Here is a doodle, I was experimenting with a very loosed pencil sketch.

Here is a doodle, I was experimenting with a very loosed pencil sketch.

Here is a doodle, I was experimenting with a very loosed pencil sketch. I wanted to see if I could work with that when I went to the paint. I tend, especially with fantasy, to be a “bit” tighter with the pencil work.

But I was quite happy that it came out the way that it did. The face changed a bit, now looking at it, I like the angle of the pencil a little better than the finished. Although I like the paint application in the face. Ah, I’m picky.

This piece, plus 4 others, are my latest Fantasy Clip Art portfolio from LPJ Design, available here: http://lpjdesign.rpgnow.com/product/207458/Image-Portfolio-Platinum-Edition-39-Storn-Cook

The preview of the Portfolio wasn’t working for a bit, but it is working now.

I am surprised (and impressed) that on the Roll20 quarterly blog, Dungeon World just barely got more games played…

I am surprised (and impressed) that on the Roll20 quarterly blog, Dungeon World just barely got more games played…

I am surprised (and impressed) that on the Roll20 quarterly blog, Dungeon World just barely got more games played than Savage Worlds.

Congrats! (And Roll20 is awesome, I’ve used to run FATE fantasy and hopefully I will be in a Champions game with all my old friends, who are scattered across the country, soon).

Link to report: http://blog.roll20.net/post/156907010215/the-orr-group-industry-report-q4-2016

Intrigues Recap 23: Death from Above

Intrigues Recap 23: Death from Above

Intrigues Recap 23: Death from Above

Renegar Subitai: Pete

Jek Kemetou: Steve

Taefala of Vamana: Mike

Introducing Cirian: Bob

And introducing for one night only, Zamil, wandering swordsman: Ed

GM: lil’ ol me, Storn

[i]Mike’s friend Ed was in town from Ecuador for a couple of weeks. Ed hasn’t found a gaming group down in Ecuador, so he was jonesin’ for a game and asked if he could sit in on ours. Sure. More the merrier. I’ve run 5 before, fantasy hero, gurps, savage worlds, but haven’t done it with Dungeon World. Running 5 tends to be a bit tough on me, I find it really hard to spread spotlight time and love around with a lot of players. 3 or 4 is really my comfort zone. But I oddly, I wasn’t nervous. Last night, our experience bore that out. Dungeon World, by its structure, actually help keep everyone engaged and I think we all had a lot of fun. I know I did.

Beginning of the night, after explaining all the characters to Ed, what the situation was, he decided on the Dashing Hero (one of the RPGnow playbooks we have found). His “in” was that he escaped from a pirate ship on a dinghy and managed to make it to Windward Island where Cirian and Lillastra were waiting for the others to come back with the control crystal. [/i]

Zamil, the itinerant swashbuckler, overhears Lillastra and Cirian talking about Lillastra’s realm/worlds. Lillastra is excited by this fresh, young world. Being an elf from a high technological (Spelljammer-like universe), she is fairly old. The Illithid War was some 200 years ago and life has been pretty quiet since. She loves the rawness and excitement she has found within this diverse cast of misfits. Zamil comes over and makes a grand entrance, telling of his tale of escaping a pirate ship called Hel and making his way here. But Windward Island is boring and confining. He desperately wishes to get off the island and it sounds like our heroes might have a way.

Indeed, they do. Renegar, Jek, Taefala and Jarita return from Dydae’s Cove successfully recovering the Control Crystal to Bartholomew’s airship (see last ep, natch). Meeting them on the beach, with curious Zamil trailing, talk springs up on Jek’s botched casting of summoning the ghost ancestors to scare away the pirate ship, Black Spiral. Instead, the Black Spiral crew was possessed and mutated by the insane, angry, Ashanti and Illithid ghosts from a conflict eons ago.

Unfortunately, the airship is going to need 2 weeks of repairs before it is airworthy. Who knows where the Black Spiral will get to in that time. Jek is very worried about what has been unleashed on the seas. Talk on can Windward Island be evacuated? (no) Was Zamil on the Black Spiral? (he was not, he was on the Hel). Pirates have not been a big problem in these waters in quite some time. Sure, the occasional ship, but not like the loose confederation of just a few years ago. The islanders unified and smashed the pirates power in a couple of sea battles. [i]We also discussed black powder and if it was “in the world”. The table decided it was not. Sea battles are about ramming, ballistas and catapults. [/i]

Cirian shows Zamil the ancient Ashanti control room in the cliff of Windward Island. Cirian tries to use the psychometric observer abilities of the early warning system and see if he can locate the Black Spiral. While he has a definite bearing, he isn’t sure how far away the Black Spiral is. But the chaotic, psycho-black sorcery vibe is palpable.

2 weeks pass quickly as the team repairs the airship. It works and they are soon flying off of Windward Island. Zenegar, with Bartholomew’s spirit, Jarita, Bartholomew’s daughter, Lillastra, Jek, Cirian, Taefala and Zamil are on board. It takes 2 days to find the Black Spiral. When they catch up to the possessed vessel, it is a bad situation.

The Black Spiral and the Hel are anchored in the harbor of a fairly large city/village of about a 1000 souls. The two ships are launching burning pitch into the city, covering an invasion force of possessed sailors from both ships. Cirian telepathically surface scans the two ships, each one has a skeleton crew of gunners and command. Despite the overwhelming numbers (each ship has approx 50 crew), the time to strike is now.

Renegar/Bartholomew pilots the airship right next to the masts of the Black Spiral. Jek, Zamil, and Taefala jump out, Zamil cutting the sail as he slides down to the deck. Jek takes the rigging path, stopping occasionally to fire arrows at the ballista crew that is trying to swing around to shoot at the airship. Taefala also goes down another mast’s rigging trying to intercept a catapult crew.

Zamil is first, using his superlative fencing to disarm his opponents [i]Ed’s dice were on fire tonight[/i], pinking them for good stead. Jek, dropping his bow, starts to slice and dice his way through opponents. Cirian uses his psychokinetics to toss one of the ballista gunners into a bulwark. Taefala engages the catapult crew from the railing and looses her balance, falling overboard. She manages to snag a spar with one hand, desparately holding onto Truthbringer and trying to lift herself to the deck. [i]And so begins Mike’s worst night of dice, I think he got 5 xp as he failed 5 rolls. Poor guy. [/i]

The possessed sailors are incredibly tough. Ignoring mortal wounds, like when one slid up Zamil’s rapier and tried to box his head. Zamil managed to leverage his rapier and push the bastard overboard. They are not going down easily. But Zamil and Jek are starting to win through, Jek aided by his ashanti scimitar which is enchanted to eviscerate Illithid. But Taefala cannot keep her grip while the two of the catapult crew pound on her head with their loading poles. She falls into the water wearing chain armor. It is not looking good. [i]My evil moment as a GM, instead of damaging Taefala more I gave Pete a hard choice… let go of Truthbringer or fall into the water. The room groaned with such an evil choice. He chose the harbor. fun![/i]

Renegar tries to help by throwing killing enchantments at the command staff of the Black Spiral, a Captain, flanked by two lieutenants. But the ship seems to have defenses of its own. The Captain channels the black magic that Renegar is using and summons several psionic tentacles/pseudopods, oozing out of the mast to latch onto the airship. Renegar, really Bartholomew, panics and jams as much flight power as possible, and manages to break free with Cirian psychokinetically prying a couple of the tentacles away from the ship. They swing the ship around to see Taefala is underneath the waves. While Jarita drops a rope, Cirian telekinetically lifts Taefala out of the water enough that she can clamber back onto the deck, avoiding more attacks from the Cat crew. Finally, Jek has subdued his foes and races to her help. Zamil, finding the ballista armed and primed, spins it around towards poop deck and sends a bolt through the captain, who amazingly does not drop, but is seriously hurt. Cirian, taking advantage of the captain’s pain, overloads the bastard’s mind and kills him.

Taefala spins her Truthbringer’s spear through the knees of one assailant as Jek wounds another. Together, they finish off the catapult crew. All that is left is the 2 lieutenants. Zamil uses an entire arrow cart on one, pincushioning him to the poop deck. Ranged attacks from Cirian and Renegar finish off the last one. Then the bad news is that the Hel has open fire on the Black Spire.

Reload times are slow, as Zamil tries to bring the Black Spire about to use the ship’s unused armaments, Renegar summons a giant wave and washes the deck [i]I think the modified roll was like a 13![/i] of the crew. They had one.

Yes. There was the mop up of the city and those sailors in the water… but with arrow fire from the airship, there wasn’t much doubt that rallying the citizens of the island would end with the demise of the Black Spire and Hel’s crews.

[i]It was late and I thought the battle was harrowing and great. I wasn’t really interested in some long slog of tracking all these bastards down and kill them all. The table seemed to agree. Zamil gets the Black Spire and the loot in the hold as a chance to start his own ship. A great way to end a one shot character.

Steve has wanted to run a call of cthulhu game and this seemed like a really good halfway point for the game. He had run one session with Bob, Pete and Mike when I couldn’t make it one week. So, we are going to take a break from Intrigues of Parsantium for awhile. I think that next adventures will be getting back to Parsantium with the airship…. But who knows… the dice rolls might take the game in a different direction. I will revisit this thread when we get the game up and running again. [/i]

Intrigues 21: Where heroes tread back in time and Goddesses weep.

Intrigues 21: Where heroes tread back in time and Goddesses weep.

Intrigues 21: Where heroes tread back in time and Goddesses weep.

Intrigues recap 21: Tears of the Moon

Renegar Subitai: Pete

Jek Kemetou: Steve

Taefala of Vamana: Mike

GM: lil’ ol me, Storn

[i]No Bob, so Cirian stayed on the island of Windward along with Lillastra. I posted a quick map of Dydae’s Cover, that I did at the end of Recap 20. All the action takes place on Dydae’s Cove.[/i]

After beaching the boat, Renegar, Jek, Taefala and Jarita start to muse on how to find the Control Crystal from Bartholomew’s airscout ship. Which there was a possibility, it landed here, some 30 years ago. Taefala decided to call upon Vamana, her goddess of justice, to see if there could be some divine guidance [i]Taefala actually has a cleric move now that allows her to request guidance and this was our first time using it. She got a 7-9, partial success[/i]. But before she could complete her ritual, an officer from the long dead Ashanti empire burst out of the jungle and yells at the party to pick up their gear and ready their weapons and prepare to repel invaders and runs back into the jungle, not waiting for a reply. [i]Here is the “but” for that 7-9[/i]

Jek realizes that this man is not living. He is a spirit who doesn’t realize he is dead. Or stuck out of time. Taefala completes her ritual while Renegar sprints after the Ashanti officer, Jek in tow. Renegar quickly realizes that the officer is leaving no footprints in the sand while he is on the move towards the long dead Ashanti fort Meanwhile, Taefala is compelled and pulled in the opposite direction. When Jek and Renegar that Taefala is trailing off in a different direction, they pull up and rejoin her.

Truthbringer, Taefala’s spear, is pointing towards a small grove with a sparkling pool. It is another grove of 13 gods, including a statue of Vamana. Similar to the one that was ransacked on the Island of the Nagas. But this one is in excellent shape, worn by weather and time, but still remarkable and beautiful. There is a sense of serenity and peacefulness. And then they step into one of those pesky Time Slips.

Suddenly, they are back in the past. Sometime after the Ashanti Empire fell, but before their present. As there are human islanders who are presenting offerings to each of the Goddesses. They are surprised by the intrusion by the invaders from another time. Jek can barely make out the dialect, but crude communication of “we come in peace” is managed. Certainly, Taefala, wearing the sigil of Vamana is accorded due respect from the 5 women.

Renegar, who’s magic is very good with natural forces, but not so much with divine forces, tries to commune with the grove’s water anyway. He wades into the water. He is stunned to find out that this is the birthplace of the Mother Goddess, the Sea Goddess herself, Goddess of Life, Kellis. Yet the statues were built some time after the Ashanti Empire fell.

[i]A great meta-talk sprung up around this action. We had not defined any of the 13 Gods beyond Vamana and her sister, Nanamav, goddes of vengeance… who actually is NOT in the pantheon of 13. The table decided, much to my delight, that all 13 were Goddesses. There are not major male gods in the world at the moment, although minor ones are sure to lurk here and there. We will probably define the rest of the pantheon as needed and one is defined later in this very adventure. This group of gamers is excellent at world building and it makes running Dungeon Worlds so much fun.[/i]

Renegar also determines that the waters are not connected to the Control Crystal and somehow the Control Crystal seems to be in two places at once. He comes out of his trance and somehow instinctively knows the right ritual for scatter water onto land and that appeases the women attendees. Figuring that being back in time is not a good thing, the trio quickly find the exit of the Time Slip and return to the Present.

Jarita is worried about how long they were gone upon their return. The party decides that the boat is in a safe enough place and want to turn their attention to the Ashanti fort, easily seen on the only hill on the Atoll from the water’s edge.

When just a few hundred yards from the hill, another Time Slip catches them. Suddenly, they are transported back to a cacophony of death and destruction. The fort, now in its prime, is firing wildly at incoming drop ships of the Illithid, the, or a, Black Spire overhead disgorging the Illithid troops. Ashanti and Illithid mega-sorcery weaponry warps and woofs across the sky. Our heroes are struck by a bolt of insight. Which results in understanding. Understanding that the combination of the weaponry of these two ancient empires creates the Time Slips!

An drop ships splashes in close to our party and charging the party are several Shock Troops, these mind controlled Kuo-Toa, a giant purple ape like thing with a shockingly long spiked tongue and an Illithid lieutenant. [i]”Grape Ape” as his table given name, was a great creature that I found on the Google+ Dungeon World Community. Thank you whoever thought up of this monstrosity! [/i]

Renegar reacts quickly, creating quicksand that snags two of the Kuo Toa in their own sinking drop ship. Jek tries to close in on the Illithid Lt. But the huge purple ape gets in his way, settling for hand to hand combat, Jek wounds it with his Ashanti scimitar [i]which has anti-Illithid enchantments[/i]. But gets smashed back for his troubles. Taefala charges the Purple Ape and manages to snag its retractable, spiked tongue, wrapping it around Truthbringer. Renegar trades bolts of black magic for bolts of psychic energy with the Illithid officer. Almost succumbing to the Illithid’s mind control, Jek manages to slip around and separate the officer’s head from his shoulder. Taefala makes short work of the purple ape, running Truthbringer through its skull and Jek engages the trio of Kuo Toa, taking them down quickly with some help from Renegar’s magic.

Realizing that the battle from eons ago is quite in full fury, the party cautiously backs up, trying to get out of the Time Slip. Just before they do, AShanti submarines crest the surface, opening up and spewing Quetzalcoatl serpents ridden by Ashanti sorcerers. They rise up attacking the Illithid Black Spire, doing damage and then POP! The crew is back in the Present.

Jek was badly hurt by the skirmish. Patched with some of the Illithid med kit taken from the scout pod on Windward Island, Jek hopes to heal up by sleeping it off. Electing to forego the exploration of the ruined fort, they make camp for the night. But sleep is interrupted by a silent, large black frigate class ship slips into the cover. Taefala wakes the rest of the party, knowing that they are spotted by their campfire which is a orange ember easily seen from the sea for miles.

Jek decides he will call upon his ancestor spirits to try and scare off the pirate ship. Pirates, definitely confirmed by Jarita. Jek settles into his ritual, but instead of his ancestors, he taps into the restless spirits of time and battle, summoning both Ashanti and Illithid from the conflict centuries ago. [i]Oh, yeah, totally botched roll! [/i]

The spirits swim and writhe right up the frigate’s side. The pirates are certainly frightened, but worse, they are taken over, souls invaded, bodies mutated by the vengeful, evil revenants that Jek has summoned. [i]This was a table/group riffing, it wasn’t just me arbitrarily deciding this. Steve was as much part of delineating Jek’s hubris as me. Too much fun! STeve is a huge Call of Chthlhu fan. I wanted a “psychic” debility to be levelled due to the insanity that Jek was seeing through his summoned creatures eyes. Thinking of Call of Chthlhu game, which has various phobias. Eventually after much fun table talk, it became a curse instead. The goddess of the Moon was angry, it was a full moon, of course. She had witnessed such misuse of dark forces and has cursed Jek. The key to lifting the curse is to stop the Black Ship. In DW terms, he has a -1 at night. “Is Jek now a necromancer,” Steve asks the table. “Might be, depends on how you take your next levels” seems to be the consent. [/i] Much to the horror of the observers, after what seemed forever night filled with screams of terror, the ship pulls up anchor and sets back out of the cove. What abomination has been set upon the Seas?

Back at the grove of the goddesses, that statue dedicated to Yemaya, the Goddess of the Moon, weeps.

But the sun comes up. The Black Ship is long gone and Jarita hopes that its first stop won’t be Windward island, but they could never catch up in a boat at night anyway. Better to press on with the mission of recovering the Control Crystal. Fight the Black Ship another day.

The heroes manage to make it to the ruined Ashanti fort, avoiding the Time Slips. On a tower, the Control Crystal is found, seemingly blinking in and out of reality. Jek sends Scout, his monkey to touch it. Scout doesn’t like it much, phasing a bit himself… but no permanent harm.

Renegar communes with the crystal. He discovers that the Time Slips from the ancient battles acted as kind of a funnel, catching the Control Crystal as it fell. The psychic energy of the Control Crystal magnifies and resonates and rebounds off the Time Slips, making the local Time Slips even more powerful and more erratic than the ones first discovered back at the Temple.

The party think they have a way to wrestle the Control Crystal out of the “funnel” because each represents a different power. Jek’s spirit magic. Renegar’s wild magic. Taefala’s divine connection. And Jarita’s latent psionic abilities. The all touch at the same time and the Control Crystal gently phases into the real world. [i] I think the roll was like an 11 or 12, total success! [/i]

[i] And that is where we leave it. We will start the next game on Windward Island (assuming Bob is back). Trying to figure out how to repair the air ship. Figuring out what to do next. This was a fun session for me. The grove of the gods was made up on the spot due to Taefala’s communing. Making up Kellis and Yemaya was very cool. I love it when stuff like that comes from the players. I REALLY like the major pantheon of this world being all goddesses. It is a small detail, but feels fresh and new to me in its implications.

I did prep the Ashanti commander coming out of the jungle as a bullet point in my prep. I expected a conversation with him at some point, perfect for Jek’s spirit magic… but the conversation never seemed like it had a place to come to the table. Such is DW. I also realized, at the table, during play, that it was this super science sorcery used by both sides that let to the Time Slips was that wonderful “aha” moment. Again, a small window dressing point, but cool to me to have it dovetail with the exploration of what these empires were up to in the long ago.

I had a blast running this session. I hoped the players did too. [/i]

A quick map for my upcoming Tuesday night game.

A quick map for my upcoming Tuesday night game.

A quick map for my upcoming Tuesday night game. My players are going to an atoll that has a “38% chance” of the Control Crystal of an airship on it.

http://i2.photobucket.com/albums/y35/Storn/Dydaes%20cove%20F%20100_zps44me2rep.jpg

http://i2.photobucket.com/albums/y35/Storn/Dydaes%20cove%20F%20100_zps44me2rep.jpg

This was going to be a complicated piece, lots of figures, architecture, magic, shadows… y’know, the usual.

This was going to be a complicated piece, lots of figures, architecture, magic, shadows… y’know, the usual.

This was going to be a complicated piece, lots of figures, architecture, magic, shadows… y’know, the usual.

This is a private commission. I worked out some pencils after abandoning the digital sketch… well, not completely abandoning. I printed out the digital sketch as a non-photo blue, because (thanks to Clip art studio) I knew I had the proper 3 pt perspective I wanted, as well as the rough shapes where I wanted them. Yes, that is 3 pt, not 2 pt… just the 3rd vertical is waaaay out there.

I thought I would share the blue line as you can see it is kinda of an eclectic mess… but despite that, I knew where and what I wanted to do as I moved through the piece with pencil. I punched up the second image with contrast/levels.

Final will be digital. Colors will be tans and grays for the most part, with Feltrin’s magic “rainbow” being as chromatic as I can get with blues and greens to pop off the background.

Several folks wanted to see some work process stuff… so I thought this might make them interested.

Title

Title

Recap Intrigues 20: Death from above

Renegar Subitai: Pete

Jek Kemetou: Steve

Taefala of Vamana: Mike

Cirian: Bob

GM: lil’ ol me, Storn

{We left last ep on a cliffhanger. 3 scout ships from the Black Spire had responded to Renegar raising Jarita’s dad’s ship with magic. They were already in the area, responding to psi energies released by activating the cache/control and command center inside of Windward Island. I had originally said that each ship had disgorged an Illithid… but I changed my mind and retroactively changed it to Illithid shock troops, in this case, a servitor race of Bugbears.}

The large 8 ft tall, armored Bugbears hit the ground with force. Dual wielding psionic maces, they started forward towards our heroes. Quite a bit of ground between the two forces, this was going to be a ranged battle. Cirian was the fastest, linking hands and minds with the untrained Jarita, he fired a tremendous bolt of mental energy, flipping one bugbear end over end, hurting him horribly.

http://s2.photobucket.com/user/Storn/media/Illithid%20enforcer%20F72_zpsrukzcjpq.jpg.html

The other two bugbears waded through arrow fire from the heroes, bringing their psionic maces up and firing beams of green seeking energy toward Cirian. Much to his comrades amazement, Cirian stood firm and deflected the beams with his mind. {Cirian rolled 10+ on his Intellectual Fortress move. Very cool.}

The heroes continued a withering pace of arrow fire from Jek, Taefala and Renegar. But the armor and the parrying ability of the psi-maces allowed the bugbears to keep creeping closer. Renegar switched to earth magic, but one of the bugbears managed to break up the spell. (Ren rolled -6). Jek called upon the spirits of the dead to aid the party, but something went horribly wrong. The spirits in their capriciousness decided to heal the Bugbear that Cirian had pushed out of the fight and had hurt so bar.

Meanwhile, the bugbears had decided, or were programed, to respond to the psionic abilities of Cirian and were combining their psi-mace beams into one big one. Despite Taefala charging towards them and more combined arrow fire, the bugbears were pushing their beam towards the young man. But yet again, Cirian managed to deflect the giant beam with ease (total of a 14!).

Finally, an arrow finds one of the lead bugbears, ending his servitor life. The other one, realizing that things are lost, signals the one that was healed by the spirits of the dead to retreat. That one flings open his arms and his scout egg drops down upon him and scoops him up. More arrows end the one closest to the group. Renegar taps into the winds and summons a mini tornado (10+!) and hammers the retreating scout ship into the treeline.

The last bugbear scout weakly tries to fend off the approaching heroes, but Cirian swats his mind aside and kills him. Renegar pulls his body out of the scout ship and all of them start to investigate the weird craft. {At this point, we have gone so far to Thundaar the Barbarian territory with the super-science/sorcery, that we actually had to discuss it in modern terms…like the med kits the bugbears had and the view screens inside the cockpit}

The craft is disturbing, Jek sense many souls, many of them alien and unknown, were sacrificed to create. The psionic engineering is a corruption of Cirian’s people elegant crystal psionic crafting. They decide to start a fire in the cockpit, destroying everything but the husk.

Jek tries to commune with the dead bugbear pilot’s soul. Bits and pieces of being a servitor race come across, but the intel the company was hoping for wasn’t really forthcoming. Jek then decides to try and contact Bartholomew, Jarita’s father and the pilot of the Euprhaxia. Things go a bit askew as an angry Bartholomew possesses Jarita, his daughter. {Steve rolled 5 failures this night! Even with an +1 aid coming from Cirian, it wasn’t at all that they wanted. One cost was that Jarita and Cirian’s psychic link was severed and couldn’t be re-established… for the moment}

Through Bartholomew, fixing the Euprhaxia is possible, the biggest obstacle is growing a new control crystal or finding the old one that was struck from the ship during a lightning storm some 30 years ago. The control crystal might have fallen on land over a small island called Dydae’s Cove. The memory crystal of the Euphraxia judged that around 38%

But Bartholomew was stuck in his daughter’s body and causing her soul to shrink. He wanted to be let go. But Renegar asked if he would want to stick around and help his daughter, if there was another vessel available. Bart died when Jarita was 3 and that was a huge temptation.

“What vessel?”; BAtholomew asked.

“Me”. Answered Renegar.

Stunning everyone, Renegar was insistent. It was settled, Jek & Cirian coax Bartholomew into Renegar’s body. Renegar is now a man of two souls. And this seems somewhat permanent, some greater powers will be needed to separate the two souls. {A success with a cost, 7-9 result on Jek’s roll. Pete really roleplayed the two personalities really well and there were interesting conversation between Bart, Jarita and Cirian, who have this shared culture in a ways.}

The company+one camped on the top of Windward island and returned to the village below in the morning. They buy a ship, Bart had become a fisherman after he married Jarita’s mom and had even been to Dydae’s Cove several times to fish. He didn’t know at the time that the Control Crystal might lie on the atoll. And as he explained to Cirian, after awhile he no longer cared, he loved living on Windward Island with his wife and child.

Buying a boat was easy with Jarita’s connections. Off they set for Dydae’s Cove. The journey is easy and well-travelled. They arrive to the atoll of crystal blue waters and the ruins of an Ashanti fort. {And that is where we leave it}

http://s2.photobucket.com/user/Storn/media/Dydaes%20cove%20F%20100_zps44me2rep.jpg.html

Intrigues recap 18 + 19: Island Hopping

Intrigues recap 18 + 19: Island Hopping

Intrigues recap 18 + 19: Island Hopping

Renegar Subitai: Pete

Jek Kemetou: Steve

Taefala of Vamana: Mike

Cirian: Bob

GM: lil’ ol me, Storn

[i]Last week, I was so busy with Wizarding Weekend prep (Ithaca, NY festival on Oct 29-31) that I did not get to do the recap…so another double bill here. We are also doing slightly shorter sessions, from 7:30-10ish, were as the past we tended to go to 11:00 or even 11:30[/i]

The destruction of the grove of gods, including Vamana’s statue, has Taefala ready to end the cruel Nagas that Cirian can “feel” at the temple at the other side of the island. Hacking through jungle for a few hours, the party arrives at the temple and scouts the outskirts. One Naga is outside of the temple, one is in the temple (although some of the roof has crumbled) and one is below the temple in some sort of catacombs. Handy, having a psychic kid around.

The nagas seem to be in deep, mystical stasis sleep.

The heroes elect to go around the first one and try to get into the temple before they wake, but some kind of mystic signal goes off and all 3 Nagas wake. They close on the temple one, with Taefala leading the charge. Between Taefala’s Truthbringer (her spear), Cirian’s mental blasts and arrow fire from Jek, the first Naga is almost vanquished before the 2nd one gets into the temple complex from the outside. Renegar tries to delay the outside Naga, by whipping earth and dust in front of it. It does make it hesitate, but starts to use earth magics similar to Renegar, by whipping small rocks at fast speeds back at Renegar. Renegar manages to deflect most of the assault.

The “temple” Naga goes down under Taefala’s brutal assault. The 3rd Naga, phasewalks through the floor from below and attacks. In very short order [i]Heroes’s dice were hot that night[/i], the “outside” naga perishes and quickly the combined spellpower turn on the last one and it too lies dead at their feet.

An exploration of the below catacombs garners a Bone Wand [i]Will destroy 1 undead before crumbling[/i] and a Circlet of the Mind [i]a focus useful to Cirian, especially on psionic defense[/i]

Resting for a day and having plenty of food, the party decides to push onto the next island in their makeshift catamaran. They reach it with no difficulties a few days later. It is Windward Island (based on the most excellent map). The island folk are accommodating, but the next real ship is not due for 2 or 3 weeks.

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[i]end of ep 18, we talked as a group about a possible airship from Cirian’s people that crashed on the top of the island, getting a guide, exploring while waiting for a ship off the island. Much of the next ep is not going to make sense unless you take a gander at the map pic. [/i]

Episode 19 (same cast as above)

While at the only Inn/tavern on the island, (but it did have hot spring baths), the party listen to the island folk’s rumors, history and wisdom. Several knew of the airship crash and that pilot married on of their own. The couple had a daughter, Jarita, who was one of the Aerie Wardens (the only licensed climbers who could harvest wyvern eggs).

Dokanos managed to stammer out that he wasn’t sure he wanted to return to Parsantium, nor was he much up to climbing cliffs. Hoping to get some monies for settling down on Windward Island, he brought that he thought his adventuring days were over. Renegar, who hadn’t trusted him since the Dokanos awoke dreaming of the Illithid, was pretty cold to Dokanos and was fine with letting him go. Dokanos recieved a large sum from the coins liberated from the Ashanti ruins.

Jarita comes into the tavern shortly after Dokanos makes his leave. Cirian quickly recognizes that she has raw, untrained psychic talent. While she is genuinely likeable, she is also broadcasting, empathic nudges to “like her” to everyone around her. No surprise, she is the darling of the small island’s 400 people population. Jarita knows of her father’s scout ship, but very little about her father’s, Batholomew, and Cirian’s people. She is fascinated by the few kernals that Cirian is willing to impart. Her father was a friend of Cirian’s father, but from a rival house, the House of Tides.

Jarita is totally excited about the expedition to see her father’s ship. He died when she was three and while she has looked at the ship in its resting place of 10 feet of lake water, she has no idea how to fix it or make it run. Cirian, who isn’t exactly an aeronaut himself, knows a bit more and hopes that between his knowledge and psychic gift, it might work again.

Rejecting the “let’s climb the cliff” despite existing pitons and ropes, the party turns to Jarita to lead them up some natural caves. The caves are a bit easier and will take about 6 hours to get to the top of the island. There are “Scalers”, aquatic, 4 foot lizard people, but they should leave such a big, well armed party alone.

A day of rest and prep, the party heads out. The make good head way inside the natural caverns, but Jarita is surprised to see a landslide/cave in. A large cavern is revealed and some pintles have the same architectural motifs as the large temple complex that portal led them to a couple of weeks back.

But the 12’ tall, clanking, whirling battle automaton that comes charging out of the cave is terrifying. Renegar is loathe to use his unstable magics underground and Cirian is surprised to feel the programing of the machine includes psionic wards. But it is Taefala’s spear thrust past a joint deep into it’s vitals brings it to a stop.

The cavern starts to glow with programmed lights as rows of Ashanti weapons, surveillance equipment are revealed. It is an awesome display of Ashanti technology, set up to fight the Illithids eons ago. Cirian manages to get a spy eye on top of the island going, displaying all kinds of Ashanti information, which some of which he can guess at. Jek stumbles into a teleportation alcove that takes him back to the island of the Temple momentarily and quickly brings him back. Two weapons still have their mystic charge. Jek’s spirit magics and Cirian’s psionics deduce that this bow and scimitar were crafted with enslaved human souls and are designed to give an edge in battle against the Mind Flayers.

The psychic spy eye is pushed to another island by Cirian’s coaxing. Jek recognizes the Island of Ghosts, a place where his people send their holy men and women for something akin to a walkabout. Known for lots of ghosts of a spin-off civilization of the Ashanti. The black, writhing, floating Illithid spire is there and it is hoovering up ghost souls to repair some damage that was done.

Cirian cuts the spy eye connection immediately, hoping to escape detection. After raiding the armory for mundane arrows and weaponry (all still in remarkably good shape after centuries of rest), the party climbs the rest of the way up to the top of the island. They make their way to Batholomew’s downed air scout ship.. A elegant craft about the size of a schooner. Its psychic programming makes it capable of solo flight, provided the pilot is gifted and skilled.

Renegar gently raises the ship easily with his magics of earth, water and air. But the arcane display is “felt” by Illithid scouts… who are on patrol miles and miles away from the Illithid spire. What were dots on the horizon are suddenly upon the top of the island. Disgorging illithid shock troops to investigate the magic abilities of Renegar, and the rest of the party.

[i]And that is where we leave it. Good to end on a cliffhanger. [/i]

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Two episodes of Parsantium recapped! Retro-conning bad GM decisions! Check it out!

Two episodes of Parsantium recapped! Retro-conning bad GM decisions! Check it out!

Two episodes of Parsantium recapped! Retro-conning bad GM decisions! Check it out!

https://forum.rpg.net/showthread.php?776829-Intrigues-of-Parsantium-Dungeon-World&p=20429485#post20429485

https://forum.rpg.net/showthread.php?776829-Intrigues-of-Parsantium-Dungeon-World&p=20429485#post20429485