Homebrewed (for the D&D noob) – Part 27.
Monday, December 6th, 2010Last week, Natalia, Iema, Corin, and Sunshine visited a drow city, found a drow that was actually not completely evil (although certainly not good), and managed to get out of the Underdark. Unfortunately, getting out of the Underdark means we made a deal with someone who is almost certainly evil, although the details of that deal are still unclear to us. Oh–and our old buddy, Julium, is now emperor of Numbrar. Lost? Catch up with the last installment here.
Sterror the 15th
So, we’re still on Sterror the 15th, to our surprise. As mentioned in the last “Homebrewed” entry, our characters had all been on the Astral Plane to get from the Underworld to the Prime Material safely, so we really had no way to keep track of time there. We lost five days.
And for a person who wakes up at 6 AM even on the weekends because she hates wasting time so much, this makes me a little grumpy. Just a little.
Natalia, Iema, Corin, and Sunshine are standing at the capital of Numbrar, surprised to find their old friend, Julium, dressed in emperor’s clothes, and secretly hoping that some spoilsport kid doesn’t come out and point out that he’s actually naked. Or maybe I’m the only one thinking that. At any rate, Jim explains that in Valt, the 15th is Frost Feast day, and this is when the lord of each community feeds the entire town, and in the emperor’s case, this means the whole capital. (Although, obviously, not in the same place.) The Sterror the 16th is more like our Christmas, in the sense that people tend to have dinner with family and friends.
In the midst of all the people milling around, the crew run into another bard named Elyas while they were eyeing the feast and discussing the signficance of imported food. (Is it a sign of abundance, of having enough money to get exported goods, a sign that Numbrar’s crops are doing so terribly that they have to go elsewhere–what?) It becomes clear to us, though, that Elyas is anti-Julium. How did we find this out? Well, Iema jumps on a table and starts playing a song about the great, new emperor, right? He was trying to get the crowd riled up about Julium, as well as get Julium’s attention in a roundabout way. Soon after, Elyas jumps up on another table and starts singing counter songs about the “fake” new emperor, etc.
Natalia gets sick of it and pushes Elyas off the table.
Then an old woman approaches Natalia and the others. “Lost in the streets,” she mutters. Everything goes black around us. Jim says that we quickly realize that Allista Renger is using the old woman to deliver a message. She says that Julium wants to see them. Now.
So the group leaves towards the castle. We’re advised that we have to take a coach because it’s a long walk. Sadly, this costs money. Of course. 5 gold a head.
“I don’t take livestock,” the coach guy says, peering at Sunshine.
Natalia bristles. “She is not livestock.”
If I remember right, Sunshine ended up flying over us. During the ride, Natalia looks out the window and half-listens to Iema and the coach. Corin is also quiet, but that’s mostly because Jim can only roleplay one character at a time, ha. Phil-as-Iema is very good about pumping people for details about everything. He got the driver to talk to him about everything from shypsies (“I met a shypsy girl once. It was expensive but worth it!”) to how many soliders Julium has (two for show, two incognito, and probably many others hidden within the town). The men gossip for a while until we finally get to our destination.
Suddenly, Jerth is next to us. Remember Jerth? Julium’s sidekick from his pre-emperor days, definitely with an evil bent, although he’s fought by our sides on more than one occasion. Wonder where he came from? Hell, so do we. Jerth is sneaky like that.
Jerth leans over to the driver. “Keep driving,” he says to the man.
“Um…okay,” says the newly-nervous driver.
We drive through the crowd of people. Some are about to press up against the coach, until they see Jerth pull an arrow out on them. The crowd backs away.
“What’s going on?” Iema asks.
Jerth doesn’t answer. We pull all the way up to the castle and are ushered out. As soon as we’re out, we’re patted down, and more guards point arrows at us.
“Hi, Jerth,” Iema says. And again: “What’s going on?”
“Where were you at?” Jerth demands, ignoring Iema’s question. We gave the whole explanation of our capture, time in Fasset, and our escape through the Underdark. Jerth listens to all this, and then he says, “Thirty people died trying to get you.”
Both Natalia and Iema are taken aback. “Who?” we both ask. “How?”
“Beta told Julium what happened. He sent a ship after you.” Jerth hands a package to Iema. “This is for you. Raelan sent it.”
“Raelan?” Iema repeats, surprised. This whole day is full of surprises. He opens the package. It’s his herald cloak. The cloak has obviously been through some…trouble. It’s also been patched together. Regardless, Iema seems happy to have it back.
We turn to go into the castle, but there’s just one more surprise.
Corin halts. “This is where I get off,” Corin says.
We turn toward Iema’s apprentice. “What?” Natalia says.
Iema nods. “Why?”
Corin waves to some bas relief nearby. “See that? That’s a depiction of the first time my homeland was conquered.”
Oh. I get it. It’s a matter of national pride. Still, while Phil/Iema is bidding farewell to the boy, I’m asking, “Really? Corin’s leaving? No more Corin?”
“He actually stayed way longer than most apprentices do,” Phil explains.
Jim jumps in. “The only reason why he stayed so long was because you guys were in the Underdark,” Jim says. “Usually, once apprentices reach name-level, they go off on their own.”
I guess that makes sense. And, storywise, it’s a good idea. But, damn, it was nice having someone as smart as Corin working with us. Especially since he was privy to DM knowledge, heh. (Okay, not really. Jim is very good about not doing that.) Before Corin leaves, we give him his fair share of the party loot and make him promise to get ahold of us if he needs anything.
After the goodbyes are said, we turn to the castle and enter. Jim describes the palace like a cross between a mansion and a museum.
“Hmmm, I feel like we’ve robbed a place like this once,” Iema murmurs.
Natalia and Iema are taken to the council area. We don’t even have to push the guards outside the doors to let us in. They take one look at Iema’s herald’s cape and let us in. We open the doors to a lot of yelling. Not the scared kind of yelling but the angry kind. We spot Julium further ahead, in a heated argument with a man we don’t recognize.
Even with all the commotion, our entrance is noticed. A man that we later find out is named Delphus Delphinius snaps at us for our names. After Iema introduces us, the man spins around and yells, “See, the rumors are true! Julium is consorting with druids and bringing in our enemies!”
“Maybe if you had help from druids, Delphinius,” Julium snaps back, “you could actually feed your people.”
Huh. Uh…hell, ya! YEAH. TAKE THAT, DELPINIUS.
The grouch stomps off. We go over to greet Julium. Iema tells Julium of the prophesy that we got from the earth weird about him. Natalia wasn’t going to tell Julium about it, but I guess I can see where Iema would want to. Julium, unsurprisingly, is unwavered by the part where he would be known in history as the most bloodthirsty tyrant. His goal to unite everyone is going to be seen, and for now, that’s all he cares about.
Aside from the prophesy, we trade other updates. We find out that Julium intends to end the war on Fasset, that an outbreak of some disease is centered around Devies, and those anti-Julium criers around town were actually planted by Julium himself. Remember the one that Natalia pushed off the table? A plant. Apparently, she had hurt him pretty badly doing that, and Julium ended up paying the man extra.
Oops.
And here we take downtime. This is due to a new rule Jim’s enforcing about how we have to take downtime when we level up. Since Iema leveled up last week, we have to take 30 days.
Icetor the 15th
Icetor the 15th is the Winter’s Solstice, and, according Jim, a big holiday for druids. Because it’s the shortest day of the year, druids consider it “out of balance” and tend to get a little wild on that day and do things they normally wouldn’t do.
Natalia is disappointed that she’s stuck in a town with people who would not appreciate this holiday. Seeing she’s surround by people who are already suspicious of druids, she forgoes doing anything crazy.
We’re in a drawing room in Julium’s castle when we hear thunder. Suddenly, Raelan appears with Grugor. Raelan is well-dressed and now has followers flanking him. (Ones that, I might add, he seems to LOVE bossing around.) Grugor has even more tatoos and piercings than we remembered. They greet us with enthusiastic hugs. You’d think Natalia would be more excited to see them. Instead, she forces a smile and simply says hi. Iema, as usual, is cheerfully chatting away; Natalia is secretly wondering if either one of her friends is the one who sold them out to the drow.
Raelan, indicentally, says the drow are wanted in his castle. But we shouldn’t worry about Zerik–he has captured him and has been torturing him. In the end, Vaelika sold him out. Iema wants at the drow, but he concludes that the Wizard of Vengeance can probably take care of the asshole better than we can. Natalia mulls over the fact that Raelan has the drow. She wonders if he’s just telling them this to hide his own guilt.
Curse Jim and his way of dividing people up in his games.
Iema hands Raelan the spellbook disguised as a design book. Raelan flips through it; he knows all the spells already, but he seems interested in the book itself. Natalia asks Grugor about Beta. And this is where she hears news that makes her nervous.
The barbarian describes Beta as scary. When a half-orc says something got scary, that’s never good. Beta has gathered his own crew of people and will kill anyone that seems perceived to be a threat to the forest.
We get more news: Uliver died, Raelan got married, and we hear more about the plague. We vaguely remember that people were starting to get sick about the time we were captured. At first, I worry that when we brought drow into the town, they had done something. Raelan assures Natalia that the drow had nothing to do with it; from the information he’s gathered, they were concerned about the plague themselves.
“By the way,” Natalia says, changing the topic, “do you think you could turn Sunshine here back into a dire hawk?” Poor Sunshine had been dealing with being a bat this whole time.
“Sure,” Raelan says. He calls an apprentice over to do it. As the girl struggles to perform the spell, he reaches out with his staff and begins poking her in the back of the head saying, “WRONG. WRONG. WRONG.” Seeing the look on Natalia’s face, he says, “Hey, this is actually a nice way to do it. You should see what Uliver did with his apprentices.”
Eventually, the girl gets it right, and Sunshine is back to being a dire hawk. Raelan, Grugor, and the herd of people that came with them leave. Julium comes into the drawing room. We stand up.
Julium is concerned. There’s been a string of murders in the capital. The first one was a homeless man that everyone assumed was a victim of a carriage accident. Then another man turned up mangled, around the same area, and people started to worry. The third victim was a little boy, also ripped to shreds. Julium wants this resolved. We agree to take a look into it for him.
(Can I just stop here to say, ugh, mysteries. As a girl, I was pretty good at them, and I even quit reading mystery novels because I was figuring them out long before the main characters were. As an adult, I suck at them. I think I’m getting dumber as I get older, I swear.)
Anyway, we get directions from Julium and head toward the middle of the city, to a section called Oakdown. We want to check out the spot where the second victim (a thief) was killed, but the guard who is responsible for that section of town is unavailable and cannot assist us. So we go to the boy’s mother’s house instead.
We get to an alley. Unlike most places in the capital, this area is mostly made of cast-off wood rather than stone. There are a lot of carpenter shops. It’s night, so there’s not a ton of people to talk to, and frankly, I don’t even know where to start. So Natalia starts with asking Sunshine if she’s seen anything while she was flying overheard.
Sunshine hops towards us. “I saw lots of things! I saw a boy and a girl, and they were on each other and rubbing on each other and grabbing each other! And I saw a man sticking another man with a knife!”
Okay, well, that’s just town life. So we hunt down a homeless guy, give him some money, and bribe some information about what he’s seen. It’s not much, but we do know that a someone in a gang called the Leymen was also asking questions. He says someone named Ginnie Hag found the body, but she’s since left town. The victim was stabbed, shot with arrows, and had an arm torn off about two weeks ago, right after the snowfall that grounded everyone. Which, the homeless man points out, is strange in itself, since it doesn’t even normally rain in this section of town–it would warp the wood. The Numbraran capital has potent magics which can, in some areas, exert limited control over the weather.
“I think it’s the corpse of Druid Jack,” the homeless guy concludes. Natalia wonders herself. “Druid Jack” is a local folk legend about a serial killer who was tied to a druidic order. He was executed by the city but promised a horrible revenge. Somehow I doubt that “Druid Jack” is responsible.
Iema heads down the alley to look around. He finds a large wooden splinter, broken, which he can see where someone would mistake it for an arrow. Natalia shapeshifts into a wolf and sniffs around, hoping to catch a scent. The scent on the splinter doesn’t match anything else around, though.
We move on to the next crime scene, past a part with large monuments, until we get to a residential building. We go to the alleged home of the boy. It’s late, but the lights are one, so we knock on the door. The door opens a crack and peers out. Iema talks to the woman a little, and then she spots Natalia. She opens her door wider.
“Why didn’t you tell me you had a druid with you?” she says in a thick Caelth accent. (The accent from the Jade Islands, where they actually respect druids.)
Natalia is a little slow to react, surprised to find someone who is actually happy to see her.
We get some information from the boy’s mother (her name is Madwyn) about her son. He was going to be a fine soldier, she said. He was a little bit of a bully, but he didn’t mean any harm. He would pick on a little girl he knew, but that was only because he had a crush on her. “He was that age, you know,” she muses.
I secretly remember the boy in sixth grade who threw spitballs in my hair all year, the one that later asked me to the sixth grade dance. (Answer, by the way, was HELL NO.) Apparently, boys are clueless in ANY reality. The woman has also talked with the leader of the Leymen, whose name is Burne Leyward, but she chased him out because she doesn’t like him. She also mentions that in addition to these murders, children have gone missing.
One thing at a time, though. When the boy was killed, his mother had heard him outside screaming and run out. He was torn apart. We try not to make her talk too much about it–as you can imagine, it’s very hard on her–but we do ask her to point the direction and head that way. Outside, Natalia turns into a wolf and immediately smells something foul, something like a combination of fecal matter and a dead body. Iema noticed that the ground next to the fence is impacted as if something heavy had jumped over the fence and landed there.
We thank the woman for her time and leave. Natalia promises that once they’ve finished hunting down the killer, she’ll come back to help Madwyn with her carpentry work. Madwyn had mentioned that she was trying to finish her orders ASAP so she could leave, and, hell, Natalia might as well put her carpentry skills to use.
Next up: We go to talk to a Corporal Murstes, someone Madwyn had mentioned and seemed to like. He, also, was trying to find out what the killers were. We hear the 10 o’clock bell ring and head that way, knowing from Madwyn’s description of him that we would find the man there. We do find him there. He’s clad in a breastplate. Next to him is a bright yellow horse, which he introduces to us as Mustard. Murstes is familiar with the murders, as well as the children disappearances. He wonders if they’re related. He also believes that someone is hiding in the lumber reclamation yard, a.k.a “The Dump.”
We decide to go there, but not before we go to the Burning Inn to speak with Burne Layward, someone that both Madwyn and Corporal Murstes have mentioned that has been investigating the murders as well. We don’t get much from him, though. The moment he sees Iema’s herald’s cloak, he’s hostile, lies to us, and tries to tell us that it’s a bunch of gnomes. Burne says that he also believes that there’s something going on at The Dump, and that he plans on burning the whole place down to take care of it.
Iema huffs that setting a fire in a wooded area is the stupidest idea that he’s ever heard, and, in not so many words, tells Burne to go screw himself. We go off to The Dump to take care of the problem ourselves.
The Dump really is a dump. Jim says that just it’s piled with stuff, full of things like pallets, slats, and some weird wooden things that look almost like plants. Jim says that Natalia would know that these aren’t plants, though. I tell Jim that Natalia is going to investigate them. Iema also moves into the room.
At this point, Jim hands me an index card, telling me what the weird wooden plant-like things are. Here’s what it says:
There is a kind of fey called a splinterwaif. It’s a corrupted dryad, vengeful, bitter, and evil. These bushy things are what happens to their victims. (They prefer children.) They have spell resistance, travel in packs, can spit sharp wood, and animate wooden objects.
Ah, shit.
The reason why Jim gave me the index card is so that I would know what Natalia knows about splinterwaifs–and doesn’t have time to explain to Iema because he gets jumped.
The fight is nasty. These things do a lot of damage. Luckily, they’re smart enough to know that the druid would be a bigger threat to them than a bard. I say “luckily,” because Natalia at least has more hit points than Iema does. Unfortunately, though, Natalia hasn’t had time to shift into her dire bear form yet. Before it’s even Natalia’s turn to go, they’ve already knocked her down a good chunk of her hit points. Enough that when my turn comes, Natalia has to heal herself before going into her dire bear form. The omnipresent carpet of garbage requires balance checks every round to be able to move. As it turns out, Natalia does not excel at balance checks.
And Sunshine. Poor Sunshine is trying to get into the battle, too, but because of all the piled up wood everywhere, it’s hard to just zip around in the air or get good footing on the piles.
Natalia manages to kill off a couple of the splinterwaifs with a Flame Strike. (Not without making sure it wouldn’t catch everything on fire, though.) They keep coming at us, though, and Iema dimension doors backwards, then attacks and kills one himself. Natalia keeps trying to get across the junk, but, like Sunshine, she also has trouble getting a good foothold and falls. Because Jim is STILL rolling nat 1s for Sunshine, my poor companion isn’t fairing so well, either. Iema kills more; Natalia decides there’s no point in trying to move across this crap and casts another Flame Strike.
Jim rolls another nat 1 for Sunshine. That’s three times in a row. I think Jim needs to take a page from Phil’s book and buy some of those game science dice.
Suddenly, wooden objects spring up around Iema, boxing him into a corner, and try to grapple him. Panicking, Natalia shifts into an eagle (better reflex save, better chance to to finally be able to MOVE across this shit!), and flies toward Iema.
“HEY,” Sunshine yells. “WE ALREADY HAVE A BIRD!”
Damn, I didn’t peg Sunshine as the jealous type. Iema casts Cure Critical Wounds on himself; Natalia uses her healing wand to help, then shifts into a dire bear. The wood pile she’s on starts groaning under her weight. Luckily, between the three of us (Jim finally rolled something other than a 1 for Sunshine), we kill off most of the things. A couple flee; Jim tells me that Natalia knows that they’re smart enough to not come back.
Finally, we have time to catch our breath. Natalia waves her hand over to the wooden “bushes” and explains that we’ve found the kids. And, no, they cannot be saved. (You can bet your ass I checked first. ) So, we’ve found out what happened with the missing children, but we still don’t know what happened with the murders–or if this is even related to it.
That would be for the next game.





