Showing posts with label malar. Show all posts
Showing posts with label malar. Show all posts

Monday, July 16, 2018

The Wolf and the Lion


A nearby fire crackles, the only disturbance of an otherwise quiet night.  Though it has been several days since the encounter with Carcerus and Zeb's ultimate retribution of Korvich, Zeb's sleep has been elusive, fitful when managed, and many late nights have been spent sitting, starting at the flame.

This night, arranged before Zeb are the grim trophies of the last few weeks.  Crude tokens, symbols of Malar carved from bone worn by the cultists Ignish and Tesk, made impure by Korvich's corruption of the faith.

Korvich's own fetish, this one decorated with the priest's trophies of notable kills, an assortment of teeth and talons.  Within the tangled mess is a beaten piece of metal, onto which is engraved the Claw of Malar, almost an afterthought to the other trophies.  Korvich clearly had a warped sense of priorities.

Next to the fetish is a shriveled, hard piece of dried flesh, which still reeks of the smoke and fire used to cure the meat.  Now unrecognizable, it nevertheless makes Zeb grin when he sees it--the tongue of Korvich, cut out by Zeb's own hand in retribution for the priest's foolish pride and false vorishnaad.

There is one last trophy, of a sort.  The carved, wooden symbol of Nobanion, the self-proclaimed "King of Beasts".  It's not really a trophy--Zeb didn't kill Maglarosh, after all, nor did he necessarily desire the man's death--but it has caused Zeb consternation since he first set his eyes upon it, and he didn't know what else to do with it.

The dislike between the two cults is long-established, distilled--at its simplest--to a difference in perspective, and perhaps in execution.  Both faiths venerate the beast, but it's Nobanion's naive notions of community, compassion, and dignity that highlight his weakness.  When missionaries of Nobanion brave the wastes in search of converts among the beast cults, they are confronted by the harsh realities of that cold, barren land, and of the singular mindset--survival at all costs--that it takes to avoid becoming prey.


A branch snaps in the woods behind Zeb, and in one, fluid motion, Zeb rolls to the side while drawing one of his knives, crouched and ready to pounce.  Zeb's helm and mantle--the skull of Carcerus--casts a frightful shadow, playing tricks with the firelight.  A pale, ghostly face, clearly terrified, confronts Zeb--Selben.  The young man stutters apologetically, stepping out of the shadow.  "S-s-sorry, Zeb.  I couldn't sleep, and saw the fire.  I f-figured it was yours.  Y-y-you...for a moment, you looked more like a wolf than a man.  Sorry to interrupt you."

Zeb stands, sheathing the knife, then returns to his place by the fire, gesturing for Selben to join him.  They had spent the last few days cloistered together in Ethelenda's workroom beneath the Tower of Carrock, and Zeb found that Selben's company--as well as the young man's eagerness to relearn his lost arcane talents--was comforting.

"What's that?" asks Selben, bending over to pick up the talisman to Nobanion.  Zeb loops the other trophies back onto his belt, then steps forward, taking the crude wooden symbol from Selben.  "This?" Zeb says, holding the token in his palm.  "Nothing.  Nothing important, in any case."  Zeb tosses it into the nearby fire, pauses for a moment to watch it ignite, then turns to look at Selben, seemingly satisfied.

"This, however," Zeb says, withdrawing something from one of his numerous pouches, "is for you.  I meant to give it to you earlier."  Zeb gestures for Selben to step forward, and Zeb hangs a leather thong around the young man's neck.  From it dangles an hourglass-shaped piece of bone, harvested from the tail of Carcerus' slain form.  Both men take seats near the fire.  "What's it for?" Selben asks.

"Protection, Selben," replies Zeb quietly.  Silence lingers for several heartbeats, only disturbed by the pop of the fire.  "For protection," he mutters again, more to himself than anyone else.  Selben seems satisfied by that, holding the bone between his thumb and forefinger, and the remainder of the night passes with the two men sitting together in silence.

Thursday, July 5, 2018

The Malaran aftermath

This is not to imply that a dual-class human forgets everything he knew before; he still has, at his fingertips, all the knowledge, abilities, and proficiencies of his old class. But if he uses any of his previous class's abilities during an encounter, he earns no experience for that encounter and only half experience for the adventure.
(From the 2e PH, p. 45.)

That was really an incredible culmination of this adventure arc. I'd been waiting for an encounter between these parties for some time, unsure of how or when it would manifest, and hoping that Zeb and Audric didn't elect to leave Carrock before it transpired. Depending on the circumstances, they may or may not have been pursued.


Again, I advise the players to revisit Kezia's reading, in order to review it with updated context based on advances in the campaign. At the very least, I think there's musing, if not enlightenment, to be found within.

As for the Malarans, there was certainly a divide within the sect that sought its aclupar in Zeb. Korvich and Carcerus each believed themselves superior to the other; had they reached a point of severance as the power of the cult dwindled, it would likely have come down to whether the magic of Korvich could subdue the "Black Devil" before he and his wolves slaughtered the priest. Carcerus was undoubtedly the more powerful enemy; as he gained sway over the wolves and cultists fell both in Shadfeld and at West Tower, so did control over the alliance escape the Malarans' clutches. Carcerus bore no fealty toward any god; his grand design was to establish dominance over everything he could.


There still are many details to share about these events, but it's probably best to let them emerge gradually, through comments on the blog or as part of future sessions. The PCs did well in securing their victory; Zeb and Audric made sound decisions and used the available resources to great advantage. If the final encounter seemed easy, that's to their credit. The situation could easily have been reversed had the circumstances differed. As I'm particularly fond of saying, success or failure in AD&D is often determined before any dice are rolled.

XP

As this isn't a traditional dungeon-crawl campaign, neither has it made sense to award XP based strictly on treasure found and monsters defeated. While I still want to keep things relatively simple, I'm weighting more heavily the details of the party's accomplishments, in addition to accounting for the dual-class ruling quoted at the top of this post. The critical points to consider are that Zeb should receive no experience for the final encounter, and only half experience for the past two "adventures" (sessions), where he called upon his priestly powers for assistance.
  • For "story awards," this means that Zeb only receives 3,000 XP, compared to 4,000 XP for Audric.
  • An additional 1,500 XP goes to Audric for miscellaneous recovery of items. Zeb only receives half this share (750 XP).
  • A final 1,000 XP is given to Audric for the Malarans and their spoils. Regrettably, this constitutes an "encounter," so Zeb doesn't share in the award at all. (Also keep in mind that there were five participants on the side of the PCs, and total experience has been divided accordingly.)
The values above are rounded for simplicity. Adding them up, and incorporating Zeb's 10% bonus, the total awards are:
  • Audric - 6,500
  • Zeb - 4,125
The penalty for prematurely employing dual-class powers is very real, and I thought it unfair to not enforce it. Audric has his own XP hurdles in terms of the steep advancement table drawn up for Crusader; nevertheless, this allotment crests him over the threshold for 5th level, which requires five dedicated days of training before he can raise his abilities. Updated party totals:
  • Audric - 18,500
  • Zeb - 3,000/14,325
Recovered Items

I'm assuming the passage of time sufficient for both characters to train (five days). During this period, castings of detect magic and read magic can be completed (note that these castings are still being made at Audric's and Zeb's "old" levels):
  • The hook-bladed axe wielded by Carcerus emits a faint magical aura. This weapon deals damage as a bastard sword and can be used one- or two-handed.
  • The wooden spoon carried by Maglarosh (but not the bowl) emits a faint magical aura. When placed inside the bowl, a pasty and unappetizing (but ultimately edible) gruel forms within.
  • The ruby charm worn by Maglarosh upon a silver chain emits a moderate aura of abjuration magic.
  • The necklace recovered from the troll's nest at Oldkeep is valuable, but non-magical. It may have once belonged to a noble or some person of importance. Erathmar appraises this piece at 500 gold pieces.
  • The oakwood medallion bearing the symbol of Nobanion is non-magical.
  • None of the other plundered wares present as magical.
  • Same as previously, Audric's pewter ring radiates an overwhelming magical aura. Its school cannot be discerned.
The spellbook found in the basement of the tower in Carrock contains the following spells:
  • 1st level
    • Cantrip
    • Detect magic
    • Enlarge
    • Identify
    • Light
    • Mount
    • Read magic
    • Spider climb
    • Spook
  • 2nd level
    • Bind
    • Deeppockets
    • Detect invisibility
    • Locate object
    • Melf’s acid arrow
    • Whispering wind
  • 3rd level
    • Delude
    • Dispel magic
    • Secret page
    • Protection from normal missiles
Happenings in Carrock

The party's victorious return brings revelry and accolades. In the ensuing days, Larimo the gnome begins to recover from his injuries, Rould is appointed head-huntsman following the loss of Arkhen, and Tussugar Grim is named Carrock's official captain-at-arms, with all martial training and the entire defense of the village under his charge. Moreover, the dwarf agrees to make his permanent residence within the tower, taking ownership of the structure once commissioned by his longtime friend, Reginald the Stoutheart.


For Zeb's part, the requested pauldron and helm are fabricated by village craftsmen at no cost. Neither is coin accepted from Zeb or Audric for meals, ale, or accommodations for the remainder of their stay. They are truly looked upon as heroes.


When approached about the upcoming journey, Bonie is taken aback, and Larimo even more so, knowing little of the PCs at all. Like Tussugar, the gnome is slow to heal naturally, a generation (in gnome years) more aged than the others. Following her initial surprise, Bonie expresses a need to return to West Tower with news that the valley is once again safe for travel. She pledges to consider the offer, though much will depend on the health of Larimo.

Rould is grateful for the desire of his accompaniment but respectfully declines, hopeful that he might aid Tussugar in fortifying their new home. There is much work ahead in Carrock to prepare for the coming winter. Erathmar, however, is ready cut his losses and agrees to the proposal instantly, along with the rest of his company.

Selben's progress in magery is slow, but not fruitless. By Zeb's estimation, a month of additional study is required for Selben to learn read magic sufficiently to begin scribing a new spellbook from the existing tomes. Neither are the necessary materials available in Carrock; the resources of a larger settlement will be needed. (Such is the danger of losing one's spellbook.)

Moving Forward

I think that's all I have for Zeb and Audric right now. Feel free to post comments to advance things forward. If you choose to pass additional time in Carrock, let me know how much, and for what purpose. If you'd like to open dialogues with specific NPCs, you're free to do that as well. The time of year is early fall, several days before the autumn equinox.

Monday, April 16, 2018

Vorishnaad


Once agreement on plans for the morning are reached, and everyone begins to settle for the night, Zeb will find a place in Erathmar's camp to stow his gear, leaving everything except for his trousers, light boots, Malaran fetish around his neck and belt of sheathed knives.  Zeb's trophy for the night, Ignish's fetish, hangs from his belt, and his prey's blood has been smeared in a thick line across Zeb's chest.

Zeb is tired and wounded, but he has been bolstered by Tussugar's words and feels very much alive after the ritual combat with Ignish, at one with his savage, bestial god.  Zeb's going out...and Zeb's going to Hunt.

Not so much worried about Carcerus, other scouts or any other dangers that might lurk in the forest at night, Zeb feels instilled by the Beastlord right now, and this is how he'll learn that he's either chosen correctly--or that he hasn't, in which case he could meet a very bloody end.  Zeb doesn't know what the formal rite of vorishnaad entails, but this is how he's going to execute HIS vorishnaad. formally severing his ties with the beast cults, and establishing his own new, one-man sect with a new purpose, a new aclupar--seek justice for those slain in Shadfeld, and prevent it from ever happening again.

What Zeb seeks in the forest this night is a nod from Malar, some sign that his vorishnaad is approved.  No longer will Zeb play the role of prey to Korvich's insane aclupar or to threat from the Black Devil, Carcerus.  Stand or fall, succeed or fail, he'll confront them on his own terms.

Malar's Dogma

Survival of the fittest and the winnowing of the weak are Malar’s legacy. A brutal, bloody death or kill has great meaning. The crux of life is the challenge between the hunter and the prey, the determination of who lives or dies. View every important task as a hunt. Remain ever alert and alive. Walk the wilderness without trepidation, and show no fear in the hunt. Savagery and strong emotions defeat reason and careful thought in all things. Taste the blood of those you slay, and never kill from a distance. Work against those who cut back the forest and who kill beasts solely because they are dangerous. Slay not the young, the pregnant, or deepspawn so that prey will remain plentiful.

Wednesday, January 10, 2018

Malaran rites

Upon finding a few brief moments of reflection, Zeb considers the attack upon the village, the appearance of Carcerus, and Korvich, the priest under which he, Zeb, once served as an acolyte.

Carcerus, the "Black Devil"
(Attribution)
The cultists have traveled far, hundreds of miles and more, in his pursuit, and as such Zeb concludes that Korvich has executed the Malaran rite of vorishnaad, the exorcism of oneself from the cult to form a separate sect. Vorishnaad is typically carried out under circumstances surrounding aclupar, or "reason for being." Aclupar serves as the driving force behind the new sect, guiding its actions and motivations until fulfillment is achieved.

Zeb fully believes that he is the new cult's aclupar, and that Korvich will not rest until Zeb's blood is spilled before his former master in dramatic fashion. A trivial slaying will not suffice, and the presence of Carcerus amid the group is a fearsome indicator of the magnitude of the high priest's will.