Thursday, September 16, 2010

Fury of the Wastewalker Journal - Session Fifteen (3-5)

The approaching shardstorm once again pushes the adventurers across the desert. This time, though, the storm leads the party to the Wastewalker himself. In a dry patch of desert just a short distance from Tyr, the final showdown begins with the Wastewalker yelling “ALL DEFILERS WILL DIE. COME AND MEET YOUR END!”

The Wastewalker is a larger ssuran with small pieces of obsidian shards embedded in his black scales. There are obsidian shards swirling around him, too, dealing damage to any foe. Accompanying the Wastewalker are four ssurans – two with clubs and two with spears. There are also two storm shards. Storm shards are masses of swirling chunks of obsidian.

The battle gets off to a difficult start for the adventurers. The storm shards unleash a series of lethal attacks against the weary heroes. Yuka is able to occupy two of the ssurans, but he takes a decent amount of damage in the process, eventually knocking him unconscious. Jarvix also gets knocked unconscious from multiple attacks. But gradually the heroes focus their fire on the Wastewalker, and he is injured badly.

Barcan remembers that the earth and water spirits told the group that the Wastewalker could be converted. So in between attacks, Barcan screams to the Wastewalker, pleading with him that not all arcanists are defilers. At one point Barcan yells “See the green plants below me? I do not destroy the life from the land!” But the embattled ssuran doesn’t heed Barcan’s message.

Knowing that their lives hang in the balance, Phye is able to heal several of the adventurers. Castri and Shikirr fight valiantly as well. Eventually, a mighty blast from Barcan’s staff drops the Wastewalker to the ground, unconscious. After killing the rest of his companions, the adventurers tie the Wastewalker up and splash water on his face to wake him.

Barcan explains to the captive that not all arcane spell-casters are defilers. An organization known as the Veiled Alliance is dedicated to protecting the world from the ravages of defiling magic. The Wastewalker hesitantly agrees there may be the possibility that not all arcane spell-casters defile the land. The party then tells the Wastewalker he can either be set free if he promises not to attack, or he can be killed. The Wastewalker, surprised to hear his life will be spared, agrees to a peaceful release.

The adventurers then continue on toward Tyr, their will nearly exhausted from the battle. As they travel the final distance, the kes’trekel again flies overhead. But this time the bird gently lands on Barcan’s arm. Perhaps a new alliance has been formed? Time will tell.

Approaching the city gates, a guard commands the beleaguered party to stop. The guard demands a payment to enter Tyr. The exhausted party, knowing they deserve a hero’s welcome, cannot believe the guard is ordering them to part with coin after all they have been through. Yuka steps forward, his hand resting on his weapon…

The End.

Friday, September 10, 2010

Fury of the Wastewalker Journal - Session Fourteen (3-4)

As the party continues its journey through the mountainous jungle, the group is able to look down across the approaching desert and spot Tyr in the distance. Descending from the mountains, the terrain returns to the familiar dry desert. The adventurers continue carefully across the hot, dry sand, knowing their destination is close. A chilling screech from above cuts the silence, and the party members look up and see the familiar kes’trekel circling in the sky. The Wastewalker must be near.

Just after passing around a patch of mysterious and dangerous looking silt-like sand, the party is suddenly attacked by four draconians. Draconians are dangerous lizard-like creatures with partially developed wings. The area has been blasted by the power of the sun, as if some arcane defiling has taken place. The draconians appear to by warped by the intensity of the searing sun. Two of the reptiles are armed with longswords, and the others wield two shortswords each. Combat quickly breaks out as the adventurers fight for their lives. Just as the action begins, a deadly dust devil whips around the battlefield, knocking several warriors prone.

The party fights bravely against the draconians, and although several member are injured badly, the reptiles are ganged up on and killed off one by one. There are two types of draconians. One type instantly turns to stone when killed, sealing the attacker's weapon in the creature. The other type explodes when killed, dealing blast damage to all those nearby.

Castri is twice pushed by the enemy into the mysterious sand patch. The patch functions similar to a trap, injuring the victim. However, Castri is wearing his magic silt-runner boots stolen from the halflings, so he is able to avoid taking damage in the silt.

As the battle rages on, Phye is injured and is running low on healing abilities. Knowing that one of the exploding monsters is about to die, Barcan moves away from the impending blast zone. Just before the beast is killed, though, Phye magically dimension swaps with Barcan. This places Phye in safety but puts Barcan right next to the blast. Barcan curses under his breath and makes a mental note to talk to his sister about the importance of courage and valor. Fortunately, Barcan dodges out of the way when the inevitable blast shoots outward. Shortly after, Shikirr strikes another beast and kills it, but his weapon is temporarily stuck in the stone corpse.

After all the draconians are killed, the party focuses on dispatching the dust devil. It proves difficult to kill, but eventually is brought down by a blast aided by Barcan’s magic staff. Barcan, seeing that his sister is barely alive, realizes her dimension swap was for the survival of the party.

The party uses whatever healing resources remain and prepares to set off again toward Tyr. But as they spot an orange shard-storm cloud moving toward them, they know they have one last battle before reaching safety. Jarvix stands up proudly and proclaims, “We started this battle as free man and slave. But we finish it now as friends. Come forth! Let us show our enemy we will run from him no longer!” Yuka says nothing, but slowly nods in agreement as he draws his weapon.

Friday, September 3, 2010

Fury of the Wastewalker Journal - Session Thirteen (3-3)

The party continues journeying through the jungle toward Tyr. Tyr is, after all, the intended destination of the ill-fated caravan. In the distance the weary travelers see the geography returning to desert.

Just before reaching the desert, the adventurers approach a chasm blocking their path. On the far side of the chasm is a cliff with several people crawling up the side. Suddenly, there is a flash of light and the cliff face collapses! The adventurers watch in horror as the victims fall to their death in the deep chasm. The collapse, however, causes a slab of rock to fall, forming a bridge across the chasm. The newly-formed bridge allows the heroes to cross to the far side.

On the far side of the bridge are some ancient ruins. The heroes spot several giths in the ruins. Giths are blue-skinned goblin-like creatures with psionic powers. The creatures are angrily shaking spears and yelling in a gibberish language the heroes cannot understand. The giths look ready to attack, and Yuka jumps into action first. Yuka runs across the bridge and engages the first gith, hoping to set an example of the party’s strength and resolve. While running across the bridge, though, there is another flash of light. The stones on the bridge are called “bolt stones” and they hold the power of a lightning strike. When touched, there is a chance the electricity is released. The bolt stones explain the earlier explosion causing the other adventurers to fall to their deaths.

As combat breaks out, the party members develop a lethal strategy for dealing with the giths. Castri and Shikirr rush forward across the newly formed bridge to engage the enemy with Yuka. Barcan and Jarvix stay back on the far side of the chasm, unleashing powerful ranged attacks on the foes. Phye, knowing that the giths will surely be a tough battle, tries to stay in between the party members, dispatching healing as necessary. Although the giths are powerful, they are no match for the tactics of the group. One by one, the giths begin to fall. In a brilliant moment, Jarvix uses his mental powers to force one of the giths to move and attack another gith. This sets up four giths in a small area. Barcan realizes his comrade has moved the enemy to give him the chance to blast several giths at once. Barcan takes the queue and unleashes a powerful blazing star arcane attack on the giths. The attack hits all four beasts! Three are weak and are killed instantly by the searing stars. The fourth takes damage but remains fighting. After this wickedly effective attack, the rest of the party is able to dominate the battle. The last gith standing manages to touch a bolt stone and gets fried to a crisp by the electricity.

The party members examine the ruins and search the bodies of the adventurers that fell down the chasm. Several valuable jewels are found and pocketed. But Barcan forgets about the jewels as he stares in wonder at a magical staff he discovers next to one of the dead climbers. The powerful staff grants bonuses to arcane attacks and allows the holder to speak supernal, the language of the gods. Everyone in the party now has a magical weapon. Invigorated, the brave adventurers set off again for Tyr, knowing they will be safe soon. Or does the Wastewalker have other plans?

Friday, August 27, 2010

Fury of the Wastewalker Journal - Session Twelve (3-2)

After running from the Halflings through the night, the adventurers find themselves in a clearing in the jungle. A strange ripple appears in the middle of the open area. Barcan, Phye, and Jarvix recognize it as a portal to the Feywild – an alternate plane. Just before getting a chance to examine the portal further, the party is surrounded by several lizard-like beasts called zairtails. The zairtails immediately attack the party. The small zairtails band together in swarms and the larger creatures have deadly biting or gazing attacks.

The beasts manage to weaken the party quickly. Although he battles bravely, Yuka is knocked unconscious by a particularly nasty attack. Barcan rushes to his downed friend and squeezes a magical healing fruit into Yuka’s bloody mouth. Energized by the fruit, Yuka jumps back into battle and kills one of the zairtails.

Suddenly a panther jumps into the clearing and attacks Jarvix. Fortunately Jarvix is able to dodge the first couple swipes from the beast’s sharp claws. Frustrated and feeling vulnerable, the panther flees into the jungle.

Even Phye is knocked unconscious during the brutal combat. Just as she goes down, however, the last zairtail is killed.

The party takes a moment to tend to the many wounds and searches the clearing. They find three blades in a nearby tree. Yuka claims the blades and begins fashioning them into a deadly weapon. Although safe for the moment, Castri realizes his endurance is exhausted. As the sun climbs higher into the sky, the party pauses to discuss what to do next.

Friday, August 20, 2010

Fury of the Wastewalker Journal - Session Eleven (3-1)

The Halflings seize all the weapons, armor, and supplies from the adventurers. Then the captors tie up the party members and march them through a hot, humid forest toward the Halfling camp. Fortunately, the captives are given water to drink and are allowed to eat some of their food, so the party is able to journey safely. Upon reaching the camp, the party members are locked in wooden cages in an old building. Again, food and water are shared, so the party recovers from the many injuries of the previous battle.

The Halfling Chief Olab then summons the adventurers. Olab seeks amusement, so he questions the adventurers about their past trials. Phye and Barcan relate their story, nervously watching a large pot of boiling water setting on a fire. As the adventurers recount their story, Olab comments about how delicious they will taste for dinner.

Nervous about becoming supper for the hungry Halflings, Phye and Barcan decide to end the story trying to amuse Olab and convince him to let them go free. Phye and Barcan attempt to twist facts and explain…

“And then, Mighty Olab, your scouts, whom you so wisely sent out, found us and came to our rescue. They escorted us safely to your camp. We are so thankful for your hospitality, O Great One. But now, it is time for us to be on our way. We do not wish to wear out our welcome. Show us to our weapons and gear, so that we may no longer be a disruption at your camp. Know that we will forever be thankful for the kindness you have shown us.”

Olab, knowing that he could throw the adventurers in the cooking pot at any time, appears to be pleased. He tells the adventurers, “You make me laugh. I shall let you live. Take them out back and set them free. But their weapons and supplies stay with the camp.”

When the adventurers are set free, they discuss their next course of action. Knowing that they cannot survive without weapons and supplies, they decide to return to the cages where they were held, thinking their possessions are somewhere in the structure. Castri enters the ancient building first, attempting to sneak around and locate the gear. Phye follows him, but steps on a twig and alerts the guards of her presence. One guard run towards a bell mounted on the wall and rings it loudly. The party knows that the remainder of the camp has been alerted, so they rush into the structure attempting to grab the gear and go.

Three Halfling guards are blocking the entrance to the room with the gear, so the party attacks the guards. Without weapons or armor, the warriors are not as effective. But Barcan and Phye still have powerful attacks in their arsenal even without weapons. Yuka, even unarmed, is able to smash through the guards to provide access to the room with the gear. Yuka even grabs one of the Halflings and heroically drags him across the floor of the cell! One by one, the party members take turns engaging the guards and running to grab their gear. After a couple guards are killed, the party decides to make a dash for the exit, knowing that reinforcements are on the way. They leave one or two of the surviving guards and hurriedly exit. On the way out, they grab a pair of exotic looking boots.

After running away from the camp for a distance, the party feels safe they have evaded the Halflings. The boots, which Castri claims, are magical and allow him to walk on sand silt or water for a brief time. Mostly healed and reunited with their armor, weapons, and gear, the adventurers pause to consider their next course of action.

Friday, August 13, 2010

Fury of the Wastewalker Journal - Session Ten (2-5)

A figure surrounded by fog appears next to the sarcophagus. It is an elemental demon – a dreaded creature called a “mourning haunt.” The demon speaks to the party, “You should not have come here. Come forth minions, and destroy them!” When the demon speaks, the adventurers can’t help but notice a certain similarity between the mourning haunt and the flame spirit they encountered in the desert.

Two wisp wraiths and three tomb motes follow the instructions of the demon and proceed to attack the party. It is the mourning haunt, though, that poses the most danger to the group. It has a tremendous stamina and a vicious attack. Ghostly mouths fly out from the demon and envelope the warriors. Even though the adventurers unleash their most powerful attacks on the demon, it remains standing and continues to attack the party. After taking many punishing blows, the demon becomes surrounded by a red fog. The fog bursts out dealing damage to the adventurers surrounding it.

Eventually the brave party is able to weaken the demon to the brink of death. Castri makes a final blow, killing the demon with a lethal strike. After the mourning haunt is destroyed, the party proceeds to kill the minion wraiths and motes. As soon as the last minion is killed, the atmosphere in the tomb lightens.

Suddenly a glowing form appears and materializes into two beings. The first being is a beautiful woman with blue hair. Next to her appears a man seemingly made of stone. The astute party members recognize that the woman represents the water element and the man represents the earth element. The two beings begin a conversation – first talking to each other, and then addressing the party. “Not all arcansists are defilers” says one. The other responds, “take these gifts and spread that message.” Finally, the beings reveal “the one who hunts you can be reformed.” Each adventurer is handed a textured belt-like sash. After the gifts are distributed, the elements vanish.

The only way out of the tomb is through a large crack in the floor. The adventurers crawl into the opening and travel some distance underground. Eventually the passage opens up into a valley. The adventurers are relieved to once again see the sky, having escaped from the deadly cave. But just after pulling themselves to the surface, the party members observe they are surrounded by wild-looking Halflings. Each Halfling is pointing a spear at the group. One of the Halflings speaks up and orders the party “Surrender now! You are our prisoners.” Barcan drops his staff in disbelief. Will they ever find safety in this cruel desert?

Thursday, August 5, 2010

Fury of the Wastewalker Journal - Session Nine (2-4)


Sure enough, the metal gadgets that Phye identified as pieces of a puzzle join together to form a key that opens the iron gate. After putting the key into the slot, Yuka and Barcan are able to raise the gate high enough for the other party members to slip underneath. After everyone else is through, Yuka and Barcan jump underneath the gate into the passageway on the far side. The gate slams shut just after the adventurers pass underneath, yet again sealing off an escape route.


As the party proceeds down the passage, they see light coming from up ahead, and they hear what sounds like bickering in a language none of them have ever heard. Moving slowly and carefully, the party approaches the voices. The passage opens up into a dimly lit room. As the adventurers enter the room, they see several hejkins. Hejkins are small, furry, humanoid creatures with sharp claws. The evil hejkins spot the adventurers, and combat breaks out.


The party fights bravely against the nasty little hejkins. The beasts make a variety of attacks including clawing and electric shocking attacks. The first couple hejkins are killed quickly, but the remaining hejkins have very powerful bursting/shocking attacks that knock the party members down. Even worse, the hejkins are able to burrow through the floor and move about the battle area undetected. Things get desperate as Phye does what she can to keep the warriors from going down. The wicked attacks are too much for Barcan and Jarvix, though. A blasting attack sends them both unconscious and dying. Fortunately for Barcan, Phye is able to quickly heal him just in time for the enraged Barcan to make a mighty arcane attack on the remaining hejkin. Finally the last hejkin decides to flee by burrowing into the floor, giving the party a moment to recover and heal Jarvix.


The adventurers search the room and find treasure, some healing fruit, and several food rations. As they look around the room, they realize they are exhausted and badly in need of a long rest. But that won’t be happening. Each member of the party is suddenly drawn to the sarcophagus at the far side of the room. Unable to resist the overpowering urge, they are forced to walk toward the tomb. As they approach, the room begins to get blurry…

Friday, July 30, 2010

Fury of the Wastewalker Journal - Session Eight (2-3)

The party is able to easily break through the crystal web covering the hole in the cave floor. The adventurers then secure a rope to some stalagmites on the floor of the cave and lower themselves into the hole one-by-one.

At the bottom of the hole is a large finished room. Unlike the cave above, this room has walls and a floor, possibly built centuries ago. This room appears to be some sort of a burial chamber. A closed gate at one end of the room seems to be the only exit. The room is lit by two bright elemental fires. Ancient writing is etched onto the surface of parts of the room. There are relics lying on the floor – some are shattered and others intact. On one side of the room are two crystal sarcophagi.

Barcan is the first to venture out into the room, hoping to learn more about the history of the chamber. After taking just a few steps, he feels a tile on the floor click when he steps on it. A poisoned dart shoots out and hits him in the shoulder. At the same moment the trap is triggered, two large crystal shard golems rise from the two sarcophagi. It looks like the party has awakened something dreadful!

Combat breaks out with the golems. The party has to be extremely careful, though. The floor is full of switches that activate the poisoned darts. Throwing caution to the wind, Yuka, Shikirr, and Castri rush toward the golems and attack. The golems have psychic powers that daze and push the brave fighters around the battlefield. With elven luck on his side, Castri is able to land several punishing blows on one of the golems. Meanwhile, Barcan, Phye, and Jarvix stay in place to avoid the traps while firing off ranged attacks on the deadly constructs.

Jarvix is able to kill the first golem with a mind thrust. Enraged, the second golem rushes toward Jarvix, attacking Barcan on the way. Barcan is hit and pushed onto another trap plate. Barcan is low on health and knows he will be knocked out if the poisoned dart hits him. Thinking fast, Barcan unleashes a powerful arcane attack on the remaining golem. The attack hits, dealing damage to the golem. More importantly, Barcan is able to slide the golem onto a pressure plate, causing the poisoned dart to target the golem instead of him. Barcan experiences a moment of greatness after narrowly avoiding death.

As combat rages, Phye is busy healing the party. Several members are nearly killed as the golem continues to attack. At last, a bolt of fire from Barcan’s staff kills the second golem. The party, badly wounded, rests a moment and Phye offers healing support.

Searching the room, the adventurers find their first valuable spoils of battle. Several gems worth hundreds of gold pieces are gathered up by the party. Additionally, inside the chest of each golem is a metal contraption. Metal is extremely rare, so the adventurers are in awe over the discovery. Phye examines the pieces of metal, and thinks they are pieces of a puzzle used as a key. Perhaps there is a way out of this chamber after all?

Thursday, July 22, 2010

Fury of the Wastewalker Journal - Session Seven (2-2)

Phye suits up her new armor and the party takes a few moments to rest and heal. Although the battle was fierce, the group cannot take a longer break. Just being in the treacherous cave causes the adventurers to hear shrieks and see horrific visions echoing in their minds. Phye still suffers from the lingering sickness caused by the sun exposure and lack of food and water.

The cavern extends deeper into the mountain, and the cautious heroes proceed into the darkness. Since the cave entrance has collapsed, there is no option other than to keep moving. The adventurers travel through the twisting and turning cave, knowing that danger could lurk around every corner.

At one point the party enters a larger cavern and in the dim light spots three skeletons on the far side. The adventurers ready their weapons, and combat breaks out. Yuka and Phye are the first to jump into the fray. Suddenly, several gauntlets scattered about the floor become animated, and rush to attack the party members. Fortunately, the skeletons and gauntlets seem to be easily destroyed while doing only limited damage to the warriors. Just when it looks like the party is going to emerge victorious; a ray of energy from above shoots down on Yuka. A giant crystalline spider is the source of the beam, and it drops down from above. At this point, Yuka and Phye are heavily damaged, and they utilize whatever healing resources are available to them. The party concentrates on attacking the spider. Although it starts climbing the wall for a better defensive position, the party members hit the spider several times with melee and ranged attacks.

On the floor of the cavern are some purple crystals. The party figures out that if they concentrate on the crystals while standing adjacent to them, their attacks become more powerful. Understanding this, Jarvix heads across the cavern to be next to a crystal. Halfway to the crystal, Jarvix falls into a crystalline web stretched out over a hole in the floor. The web is strong enough to hold Jarvix up, but he is cut up by the sharp crystal edges.

Meanwhile the party continues to deal a lot of damage to the giant spider. The final blow comes from Barcan. A stream of fire launches from Barcan’s staff, burning the spider to a crisp.

The party searches the room and finds a set of magical crystal scale mail. Yuka claims the armor and proceeds to put it on. The cavern has no exits other than the hole covered by the crystal web. The members look for a way to break through the web to proceed even further into the darkness.

Thursday, July 15, 2010

Fury of the Wastewalker Journal - Session Six (2-1)



Just before the party falls asleep, the cave opening suddenly collapses! When the rocks stop falling, the party members realize they are sealed in. Barcan and Jarvix, having knowledge of magical lore, believe the collapse to be caused intentionally and not by any natural occurrence. Some evil power must be at work. Perhaps the Wastewalker is behind this?

Everyone except Phye then proceeds to eat and drink some of the food and water that is in such limited supply. Phye is concerned about conserving resources, so she doesn’t share in the meal. She is sickened, though, and is weaker after going the night without food.

After taking a long and well-deserved rest, the party gathers up some scraps of wood from the cave floor to make torches. They also have a few sunrods, which seem to not burn as brightly as they recalled from earlier use. In the back of the dark cave is a small opening, and the party members crawl through one by one.

At the other side of the opening, the party sees a deep ravine with a tattered bridge stretching to the other side. On the far side of the ravine, the adventurers can faintly see corpses strewn about. Shikirr agrees to cross the bridge to test its strength. He is able to cross safely to the other side, but it looks like any additional weight would cause the bridge to snap and break.

As soon as Shikirr reaches the other side of the bridge, a couple of the corpses rise up from the ground and attack! The hideous creatures, known as corruption corpses, pull out parts of their innards and hurl the contents, dealing necrotic damage to the heroes. Combat quickly breaks out and a couple other party members run across the bridge to the far end of the ravine. Barcan and Jarvix stay back, hurling ranged attacks at the wicked creatures. The corruption corpses are foul and being next to them is so disgusting that it is difficult to attack. Fortunately Barcan hurls a powerful arcane attack at one corpse, sending him over a far ledge.

Meanwhile, the party failed to see that the ceiling of the cave had two oozes hanging above. The oozes drop down next to Jarvix and Barcan. Realizing they are in need of help, Castri bounds back toward Jarvix and Barcan, stopping halfway across the bridge to shoot arrows at the oozes. But as he stops, one of the oozes rushes off to meet Castri on the bridge. Seeing this, Yuka yells out “Castri- hold on – the bridge can’t support the weight of you and the ooze!!” Sure enough, the decrepit bridge breaks. The ooze is able to hold onto the ropes and swings to the wall of the ravine. But Castri is not so lucky. He falls to the ravine floor, only to find a hidden pit below the floor that he also falls through. Poor Castri falls so far that he is almost knocked unconscious.

The battle rages on as the heroes attack the corpses and oozes. Then suddenly a black ball of incorporeal matter appears, blasting the party with dark powers. Fortunately, Castri is able to pull himself out of the pit, and from the ravine floor, he draws his bow and unleashes twin arrows at the oozes above. Castri hits the oozes with the precision of a hunter. Phye, Shikirr, and Yuka manage to kill off the corpses after a few more attacks. Then Castri finishes off the remaining ooze already wounded by Barcan and Jarvix with another deadly volley of arrows. Finally, all firepower is focused on the black mass until it, too, is destroyed.

Gathering up after the battle, the party spots some treasure among the corpses. Two potions that enable vision in low light will come in handy in the dark cave. Additionally, a set of magical chainmail armor lies on the cave floor. Phye picks up the armor, wipes the rotted flesh from it, and puts it on. Trapped in the cave, the party begins looking for a route that will take them even deeper into the mountain and the horrors beyond.

Thursday, July 8, 2010

Fury of the Wastewalker Journal - Session Five (1-5)


The adventurers continue their forced march north, not having time to do more than pour some sand over Ralo’s body. A proper burial would be appropriate, but the pursuing storm and the watchful kes’trekel constantly remind the party that stopping would lead to almost certain death. There is some hope, though, as the group approaches the Table Mountains. Perhaps the weary and injured unit could find a place to hide in the hills?

The journey moves on, and at one point Phye thinks she spots an oasis in the distance. She points it out, and the other travelers see it as well. They rush toward the water, yearning to cool themselves from the desert heat. But the water seems to elude the group. They think it is one direction, but as they travel, the water seems to move to another spot. So they continue the pursuit, only to see the mirage move again. Has the glaring sun finally brought the group to the doorstep of madness? The quest for the water takes a heavy toll on the adventurers. Their defenses are weakened because they have expended so much energy in the pursuit of the water that exists only in their delusions.

At one point the party spots some black and defiled sand in the desert. They are about to investigate when they suddenly hear the hissing of approaching ssuran. The warriors ready themselves for the battle that quickly breaks out. There are four ssuran attacking the group. Shortly after the battle begins, a huge ankheg crawls out of the sand. An ankheg is a large cockroach-like creature with sharp mandibles and poisonous saliva. The shaman ssuran throws a raw egg on Jarvix, hoping the ankheg will mistake him for food and attack. Confused, the ankheg seems to attack both the adventurers and ssuran with its deadly and poisonous spit.

At one point in the battle, the shaman ssuran takes control of Castri’s mind. The poor elf has no control over himself, and attacks his friends. Fortunately Castri is able to break the mental hold after a short while. Meanwhile, the party attacks the ssuran relentlessly. Barcan and Jarvix notice that while they are standing in the black and defiled sand, their attacks are much more potent. So they unleash attack after attack on the ssuran. Shikirr jumps up on a rock and attacks the shaman ssuran with great skill.

When the last ssuran is brought down, the group focuses all attacks on the ankheg. Yuka takes the bulk of the attacks as he bravely battles the giant insect at close range. With several members on the brink of death and no more healing available, the ankheg is finally brought down by Phye’s energizing strike.

The group searches the enemies and discovers two healing fruits and a magical orb that Jarvix claims. They quickly grab up the items and run for cover from the storm that is almost on top of them. The party spots a cave close-by and sprints to it- jumping in just before the sharp stones rain down. As they enter, the adventurers collapse to the floor of the cave, completely exhausted from the perils they have faced for two days without rest. Finally, the party is rewarded with safety and sleep. Barcan is the last to turn in for the night, spending his last few minutes awake searching the night sky for some purpose or hope.

Saturday, July 3, 2010

Fury of the Wastewalker Journal - Session Four (1-4)


Character insight for this chapter: Yuka


The party travels through the dark night, the storm continuing to push them north. It’s too dark to know if any ssuran continue to pursue. Once again the brave warriors are challenged by the harsh desert conditions. Although the sun has set and temperatures drop to a more survivable level, the darkness makes travel more challenging. Using skills of endurance, nature knowledge, and other abilities, the adventurers manage to travel through the night without spending too many precious resources.


As the group approaches the Table Mountains the sun rises again, casting it’s burning heat on the party. Then a lone figure appears in the distance. As the group approaches, they see it is a dwarf, dressed from head to toe in protective layers. The dwarf tells the group his name is Ralo, and he waves the approaching party to him. Jarvix and Barcan notice that Ralo displays the secret signal of the Veiled Alliance. The Veiled Alliance is dedicated to practicing arcane magic while preserving nature. The Alliance is opposed to defilers - those who destroy the environment while practicing arcane magic. Jarvix and Barcan respond by acknowledging their membership in the Alliance, and Ralo breaths a sigh of relief, knowing he has found friends.
Ralo tells the group that a ssuran shaman known as the Wastewalker is hunting arcane spell casters. The Wastewalker can be identified by his scars and disfigured features. Ralo sees the group has few supplies, and he offers bread and magical healing fruit to the party. Grateful for any assistance, the group accepts the gifts. Ralo also has a special gift for Barcan. Ralo reads from an ancient piece of parchment, and gives Barcan the ability to turn invisible after casting an arcane spell. Though the power can only be used once per day, Barcan realizes the value of such a gift.


As the adventurers talk to Ralo about where to travel next, the party is suddenly attacked. Two rock creatures known as obsidian dervishes, two sand creatures called dust devils, and an evil looking ssuran surprise the unaware party. As the ssuran screams out “KILL THE DEFILER” he and his allies attack the party, focusing on Ralo and Barcan. Although Barcan yells “WE‘RE NOT DEFILERS” the ssuran is unconvinced. The ssuran shouts back “ALL THOSE WHO PRACTICE ARCANE MAGIC ARE DEFILERS.”


The battle rages and Ralo is quickly killed. The rest of the party is brought to the brink of death as the ssuran unleashes a series of poisonous attacks. The dervishes and dust devils have lethal attack abilities as well, and Castri is knocked unconscious. At one point Yuka manages to grab a dust devil and hold it in place while Shikirr readies an attack. Yuka, enraged after taking several punishing attacks, chants “it’s dead, it’s dead” as Shikirr’s blade swings at the dust devil. Yuka is battling so fiercely, he believes he can will death to his enemies.


Eventually the tide of battle turns and the party manages to damage and kill the enemies one by one. When only the ssuran remains standing, Phy blasts the beast with an energizing strike, and it falls to the desert floor never to rise again.


After gathering themselves up and pausing a moment to heal wounds, the party looks down sadly at Ralo’s corpse. They knew Ralo only briefly, and his death serves as a reminder of the extreme danger they face. Resolved to destroy the Wastewalker, the party again travels north as the storm continues its relentless pursuit.

Thursday, June 24, 2010

Fury of the Wastewalker Journal - Session Three (1-3)

Character insight for this chapter: Jarvix

As the party takes a short break, the filet of kank begins to rot. Although nourishing, kank meat spoils very quickly in the hot desert sun. The party gathers up the few provisions that remain and again set off across the desert. The shardstorm continues its relentless push giving the adventurers no choice but to travel north without rest. Every time the party spots the evil kes’trekel flying far above, they know the pursuing Ssuran are not far behind.

The hot desert sun continues to boil the scorched earth as the party is forced to stay on the move. Again, a series of skills are utilized to stay alive. Some party members use endurance to keep on their feet. Others try to observe the features of the storm and use the information to their advantage. But the ravages of the desert are too much for Jarvix. He collapses from the heat, his face as red as a dragon’s eye. The other party members quickly rush to his aid. They feed him food and caringly pour water into his mouth. Jarvix is able to get back up thanks to the aid of his companions, but he realizes the party has expended some of the precious food and water for his recovery.

Toward the end of the day, the party spots a cactus like plant with delicious looking fruit. Being careful to avoid the sharp cactus spikes, the party manages to extract the fruit from the plant. Suddenly a net drops from above and drags the fruit away. The party notices it is surrounded by greenish goblin-like creatures, and they have just stolen the fruit from the hungry adventurers. The creatures have taken advantageous positions above the vulnerable adventurers. The leader of the creatures then orders the party to hand over any supplies they have or be killed. The party pauses to consider its options. They are not in a good strategic position to attack, but turning over provisions would result in certain eventual death. As they consider the option of fleeing, the party attempts to bluff and trick the creatures into letting them keep their supplies. The creatures eventually begin to withdraw into the desert, seeming to understand there is a stand-off, and knowing they have already captured the fruit the adventurers had managed to pick. The adventurers decide to quietly follow the creatures, hoping to at least get the fruit back, and perhaps stealing additional supplies.

As darkness slowly sets in, the adventurers are shocked to find the fresh corpses of the creatures they were pursuing. The party was only a few minutes behind the creatures when someone- or something- apparently slaughtered the creatures just minutes before, leaving the bodies and supplies strewn across the desert floor. The adventurers ready themselves for combat, knowing that something very dangerous is nearby. Suddenly a swirling mass of bones and debris rushes across the desert floor, smashing into Shikirr and knocking him down. The adventurers fight back, unleashing attack after attack into the swirling mass. Although the party is effective overall, the desert heat must have gotten to Castri. He cannot manage to hit the enemy with any effect. The vicious fight rages on. The bone mass is eventually blasted to nothing as Jarvix unleashes a lethal mind attack.

As the party recovers its breath, they notice the supplies and weapons of the goblin-like creatures are now available for gathering. The fruit, supplies, and common weapons are collected up and handed out. The party also finds a magic weapon. From a distance it looks like a spear, but as the party pulls it from the sand, it is actually a magic sword. It has an eerie greenish tint that deals acid damage to the target. Shikirr claims the sword after playing rock-scissors-paper with Castri and Yuka. The party also finds a magical amulet made of a tiny head with a string that can be tied around one’s neck. The amulet has magical protective qualities that allow the wearer a bonus to certain defenses as well as the opportunity to be saved from certain types of damage before the damage sets in. Jarvix and Barcan engage in a game of chance and Jarvix successfully claims the amulet. But as Jarvix puts the amulet on, he notices the Kes’trekel again circling above the party. He slumps a bit, realizing that despite his exhaustion, there will be no sleep tonight.

Thursday, June 17, 2010

Fury of the Wastewalker Journal - Session Two (1-2)

As the group flees the silt runners, they are now many miles off-track from the road to Tyr. Eventually the silt runners are out of sight, but a shardstorm seems to be eerily pursuing the party further and further north. As Barcan surveys the dangerous storm of sand and obsidian, his keen understanding of magic tells him that the shardstorm that is tracking and pushing the party was summoned by a primal wizard.

Even worse, the party is now being stalked by groups of Ssuran. Ssuran are lizard-like creatures that dwell in the desert. Between the Ssuran and the shardstorm, the party has no choice but to continue to flee through the desert. The harsh conditions of the desert wear away at the brave adventurers. By using skills such as nature knowledge, athletics, and endurance, the party is able to continue its flight to the north and keep the ravaging effects of the desert to a minimum. Whenever the party thinks they may have finally evaded the Ssuran, a scavenger bird called a kes’trekel flies overhead, reporting the group’s location back to the Ssuran.

As the pursuit drags on, the party finds itself in a valley covered in bones and petrified trees. It looks like the trees were killed long ago when defiling arcane magic ravaged the land. Then suddenly, a flame spirit appears in the desert. The spirit does not appear as a threat, and it attempts to commune with the adventures. The spirit communicates with gestures and by shooting fire out of its fingers, which burns messages into the sand. The spirit writes that a Ssuran called the “Wastewalker” is hunting the group. The wastewalker wishes to destroy all arcane magic users. Barcan explains to the flame spirit that he uses his arcane abilities as a preserver, not a defiler of the earth. The spirit responds that the Wastewalker sees all arcane magic as evil. The spirit then tells the group to flee and avoid the Wastewalker and his minions and to strike on another day when the adventurers have the advantage.

As the spirit disappears, the party is attacked by four kanks. Kanks are huge insect like beasts. Battle breaks out! The two large kanks attempt to grab and bite Yuka and Shikirr. The two smaller kanks attack the other party members by spitting poisonous fluid from their mouths. The adventurers fight bravely and effectively against the kanks. Shikirr exclaims that he will turn one of the large kanks into a mount before the battle ends. After taking some damage, the party defeats the foes with a final blow from Shikirr. Shikirr then immediately begins gnawing on the kank corpse, apparently preferring the taste of the flesh to the survival rations. While Shikirr feasts away, Barcan, Castri, Jarvix, Phye, and Yuka notice that the bones scattered on the valley floor have a strange glimmer. The bones are from long-forgotten creatures that have been infused with primal energy. By crushing the ancient bones into a powder and boiling with water, they make a magic tea that can be imbibed to provide extra vitality (temporary hit points.) When the rest of the party members observe Shikirr enjoying the kank meat so much, they each eat some as well, and in doing so regain some healing ability.

After a short rest, Barcan admits what all in the party are thinking. It is because of Barcan and his arcane power that the wastewalker seeks to destroy the group. Barcan has put his companions in mortal danger. Barcan offers to leave the party for the safety of the others, but the adventurers agree they have formed a bond of trust through battle and will remain together no matter the odds.

Friday, June 11, 2010

Fury of the Wastewalker Journal - Session One (1-1)

Jarvix, a tiefling psion, Barcan, a human sorcerer, and Phye, a human fighter and older sister of Barcan, start the adventure in the merchant village of Altaruk. Jarvix and Barcan are members of the Veiled Alliance, a secret society dedicated to protecting Athas from defilers – those who destroy the land in the process of using arcane magical powers. Jarvix and Barcan receive a message from the Alliance requesting them to travel to Tyr. Apparently the sorcerer king of Tyr has been killed, and the Alliance wants a report detailing the situation there.

Jarvix, Barcan, and Phye understand that the only safe way to get from Altaruk to Tyr is by caravan. The harsh desert would surely kill any adventurer foolish enough to try to cross the desert alone. The three approach Duicann, the caravan leader, and learn that a caravan for Tyr leaves the next morning. Phye offers to pay Duicann for passage with some “arrangements” but Duicann insists on monetary payment. Jarvix, Barcan, and Phye hand over letters of credit from the Alliance as payment for the caravan journey.

The caravan departs early the next morning. In the caravan are several carts, merchants, guards, slaves, and the adventurers. When the caravan stops for the first night, Barcan observes the night sky and has a prediction of terrible events about to occur. He wakes Jarvix and Phye, alerting them of his premonitions. Barcan makes sure that Duicann has set up guards protecting the camp for the duration of the night.

The next morning the caravan again sets off across the desert. At about midday, a terrible sand storm travels across the desert. The adventurers and three slaves take cover by jumping into one of the covered carts. The storm gets worse, and obsidian stone chips start raining down on the caravan. The sharp stones tear into the beast of burden towing the cart, and the beast takes off running madly across the desert with the cart in tow. As the storm settles down, the adventurers and three slaves exit the cart to inventory the situation. The beast pulling the cart is dead after being sliced to pieces by the obsidian storm and the rest of the caravan could be miles away.

The three slaves whose fates seem to now join the adventurers are Shikirr, a thri-kreen battlemind, Yuka, a mul fighter, and Castri, an elf ranger. Shikirr actually claims to be a slave by choice, but it seems like a tenuous declaration. As the six stranded travelers take stock of the situation, they find the cart is full of supplies, food, water, and some magical healing fruit in a chest.
Suddenly, a group of six or seven silt runners approaches the caravan. Silt runners are reptile like creatures, probably scavengers there to plunder the resources of the cart. The silt runners are armed with blowguns and various weapons made of bone. Even worse, off in the distance, dozens and dozens of additional silt runners are moving toward the group.

Battle breaks out with the nearby silt runners! The creatures deal a nasty amount of damage as the adventurers fight for their lives. As the battle progresses, some of the adventurers try to grab food and supplies from the cart, knowing that they’ve got just a few precious seconds before the silt runner forces arrive en masse. Jarvix manages to grab several packets of food from the cart. He seems to have more foresight than the rest. Barcan can’t seem to hit any enemies after his first attack – he must still be troubled with his fatalistic visions. Phye unleashes several deadly psionic attacks on the vicious foes. The slaves prove to be very worthy combatants as well. Castri deals damage with his daggers. Shikirr is quick to deal blows with his stone trikal. And the very large Yuka swings mightily with his bone alhulak.

As the battle carries on, the obsidian stones continue to fall, tearing into the skin of all those outside of the cart. At one point things get so desperate that Shikirr and Castri are brought down by the wicked silt runner attacks. Fortunately they are revived by their allies. Then just before the rest of the silt runners arrive, the party finishes off the first round of enemies. After grabbing what they can, the adventurers flee the coming waves of silt runners. After running for three hours, they have finally escaped the pursuing creatures. Now the adventurers are alone in the middle of the desert, injured from battle, and have precious little food and water.