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. |

|
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. |
 |
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. |