Showing posts with label Mara'ch. Show all posts
Showing posts with label Mara'ch. Show all posts

Tuesday, May 4, 2010

No Holds Bard

Three weeks ago…

Hawkmoon is searching idly for more diamonds when he hears a noise nearby…

“Are you alone?”

Looking around, Hawkmoon can see no one but knows Estaban’s tricks well enough to recognise this as being one of his.
Durin’s in sight but too far away to hear anything.

“What do you want Estaban?”

“I need to hear your report. I need to know the strengths and weaknesses of your travelling companions. Their favoured spells and tactics. Their vulnerabilities and defensive shortcomings. Everything I need to know to defeat them when the time comes!”

Hawkmoon sighs and, while making sure he’s out of sight, tells Estaban everything he wants to hear.

“Very well - though I don't approve of your underhand tactics to influence the others. Am I not insurance enough?
Overall the Party are a disparate bunch. Different aims and goals. They don't act together, but somehow manage to salvage most situations. Usually through the use of powerful magics.

Bodush should probably be your first target. His firepower is unprecedented, but catch him early on and he would be an easy target.
After a few seconds, though, beware. He will fly, become invisible and also likely create a number of fake images to confuse your archers.
There's even a chance that he’ll pre-empt an attack and protect himself in advance.

The Werebear is nothing special in his human guise, but beware him once he changes. He becomes extremely strong. I would suggest avoiding melee with him if you can.

Next you may wish to focus on Thesis: the lizard-man. He and the Dwarf are both good close combatants, but the lizard has the slight edge. Being a barbarian, Durin's tactics are often baffling but once stuck in a combat he will quickly become angry and become a whirling dervish of axe! Be prepared for healing against these two. Split them up; Divide and conquer.

The pedantic Cleric: Eolar is more an annoyance than anything. He’s self serving and almost as shambolic in combat as the Dwarf. He will probably be called on to heal the others, but instead will try to damage you himself! He may call down the fury of his God, but catch him in melee and he will drop quickly.

Mara'ch, the new Kobold, is a tricky one. Keep your fighters away from him. He can't fight himself but is somehow able to sap the strength of others.
If you are looking for an easy kill, then shoot him. Be quick, though, as he will likely disappear like Bodush.

Use the element of surprise to your full advantage. Act quickly decisively. Concentrate your attacks against one target at a time.

I have no loyalty to these adventurers - but make no mistake. Turn on me as you would turn on them and I swear I will return from the very bowels of Hell to take my revenge upon you...”

There’s silence for a moment before Estaban speaks again.

“Good work Hawkmoon. You’ve confirmed my thoughts and given me everything I needed to know. When you arrive back here, do nothing until Bodush and Eolar have handed over the diamonds. No doubt my youngest son will try to speak up for his friends. As soon as he starts talking, shoot Bodush in the back.
As for me turning on you… save your oaths. A deal is a deal."

Thursday, April 29, 2010

The Speed of Fought

Happily Bodush and Eolar walk through the open gates into the courtyard of Estaban’s mansion.
There are many guards, but that’s to be expected, as they’ll be needed to protect the diamonds.
Thesis and Durin seem still baffled by their companions generosity but still follow them into the walled off courtyard.
Hawkmoon enters behind them but moves around unnoticed to the other side of the walled in area.
Mara’ch, still disguised as one of the children, enters with the entourage that the Party have accompanied or collected along their journey.
Ragnar, the surviving four sailors, the two Hamster-men, Roly and his adopted children, the Lizard-folk slaves and the Siren children.
Waiting by the far gate, Estaban calls out, “Welcome friends. Leave all of the diamonds by the fountain”.
It’s then that the Party notice Mendez and his brothers lining the walls. These walls aren’t particularly tall. 10’ at their lowest, 20’ at their highest.
The Party notices Mendez because he calls out through gritted teeth, “Half! Half is fair. My friends deserve somethi”.
Unfortunately he doesn’t get to finish his sentence before being interrupted by Bodush’s gasp of surprise as an arrow fired by Hawkmoon glances off the back of his head. Luckily this is due to the protection of the ‘Stone skin’ spell that was still in effect from the previous battle.
Suddenly Eolar and Bodush find themselves free from Estaban’s enchantment.

Wednesday, April 21, 2010

The Babies on the Boat go Whaaa Whaaa Whaaa

The journey back is surprisingly uneventful. This is lucky because there’s scarcely room to swing Hawkmoon’s cat.

The Elven Box-Ship contains:

Thesis the hulking Lizard-man.

The two Lizard-folk slaves.

Durin the stout Dwarf.

Eolar the tall Half Elf.

The (thankfully) human sized Ragnar.

Bodush the Sorcerer.

Gajapan the tiny viper.

Mara’ch the slightly larger Kobold.

And his unnamed rat.

Hawkmoon the Elven Archer.

Rou the cat.

Roly (the annoyingly obese) cleric.

The two Hamster-men.

The four Sailors.

The three boys.

The four girls.

The three Siren children.

A Riding horse.

And last but not least: Meldo the donkey.

A total of thirty-one creatures in a ship designed to hold fifteen.
Still if you get hungry…

Thursday, April 8, 2010

Alternative Alignments

After the last email, I thought about what are Party would be if we used a combination of traditional and personality based alignments…

Mendez: Flamboyant Good
Thesis: Chaotic Selfish
Eolar: Lawful Rigid
Durin: Erratic Good
Hawkmoon: Cynical Neutral
Bodush: ‘I swear I’m Neutral’ Evil
Mara’ch: True Newt-ral
Ragnar: Awful Hairy.

:)

Hag’s Swag

Mara’ch and Hawkmoon swim to the treasure room and open up the door with the keys found on the old Hag’s dead body.
The room is wide but the ceiling is low. Both adventures are slightly built and the blue kobold has magically shrunken himself.
Still this room gives them a claustrophobic feeling.
The treasure litters the floor in piles but just as Mara’ch reaches for some an eel like creature shots out from its hiding place!
Mara’ch feels a shock of electricity shoot through him but before he can even register it, the eel is gone.
Realising that this might be a problem, Hawkmoon and Mara’ch wait for the others to deal with the annoying eels...

Treasure from the treasure room:

24,000sp
4,000gp
224pp
29 gems
A pearl encrusted comb
A crystal hourglass
A golden cup.

Treasure from the dead Sirens

19 Javelins
8 gems
8 golden tiaras.

Treasure from the dead Hag

A Crystal bowl
A jet-black amulet
3 gems

And a Spell book:

1st) Shield / Feather Fall / Obscuring Mist / Magic Missile / Sleep

2nd) Protection from Arrows / Mirror Image / Blindness / Gust of Wind / Continual Flame

3rd) Lightning Bolt / Water Breathing / Clairvoyance

4th) Ice Wall / Invisibility (Greater)

Monday, February 15, 2010

Mara’ch One

Skulking in a corner of Bodush’s ‘Marvelous mansion’, Mara’ch wonders to himself…
‘Do they trust me?’
Despite travelling with the Party for over a week, Mara’ch knows that he’s still not one of them.
He’s just one Kobold among the many warm-bloods.
Still, big and ugly as they are, the giants he saw were much worse.
Would helping to kill them prove his trustworthiness?

Thursday, January 14, 2010

Thank the (wrong) Gods!

Eolar, Ragnar, Hawkmoon and Durin finally reform from their gaseous forms and join Bodush, Thesis, Mara'ch and the others just inside the main wall of Ape city.
They are just discusiing what to do considering the deserted state of the city when a corpulent figure emerges from one of the buildings and waddles towards the newly arrived group.
“Pelor be praised, salvation is at hand!”
Though caked in dirt and looking like he hasn’t washed in years, Eolar easily recognises the vestments of a Cleric of Pelor.
He is leading eight smaller figures who turn out to be children. The eldest is a girl around eight, the youngest, a boy of four.
The fat priest looks at Eolar joyfully. “I’d almost lost my faith! How did you find us?”
The Cleric introduces himself as ‘Roly’ and though well into middle age, has a naïve look about him.
Perhaps it's the sight of the poor orphans that causes Bodush to surprise everyone by conjuring up a magical mansion, filled with delicious hot food and staffed by invisible servants.
Everyone soon forgets their immediate troubles and despite it still being early, they all relax in safety until the next morning.

Monday, January 4, 2010

Beaten by a Bunch of Damned Dirty Apes

Driven back by the baffling magics of the disgusting ugly man-things, the huge apes prepare themselves for another assault.
Disconcertingly though, the Party take this opportunity to make good their escape.
Eolar calls to the heavens and transforms himself, the massive Ragnar, Hawkmoon and Durin to smoke and they drift off into the air.
Bodush smirks to himself. “Only four?” he mutters under his breath.
Looking around he does a quick head count: Thesis, three sailors (two alive, one dead), and one of the freakish Hamster men.
He can do that. Just as he’s casting the spell however, the little blue Kobold, ‘Mara’ch’ sprints back into view from his hiding place.
Unable to take an extra person (regardless of his tiny size), Bodush is forced to abandon the dead sailor.
At least the apes won’t let his body go to waste.
With a flash of arcane light, they are gone.

Tuesday, December 15, 2009

Pellet of the Apes

Considering the standard of the opposition, the situation is actually quite grim.
The Party (Eolar, Thesis, Bodush, Durin, Hawkmoon, Mara’ch and Ragnar) have nursed the stricken Sky-ship to Ape island where it is currently beached.
They have moved inland into the jungle interior searching for any surviving crew-members (who bailed out using assorted two-floating or singular life saver balloons).
Hawkmoon used his arcane powers to discover the locations of a few of them and the Party have so far found three Human sailors and one of the Hamster men.
When they came to the fifth location, they found a ripped harness hanging from a tree and just as they were about to start searching they came under fire from at least a score of apes throwing rocks from the tree-tops.
Despite their crude tactics of whooping and throwing, the cover from the foliage and distance grants them quite an advantage.
Only Hawkmoon seems to be making it difficult for the apes so far.
Most everyone in the Party is injured and two of the Human sailors are unconscious or worse and so is the Hamster-man.
There is a city on the other side of the island but it’s at least 25 miles away!
Also, there are still 6 humans and 9 Hamster-men missing.

Current Hit points:

Mara'ch 37
Eolar 97
Thesis 171
Durin 154
Hawkmoon 61
Bodush 47
Ragnar 104


Initiative Order:

Bodush 23
Thesis 21
Fapes 21
Dapes 20
Napes 19
Mara'ch 19
Hawkmoon 14
Ragnar 14
Durin 7
Eolar 6

Good luck!

Tuesday, December 8, 2009