahead lay a log cabin, seemingly deserted although several animal corpses lay in the surrounding fields. The characters scoured the area for potential threats, then cautiously approached the cabin. Strum was getting very agitated, the taint of chaos thick in the air, but seeing no sign of life, Rile called out to the cabin, and saw a small child’s face appear briefly at one window before disappearing again. While Karnak slipped around the back of the house, the others entered the front and found a women lying weeping on the floor, two small girls in her arms. After calming her down, she said her name was Shayla Gubrana, and told of how the stead had been raided by a band of broos of all shapes and sizes, led by a large bloated one covered with tattoos. The broos had siezed her oldest daughter and youngest son before escaping to the south. When her husband and oldest boy returned from the fields, they had immediately set off in pursuit even though she begged them not to, and now she feared she had lost them all.

They instructed the lunar soldier to escort them woman and her children to a neighbouring stead, and then set off in pursuit. However, suspicious about the lingering sense of chaos felt by the storm bull Strum, Karnak decided to return to the cabin, and trailed the family to the neighbouring stead to ensure nothing was amiss. Fortunately everything seemed as it should be so he quickly turned and rode back to join his companions.

The broos had made no attempt to hide their trail, which turned west through the woods after a couple of hundred yards and headed towards the escarpment. Soon they were climbing up a steep slope and out of the valley, heading south along the top of the cliff, before the trail headed back down into the valley again. As they descended, they noticed two weasel headed broos on a ledge at the foot of a small cliff adjacent to the slope, while in the valley floor could be seen the body of a single human. The broos were distracted by something further along the ledge, so Rile managed to manoeuvre himself above them with a large rock in hand, while Strum and Rhodrin prepared missile weapons. Karnak attempted to sneak down the slope behind them, but slipped on the loose scree and started to slide down the slope. The broos looked up startled, but before they could flee the characters let loose with their missiles, crippling both with some very accurate firing. While Karnak finished them off, Rhodrin checked the body of the human and found him to be alive but seriously wounded. After administering healing to the man, he discovered that he was Tros Gubrana, the husband of Shayla, while hiding in a natural chimney further down the ledge, and the source of the broos distraction, was his eldest son Gidet, alive but extremely shaken.

After calming him down, Gidet was put in charge of guarding the zebras while the party continued on foot. Now the trail was much harder to follow, as the broos had made taken great pains to conceal it from this point. It took them several hours to find it, which would ultimately prove fatal for the missing boy – he was found torn to shreds some distance up the trail, his broken body lying face down in the dirt. Tros cursed greatly, but would grieve later…right now, his daughter might still be alive, so they pushed on through the gloom.

The tracks of the broos once again climbed up to the top of the escarpment, and then followed in a wide loop before returning to the clifftop to the north. Ahead of them the party could see the flicker of fire, and in the darkness make out the entrance to a cave – they then spotted a second cave much closer, and Karnak with his enhanced vision could make out the shape of a small broo similar to those they had dispatched earlier. From this cave could be heard the sounds of one or more creatures, while outside the bigger cave to the north they could just about make out two broo sentries.

The party knew that if they could dispatch the one sentry in the southern cave they could then plan a co-ordinated attack on the main broo group, so Karnak attempted to sneak up and hit it. Unfortunately the damage done was not enough to silence the weasel-headed creature, and it let out a gurgling cry before Karnak managed to kill it. This was enough to alert the sentries to the north, and the sound of chittering was followed by the appearance of several other strange looking broos sporting rat, dog and even pig heads. A creature that looked suspiciously like a cockatrice took to the air, while two much larger broos could be seen in the cave mouth augmenting themselves with spells.

The battle was swift and brutal. The area outside the broos lair was split into two separate areas by a large rocky outcrop, so while Karnak and Strum fought down one side, Rile and Tros teamed up down the other, with Rhodrin giving crucial support with his crossbow. Strum was in a berserk fury, and was very nearly put down several times, but luckily for him the broos blows did not land with as much force as they might, and he survived, bleeding from several wounds. One of the large broos charged out of the cave and hurled itself at Karnak, biting down on his shield with its huge teeth while slashing at him with a sword, but he managed to fend it off while he and Strum took it down. Meanwhile on the other side of the outcrop Tros had been floored by a large rock dropped by the flying broo, and Rile found himself dangerously outnumbered by two large pig headed broos, but with help from some deadly crossbow fire from Rhodrin managed to take them down.

Meanwhile the remaining large broo in the cave, who looked like a cross between a broo and a cliff toad and who was probably a shaman judging by the floating skull at his side, had been casting spells at the party, demoralising Rile and dispelling the Bladesharp from Strum’s axe. He now summoned a spirit that appeared as a roiling black form above his head, a skeletal face appearing from within the void. It hurtled towards Rhodrin, and after several attempts managed to covertly possess him, only to discover that the Lhankor Mhy sage had integrated a rune of harmony, making him immune to its effects!

Seeing the battle going against his band, the shaman Toadface decided enough was enough, picked up his goat companion and leapt up the side of the cliff and away out into the plains of Prax. His flying companion dropped its last rock and followed, dodging a final crossbow bolt from Rhodrin as it fled into the night.

At the back of the north cave the party found the kidnapped girl, completely traumatised but still alive – she had however been ravaged, and needed urgent help from the temple of Chalana Arroy. With Tros still badly hurt and most of the others still sporting one or more wounds, they gently helped the poor girl out of the cave and headed back to the waiting zebras, before beginning the long journey back to the fort.

gamesmeister • Campaign SessionsPermalink
Nov 29
Episode 4: Escaping Tikkillittikkarri

Note: This episode was inspired by Nick Fortune's excellent The Tale of the Normal Newts, which can be found in the Background section.

As the three bondsmen pondered their next move, the door to the tavern opened to reveal a familiar face. Rile, his clothes and hair caked with dust from the storm outside, stumbled in and made his way over to where his comrades sat. He too had become separated from the duke’s retinue, and had stumbled across the city in the gorge. Just as in the case of the others, dragonewts guarding the gate had beckoned him enter, and a crested dragonewt then led him to the nearest tavern, where his friends sat trying to decide what to do.

After filling Rile in on their predicament, they tried questioning the locals in the tavern once again, but they clearly had no time for these strangers, and were of no further help, deliberately turning their backs on them and their questions. Rile also felt a terrible loneliness here, as though something very important had been taken from him, but could not immediately determine the reason for this disturbing phenomenon.

After a long discussion they decided that the two most likely scenarios were that either they had been transported back in time (and across a great distance) to the time of the Empire of the Wyrm’s Friends, or that the city had somehow been pulled forward to their current time and place. They would later discover both to be wrong, but they rightly figured that the best way to leave was to seek out someone in authority .

It was then that they noticed the huge tower standing in the centre of the city. How they had not noticed it up until now was quite baffling, as it dominated the entire city, rising hundreds of feet up into the air. It was shaped in the form of a huge dragon, and spiralling around it was what appeared to be a road, winding its way to the very top.

They set off toward it, but were quickly lost in the maze of streets that twisted and turned about the city. Roads that they thought would lead them to their destination would veer off in a completely different direction, and attempts to backtrack would often meet with confusion, with paths seeming to change or disappear behind them. During this time Karnak was separated from them, lost amidst the maze of backstreets, and they would not see him again during their time here.

As night approached the three remaining bondsmen decided to rest up for the day, the exertions of their time in the storm beginning to take its toll. They found a small house which was empty except for the small crested dragonewt that danced and weaved in one corner, seemingly oblivious to the presence. As these creatures had shown them nothing but hospitality, they chose to bed down here for the night.

They were awoken the next morning by a loud boom from somewhere out in the street. Gathering their gear together, they headed out and saw smoke billowing from a small shop across the street. As they watched, a small stout figure with a large beard came staggering out, coughing and spluttering, his face slightly blackened. Rushing over to help, they found themselves confronted by the rare sight of a Mostali, who had obviously been working on a contraption of one sort or another. Behind him was his store, a treasure trove of mechanical gadgets that gave out a constant stream of ticks, tocks, and hisses.

After making sure he wasn’t hurt, they helped him clear up a little of the mess. Rhodrin in particular was very excited at meeting a Mostali here, as he had spent many hours in study of this ancient race, and was considered one of the most knowledgeable men in northern Sartar on the subject. Likewise the Mostali, who’s named turned out to be Clayweaver, was delighted to find a human with such a broad knowledge of his people, and they sat and talked for some considerable time as Rhodrin tried to explain their predicament. Strangely, the Mostali seemed to have no real memory of his time in the city – he knew he traded with its occupants on a daily basis, he knew the goal of the people of the city, but he had no recollection of how long he’d been there or where he had come from before he arrived here. While he also found Rhodrin’s story very far fetched, he was nonetheless fascinated by it, and before they left he gifted Rhodrin with two items from the store, a small timepiece for which he had no need, and a tubular device that would “illuminate without light”, as he described it.

Leaving the Mostali, they eventually arrived at the central tower, and began the long climb up its winding road. The higher they climbed, the more spectacular the view became, and as the storm had cleared up some time during the night they could see beyond the city walls, where a long silvery road wound its way off into the distance. The city was much larger than they had first realised, and was filled with architectural wonders such as ornamental gardens and intricate buildings. It was only then that Rile discovered the reason for his terrible feeling of loss – there was no moon. Where his goddess should be was just empty sky.

The top of the tower was shaped like a dragon’s head, and around its neck was a ruff that formed a platform of sorts. As the three men arrived at the top, they were confronted by two dozen dragonewts conversing in their own tongue. Beyond these was a narrow path that led out to the dragon’s outstretched hands, and sitting on the hands was a large bell. The dragon appeared to be staring straight at the bell, as though it was an object of utmost beauty, worthy of great contemplation.

As they approached the path, two large beaked dragonewts stepped in front of them, blocking their way. “I’m sorry”, the first said, “you can’t go up there. Ringing that bell would spell the end of the world, and we wouldn’t want the world to end before its time now would we.” Still unaware of the nature of this strange place, the three men did not argue, and instead decided to attempt to retrace their steps back to the main gate of the city.

After another long trip back down the tower, they were surprised to spot a Sun Dome templar walking across the plaza. Unlike the other occupants of the city, this one did not appear to be wearing clothes of a bygone age, and instead seemed to in a hurry to get somewhere. As they hailed him however, he stopped, then quickly approached them, a combination of surprise and relief on his face.

Surik Brighthelm claimed to have been in the city for around five years, but upon further questioning they discovered that he had entered the city in the year 1535 ST, over eighty years previously. However, he was aged no more than thirty five years old, so something was very wrong with time in this place. They then had the idea of asking if he had kept any sort of journal when he arrived, and while Surik couldn’t remember doing so he led them to the house he occupied to see if clues could be gathered. Just like the mostali they had met earlier, Surik’s memories of his time in the city seemed to be fading, although they were not yet completely gone.

By good fortune Surik had indeed kept a record of his findings when he first arrived, and in them he had written of his desire to ring the bell at the top of the tower in order to end the dream. At this point the bondsmen realised that the entire city was the product of a dragon’s dream, and everything began to make sense. They resolved to ring the bell as Surik had suggested, certain that this was likely the only way to escape this strange place.

Back at the top of the tower, only a handful of dragonewts remained. Before they arrived the bondsmen prepared themselves for a fight, certain that the dragonewts would try to prevent them from ringing the bell, which of course turned out to be true. It was at this point that they noticed that Surik had become almost ethereal this close to the head of the dragon, having spent too long within the dream environment, and so would be of no help in the ensuing melee.

Once again two beaked dragonewts blocked their path, but this time Strum drew his axe and severely wounded the first. Rhodrin attempted to duck past the other, but was way too slow and found himself facing an enraged dragonewt warrior. Rile was more skilled in these ways though, and after tumbling smoothly past a third warrior he sprinted for the path. A tailed priest began summoning powerful draconic magic, but Rhodrin managed to counterspell it before it could take effect. His attention distracted, he was not quick enough to avoid the huge klanth thrust towards him, and took a vicious wound to the gut, the pain almost overwhelming. Strum’s axe swung again, and the tailed priest fell to the ground, shrieking in pain at the terrible wound in its leg. Meanwhile Rile reached the path and dashed across, at one point stumbling and almost falling to certain death. Incredibly he managed to catch himself just in time, and with a smooth leap made it to the bell.

Fortune indeed favoured the bondsmen that day, for one of the beaked dragonewts facing the others had almost put out its own eye with its klanth, before dropping the fearsome weapon in pain. Before they could deal with the last one, Rile rang the bell and everything disappeared.

Rile found himself standing alone, in front of the most terrifying creature he had ever seen, a dragon so vast he could scarcely conceive it. The dragon spoke. “Little human, you dare to awaken me from my slumber. I admire your courage, and so shall answer three questions truthfully. However, for your impertinence you must be punished and so after I answer your questions I will devour you. Be swift with your questions, for already I lose patience.”

Rile’s first question, “How can I prevent you from devouring me?” , was of little help, as the dragon simply replied “Do not awaken a sleeping dragon” However, his next question was far more effective. “How can I put you back to sleep?”

At this the dragon looked perplexed, as it began to realise that it was actually still asleep and had not yet woken up as it first thought. As it did so, it began to fade from Rile’s view, and he shortly found himself lying face up in the sands of Prax, the hot sun beating down on him. Next to him lay his companions, along with Surik who had also been freed from the dream. In the distance he could hear the sounds of people calling for them, and recognised the voices of the duke’s nomad riders.

Upon questioning by the duke they eventually told him of the city, but while an exploratory party was put together, no trace of it was found. Eventually the duke gave up, and they left this strange place and headed for the final oasis in their journey, that of Horn Gate. Beyond Horn Gate lay the duke's domain, and the final destination of their long journey, his home.

gamesmeister • Campaign SessionsPermalink

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