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17:42, 28th March 2024 (GMT+0)

Volume 1: Crossing the Plains of Rhovanion.

Posted by Azurak the BlueFor group 0
Saxon the Dead Smith
Fellowship, 161 posts
Sat 7 Jul 2018
at 20:17
  • msg #537

You Are Now Leaving Forstan

At the strange attack from a lifeless land, Saxon was a bit annoyed that he didn't have access to his wagon at the moment, but it was stored within Anira's magical mansion.

Mentally, he ran through his options of what he had on him. His repertoire was pretty versatile, but it couldn't cover every contingency. Could it cover this one?

It depended on what he knew about living spells. He knew black tentacles were virtually indestructible, so that meant some sort of dispelling was called for.

The real trick was going to be getting close enough to deliver his potion without getting caught himself. Or... he could just let them grab him, and then he'd be close enough!

He flew over to where the tentacles were strangling Radagast. The Istari did not seem to be fairing very well against the living spell, although he was holding his own at the moment. There were enough tentacles to grab all of them, but only Radagast had fallen prey to them.

A tentacle lashed out a Saxon... it took all of his willpower to let it grab him. He kept his arms raised, though, potion in hand, and as the tentacle started to squeeze, he smashed his potion of Dispel Magic against it.

The tentacle just dissolved, as it was made of solidified magic. Even as he was released, the dispel continued on down the length of the tentacle, all the way to the ground, and then started climbing back up the rest of them. Within a minute, it was all gone.


Now he turned his attention the living spell that was confronting Lady Isile.
Lady Isile
Fellowship, 224 posts
Moriquende
Sorceress/Oracle
Wed 18 Jul 2018
at 19:44
  • msg #538

You Are Now Leaving Forstan

She was thinking of the best way to destroy the creature and it comes to her mind of Dispelling it.

Taking the time to concentrate on her spell and allowing it to be Merged with another spell in hope that it would be enough to destroy the Living Spell.

Casting Dispel Magic (Merge Feat)
Dispel Magic x2 upon the Living Spell.

Azurak the Blue
GM, 510 posts
Storyteller
StarMaster
Wed 18 Jul 2018
at 23:37
  • msg #539

You Are Now Leaving Forstan

Not sure how Merge Spells would work according to the rules, but I would tend to think it would make the effort have a bonus. Possibly it could give you two chances to Dispel... since it's two spells.

19:22, Today: Azurak the Blue, on behalf of Lady Isile, rolled 30,23 using 1d20+11,1d20+11 ((19,12)).

Dispel Magic is not affected by Spell Resistance, so overcoming the Living Spell is a target number of 14 normally. But even with the +5 bonus of the area to the Living Spell and without the +5 bonus to the Dispel, Lady Isile easily overcomes the Living Spell, and watches it fracture and dissolve into wisps and vanish.
Lady Isile
Fellowship, 225 posts
Moriquende
Sorceress/Oracle
Wed 25 Jul 2018
at 00:22
  • msg #540

You Are Now Leaving Forstan

With her own immediate threat taken care of she looked down at the others and see that they are being attacked by something.  Diving down toward the group but keeping a distance so that she don't get caught up in the tentacles.

She wanted to see if she knew what was attacking them.

What do I roll Knowledge ?

Azurak the Blue
GM, 511 posts
Storyteller
StarMaster
Fri 24 Aug 2018
at 04:23
  • msg #541

You Are Now Leaving Forstan

Having just dealt with a Living Spell of her own, Lady Isile flies down to see what is attack the others. Even as Saxon's potent potion dissolves the black tentacles, Lady Isile recognizes them not as some sort of monster but as another Living Spell. She can tell, though, that the magic is weaker, probably not because of the source but because of the age.

Ordinarily, it would have fed on the ambient magic, but there does not appear to be any left in this region.

Both Living Spells have now been destroyed. The group can continue their flight eastward.
This message was last edited by the GM at 04:26, Fri 24 Aug 2018.
Lady Isile
Fellowship, 226 posts
Moriquende
Sorceress/Oracle
Wed 29 Aug 2018
at 02:42
  • msg #542

You Are Now Leaving Forstan

Looking around she didn't like the fact that the group was so in the open and others could watch them as they moved about.

Taking flight again in the shape of a bird she wanted to keep a watchful eye for any more surprises that may be ahead of them
Radagast the Brown
Istari, 101 posts
Istari Ranger/Druid
Wizard/Nature Warden
Wed 29 Aug 2018
at 18:48
  • msg #543

You Are Now Leaving Forstan

"It's a good thing, perhaps, that we did not use the Teleport," Radagast comments as they fly along. "I cannot fathom what a Living Teleport Spell would do. Then again, these Living Spells seem to be remnants, so maybe the Teleport wouldn't have been affected."

"Can you see now why I think teleporting far to the East is not advisable? We know so little of that area. We thought it was all devastation left by Sauron. At least now we know that something still survives."

"But, like these Broken Lands, we have no idea how things may have been twisted. A Teleport spell will not teleport us into an area that is immediately harmful, but it can still teleport us to an area that might soon be dangerous... such as on the lip of an erupting volcano or into the middle of an Orc army. That is its normal parameter. Here, it could be twisted in ways we can't even imagine."

Azurak the Blue
GM, 512 posts
Storyteller
StarMaster
Wed 29 Aug 2018
at 19:16
  • msg #544

You Are Now Leaving Forstan

Towards the end of the day, the Rifts of which the Forstani spoke become visible, first to Lady Isile who, as a bird, flies higher than the rest.

Saxon's potions of Overland Flight begin to wear off and it is soon clear that they won't last long enough to get you over the Rifts.

As you approach the Rifts, you can now see that wisps of black smoke waft out of the Rifts, but it soon thins out to the point where they aren't even discernible any more.

Lady Isile can see that there are 6 parallel Rifts in total. These are long north-to-south fractures in the ground that span the width of the land from horizon to horizon. The distance across each Rift varies from maybe 60 to 120 feet across.

Lady Isile spots what appears to be a camp on the other side of the 6 Rifts. It does not appear to be a very large camp... maybe large enough for a dozen people. She can make out 3 teepee-like circular tents and half a dozen bedrolls, but doesn't see any sign of people.
Grimfast
Fellowship, 30 posts
Beorning
Feral Hunter/Skald
Mon 10 Sep 2018
at 01:55
  • msg #545

You Are Now Leaving Forstan

As Saxon's potions wore off and the others slowly sank to the ground, Grimfast took the last few moments of opportunity to scan the rifts and the camp on the other side.

"Orcs," he informed the others. "Can't smell them, though... no wind to blow their stench over here. But I can see them. They were watching us."

He turns then to Saxon.

"So, how many more of those flying potions can you make?"
Saxon the Dead Smith
Fellowship, 162 posts
Sun 16 Sep 2018
at 19:08
  • msg #546

You Are Now Leaving Forstan

"For the moment, that was all I could come up with," Saxon replies as he scans the area. "Even with my wagon, I do not have sufficient ingredients to make any more, and this is not an area that looks as if it will provide those ingredients."

"Speaking of my wagon... Anira, can you conjure your magic house in this environment? Can it rest upon such jagged terrain? If not, perhaps I can do something to level the area for it."

Radagast the Brown
Istari, 102 posts
Istari Ranger/Druid
Wizard/Nature Warden
Sun 16 Sep 2018
at 19:14
  • msg #547

You Are Now Leaving Forstan

"We were told that there would be Orcs," Radagast also replies to Grimfast. "However, the Forstani warned us that these would not be Orcs that we were familiar with. They did not actually say that these would be nice Orcs, but did imply that these Orcs might have honor, and be amenable."

"Lady Isile... would you be willing to approach the Orcs through the air and see if they can, indeed, be bargained with?"

"I think it might be a waste of those gift crystals the Forstani gave us to use them now to span these great rifts only to be attacked by the Orcs."

Lady Isile
Fellowship, 227 posts
Moriquende
Sorceress/Oracle
Sun 16 Sep 2018
at 20:01
  • msg #548

You Are Now Leaving Forstan

She looked at Radagast with a smile "I would be delight to interact with some Orcs. he could tell that there was some sarcasm in her voice on the word Orcs.

Then she took flight to see if she was able to spot any tribes or gatherings of Orcs in the upcoming areas.
Azurak the Blue
GM, 513 posts
Storyteller
StarMaster
Sun 16 Sep 2018
at 21:15
  • msg #549

You Are Now Leaving Forstan

Lady Isile, as well as the others, had spotted the camp across the rifts as the group approached the chasms. It did not look like a large camp, probably between 10-20 Orcs.

On the other hand, if this was more than just a camp, most of it could be underground.

Even as you start to fly in that direction, a spout of inky smoke erupts from the first rift. It's not close, but about 50 feet to the north.

She can sense that this isn't Living Spell type magic... more like corrupted nature magic. It just feels wrong.
Anira
Fellowship, 108 posts
Half-Elf
Witch-Rogue
Mon 17 Sep 2018
at 19:18
  • msg #550

You Are Now Leaving Forstan

At Saxon's comment, Anira looks around the area and frowns, then shrugs her shoulders.

"The spell is partly self-leveling, since it creates a level floor in the cottage," Anira answers Saxon, "but if the ground is too uneven--beyond the spell's ability to compensate for, then the spell just fails."

"I think this is probably more than the spell can handle, so if you can level an area out, that'd be great."

"We should probably wait, though, until Lady Isile gets back and lets us know the situation."

Saxon the Dead Smith
Fellowship, 163 posts
Fri 5 Oct 2018
at 02:34
  • msg #551

You Are Now Leaving Forstan

Saxon nodded, "Understood, let me know one way or another and I will try to talk the stones into giving us a little space and firm foundation." He rubbed the back of his head. "No fire, water, or wood to talk into helping out around here so that is about the only thing I can do to get us a firm foundation. I have a few other tricks but its a coin toss for what is most effective."

"I may still have my thread tents though. I used them to sleep in the trees when the trees got a little grabby back in the wood. If you slept near their roots you wound up deep in the ground."

Azurak the Blue
GM, 514 posts
Storyteller
StarMaster
Fri 12 Oct 2018
at 23:53
  • msg #552

You Are Now Leaving Forstan

After Saxon talks to the stones and gets them to settle/rearrange themselves into a mostly level but solid foundation, Anira casts her Secure Shelter spell again and the cabin/house once again is available and Saxon can access his wagon.

Now everyone is just waiting for Lady Isile to get back.
Lady Isile
Fellowship, 228 posts
Moriquende
Sorceress/Oracle
Sat 13 Oct 2018
at 00:25
  • msg #553

You Are Now Leaving Forstan

Stopping herself in going in that direction she turns around to report to the group of her findings and also inform them of the Corruption in the area.

Landing next to Radagast
"There is a camp, looks to be small but you never know where they truly might be living.
Radagast the Brown
Istari, 103 posts
Istari Ranger/Druid
Wizard/Nature Warden
Sat 13 Oct 2018
at 01:08
  • msg #554

You Are Now Leaving Forstan

"So, you didn't make contact with them?" Radagast asks.

"They are supposed to be friendly... at least as much as any Orc can be."

"Did you see if there is any place to land before we get to the other side? We have bridging crystals to get over these crevasses, but only enough for one way."

Lady Isile
Fellowship, 229 posts
Moriquende
Sorceress/Oracle
Sat 13 Oct 2018
at 01:16
  • msg #555

You Are Now Leaving Forstan

"My concerns is a spout of inky smoke erupted from the first rift.  I can feel something about it that was corrupted.  Not a Living Spell but different.

Do you wish to risk it ruining the bridge?
she offered in wisdom
Radagast the Brown
Istari, 104 posts
Istari Ranger/Druid
Wizard/Nature Warden
Sat 13 Oct 2018
at 01:45
  • msg #556

You Are Now Leaving Forstan

"Well, now that you've said that, I'm more confused than ever," Radagast replies.

"Wouldn't we have the same problem if we flew over the rifts? Assuming, of course, that Saxon could make us some more flying potions."

"Do you have any other suggestions for getting over the rifts?"

Saxon the Dead Smith
Fellowship, 164 posts
Thu 18 Oct 2018
at 06:54
  • msg #557

You Are Now Leaving Forstan

Saxon was digging in his wagon when he called back, "As stated before I need time and components to make more flight potions. This is a barren land and naps are not normal in such a place." He poked his head out of his wagon, "What do you mean corrupted? That is a very complex word."

"Corrupted as in the magic has turned sour? Or corrupted as in the enemy is doing something strange like burning bodies with dark magic in mass? One we can deal with using a mass of water, the other... not so much."

"And are you ok? Some forms of corruption get into your head through your eyes and root there. Not feeling tingly or anything?"

Lady Isile
Fellowship, 230 posts
Moriquende
Sorceress/Oracle
Fri 19 Oct 2018
at 01:23
  • msg #558

You Are Now Leaving Forstan

OOC:  Azurak can you give more details in the Corruption she saw?
Azurak the Blue
GM, 515 posts
Storyteller
StarMaster
Wed 24 Oct 2018
at 18:14
  • msg #559

You Are Now Leaving Forstan

Nature is never good nor evil, even if the uneducated peasantry often perceives it as so. Sunshine, rain, rainbows, good harvests, abundant fishing... all those are accepted as 'good' parts of nature. Earthquakes, tidal waves, storms, hurricanes, tornadoes, floods, volcanoes... those are the 'bad/evil' aspects of nature.

Here in these corrupted lands Nature has been twisted into dark and evil things. Black smokers, for instance, occur naturally, though usually underwater. They are primarily super-heated water, ash and algae. On land, they occur as hot springs, fumaroles and geysers.   The black smoker that Lady Isile spotted has components that go beyond just super-heated water. She could sense the 'evil' taint that it had, but she has no idea what it would do.

The whole land is that way. For all she knows, the very ground has become poisonous.

Tidal waves, floods, hurricanes and probably storms can't happen in the area, but earthquakes, tornadoes, and volcanoes might be possible... and possibly in a different way than you would expect--an earthquake that erupts upward, a volcano that sucks you downward, a mini-tornado that attacks you...  Possibly things that she can't even imagine.

The only positive aspect of all this is that there is no sentience behind it any more, no conscious thought. It might simply react to your presence, or it might just happen spontaneously.
Saxon the Dead Smith
Fellowship, 165 posts
Sat 3 Nov 2018
at 03:34
  • msg #560

You Are Now Leaving Forstan

Saxon listened to the details best he could, "Well, from the story last time the enemy stood in one place and trigger the events. It makes me think that he uses anchor points. Sort of like setting up a poison stone up river to route out infestations of mosquitos down river."

"If we ever find something like a core source I may be able to make a Temperant Bath for it and extract whatever properties it has. Though I would have to move the effect to something else, and no idea if I can do something this powerful, never tried before."

Azurak the Blue
GM, 516 posts
Storyteller
StarMaster
Mon 29 Apr 2019
at 04:15
  • msg #561

You Are Now Leaving Forstan

((OOC: Sorry it's taken so long to wrap this up. Don't know if anyone is still around to read it...))


Having befriended the Forstani, they gave you bridging crystals to span the Rifts—a series of chasms scarring the land to the east. They also told you about the Orc citadel of Belegost—another city in the midst of the Broken Lands. It is an Orc citadel. The Orcs tried attacking Forstan long ago but couldn’t get through the dome. Sent raiding parties for a few years but haven’t been back since.

The Rifts were smokers that spewed black choking gas, plus there were several living spells that inhabit the area—a living cold spell, a living fire spell, and a living poison spell. Crossing the Rifts on the ground via the crystal bridges, you encountered a coffer corpse, though it was unclear how it ever got there.

Reaching Belegost, you found a city-state of (enlightened) Orcs (orak-shan), apparently turned that way by the corrupted magic of the land. As instructed by the Forstani, you made peace with them, and they saw you safely through the rest of the Broken Lands as they considered themselves the ‘masters of their domain’ and it was a point of honor. They had developed a natural stone-shape ability and made fancy décor, decorative features, colored stones, paintings, and sculptures. Even the Citadel stone fortress was carved from jagged rocks. You discovered that the Orcs had the Book of Souls, and it has transformed them. Orcs don’t normally have souls; these do. They are still somewhat violent but not vicious. They hunt hummerhorns, rock creatures and the giant black and gray wasps. You went on a hunt with them. You showed up with a corpse creature (the only thing they fear). You had a target shooting contest with them, gave them some magic and had a drinking contest. They eat moss and fungus, but also hunt meat.

The Broken Lands are subject to frequent ground quakes, massive upheavals of rocks, and freed elementals trapped in the earth. On the other side of the Broken Lands, you came to the city-state of Durandor, home of the Red Dwarves--red-haired Dwarves that have no beards but mustaches and mutton chops and van dykes. Fortress Durandor straddles the edge of the Broken Lands and the Searing Desert.

Crossing the Searing Desert, you encountered sandstorms, animated sand creatures, scorpions and spontaneous fire bursts, finally coming to another city-state—Sharandor. The Shining Spires of Sharandor are the home of red-skinned humans.

On the other side of the Searing Desert, you came across a great waterfall known as the Veil and a city-state named Steamport, home of Mechanar Dwarves. These are at war with the Rovotic Elves that live across the valley. You had to pass through both places to reach
Vaharadar where the Tall Dwarves live. The Vaharadar gave you the method of contacting the Avari as only the Avari could guide you through the Great Wood to the Ent-wives.

After successfully contacting the winged-Elf Avari, they did, indeed, guide you through the Great Wood which had 1000-foot tall trees, but they weren’t ‘living’ trees like the Ents.

Once you found the Ent-wives, you discovered that they were all healthy but lonely. They thought the Ents had all been destroyed. In any case, they did not feel that they were capable of crossing the land the way it had become. The Searing Desert alone would probably have killed them.

Exactly how you would have returned the Ent-wives to the Ents will probably never by known.
The Fellowship that made it to the end was: Anira, Borun Redbeard, Grimfast, Lady Isile, Radagast, and Saxon.

There would have been a second quest: find out whatever happened to the Blue Wizards. Possibly new players would have been recruited.
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