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Sunday, June 10, 2012

Summer D&D


Hello Taxidermists!

I wanted to make a proposal to our combined squads of D&D players.  Currently, I’m running two campaigns, as most of you know: the Aloran campaign and the Oriental Adventures campaign.  I’m enjoying both campaigns a lot, and I hope you are too!

Right now, both campaigns are at a good pause point, so I thought I would suggest another couple of options for D&D this summer.  The first is one that I had mentioned to several of you already, and that’s singleton adventures. 

Singleton Adventures

In such an adventure, you would creature a new character just like normal except that you would start a little higher and level your character a little to start with.  You might start at 5th level instead of 1st level, and with a significantly larger quantity of cash and items.  You would have the full suite of 3rd Edition materials to choose from when creating and equipping your new character; classes, feats, races, prestige classes, weapons, spells…you could make a very customized and personalized character this way and explore options that may be unavailable or difficult for your campaign character to obtain.  Try a casting class if you normally play melee, craft a specialized character with a unique combination of feats and skills, or sample a prestige class.  This type of adventure is meant to feel more arcade-like while still maintaining the depth and fun of open-world gameplay. 

For continuity’s sake, these adventures would take place within the world of Alora or Ashigon (for OA-style adventures); both have plenty of room for exotic locales, political intrigue and dark, ancient dungeons.  I am nearly finished with creating one adventure in Alora already.  Unlike our regular campaigns, these would be much briefer, perhaps 4-6 sessions from start to finish, depending on the group’s pace.  Upon the completion of the adventure, if you liked your character, you can use them again in another singleton adventure, or you can make another new one for the next time. 

This first adventure I’ve been working on is a well-balanced, yet fairly challenging adventure for three to five players starting around 7th level.  This is a high enough level that you can start dabbling in prestige classes or multi-classing as well as some magical items, but not too high that things will feel overpowered or sluggish.  I know for me, I love low-power games, so I enjoy low level RPG encounters or Limited in card games.  So, I don’t want to drive us too high.  This adventure will probably take about six to eight sessions. 

The other option is also an interesting one…

D&D 5th Edition

I have signed up to participate in the “beta” playtest of D&D 5th Edition (they’re calling it “D&D Next,” but…it’s 5th Edition.)  They have sent me playtesting materials, including a pre-made campaign and some fairly standard pre-made characters (I’ll let you customize them as much as possible, though).  The campaign is their classic campaign for playtesting, used since the 1970s, called “Caves of Chaos.”  I’ve looked at it, and it’s plenty interesting.  It is more dungeon/combat-focused than my campaigns tend to be. 

From what I’ve seen of the new edition, it is much more like 3rd Edition than 4th Edition was.  5th Edition feels like what 4th Edition should have been.  Anyway, it uses a simplified, but still fun, skill and combat system that provides for faster and clearer gameplay.  This campaign, being a time-tested default campaign, should move fairly quickly and it is designed to be easily broken up into bite-size, single-session pieces.  It will feel a little more generic to play, mind you, but it still looks fun.

Campaigns

Alternatively, we may also just proceed with our campaigns; I have written ahead plenty on both, so I’m happy to go down that path as well.  There’s plenty more for each of you to do!

If you’d like to continue D&D over the summer, just let me know which of these options sounds best.

1)      Singleton adventures
2)      D&D 5th Edition playtesting
3)      Continue campaigning with current characters (alliteratively)

I’ll be happy to take other suggestions as well, or if there’s a campaign or something that you’d like to try; if you want to DM, for example, I’d happily play in one!

Let me know what you all think!

- Matt the DM

Wednesday, May 16, 2012

Familiar Choices

Hello Taxidermists!

Drew, here is a list of all of the familiars available to you from my books, as well as some monsters that I've elevated to allow you to take them as an improved familiar.  If there is a particular monster you'd want that isn't on this list, let me know and we'll see how we can work it in.

Here you go!

Familiar - the familiar

Caster Level - minimum arcane caster level to take this familiar

Alignment Axes - if there is something listed, you must be within one step (a lawful neutral familiar requires a LG, LN, LE or TN master)

Min Size - minimum master size; for you, you can choose anything besides "L" (I put them on here for any over-sized sorcerers, wizards and adepts we might encounter)

Improved - a "Y" indicates that the Improved Familiar feat is required to get this familiar

Bonus - This is the bonus you receive whenever your familiar is active and within range of you, in addition to any other benefits

Some of these will require additional work, such as a pseudodragon, to obtain.

Hope this is helpful to you!  Sorry that the formatting is strange, this was copied from an Excel file.


[Familiar] [Caster Level] [Alignment Axes] [Min Size] [Improved] Bonus
Will of the Wisp 17th CE M Y levitate (caster level 11th), 3/day
Bat 1st x S N +2 familiar bonus to Listen
Cat 1st x S N +2 familiar bonus to Move Silently
Hawk 1st x M N +2 familiar bonus to Spot (light)
Lizard 1st x S N +2 familiar bonus to Balance
Owl 1st x S N +2 familiar bonus to Spot (dark)
Rat 1st x S N +2 familiar bonus to Fortitude saves
Raven 1st x S N +2 familiar bonus to Bluff
Snake 1st x S N +2 familiar bonus to Hide
Toad 1st x T N +2 familiar bonus to Constitution
Weasel 1st x S N +2 familiar bonus to Reflex Saves
Clockwork Mender 5th LN S Y mending, 1/day
Skiurid 3rd NE S Y +1 familiar bonus to Necromancy spellcaster level
Monstrous Centipede 1st x S N +2 familiar bonus to Escape Artist
Monstrous Spider 1st x S N +2 familiar bonus to Climb
Monstrous Scorpion 1st x S N +2 familiar bonus to Concentration
Eagle 3rd x L N +4 familiar bonus to Gather Information
Stirge 3rd x S N +2 familiar bonus to Heal
Wolf 3rd x L N +2 familiar bonus to Survival
Homunculus 7th x S N +4 familiar bonus to Search
Pseudodragon 3rd NG S Y +2 familiar bonus to Diplomacy
Corallax 3rd x S Y +4 Hide check when in multi-colored environments
Tirbana (Eyewing) 5th LN S Y +1 familiar bonus to Enchantment spellcaster level
Ash Rat 3rd CN M Y obscuring mist, 1/day
Ether Scarab 5th x M Y +1 familiar bonus to Conjuration spellcaster level
Giant Beetle (Fire) 3rd x L Y flare, 3/day
Construct Guardian (Spark) 7th x M Y Guardian (no ability)
Sailsnake 5th x M N +4 to Fortitude save on poison
Lurking Strangler 7th LE S Y +1 familiar bonus to spellcaster level fear-inducing abilities and spells
Gem Scarab 5th x M Y +4 familiar bonus on Appraisal when appraising gems
Phase Wasp 7th x M Y +1 familiar bonus to Evocation spellcaster level
Shocker Lizard 7th x M Y +2 to Will Save regarding electric attacks
Construct Guardian (Gauntlet) 9th x M Y Guardian (no ability)
Fire Bat 9th NE M Y daylight, 1/week
Construct Guardian (Blade) 11th x S Y Guardian (no ability)
Gargoyle 9th NE L Y Freeze, as a gargoyle, 1/day

Tuesday, May 15, 2012

Session #7: The Prologue


Hello, Taxidermists!  In our seventh session, we finally completed the Prologue!  The fun is just beginning, and I know you all will create unique, fun and powerful PCs, and I’ll enjoy throwing adventures at you, testing your skills and combat prowess.  As a quick review of everything you all have accomplished, I’ll highlight each session.
            In the first session, the party met one another in the Inn of the Gallant Gate, a prominent inn in the bustling trading town of Thoroma.  Although the owner, Harull XIV, was out of town, the temporary manager Vako, sent the party below the inn to thwart a rat problem in the wine cellar.  The party did so valiantly, though Seyer, the party’s fighter grew ill from a festering bite.  They also discovered a long-forgotten cave with a pool of water illuminated through the grate above.  A skeleton, animated upon approach, emerged from the pool and beckoned the adventurers to take the beautiful ring from his finger and release him.  The party did, and upon returning the ring to the recently-arrived owner of the inn, it was discovered that the ring was that of the owner’s father, Harull XIII.  It is clear that Vako was ill-intentioned, and Harull had him arrested.
            In the second session, the party set out to meet the mayor of Thoroma.  The town was in an uproar as it prepared for its annual Spring Festival to mark the vernal equinox.  The party marched to the guildhall but was unable to find him.  Using a somewhat ambiguous clue left by the mayor.  They found him and were surprised at his form; he was a gnome, of all things, and a prosperous merchant who headed the local trading guild.  He directed them to the Lord of Thoroma, Lord Nadmum, for work.  Upon returning to the guildhall to meet the nobleman, they found instead a defeated, desperate man who had lost his “lover” after fleeing his castle as it was overrun by goblins.  His mind and body wracked with anguish and fear, he gladly sent the party to liberate Castle Manifang from the interloping goblins.  His castle, at the top of the cliffs south of town, was only a short walk distance up a nearby ridge.  While walking up the Gall Ridge to the castle, the party encountered a worg, a vicious beast and cohort of the goblins.  Despite their attempts to assuage his malcontent, he attacked ruthlessly, nearly destroying the party.  Each worked together as a team and slew the malevolent creature.  In an attempt to use its flesh as a means of intimidation, they butchered the corpse.
            In the third and fourth sessions, our party charged up the ridge to the castle, slaying dozens of goblins in their path in creative ways.  The trudge up the hill was long, arduous and bloody, but by morning, the party had arrived and, before penetrating the castle defenses, witnessed a lithe woman slither up a rope into the side of the castle. 
            The fifth and sixth sessions were centered around the infiltration of Castle Manifang.  More goblins were felled and, in investigating found scrolls and weapons littered around the castle.  The goblin ringleader, a hobgoblin with a scorched hand and a marksman lackey, lay in wait for the party.  A battle ensued and as the hobgoblin’s defeat grew imminent, he revealed a cryptic message about their impending doom.  He had been guarding a securely locked chest and the key on the slain hobgoblin’s person did little to compromise the lock.  It did, however, free the woman who had climbed in the window that morning, as she had been captured.  A human clad in leather from neck to toe, she gave her name as “Mel,” and the party warily followed her out the window and back to the city, where she had important news to share.  She led the party through the temple of Thoroma and unlocked a secret passageway beneath its stone foundation.  In the base of the temple of Thoroma, a secret lair housed a secret organization known as the Priory of the Icterine Eye.  Mel admitted them and within, nearly a dozen people of different races and backgrounds regarded them.  With her grateful thanks, Mel relieved Naya of the chest and, after one of the impatient half-orcs present smashed it, a staggering, unnaturally large red ruby fell carelessly onto the floor.  Raina, compelled beyond her will, clutched the stunning gem, and it took Kalecgos and Mel to pry it free from her fortitudinous gem.  An account was given regarding the remarkable gemstone; it was the essence of a dragon absorbed over the creature’s life, and it was filled with all its malice, its avarice and its malcontent. 
            And now, the most recent session!

Wednesday, March 22, NY 931

            After just a few minutes, the ancient stone chamber is starting to feel uncomfortably close.  Being surrounded by total strangers making some savory stew is not the place where anyone here thought they’d be just three days ago.  No matter.  The festival will start tomorrow.
            As the magical fire flickers under the iron pot, bubbles pop and fizzle every few seconds.  Mel, amongst the party members, is the only person we know even remotely.  The others are not unfriendly, just quiet, as if an utterance of a simple “hello” will reveal this cult’s guarded secrets.  Raina, shaken from her inseparable interaction with the ruby, hurriedly eats her hot stew.  Naya, her owl resting quietly upon her slight shoulder, eats in silence, while listening to the moving and shifting of the earth that envelops us.  Seyer consumes the lumpy soup, longing for some hearty bread to accompany it.  Kalecgos pokes the shrouded gem with the butt of his shortspear, and it clacks angrily back.  He inquires to Mel about the nature of such a gem.  She explains that dragons consume everything living, dead or inanimate, and that gems and precious metals are the delicacy of choice for most of them.  Over the centuries of their lifespan, the stone, gems, and metals they ingest partly congeal within the flesh of the dragon into a hard, gem-like essence.  The essence is a powerful magic option when extracted from a slain dragon, and it can be incredibly seductive even to the hardest of hearts and strongest of minds.  Raina fell prey to it, but any other time, others would, too. 
            The “dragon ruby,” as they are colloquially called by the few people in Alora that understand what they truly are, is an addling tool for the surviving dragons of that kind that can be placed in the possession of powerful, yet susceptible people, who will then do the bidding of the dragons.  The dragons’ desires become the innate desires of the charmed, and the charmed will often do anything to be reunited with it, if separated. 
            As we take a moment to absorb this, thunder rumbles overhead.  The Priory stops eating, and suddenly, the earth quakes violently and dust puffs out from every worn crevice in the stone chamber.  We rush to the door, fling it open, and find that the ceiling that once concealed the passage to the Priory’s lair has been shattered, and blue sky and clouds of dust have replaced it.  Mel grabs the dragon essence and bolts past us, and we follow her, clamoring up the intact stone ladder indented at the end of the once-secret passage. 
            We find a chaotic mess above ground.  To the southwest, a mass of black creatures are marching north towards the guildhall across town.  Catapults, surely the thunder we heard, account for the remainder of this sinister army, and one catapult heaves a mass our way.  We take cover, and the projectile strikes the apse of the temple, creating a thunderous sound as the stone it hits disintegrates into nothing.  The glass windows in the ceiling and the apse blow apart into deadly shards with a pop, as if released from bondage.  Several of us briefly go deaf from the crash, echoing throughout the temple.  Those of us that can hear only perceive the shrieks and cries of men, women and children fleeing for their lives.  Soldiers, militiamen and citizens alike are abandoning their stalls and homes and dashing headlong to the guildhall, the only remaining structure of substance in the town.  We make the decision to also run for the guildhall.  The army draws nearer as we run, and covering the several hundred feet in lightning speed is taxing on us.  Our ears still ring, but recover to the point of use by the time we get to the hall.
            The situation here is no more encouraging.  Soldiers, only recognizable by their haphazardly-donned armor, try to contain the mob within the courtyard of the guildhall.  Some peasants brandish farm implements and household items, others have abandoned all but their family, running frantically like mice from a ferocious cat.  A single mounted soldier is as terrified as his horse, but a uniformed man hands him a sealed missive, and the mounted soldier rides hard to the north towards the princedom of Ginta’s capital, Kelten. 
            It is easy to surmise from the situation, though, that many of the guards feel this is a futile skirmish.  They corral the masses towards the guildhall like shepherds before lions.  We push through the mess of people to the hall itself, and upon entering it, it is even louder and more frantic.  Weapons and armor are being lifted from statues and the wall itself having long been ceremoniously committed there.  Kalecgos sought the icy staff that hung aloft in the west wing, but it surely must have been one of the first weapons snatched. 
            We push through the crowds as people swear aloud, crying out to Pelor for help.  We find the mayor’s office, and his two guards quickly admit us.  Within the adorned office of the mayor, Tammil of the Golden Glove and his personal retinue have begun placing things at the door to bar it shut.  Bookshelves, tables, chairs, and anything else of weight have been consigned to be useful only for their mass against the soon-to-be breached door.  Tammil, frantic and furious, has little idea what’s going on, only that goblins are approaching the guildhall and to prepare for the worst.  It is clear that Thoroma is ill-prepared for an assault even a fraction of this size.  His cool gnomish eyes look upon the party, and within them, a flash of fear hints at the acceptance of his own death.
            From outside, a woman’s voice has quieted the courtyard and the guildhall.  Hundreds of feet scuffle across the stone of the courtyard.  The female voice calls out, thought no one in Tammil’s office understands what she says.  A voice replies in deep, guttural Draconic, and the female voice then replies in Draconic, that ancient arcane tongue.  With a pop, the voice stops and what is undoubtedly goblin voices erupt in sound.  The cacophony resumes, and Tammil and his soldiers push Tammil’s desk, the final object that doesn’t breathe, against the door.  Tammil grabs a piece of parchment from his overturned desk as well as a quill and, using some spilled ink, pens something quickly on the curled vellum.  He rolls it up, dips his ring in melted candlewax on the floor and impresses his seal upon it.  He hands it to Naya, explaining that it needs to be delivered to the Princess of the Bells, west of here.  He tells us to proceed, pulling back a rug in the corner of his office and revealing a recessed escape hatch within the wood.  He lifts and tells them to get in, telling us, “When you reach the end, keep going,” in Sylvan.  He basically drops the wooden gate on our heads and throws the rug on top of it with a thud.  Naya lights a torch, revealing our immediate future.  Before us is a dark, cavernous passage leading only one direction: down.  An iron door, its frame built into the bedrock around it, no longer performs its office well, allowing us all through it and then being easily jammed with a swift kick afterward.  Naya holds her torch alight, her owl peering into the darkness with a soft coo. 
            The ground is roughly shaped bedrock, interrupted every few feet by a wooden step down, following the grade of the descent.  The sound of the battle upstairs slowly grows quieter and quieter until it all but disappears.  In the quiet, nothing the crackling of Naya’s torch and the occasional plop of water in the distance disturbs it.  An alcove in the rock a short way down reveals a shallow place for an unlucky prisoner or guard to sleep.  No remnants of a person exist within this divet, but an antique sword does.  The grip and hilt are rusted, and whole chunks of the blade have been eaten away by the clock.  Nevertheless, Raina is determined to find a use, even if just some coin, and takes it with her. 
            Hundreds have feet have elapsed since we entered this tunnel.  No signs of life can be found within this cave.  However, that wasn’t always the case.  After about two-hundred feet, we find a small, purposeful opening in the wall about ten feet square.  A rotted bedframe devoid of a mattress lies in the corner with two ration pots at the foot of the bed and two key hooks on the wall, each empty and worn.  Raina, a glutton for destruction, smashes the pots with her sword.  Remarkably loud in the close space, she smashes them gleefully after a few swats with her sword.  What once felled conspiring goblins, mutant rats, and vicious beasts of prowess is now reduced to the role of a vandal’s hammer. 
            Farther in, two cells catch our attention.  The first, bearing a weathered and half-buried skeleton, is shoddily defended with an iron door.  It takes nothing to open it, and within, we find a rotting table, a linen garment of some kind, and a loose stone containing a trapped, but lovely gem.  In the other, just a few feet beyond the first, we find a locked iron door, though a good tug breaks the lock without incident.  A skeleton is found here as well, and in his lap, a dilapidated book sits open.  It is a history of Thoroma written by Harull XIV’s ancestor, Harull I, and the book dates several centuries back, giving some hint to the age of this prison.
            After this cell, the cave completely yields to nature.  No sign of human interference now, just the soft trickling of water from a distant spring.
            Or not so distant.  A step from Seyer unsettles the dirt beneath our feet.  Seyer and Kale clumsily leap forward into the darkness to avoid falling, while Naya and Raina stumble and fall more than a dozen feet to a recessed cavern below their path.  Her torch clatters loudly on the ground, but surprisingly maintains its flame.  We are now in a larger and more open cavern.  Stalagmites and stalactites adorn the horizontal surfaces of the cavern, and the spring we had heard bubbles beneath our feet, located right about where we fell.  It puddles down a small groove in the floor and trickles into a tiny crack in a wall on the other side of the cavern.  We each look for a way out in what seems like a dead end, but none of us find one.  Naya holds her torch aloft, peering at the ceiling and, in particular, one unusual stalactite.  Her owl flies up on her command and pokes the stalactite.  With one eerie motion, the stalactite unfurls into a darkmantle, a cavebound gastropod that emits an aura of darkness.  Naya’s torch dims and fades into nothing, and the party engages the now-invisible creature. 
            After a violent struggle by each member involved, the darkmantle succumbs to the wildly thrown swings and thrusts of the party’s weapons.  Even after the bizarre creature breathes its last, it takes several minutes for the darkness to dissipate.  The torch’s flame burns unattended as the aura fades away. 
            The search to find a way out resumes.  Seyer cleverly checks some loose rocks on one cavern wall.  He easily removes one of them, then another and another; we each assist, pulling away rocks of all shapes and sizes.  We clear away foot after foot of rock, and our hands grow dry and calloused from the mud and dust that cakes them.  Finally after what seems like hours, we see light from the other side of the last layer of rocks.  We extract them and emerge in a familiar chamber.  We are in the lake-laden chamber below the Inn of the Gallant Gate.  Twilight pours in through the grate from the ceiling, and Harull XIII’s skeleton remains lifeless at the edge of the pool.  On sure footing again, we head back through the cave that leads to the back of the cellar.  We find it, climb through the whole we’d made just days earlier and are greeted by the unpleasant, stale aroma of death.  Suppose Harull didn’t have time to clean up the mess.  We emerge from the cellar and observe what of Thoroma we can see, mostly the southern half.  Fires burn, smoke rises and the sound of families weeping and cries for help fill the air.  It is a terrible scene, and we are brought away from it for a moment as we hear the sound of shuffling from within the otherwise silent inn.  We walk into the in from the back, passing through the storeroom and into the dining room.  Of all people, Mel is waiting for us, and she looks a bit worse for the wear.  Sweaty and red in the face, she has been on the move throughout the town for sometime. 
            She explains that she must make for Hobric, where the dragons attacked as well.  She gives us an important mission; meet her in one week in Yidda, a city beyond the Glittering Wood to the west, if we wish to further the cause of the Priory and defend the people of Cambir.  We accept.  She bows deeply and extends an honor to us, making us each Tenants of the Priory of the Icterine Eye.  She wishes us luck and speed on our journey and suggests we stay at the abandoned inn for the night.
            We agree to this, as each of us is ready for a sound night’s sleep; Thoroma is very quiet, but there is little we can do at this point.  As we retire upstairs, we find several items of value abandoned by Harull’s possibly deceased guests.  Naya finds a fascinating sword made of hardened darkwood and a shield to accompany it, and Kalecgos finds a wand of unknown quality or power, but the magic coursing between his fingers as he holds it reassures him of its value. 

            Had we truly succeeded in our mission?   The first blood had been drawn, and what had we done to stop it?  More importantly, how were we going to finish it?  The evil dragonkind of the world could be mobilizing.  If they are, was Thoroma was just a side show, a fluke, or only the first of many steps?

            We know what fuels them, we know what they want, and maybe, just maybe…we can stop them.  We can make our stand!  We will hold our ground!  We will destroy the Scourge of the Redwyrm!
           
At this point, the prologue is concluded and you may follow whatever path you all choose.  Feel free to continue the mission, which in itself will contribute to all the things given below, but I know each of you wants to explore the things you can do with your character, and I want you to incorporate as much or as little of that as you want.  Animal companions, mounts and familiars, magical items, dungeons, politics, exploration, spells, monsters….each of these provide more fun for you, so just pick what you would like to do.  Starting next time, I will be using an overworld map so you can better visualize your place in the world, and I intend, if you want to, that you be allowed to explore every inch of it.  You all continue to surprise me with your choices during each session, so it’ll certainly never get stale. 

Also, I know that I had talked to some of you (including several people not in this group) that sound interested in one-offs, where you create a leveled character and utilize them in a shorter, self-contained adventure (preferably a single, albeit long, session).  I am happy with doing these, and it can give you an opportunity to try something else.  D&D 4th Edition does this, and although I don’t agree with a lot of that edition’s “features,” I think that one is a practical and efficient one.  If you would like to do this, let me know.  Alora is big enough that I can still set it within the world and mythology of Alora while having you thousands of miles away from Cambir.

Later this week, I'll be posting all possible familiar options for Drew.  If anything else has something they need, just ask!

Keep all that in mind, but most importantly, do what YOU want to do.  See you all next session!

Monday, April 23, 2012

Session #6


Welcome back to Trojan Worg!  Thanks for helping us restart the old group!  Here’s a refresher on the week.

Wednesday, March 22, NY 931

            “Help!”

            Seyer checks the lock on the grand wooden doors between him and the woman’s voice, but it doesn’t budge.  Resigned, we descend the stairs from the balcony to the beautiful library below.  Naya, her owl obediently in tow, glides silently down the stairs as Naya nimbly hops down the flight of smooth stone steps.  Raina ambles down, her arrows clattering within her bulky quiver with each step.  Kale proceeds down, considering the scroll he had just pocketed and what its mysterious runes might contain. 
            As we come to the bottom of the staircase, we hear the large and ostentatious front door swing open, creaking on its loaded hinges, and slam back with a cacophonous echo; the portal’s slam reverberates around the castle, and the candlesticks on the tables around us teeter for a moment.  We position ourselves around the doorway through which we entered the library.  Seyer looks at his comrades, and then peeks his head around the corner.  As he does, he observes two goblins, one armed with a crudely-fashioned handaxe and the other with a gnarled, brutish staff, clacking away from them towards the armory.  The soldier, perhaps out of instinct or use, checks the hall behind him before turning into the armory, and as he does, he sees Seyer’s head dart back into the library.  Curious, the adept mutters a crude goblin chant, and a whooshing noise sounds through the open hallway.  Suddenly, they knew we were there, and they charge.
            Seyer jumps from behind the doorway, greatsword drawn.  The small goblins are  clearly surprised and intimidated by the imposing, overburdened fighter, and with a single parry, Seyer overpowers him.  The adept, hiding in the alcove of the front door, fearing for his life, throws the door open with all his might with a bang and dashes out the door, which thunders shut behind him.  Silence returns to the old castle, and we move from around the corner and find a dead goblin, his armor and collarbone split as he lies slumped on the flagstone.  After recovering some startlingly valuable platinum pieces from his purse, we proceed to the only closed door left in the castle, far along the southern part of the eastern wall of the armory. 

            It’s wide open.

            From within, a booming, deep voice bids us to approach.  It is a familiar voice, though we’d never heard the voice speak in Common.  As we enter the room, which turns out to be a dining room still flanked with two immense feast tables, we find that one table bears a squat, but undoubtedly tough goblin; his eyes look back at us unswervingly as he fiddles with the fletching of an arrow within his quiver. 
            Another, more imposing figure, sits atop a tiered pedestal which bears what must be Lord Nadmum’s throne.  Irreverently seated there is a hobgoblin of oppressive presence; although he does not say his name, he wears a smug smile, barely seen through the fine, unkempt hair that covers his chin and much of his face.  His skin is a grayish-white, barely visible underneath his shining, unscratched breastplate.  He twirls a sword pointy side down on the marble step on which he sits, and it swirls around effortlessly on the glassy rock.  A handsome steel shield rests against the throne beside the hobgoblin, the image of a stag emblazoned across it; lifted from some past pillaging, no doubt.  As Kalecgos bravely challenges the hobgoblin’s presence, the goblin sits idle and silent while the hobgoblin stands, hefts his shield onto his left arm and swings his bastard sword with the other.  His right hand catches our eye – hairless, swollen and different hues of sickly pink and crimson.  Nevertheless, it swirls the sword around easily as he orders his henchman to open fire.
            The short goblin, as keen as his eye may have been was unable to land a blow with his fluid, swift shots.  Raina ducks and weavs his arrows, returning fire of her own; she plants an arrow in his gut while Kalecgos strikes him with a bolt of his own in the thigh.  After his injury, his aim loses all truth.  Raina nocks two arrows at once; quite a feat for someone with hands the size of a peach.  Deftly, she releases both aiming for the wounded goblin; each strikes home, the first finding a gap in the creature’s chain shirt and the other piercing him in his scrawny, narrow neck.  He was dead before he hit the table. 
            Meanwhile, Seyer engages in a furious melee with the red-fisted hobgoblin.  The fighter’s first raging blow was dodged; it staggers Seyer, and the hobgoblin slashes him hard with his bastard sword, drawing a serious wound.  Seyer stumbles back.  Naya, seeing Seyer’s need, dashes forward and places her soft half-elven hands on the sweaty nape of Seyer’s neck.  With a subtle and sweet incantation, her hands glow green with life, and Seyer’s wound closes.  Seyer, rejuvenated, pushes back, riposting the hobgoblin’s next blow and slashing mightily.  He has noticed the hobgoblin’s weakness and exploited it.  With a swing he draws blood from the creature’s midriff.  Kalecgos spurs emerald-green missiles from his palms and damages the still-standing hobgoblin.  A powerful thrust from the mighty greatsword nearly kills the hobgoblin, and a final barrage of arcane missiles from the sorcerer knocks the hobgoblin to the floor.  His bastard sword clatters unattended on the flagstone.  Naya quickly retrieves the sword and throws it on the table where the goblin died; it is quite heavy and bulky.  It thunders onto the elegant table.
            The hobgoblin lay dying on the ground as the group surrounds him.  He spits on the floor, blood intermingled within the muck.  With his last breath, he tells us what fools we are, and that the war had already begun, whatever that means.  Seyer saddles his greatsword and bends down to the hobgoblin; after he refused to tell us anything more, Seyer smashes his head with his fist.  The hobgoblin’s head cracks on the hard floor; shortly after, he slips from life.
            On examination of the room after the bloody battle against the keep’s master, we look about and find little of import except handsome curtains lining both walls to prevent sunlight or prying eyes from getting in.  Naya sees something beneath the throne on which the hobgoblin stood; she bounds up the pedestal and recovers a small chest from underneath the throne.  It is a beautiful box of lacquered wood and intricate gold filigree.  On the top, a gold-embossed dragon proudly bellows out gilded flames with its wings outstretched.  The lock on the front clicks when touched, and scratch marks indicated attempts to circumvent the lock.  After each of us looks at the box, none of us are able to literally or figuratively crack the lock.  Although a silver key of exquisite craftsmanship was found on the hobgoblin, close to his rent flesh, it did not fit the chest.  Naya commits the strongbox to her belongings and we walk to the only possible place that lovely key could fit: upstairs.
            Upon arriving, Seyer inserts the key into the welcoming lock, and it fits perfectly, admitting us to another set of double doors.  Seyer listens at this new set of doors, but all he hears is rustling, as if cloth was meeting cloth but he heard no voices.  He pulls the door open.
            What we find is a grand bedroom of significant size.  On either side, tall bookshelves like those found in the library behind us stand, bearing much older and less tidy volumes.  An armoire and a vanity rest against the right wall, and a four-post bed directly ahead.  What we do find unusual is the woman on the bed.
            A woman garbed in black leather from neck to toe and all the way up her arms lay bound on the bed, her arms tied behind her back and her ankles knotted in a thin rope.  She has a gag over her mouth and long black hair wrapped up in a bun behind her head.  Upon seeing the door open, she meets Seyer’s gaze and shouts “Wait!” from beneath her gag.  Seyer, although aplomb at physical combat, heeds her cry.  Her gaze darts to the left and right corners of the room adjacent to our fighter.  Seyer nods and lunges to the right, grabbing a hidden goblin sneak around the corner.  We move in as Seyer pins one sneak down; another one, from the other corner jumps in to help.  Raina draws her shortsword in a hurry and surprises the goblin, thrusting her blade straight through him.  The creature dies on her impeccably placed sword while Kalecgos and Naya respectively stab and club the other goblin to death.
            The woman on the bed struggles to free herself when we approach; Kale approaches first and removes her gag.  She’s a fair-skinned human of a lean, muscular figure; her lips are thin and her eyes sharp and urgent.  She thanks us and requests she be released.  After a moment’s hesitation, we learn her name; Mel Noddera.  This satisfied us, for now.  Her wrists were untied, by which point she is capable of wiggling free from her ankle bindings.  She jumps up and undoes her hair in a hurry, retying it in a tighter, more secure bun, muttering to herself. 
            The window beside the bed is open, and a grappling hook lay lodged in the wooden floor of the bedroom, and a rope from it dangles out the window.  She hops on the sill, grabs the rope with one hand and beckons us to follow her with the other.  Although not knowing a thing about Mel, we all follow.  Naya searches what we assume to be Lord Nadmum’s bed, and she locates a beautiful and ornate dagger, certainly kept there for protection by the displaced lord.
            Shortly, we are all safely outside the castle.  Mel immediately inquires if we had found “the box.”  This woman is pushy, no doubt about it.  Naya concedes that she had indeed found a box of sorts, but she refuses to relinquish it.  Mel, annoyed but understanding, urges them to follow her back to the city.
            We find the walk back much easier; it barely takes an hour to walk along the ridge.  Goblins lay strewn about the hillside, all felled by our blades, bows and sorcery.  Once within Thoroma, it is clear that the festival is in full swing at noon; people loiter beside the roads, gossiping and enjoying a drink.  Children play their little games alongside the street. 
            Mel, on the other hand, has her eyes front.  People regard her with a palpable distaste, turning to a neighbor when she passes, surely whispering of rumors and assumptions.  We follow her west on the Garrisunnie into the heart of Thoroma and turn north onto the Argent Trail; she shouts back at us that we were going to the temple, apparently no secret worth keeping.  The temple, more of a cathedral, is a beautiful stone temple, cut from fine stone and perfected over centuries of careful maintenance; this was not a roadside temple to the primitive.  Within the grand front doors, the nave is filled with parishioners praying to Pelor, the God of the Sun.  He is represented by an altar in the center of the T-shaped temple and, from either side and above, grand windows admit the sun’s beams.  A large mosaic window behind the altar depicts Pelor in a glorious, magnanimous pose. 
            Mel isn’t here to worship, it seems.  She hustles past the commoners to one transept of the temple.  We follow her duly, but uncertain of where we are going.  We reach a large stone covered in commemorative and honorific inscriptions, but Mel doesn’t pay that any mind, either.  She kneels down, out of sight of the parishioners and feels along the edge of the stone on the floor.  Her dainty, strong fingers trace the stone like a fragile jewel until she finds her mark.  She coughs loudly, pressing down on the stone as it grinds against its neighbors.  A narrow, dark opening appears where the stone was as it slid in place, and Mel descends into the hole using carved handholds in the side of the shaft.  We follow, Seyer descending first.
            Once Mel slid the stone back into its civilian place, she calls ahead to Seyer in the close hallway that he should just proceed straight and he will find a corner.  Seyer withdraws one of his pilfered oars to use as a guiding stick.  It dutifully finds the corner and he rounds it; however, he makes a misstep as the ground went from hard rock to dirt, and he slips, bruising his arm and his pride.  However, a wooden door lies ahead.  Seyer gets to his feet and opens the door.
            Behind this door lies a dimly lit domed stone room filled with about ten other people; as soon as the door opens, they look over at us with great surprise but not an ounce of fear.  Mel emerges from our group and bowes deeply to them.  She introduces us briefly to the others gathered there, seemingly making a meal in an old iron pot over a magical flame that produces no smoke.    
            Naya reluctantly surrenders the box to Mel, who shows it to the others gathered there.  She thanks Naya for the box and hands it to the eldest member of that group, a white-haired human of indeterminable age with the hazelnut eyes of an unseasoned youth.  He examines the lock, requests a pick from one of the half-elves present there, but is unable to manage the lock.  He sets the box down, looking at it in consideration.  A half-orc smiles, grunts and heaves his warhammer to his shoulder, dropping it heavily onto the box.  The wooden box smashes to smithereens, gold inlay and red-dyed wood flying in every direction.  The crash was close and loud in the small stone cavern.  Within, an exceptionally large, unparalleled ruby lies on a flat purple felt pillow. 
Everyone in the room gazes at the massive gem, but Raina feels more compelled to look than the others.  Her eyes stare unblinking at the rock and her little arms reach out to touch the gem.  Seyer approaches, attempting to restrain the pint-sized hunter, but she pushes him back with unnatural strength, as a desperate mother might defend her only child.  She touches the gem with her petite hands, which only makes the drive to have the gem more and more pressing.  Kalecgos, seeing the entranced halfling, casts the gem aside with his mage hand.  Mel catches it and removes it from Kalecgos’ telekinetic grip, shrouding it with a nearby cloak.  Raina snaps out of her stupor, fully alert but unaware of what just transpired. 
            Mel sets the gem in a safe place below the bench.  She explains that it is a dragon ruby, a powerful mind-control tool used by red dragons to addle and seduce the greedy and the weak-minded.  They are being used by the red dragons of the world to restart the War of the Ages that nearly destroyed Alora almost a thousand years ago.  Now, the beasts are no longer dormant, and their ancient grudge is reignited.  They have been sending their agents throughout the world to further their cause and build willing (and unwilling) support.  Soon, Mel fears, their mercenaries will dominate all of Alora.  This, she says, is what her and her brethren plan to stop.
            She introduces us to them as the Priory of the Icterine Eye.  There is much more to learn, but it seems safe to assume they are friends, and we feel secure in our decision, relieved that our adventure to Manifang Castle is not our last.
           
            What of Lord Nadmum and his lover?  What will he think about this news, and how will he react to the party’s for their valiant victory?  What of the Red Dragons?

            Find out next week!