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.