Truth RuneTable of Contents
1. Main Page
2. Regions
3. Stories
4. Characters
5. Chronicles
6. Other's Work
7. Gaming Info
8. Links
9. KoDP
10, Miscellaneous
11. What Was New
12. Index

 

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Regions - Sartar
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The New Campaign - Campaign Chronicles

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Episode 2: Here We Stand and Here We Stay.
Scene 1: Meeting the Neighbors

Narrator: Jeff Neufeld
Actors:

Cedric the Fox, Orlanthi Swashbuckler
Per Rasmussen, Odalyan Scout
Snorri Horse-thief, Odalyan Rustler
Orlev Ice-eyes, Humakt/Lhankor Mhy Law Enforcer
Hend Alynxfriend aka He who walks quietly through life aka Cat Boy, Yinkin Hunter
Branbrig Slayer, Uroxi Berserk

NPCs and Followers

Ost (Alynx follower of Per)
Pico (Alynx follower of Hend)
Rico (Alynx follower of Hend)
Ulf Broken Spear (follower of Snorri)
Erik Sure Shot (follower of Snorri)
Svart Kettleson (Swordthane weaponstorm of Branbrig)
Inghram Afison (Shieldthane weaponstorm of Branbrig)
Gnup Borgson (Spearthane weaponstorm of Branbrig)
Grim Borgson (Backboy weaponstorm of Branbrig)

Players:

Doug St
Arne
Grant
Jeff
Darryl

Oliver

 

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Introduction:

Per leads the group of you out of the vale of the water people and stops on the first ridge west. He pulls out the map which shows the little you know.

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You know if you head straight south you'll come to a fork in the river. You also know that anyone who come close to the river seems to attract the attention of a large blob like entity that is capable of swallowing a horse whole and spitting out the skeleton ('live' and kicking). The southern fork is larger then the western fork.

Cedric has informed you that there are other settlements of water people in the valley but was unable to find out exactly where, though he's pretty sure that they exist on both sides of the river.

Blunt told you to go west first but now you have to choose your route. Near the river, far from the river, moving slow and carefully or faster.

Speaker Action
Orlev shakes his head

Well I'm no scout. What do you guys suggest?

Branbrig There's predark all over this valley. We can clean out whatever we find.

Looks to Per for leadership. Branbrig is mounted on a bison that was taken from the followers of Red Kare. He says that he feels a stronger kinship to the stinky beast than he ever did to a horse. Its name for some obscure reason seems to be Blossom. Everyone seems to accept this name remarkably easily.

Svart Kettleson, Inghram Afison, Gnup Borgson, Grim Borgson The boys wear leather armour with fresh runes of Urox painted on it. They're newly armed with battle and throwing axes as well as their more usual spears and shields. They're a little the worse for wear from trying to live up to Branbrig's standard but no one can fault their enthusiasm. Like Orlanth himself, clan chieftains, warleaders and champions traditionally have four followers known as weaponstorms. Orlanth's four were Finovan the Great Attacker (Swordthane), Helamakt the Great Defender (Shieldthane), Hedkoranth the Hurler (Spearthane), and Enferalda the Supporter (Backboy). Branbrig's followers have been with him ever since the attack on the troll village. They're young ex-fyrd men who are fairly new to the whole berserker business.

Death to predark! Let's got get it!

Per looks around at the eager but still young Uroxi.

Don't worry, boys, you'll get your fill of pre-dark soon enough.

scans the horizon and picks a suitable landmark.

For the first leg of this patrol, we'll head out northwest which is roughly towards the rightmost peak of those mountains.

points in the intended direction.

We'll maintain that course for a day or two then turn to southwest which will bring us to the river. We'll then follow the river at a safe distance back to Blunt's stead. Any comments or questions about the route?

Branbrig Shrugs his massive shoulders.

Sounds good to us. Right boys?

Svart Kettleson, Inghram Afison, Gnup Borgson, Grim Borgson Semi-enthusiastically axe waving .

Right, let's go get it.

Branbrig Nonchalantly

Oh, by the way if we do see any predark we'll be attacking it. Have to at least try. If it looks too gross the rest of you ride for help while the boys and I tackle it. Can't expect non-Uroxi to be as dedicated to predark slaughter as we are, right boys?

Svart Kettleson, Inghram Afison, Gnup Borgson, Grim Borgson The axes stop waving and the enthusiasm wanes.

Err, that's right.

Per shakes his head and looks Branbrig straight in the eyes.

No, you won't without my permission. I want this land cleared of pre-dark as quickly as possible, but I'm not about to waste men on suicide attacks without a damn good reason. If the target is large, we will leave it alone and report it to Blunt. Otherwise, you and the boys will be allowed to deal with it however you please. But the decision to attack is mine alone, understand?

Branbrig His eyes looking very hard.

Let me make something quite clear. My first loyalty is to my god. He tells me in no uncertain terms that I must kill predark when I can. My second and lesser loyalty is to the clan and its chieftain. If the situation does not involve predark I will follow your lead as Blunt placed you in charge. When it comes to predark it is my decision whether to attack it or not. If anyone gets in my way my god makes it quite clear how I am supposed to treat them. I will not be and cannot be soft on predark as it it I who will answer to Urox not you. If I decide a suicidial attack is called for I will do a suicidal attack. No one he turns to look at the boys and I mean no one else has to follow me but do not try and stop me.

Smiles.

Are we all clear on that?

Per gives Branbrig an equally hard look which softens to a smile.

Fair enough. Now let's get moving. This land isn't getting any smaller.

Orlev as everyone mounts up and starts to head to the north-west

Say Branbrig, what's your position if we spot some pre-dark and we want to follow them to wherever they come from? Do we have to kill them right away or can we track them back to their source to get the whole lot all at once?

Svart Kettleson, Inghram Afison, Gnup Borgson, Grim Borgson Suddenly realising that things can always get worse, watch to see how the boss responds.
Snorri while playing "beast rider fire brigrade practice" with Ulf and Erik where each switch horses with the next while riding

and since we're planning ahead about fighting pre-dark type of weapons do we have for dealing with pre-dark things like blobs? I can call Finovan's aid with a searing bolt which may do some good.

Branbrig Looking thoughtful.

If there seems to be some chance that we can catch a group of them in their lair all the better. Personally I prefer to slaughter all but one and follow the survivor to its lair.

Grins.

Of course once Urox's fury is on me letting one live is kind of hard. You can take some comfort in the thought that I've never killed anyone on my side...yet.

Looks thoughtful again.

Hmm, a searing bolt would be good. I can summon wind daimons and use gusts of wind to attack foes as well. Missiles are also good. Frankly I don't care to get into close combat with blobs either. It's hard on the weapons and armour. Almost makes me wish we don't see any.

Narrator A strange little gust of wind blows sand right into Branbrig's face and he spends some time swearing, spitting sand out of his mouth and wiping his eyes clear.
Branbrig Looking up at the sky.

I said almost.

Narrator The group has been riding for several hours when the more observant amongst you notice Branbrig suddenly stiffen. He seems to ready himself and then pauses to look over at the 'boys', who appear to having one of their interminable arguments on just how they should act when they go berserk.
Branbrig rides over to the 'boys'

Hey you lot. What's that you smell?

Svart Kettleson burps ...

Ahh this morning's porridge? Pretty bad it was too. Can't think anything be worse. Har har.

Inghram Afison I smell Svart and I can think of something worse than this mornings's porridge.

dodges a swipe from Svart

Grim Borgson hesitates

Geez boss, I smell something funny, kinda mouldy.

Gnup Borgson Yeah, me too. What is it?
Branbrig nods in satisfaction

That, my boys, is the smell of the pre-dark. What say we check it out?

without waiting for confirmation from anyone ...

You two ride up front and see if you can take us to it.

Grim and Gnup Borgson lose some color

Uhh right boss.

Narrator After a couple of mis-steps, the Borgsons lead the party to a small hollow. In the hollow is a a transparent glob of some sort. It's a couple of paces across and does not appear to be moving ... or doing much of anything really.

The boys look to Branbrig for instructions.

Snorri Drawing my bow and notching a arrow.

That looks like it might be awfully corrosive to armour Branbrig. Also hard on axes, not to mention skin and flesh. How about we try some group target practice?

Orlev Sounds like a good idea. I'll watch.

(says Orlev who has a geas against using missile weapons but doesn't particularly disapprove in this case).

Branbrig Shaking his head and muttering something about amateurs.

Wrong. This is how we handle a gorp like this.

Turns to the boys.

Gather as much firewood as you can and as many long poles as you can, the longer the better. Bringthe wood here and tie it into bundles about this big around.

Holds his hands about ten inches apart. The boys turn to run and get the wood.

And mind your please and thank you's to the local daimones and spirits.

Waits for them to come back and never lets his eye off the puddle. The boys soon return with armloads of firewood and the requested long poles. Branbrig stands stripping the branches from one particularily large branch and waits until the bundles are tied and then instructs the boys and everyone else to grab a pole and stick it into one of the bundles. Branbrig has meanwhile lit a large fire downwind from the blob, again without taking his eyes off the blob.

All right, everyone got their bundle in there good and tight?

Waits for verification from everyone.

Gnup keep an eye on it and holler if it even ripples. If you don't I'm eating your nuts for breakfast tomorrow.

Gnup gulps and nods his head. Branbrig strips his armour and clothing off and standing naked he calls upon Urox to protect him and bless his club. [He asks for a 8 point "Protection from chaos" 12W vs a 20 and a ^6 for his club "Great Blow"]

All right everyone light your bundles and then approach it from every direction and hang your burning bundles over it. When I say now drop your pole so the flaming bundle lands on the wee beastie. If it starts moving run for it. I'll take care of it then otherwise it'll be barbecue.

Shrugs.

And if it's fireproof I'll still take care of it. Everyone ready?

Narrator The lads nod their understanding. Everyone lights their faggots, cautiously encircle the blob and then, at Branbrig's shout, drops them on the blob.

The burning wood lands on top of the blob and then slowly sinks into it. For a moment the blob turns cloudy but then it clears again. There is no sign of the wood or fire and no apparent damage.

Branbrig gives a great shout and swings his club. You can see his club strike the blob a mighty blow and the blob wobbles violently as would a water skin if you struck it. The club passes through the blob and by the time it clears you can see that the far end of the club has disappeared and it slowly seems to be dissolving upward. Branbrig drops the remains of the club with a curse.

In a moment the blob stops vibrating and there it stands, apparently undamaged.

Branbrig Shaking his head in disgust.

Damn. Fire proof and resistant to damage.

Looks around for a huge rock. Calling upon Urox for aid and using his Strong he gives a mighty heave and lifts it up. Straining he carries it over to the blob. He drops it on top of the blob. Waits to see what happens.

The other thing we can try if rocks don't work is to hit it with magical blasts. Anyone know how to throw lightning bolts? I can summon a wind daimone or use gusts of wind but something makes me think they won't work. We might have to wait to see if the Chaos Cleanser can deal with it. And I don't mean wait here, we can come back later. I don't think our chaotic little blob is going anywhere.

Keeps watching the rock.

Snorri Wanders over to take a look.

I don't have a lightning bolt but on a slow count of three I can call a searing bolt... ONE

Snorri TWO
Snorri THREE

Snorri lets loose with a searing bolt from Finovan. ( do I have to state power or anything?)

Narrators Note OK, according to your character sheet you are an initiate of Finovan which means that you have the Combat Affinity at a skill of 17 but you have not learned any feats (initiates cannot learn feats, they must improvise them at -3). Therefore you cast your Searing Bolt with a skill level of 14. In many situations, this means you do identical damage to a spear at skill level 14. In other situations, you may do more or less damage depending on whether this particular bit of magic is more or less effective in that particular situation.
Narrator The huge rock plops down on the blob having an effect similar to placing a rock on top of a water skin. The top depresses and the side balloons out. The rock also seems to be sinking into the blob.

Just then Snorri lets loose with his Searing Blast, and a charge of fiery lightning passes right through the blob. The effect is *interesting*. It's like you poked a needle through a water skin. There's a brief jet of fluid from the blob which quickly cuts off. Wherever the fluid lands, there's a sizzling and a patch of ground is now blackened.

Meanwhile, the blob appears to wobble a bit and the rock slowly slides down the side of the blob and falls on the ground beside the blob. Branbrig risks an inspection of the rock and says its very clean, like its been polished.

Snorri That was neat!! Don't think it did much damage though. Better watch where we stand next time, wouldn't want to get splashed.
Branbrig Forget it, Urox doesn't expect us to have no chance of defeating predark. We at least get to have a slim to next to no chance. We'll remember where this blob is and if they managed to get that chaos cleanser we'll come back when she's here. If they don't get her we'll have to do something else instead.

Puts his armor and clothes back on and gets ready to move on. Looking to Per for guidance.

Shall we?

Per No point in hanging around doing nothing.

turns his horse back on the original course and gives it a kick.

Narrator As you mount up and start to move on, you find that the blob is capable of movement after all. It sort of tumbles and jellies its way along at a slow pace ... following the party. You stop, and the blob rolls up to within a few paces of where you are and then stops moving.

You also notice some shiny objects in the depression where the blob was formerly 'sitting'.

Snorri Look Branbrig you got a new fr...

Branbrig turns his head to glare at at Snorri

Snorri coughs and clears his throat

froblem. We've got a new problem. It must be following us waiting till we are engaged fighting other pre-dark then it will jump us. Do you think that shinny stuff down there is pre-dark tainted? Maybe you check it out. If it is Pre-dark tainted we should get cleansed or bury so no comes anlong and touches it. If it isn't pre-dark tainted... Should ride out in different directions to see who blobby is following?

Branbrig Glaring at Snorri and then the blob.

Bloody marvelous. I can be the first devotee of Urox to ever have a little predark follower.

Keeping a close eye on the blob he heads back to the depression to check out the shiny things. Using Sense Chaos he will attempt to see whether they are contaminated or not. He will also poke them with a stick first to see whether they eat wood or skin. After checking them out and giving them to Per for safekeeping if they're clean he says.

This is ridiculous. I cannot be followed around by a predark monstrousity! Urox send me your strongest scouring wind to rid me of this predark!

Calls upon his Scouring Wind feat and divine intervention from Urox to destroy the blob.

Narrator Branbrig checks out the depression first. He finds what appears to be bits and pieces of armor and weapons, broo horns, some gold and silver trinkets, other miscellaneous bits of metal and a small pile of iridescent gems. He pokes them with a stick and nothing happens but he's unable to determine if they are tainted because of the high background readings. To be sure, he would have to move the objects, cleanse the obvious blob bits off and then check again.

Meanwhile, the other people 'play' with the blob. It does not appear to be following anyone in particular. Sometimes it follows the closest person, sometimes the slowest moving person and sometimes the largest group of people. It doesn't move very fast though and is easily outdistanced.

Branbrig then calls upon his Scouring Wind, and a blasting whirlwind of sand and grit does appear and swirl about the blob, temporarily frosting its surface. However, Branbrig reports that he did not feel Urox's presence and the blob's surface soon clears.

Branbrig Boys, get digging . I want me a hole six feet deep, big enough to hold this damn blob. I want the sides real steep and a cairn of stones to mark it at the side. I'm gonna find a rock big enough to cover the hole up with and we're gonna trap this damn critter in it.

What are you waiting for get digging while I find me a big rock. The rest of you keep that damn blob busy.

Narrator Well, the blob appears easily amused. Snorri, Ulf and Erik ride around it in circles to see if they can make it dizzy while the rest of you spend the remainder of the day digging a big hole (and Branbrig collects a pile of enormous rocks).

Towards nightfall, you lure the poor unsuspecting (gullible) minion of pre-dark to the hole, where it plops down. Branbrig hastely piles the big rocks on top of the blob. You watch for a while and nothing seems to happen. Blob stays in the hole, rocks remain on top of the blob.

So, that leaves the decision as to where to camp for the night and what to do about the remains you found earlier.

Branbrig Well I would suggest burying the gee gaws the blob was on top of and leaving them for the chaos cleanser...

Shrugs

... if we get her that is. Either way I wouldn't touch them and I'd suggest we put some distance between us and that blob. It must have killed those broos..

reflex spit

...or someone dumped the bodies on it. Either way we should put some distance between us and it.

Looks to Per for leadership.

Per nods agreement.

Let's throw a cairn over the blob's left-overs and then get out of here. I don't want to have to deal with this thing in the dark.

Narrator So, despite the late hour, you spend some time hauling rocks and covering the original blob site and then you mount up and ride an hour into the darkness before making camp.

The night passes by uneventfully, as does the next day and night. You eat well, as pigs seemed to literally pop up everywhere you look and its an easy matter to bag one for the day. On the morning of the following day, Per heads the party back down into the valley and towards the river.

By late afternoon, you start to see signs of past settlement. Fields (now fallow) and buildings (now fallen) begin to appear until finally you get within sight of the river itself. Some of the buildings appear to have been burnt out and you do find signs of long past fighting (hacked in doors, ...). Branbrig, and occasionally the boys, also sense the effluvia of the pre-dark. Mostly old, but not all, and quite wide-spread.

Later on, you reach the river itself and find that you have arrived at a point where the river forks into two smaller streams. Just across the closer stream, you can see the remains of a major settlement. It's obviously been uninhabited for some time (decades) and equally obviously is the fact that many of the buildings have been burnt down. You would judge the stream fordable though you haven't approached too closely yet. By now, its quite late.

Snorri Branbrig, can you smell pre-dark if it is under water? The idea of going in to the water after seeing and hearing about blobs around here does not seem good to me.
Branbrig Shrugs.

If it's strong enough I suppose I could. We could always pull back a ways and wait until morning to investigate. If the big blob left the river I think our home stead would have been attacked already. A good watch will help nonetheless.

Narrators Note: Like any other sense, the Detect Chaos feat works better if there is minimal obstruction (walls, water, ..) between the user and the source.
Per looks at the ford and surrounding area.

Branbrig's idea seems sound to me. We'll find out more in the light than in the dark.

Narrator And with that, the party pulls back from the water, finds a relatively secure structure that Branbrig declares relatively free of the stench of the pre-dark, and settle in for the night.

Well into the night, the watch wakes up everyone and says that they hear sounds from over the river. At that very moment, an uproar that is very obviously a battle begins (from across the river, say 100m). You can see almost nothing but an occasional flash of reflected light, but you can hear a mix of voices and animal noises and the sound of clashing weapons.

Orlev spends a moment peering off into the distance and reports back that he believes that Broos and humans are fighting. Branbrig excercises his feat and agres that the stench of pre-dark is strong.

Snorri Gathering his weapons and armour while looking towards the fighting (Night vision:13)

Branbrig what is your opinion on helping the brave pre-dark fighters in dire need of aid we hear and see fighting so bravely? What a great a chance to find out from humans around here the lay of the land. Orlev how many humans and Broos would you say are fighting there? An extra dozen fighting for the humans will make quite a difference.

Starts to saddle horses with Erik & Ulf

Orlev How many? Hard to say but I wouldn't say more than a dozen or two on either side.
Branbrig From where he's already wearing his armour and getting both battle axes ready.

My opinion? CHAAAARRRGGGEEEE!!!!!!!!!!

Jumps over the ruined wall and disappears into the darkness. As he runs (slowly at first) he calls upon Urox's protective magic (going for a +4) and offensive magic (again, going for a +4 edge for each axe). He also waits up for his weaponstorms as they need more seasoning, plus they reduce the multiple opponent modifiers:->). In combat he will swing twice at separate opponents while betting heavy).

Svart Kettleson, Inghram Afison, Gnup Borgson, Grim Borgson An eyeblink later waving battle axes and screaming at the tops of ther lungs..

CHAAARGGGEEEE!!!!!!!!

Snorri Swinging in to the saddle

The right flank has more open space boys. Let's come in from there.
Tactics: 13

Drawing his bow

It's dark make sure you have a clear shoot boys.

Uses - affinity Movement 17 (Burst of Speed) - to quickly get to the right flank looking for clear shoot. But tries to stay out of close until Ulf & Eric can catch up. Ulf & Eric ride after trying to catch up.

All three take up Branbrigs battle cry of

CHAAARGGGEEEE!!!!!!!!

Orlev prepares his feats while waiting for Per to give orders ...
Narrator Snorri, Ulf and Erik flash off at high speed towards the right and then down towards the water.

Branbrig heads straight for the noise of the battle but slows down to prepare his feats and allow his weaponstorms to catch-up. They reach the river at about the same time as Snorri but directly across from the fighting.

Orlev has mounted Swiftheels and is prepared to follow Branbrig and the others at Per's command.

He shouts out that the battle appears to be breaking up into small skirmishes, with a small group battling immediately in front of Snorri (can engage with missiles) and a larger group in melee near Branbrig (would have to cross stream and close to engage).

Branbrig Let's get 'em boys!

Charges through the water screaming.

URRRRRRRRRRROOOOOOXXXXXXXXXXXXX!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Per shouts his orders

Orlev, follow Branbrig and the boys through the centre. Cedric, guard the horses. Hend, you're with me.

gets out his bow and heads for the right flank at a run.

Odayla, grant me clear sight (Hunt Aff 18) and let my aim be true (Hunt Aff 18).

Snorri follow my lead boys.

Snorri fires on Broos that are unengaged. Ulf & Eric follow Snorri's directions if they have trouble telling Broo from human in the dark.

If Snorri can not find any more Broos that are safe (small chance of hitting humans) targets he will call on Finovan to aid three of them to cross the river Movement affinity:17 and charge across the river into meele.

Narrator Snorri, Ulf and Erik (and later Per and Hend) go charging off to the right and then head down to the stream. You arrive at the stream at the same time as a human figure who was charging down from the other side being pursued by a broo. Both sides pull up in surprise but before you can do other than note the presence of each other, a pair of broos erupt from the river accompanied by what looks like a giant snail and attack the lone human on the opposite side.

The figure on the other side starts to back along the river while feverishly defending itself. All of you immediately let loose at the broos and the giant snail, who were clearly not expecting an attack from your side of the stream. All the broos are struck and one seems seriously injured. One or two shots bounced off the snail. One Broo lets out a grunting sound and the whole lot jump back into the stream where you can vaguely see them. You let another round of arrows off to unknown effect.

The figure on the other side appears to be injured but still standing. It seems to be trying to watch both you and the stream.

****

Branbrig and the boys (followed by Orlev) go crashing through the stream which seems to be about waist to shoulder deep at that point (Orlev rides over the surface actually). Reaching the other side the whole lot of you go careening into the ruined buildings. One lone broo is encountered and quickly cut down and then the main battle is reached.

Two roughly equal lines of warriors appear to be hacking away at each other. After a moment of indecision you determine which side is the broos and charge into them. Battle is immediately engaged and almost as quickly a series of loud grunts break out from the broos and they start to retreat. A few broos appear in the back and begin to fling stones at the humans. The humans you've joined shout and redouble their attack, two doing prodigious leaps over the combatants in an attempt to engage the Broos who are tossing stones.

Branbrig Charging at the closest broos.

UUUUUUURRRRRRRRRRRRRRRROOOOOOOOOOOOXXXXXXXXX!!!!!!! Kill them all!

Branbrig attempts to cut his way through the line and then attack whoever seems to be in charge of the broos.

Snorri Let us ride like Rolling Thunder (Finovan's horse) across the water. Movement aff (17)

Snorri, Ulf & Eric ride their horses over the water (Finovan willing) to other side.

Amber Clan comes to your aid brave fighter of pre-dark.

The three horse men [plan to] ride past the lone fighter and on to engage the main group. At first firing arrows at any safe target then trying to close from behind the Broo line.

Narrator Branbrig and the boys start hacking and slashing (and shielding and spearing) from the flank of the Broo line. The Broos are obviously fighting defensively and are withdrawing from the battle in fairly good order. This last is something of a surprise to Branbrig, who knows quite a bit about Broos and 'disciplined' is one of the things they are usually not.

Stones continue to rain down upon the main group of humans until the stone throwers are engaged by the two humans who leapt over the Broo line earlier and Orlev, who has ridden behind the line to attack the Broos who appears to be commanding the party. Brilliant flashed of light begin to erupt from that Broo temporarily dazzling everyone looking in that direction.

The Broos take advantage of this distraction to make a break for it and most manage to disengage and head for the stream. A few of the other humans and your group attempt to pursue but now the purpose of the stones becomes clear.

Strange noisome noxious spirits rise from the stones and engage you in spirit combat. As you struggle with these spirits the Broos run away.

Narrator's Note Can each player state the skill they have which is most suitable to fighting a spirit of disease.
Narrator Meanwhile, a dazzling glow surrounds Snorri, Ulf and Erik's mounts, slowly evaporating but leaving a shining halo around the hooves of their mounts. They then charge across the stream while Per covers them from the bank.

Half-way across the stream (which is about 10 meters wide) the three broos and giant snail erupt from the water and attack the horses. Snorri, Ulf and Erik switch to spears but Ulf's mount is quickly disemboweled and he goes pitching into the water and disappears beneath the surface.

The man on the other side of the stream runs forward and raises his hand.

Branbrig Resisting the vile spirits with his Strong 9W skill. If he can he will go to the aid of the party in the stream or alternatively kill the nearest broos.
Snorri & Eric Snorri holding shield & spear hangs upside down head in the water (trick riding:13 riding:11W) looking for Ulf. If he finds Ulf he drops his shield then spear to grab Ulf and uses his great bear strength to pull him to the surface. If he sees ulf but is out of reach he will call upon Finovan's leapping shield to use his shield to protect Ulf until he can get closer.
Snorri will resist dease at normal) Eric circles with spear ready to thrust in to the dark waters.
Per Resists the spirits using Agility 4W.

Stupid fools!

turns quickly to Cat-boy.

Go back to our camp and send Cedric down here. If we do manage to fish that one out alive, I'm tempted to finish him off myself! And tell Cedric to hurry.

resumes giving covering to the swimmers once Cat-boy is away.
Narrators Note The best skills for fighting spirits are spirit combat skills. For disease spirits you could also substitute defensive physical attributes like 'tough' or 'healthy'. Agile and Strength would have significant modifiers in this case (though they're still both above default [14] given there high base).
Narrator Branbrig and the others battle spirits while the broos make a hasty get-away. Most of you feel assorted shakes and sniffles coming on, to a greater or lesser degree. By the time the spirits disappear or are beaten off, the only enemy that remain on this side of the stream are the fallen. A commanding voice among the other humans shouts 'Na more. Still the bleeding.' The other humans break off pursuit and tend to their injured while one figure approaches Branbrig, Orlev and the boys.
Approaching Figure definitely a man, stops a few paces from the group ...

And who might you be, to wander at night on the Black Rock? To be slauterin our Broos, not that we mind sharin seein as how we hav sech a bumper crawp o them.

Branbrig Not stopping for explanations and charging off in the direction of the sounds of battle...

Urrrroooooxxxx!!!!!!!!

The boys Wait for us!

Charging after Branbrig.

Narrator Meanwhile, Snorri and Erik attempt to aid Ulf but are instead forced to fight the broos who are happily attempting to gut more horses. Per looses a few arrows at the broos but they proove to be elusive targets, sheltered as they are by the stream and the melee.

Ulf's head and shoulders appear for a moment above the surface, coughing out water but then with a shriek, some unseen force drags him under once more.

The man across the river raises a bleeding arm above the river and as the blood starts dripping into the water, begins chanting.

Bleeding Man said with a pronounced accent ...

Chaos stalks my world.
Broos have bruised me, the Hand has pawed me.
I have taken up the impossible path,
And seek those who must aid my task.
You are not the first of my friends.
Others walked with me to Heal.
The Devil took them, they died.
I failed to save them, chaos grows.

Coome Sistar Barch, they offaring ha be mad.

Narrator's Note The first part of this is the Lightbringer's Summons which all [Lightbringer's] must answer or lose thereby the faith of their god. The last sentence is unfamiliar to you.
Narrator The waters of the stream immediately still and then abruptly begin to lash about in a most frenzied fashion. Snorri and Erik are barely able to keep to their mounts and are forced to make for the bank.

The broos grunt madly at each other and start to head for the far shore and the standing man when several things begin to happen. First, Ulf is literally spat out of the stream and lands with a thud near Per, Snorri and Erik. He is bleeding badly and appears to be unconscious. Next, come a sound like a giant egg being smashed against rocks and for a moment green ichor stains the water.

The broos have nearly made it to the far shore when, with an agonised grunt, the rearmost Broo disappears backwards under the surface. The next Broo also disappears under the surface with a wail but the last Broo makes it to the far shore and stands clear of the stream. The Broo turns to scream defiance at whatever seized its companions. At that instant, the water rises directly in front of it, assumes a vaguely feminine form and impales the broo with a lance of water. The broo topples face forward into the water and then disappears beneath the surface. The feminine figure collapses back into the stream. The stream is still lashing about in a frenzy.

Bleeding Man The man shakes more blood into the stream.

Sistar Barch, I giv yee thanks.

Chaos grows, but naw this day.

The water immediately returns to normalcy.

The bleeding man looks across the stream and shouts at you.

Coome or stay as yee would. I go to help mine.

And with that the man turns and runs towards the sounds of the main battle.

Narrator It takes a moment for the confusion to die down. Branbrig (and boys) charge towards the river just in time to see the last broos go under. They slow their charge and see a human turn and run towards them. This figure stops once it sees them and starts moving off to one side.

Meanwhile, a group of warriors which had gone in pursuit of Branbrig et al pulls up behind them and then circles to link up with the lone figure. A brief conversation occurs over there while Branbrig and Per catch up with each other (shouting across the stream). Orlev arrives as well, reporting that all the Broos have fled (all the ones capable of doing so anyway).

Once more a figure approaches the group.

Approaching Figure (same as before) (with a Scottish accent)

Once mur I ask, who might you be, to walk upon the Black Rock lands?

Branbrig Eyes narrowing suspiciously.

I am Branbrig Unasson, also called the Slayer, follower of the Scouring Wind, clan champion of the Amber Clan. Who are you that does not know the proper way to greet your fellow Heortlings?

Approaching Figure The figure is a tall muscular man. He has a large two handed sword across his back and very little armor. His body is covered in blue tattoos and multiple scars.

You be a heortlander? From 'cross the mountains? Well, you be a long way from home then, for certain sure.

As for greetings, tis not a deed to be done in the dark, not in these parts anyway. Tis not safe to give your name to all that walk and talk in the night.

I will tell you this though, we will go back from the old stead a ways that a ways, and there purify ourselves. We shall find each other in the morning and then see what's what.

Be this acceptable to you?

Branbrig Muttering but still loud enough for everyone to hear it.

Oh, I see it's quite all right for us to expose ourselves to the dark and predark but not for them.

Snorts and shrugs.

Fine by me, tomorrow it is then

He turns and walks towards Per.

Sorry about giving them the impression I'm in charge but since I've already opened my big mouth there's no reason why you should risk whatever they're afraid of too. Tomorrow you can call all the shots.

Turns to go check on the boys.

Narrator You pull back from the battlefield and find another reasonably intact dwelling (that isn't too heavily tainted with the predark) on this side of the river. Snorri goes back and manages to get Cedric, Cat-boy, Per, Ulf and Erik across the river with his raider magic. Per did manage to bandage Ulf's worst wounds and stop the bleeding but Ulf is still unconscious. Not too far away, you can hear the Black Rock warriors also making camp. It's already late, so you put up a watch and turn in for the few hours remaining till morning.

Unfortunately, long before morning arrives, several of you start to complain of severe headaches and start to shiver violently. Suddenly, Gnup Borgson starts to vomit and then collapses. A quick look shows that he is unconscious.

Branbrig Shaking his head.

This is not good. I will try and call on Urox to drive the evil spirit from his body but there are no guarantees he will hear me. Someone should go ask those other warriors whether they have a healer present. I doubt that Gnup will live much longer without magical aid.

Looks at Cedric.

You're the silver tongued one. Take my other weaponstorms and go.

Stands and holds both arms over Gnup.

Urox, bane of chaos, this follower of yours is beset by evil spirits. Lend to him of your strength, mightier than that of any other so that he might fight them off and live to battle in your name again. My life is yours already as is his. Help us so that we may continue to slaughter your enemies.

Narrator Cedric and Orlev head off for the other camp while Branbrig begins his chant.

A harsh gritty wind begins to blow and swirl in the area, first fitfully but quickly building up to gale force. People capable of moving pull back from Branbrig and Gnup's body.

With a sudden arcing of his body Gnup jackknifes and appears to inhale the windstorm. His body is tossed and jerked about is a most peculiar fashion (almost like there's a windstorm inside) before Gnup is suddenly stretched upright and vomits out the windstorm and some pale foul mass which is quickly shredded once in the open. Gnup collapses and Branbrig feels exhausted (-2 to all skills for this scene).

Soon afterward, Cedric and Per come back accompanied by several other figures. One is the figure who had spoken to Branbrig earlier while the other is the figure who had fought done by the stream.

This second figure takes one look at the party and quickly separates one group (those who fought near the stream) from the other (those who fought in the main battle).

Bleeding Man (not bleeding anymore) Addresses the first group ... (don't forget the Scottish accent)

You be clean. Best stand away while I deal with the others. I'll have to move them part-way to the other side for this.

With that the man starts to inscribe a circle in the ground that reminds some of you of Bjarni's (the Kolating shaman) work. When he completes the circle he addresses the second group...

Naow, you must stand in here so that we might see what else walks within you all.

Orlev quickly moves into the circle. What about Branbrig and his 'boys'?

Branbrig Wearily raising his arms.

All praise to the Bull in his might for helping us, his followers. We dedicate, as always your slain enemies to you. And now Gnup will live to slay more of your foes all thanks to you.

The boys join in with Branbrig's praise, none louder than Gnup.

Into the circle then lads. We'll let this shaman see what foul little otherworldly beasties we may be infested with. Hopefully he'll be able to rid us of them.

Branbrig and the lads enter the circle to stand beside Orlev.

Narrator With everyone standing in the circle the Shaman begins a sighing moaning chant. For those of you inside the circle the outer world begins to fade away to be replaced by a bizarre landscape peopled by swirling masses. To those outside the circle, the group seems to become partially transparent and shrouded by mists.

The shaman peers into the being of each of you. Gnup is quickly cleared but he pauses before Svart and Grim and starts shaking a feathered rattle. Both of them begin to feel very odd until in one swooping motion the shaman reaches into each of their mouths and withdraws a pale wriggling slimy mass. These he balls up and then flips outside the circle where they quickly disappear from sight.

The shaman, visibly tired now and supported by his clanman, begins to chant again but his clansman holds up a restraining arm and asks that you do not leave the circle just yet.

Olaf Rock-fist We are as safe here as anywhere. Perhaps we should know more of each other before we endanger ourselves more.
Narrator And he thus begins the lengthy greeting process of the Orlanthi. Its unusually long this time, as there is some searching before commonality is established. A good thing too, since Orlanthis are not overly tolerant of complete strangers. In this case it is established that both parties are on good terms with the White Sky Clan (the flyers you met earlier in the Gap on the other side of the Stormwalk Mountains) and have some (very) tenuous blood relations through there.

Once this is established, the other man introduces himself as Olaf Rock-fist, leader of this warband, and his (shaman) companion as Walker, and that they belong to the Black Rock clan. He invites you and your party to join his camp for the remainder of the night and he then requests that you go back to meet his chief Bjorngold Broo-slayer, who would be most interested in hearing from any new people in the area.

Branbrig That's up to our leader Per Rasmussen to decide.

Looks to Per. Turns to the shaman.

You have my thanks Walker. If ever you need a favour that doesn't violate any of my sworn oaths just ask and it shall be done.

Per Looking at Branbrig and the others

I see no reason not to. We'll learn more faster from our neighbours than by ourselves.

Turns to Olaf

Olaf, we'll gladly join you for the remainder of this night and then travel with you on the morn to meet your chief.

Turns to Walker

And my thanks as well Walker. We are poorly prepared for fighting Broos and you aid was most timely.

Returns to Olaf

Indeed there is much that we can learn from you about these lands if you are willing to teach us.

Olaf Rock-fist You aided us as well. A good beginning perhaps.
Per I hope so.
Narrator And with these last comments the two parties join camps. A heavy guard is kept though you soon learn that the Broos prefer the Black Rock clan in the day time as many of the Black Rock can see in the dark while the Broos have no special talents in that area.

Early the next morning you break camp and head up the stream, deeper into Black Rock lands. You occasionally pass small parties of Black Rocks and you note that all of them are armed or have arms close at hand.

A few questions on this and other matters reveals that the Black Rocks have been fighting the broos for decades (and slowly losing). Recently, about 15 years ago, the fighting intensified and the Black Rock clan was pushed out of the stead you fought in last night. The land there has been poisoned by disease spirits and many of the Black Rock clan have also succumbed to various virulent virus (OK spirits, I liked all the v's). You gather that the Black Rock clan has been pushed back into less desirable real estate further up the valley.

You also discover that the Black Rock clan worships a darker version of the Lightbringers (similar to the Torkani). Argan Argar has replaced Issaries and Xiola Umbar has replaced Chalana Arroy. While not common, this form of worship is not unheard of.

Finally, the Black Rock clan tell you something of the political neighborhood (see map at top of page). To their north is the Red Rock clan. They are allied to the Black Rock Clan and also worship a similar (dark) pantheon of Lightbringers. To the south is the White Sky clan who they have had historically friendly ties with but have not seen much of them these past decades because the Broos control the best travel route between the two clans.

Towards late evening, you pass a fortified watch tower (Broos says Olaf, too often they get all the way up here) and that's where you spend the night. Another day brings you to a stead which Olaf announces as Chief Bjorngold's residence. Looks like pretty hard scrabble land to you.

Chief Bjorngold has apparently been forewarned as he is coming out to meet you, accompanied by his bodyguard. The whole lot are covered in blue tattoos (no armor) and wield large wooden two handed swords edged with obsidian. Must be Varlanaorlanthi (a particulary wild and primitive form of Orlanth).

Once the ritual greeting has been gone through ...

Chief Bjorngold So, we have newcomers in our lands do we? Come share some bread and water with me

gestures to a table and benches that has been setup in the common area

and tell me your story.

Per We would be honoured to share your table, Chief Bjorngold.

turns to Cedric.

Would you be so kind as to relate our story to our generous host, Cedric?
Cedric [tells story of Episode 1]
Branbrig Looking around at the Black Rock members to see whether any bear the marks characteristic of Uroxi.
Narrator
No one seems to be Uroxi but many of them sure seem to have the look of ideal candidates.
Snorri Looks around for any horses to evaluate their stock. I also check out the woad on anyone sitting near me. Listen for any whispering in the back about drinking or gambling.
Narrator You wander around outside and find a number of what you would consider mountain ponies. Probably more suitable for the rough rocky terrain around here. The woad is similar to what you use yourself (as a raider) but you suspect that many of the folk here are Varlanaorlanthi. As for drinking lots of that going on, and you can find people willing to 'hoist a horn' with you but no one seems keen to gamble with a stranger.
Chief Bjorngold
who listened most carefully to the end of Cedric's tale ...

That so? Here to stay are you? Then Amber and Black Rock have things to talk about.

I know you're an exploration party but there's not much beyond here that we can't just tell you about. If its all the same to you, I'd like to send Reinhart here back with you to speak to your chief and clan ring so we can decide how things stand between our two clans. Reinhart is our clan lawspeaker and will have authority to make any necessary decisions. Olaf there and Walker and some of the boys can come along as escort as well if that's all right.

So what do you say?

Per Please pardon the delay, but I wish to consult with my comrades before I respond to your request.

after Chief Bjorngold nods in agreement, Per leads the group to a corner of the hall.

If any treaty is to be negotiated, it really must be between the two chiefs. It certainly wouldn't hurt us to have some friends in the area and we have a common enemy. So, unless anyone can think of a reason not to have the emissary accompany us, I'm inclined to let them join us. What do you think?

Orlev I agree. We need to establish formal relations as soon as possible and Blunt needs to know what we've found out about our neighbours.
Snorri I also agree. Blunt may also want to send out a party to the White Sky people although that looks difficult. And knowing where and what the Broos are like could help him set up watches and defences.
Branbrig
Shrugs.

The more the merrier when it comes to slaughtering predark.  Besides we need neighbours for our young men and women to marry.

The Lads
Excited at the prospects of marriage (forgetting that few would want their daughters to marry Uroxi).

Whoo hoo!!

Per smiles at the lads enthusiasm.

I guess I'd better make it official then.

leads the group back to the main party and addresses Chief Bjorngold.

We would be honoured to have the Black Rock clan ride with us and to receive your emissaries at the Amber stead.

Chief Bjorngold Gud then. We'll consider it settled. We'll get owr lads together but tonight you must stay and enjoy our hospitality. 

Cheering goes up from the community.

Narrator And a feast is laid out. Judging by the welcome that the Black Rock give the food it must truly be a feast by their standards but its rather rough fare by what the Amberi are used to.

You are free to mingle, Snorri finds some willing to roll the bones, Branbrig and his boys find the Varlanaorlanthi to be fairly pleasant company, Orlev gets to discussing local legal precedents with Reinhart (who is perhaps the meanest looking law-speaker you've ever run across), Cedric gets to tell a few stories and makes some new friends, Cat-boy almost gets himself killed but no one is quite clear why. In short, you have a pretty good time.

The next day you head back down the valley, but on the north shore of the Birch. The Black Rock tell you that this is the safer shore as the pre-dark don't like to cross the water much. You spend a couple of days following the birch until you meet back at that point where the Birch and the Ash become the Oak (and where you first met the Black Rock). You follow the Oak for another day or so but then the Black Rock tell you head away from the water once the Sounders River gets close as the Sounders is 'cursed'. Besides, this is getting to close to the main Broo stronghold and they occasionally come across the river, either by a ford or through other means.

So, with only minor encounters, you return to the Blunt's stead where you are greeted with much excitement. 

This map shows what knowledge about the western end of the valley the Black Rock people have shared with the Amber Clan. It also shows the route the scouting party took.

sounders_vale.jpg (36029 bytes)

End of Scene 1


This page last modified June 14, 2001


Glorantha and Hero Wars are trademarks of Issaries, Inc. Gloranthan material on this page is copyright ©2001 by Oliver D. Bernuetz, Jeff Neufeld and Doug Stich. Glorantha is the creation of Greg Stafford, and is used with his permission.

Email me at oliver_bernuetz@hotmail.com.