Back with another rushed “Homebrewed,” although I’ll try not to rush it as much as the last one. In the last game, we wrapped up our time at the mage fair, discovered that Iema and Corin are total arrow magnets, and had a cleric pretty much threaten to call DCFS on us for parading Corin in the forest in the first place. But we gave her the age-old response, which is HE WAS ASKIN’ FOR IT, BITCH. Now all we need are the wife-beaters. Don’t believe any of this? Beat on part 17, which you can find here.
Briezen the 11th
Before we start the game, I realize that I need to update my spell list. I’m horrible about my spell list. I forget about updating my spells with new ones, and before you know it, I’m heading into the fire plane with nothing but fire spells on my list. D’oh!
It’s all well and good because, as it turns out, Jim has some Iema-specific plans in mind. So while I’m updating my spell list and consulting the Players Handbook, I’m also scribbling notes while I listen to Jim and Phil roleplay. Here’s what I caught:
It’s the morning of Briezen the 11th, and we’re all at the inn in Stilldale. Iema wakes up to someone knocking on the door. He answers and has to look down to see the visitor, which is a halfling with a shock of bright red hair. He introduces himself as Rendel and invites Iema downstairs for breakfast.
I can totally see Natalia snarling at this guy, I’m thinking as I’m jotting down the notes. It’s a good thing she hangs out by herself in the woods because nobody would want to hang out with her anyway.
Iema is much friendlier and more curious than Natalia, though, so he follows Rendel downstairs and sits down to breakfast. At this point, Rendel starts kissing Iema’s ass, big-time. You know, how he’s a big admirer of Iema’s, how he’s heard of him and his great feats, and gosh, he hopes Iema’s heard of him before because it would be such an honor–
And then Iema calls him on it. You know, the ass-kissing.
Rendel drops all pretenses. “Okay, you got me,” he says. “I was hoping you would do me a favor. I want to you to talk to the graveyard guardian here.”
“Why?” Iema asks.
Rendel then launches into a rather long explanation, but here it is in a nutshell: He’s trying to find an artifact that was last seen on a monk that passed through Stilldale 150 years ago. He’s hoping the graveyard guardian, having the ability to “speak” for the dead people in his territory, can give him information about the monk, or, at the very least, set him on the path to follow the monk.
“But I screwed up,” Rendel says. “I wanted him to talk to me, so I told him I was friends with more known people around here, like Natalia and Roan. Turns out, he really hate those guys.”
Out of character, I’m still scribbling away, and now I’m rolling my eyes. If you’ve forgotten, the new graveyard guardian was one of the conscripts that was killed in the 8th game. He holds a grudge against me–er, Natalia–and Roan for his death during our battle with Mushroostopheles. So what if he puked his guts out? Big baby.
Iema, of course, doesn’t know any of this. All he knows is that this sounds interesting, so he agrees to go on Rendel’s behalf.
So while Natalia’s snoring away upstairs in the inn, Iema and Corin go off to have their own little adventure. Even though they’re newcomers to the town, they don’t have any trouble locating Stilldale’s graveyard. They also have no trouble finding the graveyard guardian.
Iema goes straight to the guardian, Corin following closely behind. Iema introduces himself and asks about the monk. But because the guardian still has that whole, uh, innards-in-mouth problem, he has a bit of speech impediment now in his afterlife, so he’s difficult to understand. It takes a few tries before Iema gets it: If he wants the guardian’s help, Iema has to agree to kill someone and bury them in the cemetary. Iema doesn’t hesitate to agree to this; after all, there’s lot of dead bodies in our line of work.
Note that I just thought WOW, I WISH I COULD SAY THAT ABOUT MY JOB IN REAL LIFE! And now I think I want to be a mortician. But I digress. Moving on.
The guardian says that 150 years ago, there was a man in black robes. Presumably, that’s the monk. Anyway, the monk challenge the miller (don’t ask me who these people are or their importance, I’ve NO idea), they fought and then the monk headed south. After the guardian wraps up the story, he then demands that Iema kill Roan. Iema hesitates before wisely not commiting himself, only saying, “If the time and opportunity presents itself.”
The guardian doesn’t question it, though, and Iema takes Corin and heads back to the inn. He finds Rendel and gives what information he managed to get out of the graveyard guardian. Rendel leaves; Iema waits for Natalia to wake up to tell her about his morning.
Out of character, my spell list is done, so it’s time to hop in character. I tell Jim that Natalia wakes up, goes downstairs, and meets Iema. There, Iema gets Natalia caught up with his conversation with the graveyard guardian.
“By the way, why does he hate you and Roan so much?” Iema asks.
Natalia rolls his eyes. “He died while we were fighting Mushroostopheles. He thinks we could have saved him, but we couldn’t. There wasn’t a damned thing we could do to help him. I actually think the guardian is the one whose neck Roan snapped, trying to put him out of his misery.”
“Oh,” Iema says, understanding. “I guess I can see where he’s mad.”
“Yeah,” Natalia agrees, “it was bad–he puked up his guts. He’s wrong, but it’s understandable.” She shrugs. Can’t win them all.
“Well,” Iema says, “I there was a little bit of a catch to talking to the guardian: He wants me to kill and bury someone in the graveyard as the price.”
“That’s easy enough.”
“But I’m worried that, uh, I’ll be fighting Beta off, with his need to bury the dead and all.”
Natalia and Iema look over at Beta, who, of course, is with Natalia, because he’s pretty much everywhere she goes. “Beta,” Natalia says. “Do you think you can hold off burying a body long enough to get one in the graveyard? And not give Iema or Corin problems with it?”
Beta grunts at first. He does a lot of that. But then he answers. “Yes.”
Like I said, the wolf doesn’t talk much.
Iema has another idea. Rendel is after an artifact that, he says, is some kind of glove. I believe it’s call the Coat of Arms. He suggests that we head off the halfling and try to beat him to the artifact ourselves. Natalia had been wanting to check on her treehouse since we got cut off last time, but she gives him. She figures if something happened to her treehouse, it’s done, so there’s no rush. Meanwhile, heading off the halfling to get this artifact requires that we get moving.
And so we head out. There was one encounter that made me a little nervous: While we’re out, we hear thundering hooves. Iema and Natalia hiss to Corin and Beta to go hide. As they do, a group of people pass by, about thirty of them, all on white horses and carrying white shields. I wonder whose side they’re on as they pass.
We travel a ways before resting. On the night of the 11th, Iema’s keeping most of the watch while we sleep. Because of that nifty ring of his, Iema only needs two hours of sleep a night. Damn, I envy that bard.
But not for long, because while Natalia is sleeping, Jim says that Iema looks through the fire and realizes that large feline eyes are peering at him through the fire. As his eyesight adjusts, Iema discovers the largest sphinx he’s ever seen is keeping him company.
Phil-the-player seems a little panicky. I’m pretty sure Iema-the-character is, too, but he plays it cool, asking the sphinx politely how to keep it from eating him. The sphinx makes an obvious deal: Riddles. They trade riddles, and if Iema does well, he can live.
Secretly, I’m glad that Phil is the one getting the riddles, not me. I’m terrible with riddles, mostly because I’ve heard very few in my life and don’t really have the patience to think about them. Jim, however, is great at riddles, and from what I gather, so is Phil. Which, Jim will tell me later, long after the game is over, is why he saves the sphinx for Phil.
The problem, though, is that Phil and Jim know most of the same riddles, being friends for well over a decade. So most of the exchange is Jim and Phil trying to think of riddles the other hasn’t encountered. Finally, Jim stumps Phil. Uh, I mean, the sphinx stumps Iema. And right when the sphinx is getting all gleamy-eyed, Jim says that Iema, Corin, and the sphinx hear the most horrible screeching in the distance. Jim describes it as the most horrible sound they’ve ever heard, like something between a cat in heat and a woman screaming.
The sphinx glowers at Iema. “You got lucky,” he says, and he takes off towards the sound.
As it turns out, some of the little tricks that Corin has picked up is ventriloquism! Corin threw his voice, making it sound like a female sphinx’s mating call in a distance. And, since I guess female sphinxes are kinda rare, our sphinx felt pretty pressured to answer it.
Iema and Corin don’t wait for the thing to come back. Quickly, they wake Natalia, snuff out the fire, and we move camp.
Briezen the 12th
By Briezen the 12th, we finally make it far enough south of Stilldale to make it to a town I have never heard of, Kalphur. “Have I ever been here before?” I ask Jim.
“No,” Jim laughs at me, “you marched right up to the town, then turned around and went back.”
And then I remember: When Raelan and Natalia were going back and forth on the road, looking for clues about who was attacking people on the roads. Oh. You’d think we would have noticed the town, heh.
Anyway, Jim gives us a little description about this town. It’s right in the foothills of the Caldron mountains. My Spidey sense starts tingling. The Caldron mountains…aren’t these the ones big-assed giants live in and all sorts of nasty things?
Actually, I’m probaby wrong, confusing them with some other mountains or something else entirely. Someone should step on my Spidey sense.
Jim continues. The town, he says, has four roads going through it, north, south, east, and west.
“Like a crossroads?” Phil asks.
Jim nods. “Exactly.”
“Well, now that we’re here,” Iema says, “that halfling gave me a great idea.” He suggests we go look for Kalphur’s graveyard guardian. Natalia agrees, and the four of us make a beeline for the town’s cemetary. Which, incidentally, is even nicer than the one in Stilldale. Except, that, you know, looking around, you can quickly discover it’s also a communal execution site.
Speaking of, there’s a man hanging in the gallow. Ieam, not squeamish in the least (probably especially when there’s an artifact to be had, haha), marches right up to the hanging man and asks if he’s the graveyard guardian. As luck would have it, he is.
The man takes the rope off, and his head immediately rolls around. We hear bones cracking. Natalia cringes and hangs back. She and I have already learned that it’s best to let Iema do the talking.
Iema ignores the man’s condition and instead asks about the monk. The man, though, only asks questions himself: Why? What? Why what? Why who? Iema goes in circles trying to figure out how to “break” this man’s code, to get him to speak, but neither of us can figure out the trick. The man finally sighs and gives up. He puts the noose back around his neck and, um, returns to hanging. Yeah, if that’s not an indicator that a conversation hasn’t gone well, I don’t know what is.
We head into town, find a bar. Iema gets drinks, asks the bartender if he has any idea how to get that graveyard guardian to talk.
“Hell if I know,” the bartender says, “but I’ll tell you something. Criminals that are hanged next to him…he rubs on them and kisses them while they die.”
Holy shit, that’s all kinds of disburbing.
The bartender keeps talking to Iema. He tells Iema that he’s heard that the Northern Numbraran armies have been coming through. Natalia remembers the soliders in white that we passed, and she sends Julium a warning message via her dragonhead clasp. She’s not sure if who they had seen was the Northern Numbrarans or if they were coming to collect the bounty on Julium’s head, but she wasn’t taking chances, either.
As soon as Natalia sends the message to Julium, Jim tells me that Natalia receives a message from Grugor on her clasp. Myconids under attack by elves and paladins. Advise.
Aw, shit. Natalia rushes up to Iema, telling him the message, telling him that we need to go back–fast.
Briezen the 13th
Because Natalia’s dragonhead clasp will only allow her to sent one message a day, she has to wait until Briezen the 13th before replying to Grugor. We head out, and she sends one to him, telling him that we’re on our way back to help defend the myconids. I feel oddly irritated by this whole situation. Who would attack little mushroom guys?! EVIL PEOPLE, THAT’S WHO. We keep going back toward Natalia’s treehouse, rolling for encounters along our way. One of the encounters is where we run into a man who tells us that there are Caldram foreigners in Stilldale. Huh. Weird. We press on until we get to Stilldale with no real problems.
Here, Jim says we need to rest for the night. Sensing my unease at the idea, Jim says we could also do something called force march. I had never heard of this, so they explained it to me: It’s where you need to rest, but you need to keep going anyway. You have to roll for checks, but if you fail, you take subdual damage. And I was all like hey! I remember subdual damage! I’m all bad ass now! But, of course, I forgot where the box was to mark that on my sheet, so Phil had to tell me. D’oh!
Incidentally, I needed to know where the box was because, yeah…I didn’t make my checks or saves or whatever. I was all “subdualled,” haha.
We get to my treehouse. The myconids are there and, yes, they’ve been under attack, although they no longer are. They tell us that they were attacked by men and elves, and that Grugor is at Raelan’s, battling over there. Currently, in the main myconid cave, there are attacks. We force march our way to the cave.
We hear the battle before we even get there. At the cave, we find a group of elves with armo of bones and shells pulling the palisade from the mouth of their cave. Behind it, the myconids were ready for battle. Those are some tough mother-fungi. SHIT JUST GOT REAL, MOFOS.
We rolls for initiatives, and I pray I get to go first. I’m all huffy about someone attacking my myconids. Luckily, my prayers have been answered (I guess Natalia should thank her god, Lolmoro, heh) and I get to go first. I jump in first thing with an Ice Storm to five rangers on the right and three barbarians carrying great swords, causing 19 points of damage. Not the best Ice Storm can do, but it’s not too bad, either, I guess.
Beta charges in and kills one of the great sword guys right off the bat. Sadly, because we’ve caused so much commotion, the rangers start right in on us, and the barbarians rush us. Jim says when we see them running towards us, we discover that they’re elves with painted faces and bones rattling in their hair. He says we’ve never seen elves go psychotic like this, and we have to make will saves. Natalia makes both of hers, but Beta fails. Four of the elves end up on Beta, and they all hit, bringing my poor wolf down from 99 hit points to–I kid you not–three. In one round.
At this point, Corin, who is invisible, does another voice-throwing trick, mimicing the sound of something that sounds like a screech owl. Jim says that the thing Corin is imitating is associated with Silduggis and is, and I quote, “evil as fuck.”
The myconids are up next. They finally come out of their cave, but only to try to pull their fallen wall back up.
With all the chaos about, when it comes Natalia’s turn, I’m debating what to do. I was thinking of casting Entangle to do a little crowd control. Phil suggested that it might be time to bring out the brown bear. So Natalia transforms into a bear, while Beta attacks another barbarian. Iema casts improved invisibility on himself; luckily, the readied actions the archers to stop his spellcasting fail. Meanwhile, a little further away, the barbarians drop Beta, bringing him down to -10 hit points. Once her pup is down, they turn to Natalia and bring her from a shit ton of hit points down the 49.
This is when I realize that turning into a bear at this point in the game was a bad, bad move. But it’s too late now. Beta is now dead. Iema tries his best to help Natalia, casting Cure Serious Wounds on her, but more arrows fly and bury themselves into Natalia. Natalia dies, reverting back to her human form as she collapses onto the ground.
Now it’s just Iema and Corin. Iema, understandably, is nervous. Luckily, both he and Corin are still invisible. The myconids aren’t really helping out here, and they’re also not having much luck putting their wall back up. Corin attacks the best we can, and we see–well, Iema sees, since Natalia is dead–a bad guy stagger forward. Iema jumps in with a song to inspire courage and takes down another barbarian.
It’s not like anyone can see where Iema and Corin are, so the rangers decide to turn their arrows on the myconids. Iema and Corin keep at it, Iema stabbing one, and Corin finishing off another. Suddenly, they hear a loud BOOM, BOOM, BOOM! They both turn to see a gigantic mushroom guy running down toward them. At first, they’re like oh shit because they aren’t for sure which side the Big Shroom was on–until he starts to body slam the elves. WOOT.
Now the bad guys are turning their attention on the big fella. They try to attack, but Big Shroom moves lightning fast, garroting one ranger with his own bow and stabbing the other in the eye with the same bow. (Jim’s very descriptive with the details, as you can tell, lol.) Relieved that Big Shroom appears to be on their side, Iema takes out yet another elf, and Big Shroom stomps through another one’s chest. There are three elves left–and now they’re running.
Big Shroom throws a rock at them. They’re gone.
Now it’s just Iema, Corin, the regular-sized myconids, and Big Shroom. Iema and Corin make themselves visible to Big Shroom. Iema realizes that myconids talk telepathically–and he needs to talk to Big Shroom.
“Corin,” he says, “if this doesn’t work…sing songs about me.” And Iema takes off his ring of mind shielding.
Immediately, Big Shroom “spoofs” sports onto Iema so they can talk. He demands to know where Iema is from. He also wants to know who sent the elves. While Iema can answer the first question, he cannot answer the second. Big Shroom informs Iema that the psycho elves are called Hakal elves, who live deep in the wilderness and hate society.
Everyone suspects that Vueliss is behind this. Iema agrees to help Big Shroom go after Vueliss and that he’ll get Natalia resurrected. The problem is that Iema doesn’t know how he’s going to get her back to town. Big Shroom says he’ll take care of the wolf, but “spoofs” an image to Iema of himself, back when he was a smaller myconid, yelling at Gurgor and Natalia while she was putting things in the portable hole inside her cloak.
“Oh, she has a portable hole,” Iema says, realizing why Big Shroom is conveying that image. He walks over to Natalia’s corpse, rummages through her cloak, pulls out the portable hole, and dumps her body in it. “Sorry, Natalia!” Iema realizes that Big Shroom is gonna do some sort of undead thing to Beta and decides it’s best to let Natalia take care of him herself, once she’s alive again. He dumps Beta in the hole with her.
Iema and Corin start heading back to Stilldale. While rolling, Phil gets one encounter. Jim says they hear clopping sounds. Turns out to be white armored paladins donned in symbols of Lolmoro. Lolmoro, incidentally, is Natalia’s god. They stop briefly to talk to Phil and Corin. A man named Sir Dauphis tells Iema and Corin that there’s much more afoot in the forest beside the Spruce Circle and that they should stay away from the woods. Gee, thanks.
When the bard and his apprentice make it to Stilldale, they notice that there’s smoke coming from the small town. They go into town, make a beeline for the temple, which now has doors battered in and houses injured people. Iema looks around, but he doesn’t see Roan anywhere.
Iema doesn’t have a lot of healing spells left, but he uses what he has to help the clerics that are there heal people up. One thankful cleric tells Iema that Roan went to Devies to tell Julium what had happened to Stilldale. The cleric then (thankfully!) resurrects Natalia. And, oh joy, I get to roll on the Shit Went Wrong table. I roll. Jim looks it up. He then tells me that when Natalia comes back, she comes back withdrawn, selfish, and possessive. He says I’ve got the withdrawn down–that’s pretty much me anyway–but that I would have to work on the selfish and possessive aspects of the roleplaying. (I have a tendency to just let people take loot.)
After Natalia’s back up and running, a little more chatting reveals that the Cadram envoys, the ones that Julium is trying to work with, have been kidnapped. Natalia half-listens while Reincarnating Beta. When I roll to see what he comes back as, he comes back as a human man. He’s completely naked. And no, Beta is not interested in being a man, thank you very much. However, polymorphing him into a human is something Natalia can’t do, so we agree that we’ll have to find a wizard to polymorph him. However, for tonight, he will be a naked man.
“I guess we should go to bed,” Natalia says. Then she pauses. “Except, uh, Beta…I’m thinking tonight, you shouldn’t sleep with me. Being a naked guy and all.”
So we sleep apart. During the night, we notice that Beta thrashes around in his sleep. And that’s how we find out what he rolled on the Shit Went Wrong table: He now requires more sleep.
Guess it could be worse.
Briezen the 14th
This morning, Iema has an idea to find Rendel, since we don’t have Raelan around to polymorph Beta. We hunt the halfling down. It isn’t too hard to convince him to change Beta back to a wolf.
Once we’re done with that, Natalia sends Julium a clasp-message that we’re coming to Devies. Turns out, I wasted my once-a-day message on the dragon clasp, as Julium shows up in Stilldale about 10 minutes later. We meet up with him. He says that things are going badly. There are attacks from both the Circle and Northern Numbrar. Northern Numbrar managed to bypass the cities and invaded Kugai, a very sturdy, well-defended hobgoblin fortress. Also, Vueliss has issued an ultimatum that if every building is not dismantled and all the people gone very soon, the druids will start a war.
GRRRRR. Talk about giving druids a bad name.
Julium also worries aloud to us that the kidnapped envoys will look like Julium was in on the scheme and his alliance with Cadram will be destroyed. We all agree that the paladins and Vueliss cannot be working together–Vueliss is very definitely evil and a paladin wouldn’t work with him–and that Vueliss is the bigger threat right now. And then for the agreement that Natalia has been looking foward to FOREVER: We make plans to meet over at Raelan’s, and then head over for a little showdown with the Spruce Circle.
Before we do so, we also make sure the the myconids are on board. Big Shroom is definitely in, stating they’ll meet us on the Circle territory. Before we leave, they stop us, giving us little mushroom puff balls that act like potions: one for protection from the elements, one of lesser restoration, and one that removes blindness/deafness.
We thank them for their generosity, then head over to Raelan’s, prepared for war.
DA DA DUM. And the battle continues…in the next game.