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Dungeons and Dragons Part 16

Posted in Culture, Friends, Me, Uncategorized with tags , , , , , , , , , on 27/12/2011 by arabrhizome

So we left last week after having arrived at the flying fortress of the intelligencium. We had dispatched the guards and so now had to locate the codices. We realised that we had one of two choices, either go up a tower which seemed to be a control room or go bellow deck. The guard had told us that the codices were probably located in the lower decks, so we made our way there. We were being stealthy, even though we had a Paladin in shining armour, I mean it literally shines radiating light. But we managed through a skill check, to make it to where we believed the codices were.

Looking into the chamber we found that the five leaders of the intelligencium were around a table with the codices there. We know the names of four of them, but the identity of the fifth has always been a mystery. They had some people around with them, well I say people one of them was a giant creature and three of them did not seem completely human. We decided that the best course of action was to go in and talk to them. After all the information we got that says they’re evil comes from an aspect of Adapa Nana and a day walker, so it might be useful to hear their side of the story.

We went in and the fifth member, who’s a lady with an eye patch, told us that they were expecting us and that we were 30 seconds late. We had a bit of a rough conversation, with neither of us wanting to give up too much information. Basically they were expecting us and offered to give us the codices in exchange for the time traveling ship on which our party traveled. Basically they wanted us to steal it for them. They explain that we were linked to it because we travelled on it and that in order to discover where it is hidden we needed to get in touch with our inner time. We did not agree to the bargain but did not disagree either.

Our plan was to find the ship talk to the captain and get him to take us back in time to when the intelligencium stole the codices from Baron Van Doomas and steal them from them then. Then we would get back to our time today and take the thirteenth codex from Adapa Nana. We were aware of new sciency guilds in water deep one of them was the guild of horologists. We thought they might explain to us what inner time was and how we could access it. So we called our Wyverns and made our way from the ship back to water deep. Once we arrived there we went to the guild hall of the horologists.

There we were asked to buy a clock, at prices that we could not afford, in order to be part of the guild, otherwise, no information was to be given to us. Through a blend of intimidation and diplomacy, we were allowed to meet with the head of the guild. He explained the nature of time, being that it is a non-being. It is felt while not real. It is only perceived because of the decay and change in the world. He explained that our bodies, through their processes and natural decay were clocks of some sort. He explained that by concentrating on those processes we could access our inner time. He explained that we also needed to anchor ourselves to a given external time, otherwise we could cause some danger.

He also explained that time travel was very dangerous because it creates paradoxes and that horrors who live beyond our physical reality latch on to paradoxes and try to get through to our world through them. He explained that one of the tasks of the horologists is to tend to such paradoxes, many of them created by the captain of the ship we travelled on (I forgot his name) who is a rogue time traveller. Our paladin noticed that on his desk was the photo of the fifth member of the intelligencium, he asked who that was, and was told that it was the daughter of the head of the order. Her name was Philimina. On our way out we bought some hourglasses, which were cheap and made our way to an inn.

In the inn we waited for midday, when the sun is at its highest and then using the hourglasses to anchor us we started trying to reach for our inner time. The process was slow, and my character might have invented jazz in the process, but eventually we managed it. At that point we felt wrenched and we then started falling. Eventually we fell on some wood. It was dark. We lit a torch and realised that we were on the ship bellow deck. We had gotten to the hideout. We found the captain sleeping in his quarters. As we started explaining what had happened we heard noises of people falling on the top deck. We realised that the intelligencium had used us to track this place.

We explained this to the captain and went up to fight them. They were posturing but we did not budge and the battle began. It was us against four leaders of the intelligencium and a mechanical golem. We did fight a bit this week, however I’m going to leave it here tonight and tell you about the battle all at once next week. That way I don’t tell you only half of the story. It is also better to leave it on a cliff hanger for you all. Until then, stay safe everyone. Live long and prosper.

Dungeons and Dragons Part 15

Posted in Culture, Friends, Me, Uncategorized with tags , , , , , , , , , on 20/12/2011 by arabrhizome

So Today saw the continuation of our dungeons and dragons campaign. A lot has happened tonight. So we left our adventure last time as we got back from the Chimera. Auron seemed to not fully understand what his status as a mortal really meant. We gave him some gold, and had to explain to him the whole concept of monetary exchange. He didn’t like it and we agreed that it was really silly and needed to be overthrown but that it wasn’t the right time for it. We also explained to him what he needed to look out for in order not to die.

We then decided to head through to meet this Von Doomas character and see what he’s all about. It was a long but mainly uneventful trek. We did meet a character who joined us only for this week along the way, but on the whole not much happened. We eventually got to the lands that Baron Von Doomas rules over. It was very much a feudal sort of place. The serfs working the land were very suspicious of us, as they are of all strangers. We got to a way station in the last village before the fortress. We stayed there for the night.

The person running it and his daughter were clearly very intimidated by us. They didn’t see many people come through these parts. When we said we were going to meet the baron they seemed taken aback. They explained that no one ever saw the baron. They also told us that song and story telling was banned in the lands owned by Von Doomas. This didn’t seem to be particularly unhappy, nor did they seem to be happy. It was a very strange interaction. They made us some very nice food and we spent the night. We then made our way to the fortress.

We got to it half a day’s ride later. It was a huge gothic like structure that could only be accessed through a very long bridge over a chasm. There were two guards at the bridge. We came to them and asked them to meet the baron. They seemed really taken aback with that. They explained that the baron doesn’t see anyone. We asked to see their superior who said the same thing. We asked to see his superior who said the same thing. We explained that we had some information about his missing codices. This seemed to give our case some weight. He said he would ask the baron and let us know.

A few hours passed and eventually we were let in to meet the baron. The meeting was quite tense at first. We didn’t really have much information but knew that this would get us in. Now we weren’t really sure who this Von Doomas character was and were trying to figure it out. We explained that we knew where the thirteenth codex (the key to the other twelve) was and who it was with. He was concerned with this. We explained that we were too but that this particular aspect of Adapa Nana was not aware of his identity and that he protected the codex from the inteligentium. We explained that this at least was a good thing.

He eventually revealed that he was one of the thirteen, the evil day walking vampires. Our mage however sensed that this fortress wasn’t built to keep people out but to keep him in. It was a prison of sorts. She pointed this out and he explained that he had built it for himself. He wanted to change his nature, to stop being a vampire. He was trying to use the codices in order achieve just that, as each one of them holds the knowledge to a different “scientific” discipline. However, without the thirteenth codex he couldn’t decipher them. He enlisted the help of the intelligemtium who stole the codices from him.

This offered us an opportunity. We asked him if he wanted our help. We agreed that he would tell us where the intelligentium’s base of operations is and help us get to it and that we would retrieve the codices for him. We would then help him change his nature and he would help us either change the other thirteen or destroy them. He also explained that Adapa Nana is a title rather than a name. It means high mage in the language of the Alfar, however, he didn’t share the true name of Adapa Nana with us. We spent the night at his castle and in the morning met with him again.

He explained to us that the intelligentium operate from a flying ship. The ship is currently over the jungles of Chult, which are very far away. He gave us a device to track them. We asked him about the anti-magic and he explained that there are two kinds of gifts, some are naturally occurring (as in induced by the voice), and other manufactured by knowledge gleaned from the codices. We then were led to the rooftops of the fortress where we were given flying Wyverns to make our trip to the jungles of Chult and the flying base faster. We rode the Wyverns and made our way there.

We approached the ship and were able to get onto it and dispose of the few guards on the top platform easily. We captured one of them and mined him for information. He didn’t have much to say except that there were hundreds of people in the ship and that at least four of the five leaders of the intelligentium were onboard. We don’t know who the fifth one really is, no one seems to know. We also realised that we had about an hour and a half to locate the codices and escape before the changing of the guard. This meant we had to be swift. This is where we left it for this week. I’ll tell you the rest next week hopefully. Stay safe everyone. Live long and prosper.

Dungeons and Dragons 14 Part 2

Posted in Culture, Friends, Me, Uncategorized with tags , , , , , , , , , , on 19/12/2011 by arabrhizome

Right So tonight I’ll finish this bit of last week’s session. So we sit with the person, he introduces himself as an ancient one. He says he is the Chimera. But before that I forgot to tell you what Auron had told us he knew. He explained that in times immemorial there was a race of ancient fey (sort of elf like figures) known as the Alfar. They lived in a sort of utopia of spiraled chining cities. They uncovered the ancient tomb/prison. It was in fact, a sort of structure that crossed into the darkness. They were filled with hubris and thought themselves untouchable. They broke into the prison and unleashed the horror stored within.

The Alfar needed to defend themselves against the horror so they created champions. Those fell rapidly. Then came the thirteen One from each city-tribe. One was a traitor and betrayed the thirteen. The horror increased in strength. The Alfar then created a race of werewolves to fight it. You see the horror transformed every Alfar it touched into a vampire. The vampires and werewolves were the foot-soldiers in this ancient war. However, the traitor struck again and alied himself with the horror. The Alfar in a final act of desperation retreated to their cities. There through a huge voluntary sacrifice of hundreds of thousands created thirteen shard stones which worked together to repel the horror.

The traitor was identified as Adapa Nana, the leader of the Alfar. The remaining few Alfar cornered and captured him. They put him on trial for his terrible crimes. They came to the conclusion that he was too powerful to be detained or destroyed. So they decided to weaken him. Split him into three parts and anchoring him to the realm. A trinity of mind/soul/body, good/evil/neutral, Lawful/Neutral/chaos. Erasing the memories of each part. The voice we hear is one, Isembard Develine is the second, and Reinhardt is the third. This information was very troubling. However, for us to understand the depth of the danger we had to go see the Chimera.

So back with the Chimera he started telling us his tale. He explained that in the beginning there was nothing. Then They came, a race of horrors, the Vriniu. They’re creatures beyond our comprehension. They came to what will become our world because they were escaping from the Kaltesh (the Vriniu and Kaltesh were originally the same but they were at war now). They liked what they saw and set about creation. The way their magic works is through blood and items of power that come from living creatures. So they created what they needed. First Dragons, Chimeras, and other ancient races. This was not a loving creation. They created creatures in order to harvest them for their power.

Time passed and more creatures were created: elves, dwarves, humans, etc. The Vriniu had a degree of carnal love for their creation, the Kaltesh merely used them. At this point the Kaltesh discovered the Vriniu and the first war of our world began. The outcome of this war is unclear. Either they both died, or left, or were imprisoned. Then after that came the second age. The created creatures were driven by their blood to be destructive. So war and destruction began. The war culminated in a stand off between the ogres and the elves. The leader of the elves tapped into one of the unique creatures, the Phoenix, and in a sigle moment almost destroyed the entire world with the power he unleashed. As a side note we have in our possession a feather of the Phoenix.

The surviving Elves became the Alfar. They formed their Utopias. It was a time of great peace and the Alfar were completely unaware of their past and their origins. However, after a while the mages, druids, and learned folk of the Alfar revealed a dark prophecy. Thus the seed of darkness was growing again. The prophecy stated that a child to be born was going to destroy their way of life. They decided to deal with it and so traveled to where the child was to be born and killed him as soon as his mother gave birth to him. This evil they thought was necessary in order to protect the world and the Alfar. However, they were not aware of a crucial fact.

The mother was pregnant with twins. The second child was born and whisked away. He grew up to be Adapa Nana. He was, in fact, the one who instigated the opening of the tomb. He in fact is heralded as the bringer of the Kaltesh. The voice we hear is in fact calling to the ancient bloodlines and what remains of the ancient races in the bloodlines of the modern ones. The anti-magic gifts, are in fact a direct result of that. they are the emergence of the ancient bloodlines. The weak of will who are called will try to deliver the dark aspect calling to them from its prison. What the chimera stressed however, is that the title of the bringer of the Kaltesh can pass from person to person. He also explained that some creatures were born of the carnal love of the Vriniu with their creations. Those are known as Nephelim.

The Chimera finished by telling us that there are potential allies from his time. The thirteen, also known as the Brotherhood of Souls, which are said to be reborn in the time of need. At his point he explained to us that there are main bloodlines including the Shi, the Bloodstones, the Ogrim, the Drakons, the Wolven, the Saurons, and the Milasians (those are the shortest lived but the most precious to the Kaltesh who harvest their souls). At this point he asked us who sent us to him and before we could even think of what to answer, our rogue gave Auron up. This wasn’t good, and we were quite unhappy with it. However, it was very much in keeping with the way his character is slowly shifting his alignment.

The Chimera explained that Auron would be punished. We tried to plead for him not to be. However the Chimera wasn’t listening. He told us that he was hiding here and that Auron should not have let us through. He explained that Auron was now transformed into a mortal human being. Our Paladin had concluded in the past that Auron was probably a golden dragon. This was in fact the case. However, he has now become a mortal human being. We had some very nasty words with the Chimera. I even believe that I made him a promise that I would hunt him down and destroy him. We left and met Auron. He wasn’t happy but we made him a promise that we would do everything in our power to restore him. This is where we stopped. Our DM is really really good. This campaign is epic beyond measure, and we all feel, or at least I do, really engaged. Tomorrow is the next session. We need to decided what to do next.

Dungeons and Dragons 14 Part 1

Posted in Culture, Friends, Me, Uncategorized with tags , , , , , , , on 17/12/2011 by arabrhizome

Right I finally have a little bit of time in order to write up this week’s D&D episode. A very talky role playing heavy session it was (I’ve gone slightly Yoda-like with this sentence structure). I took a bunch of notes during the session, in fact I took so many notes that my arm hurt. That’s right not my hand, not my wrist, but my whole arm. That tells you how unaccustomed to writing by hand I’ve become. Curse you computer age and the resulting loss of skills, while gaining other skills, that you have brought on. Anyway, let’s get down to it, shall we?

So last time I wrote about this, we had left the isles where we had spent all together about a month, gametime. We made our way back to the continent and decided to visit Isembard  Devlin (who is the curator of the museum of curiosities). We told him what has happened and informed him of the voice emanating from the desert, this will turn out to have been a mistake as you’ll find out later. We then decided to try to make our way to Baron Van Doomas, who is rumoured to be one of the thirteen, and who has had the books written in the ancient language stolen from him by the intelligencium (remember we took the codex that helps decode them from the past to the present day in order to protect it).

We also thought about visiting Reinhardt on our way. Reinhardt is the best bard to have ever lived, he can conjure up entities with his words. I was really excited to go visit him. As we made our way towards his residence in a forest we were met by Auron who tried very hard to get us to just turn around and pick up farming or something. We made it very clear that we were not going to do that. We explained that while we appreciate his concern, our path was clear. There was clearly a very real danger to the world as a whole and we were not going to stand by and do nothing. We were committed to our path.

Seeing that we were not going to be convinced to turn back and stop what we’re doing he told us that he would help us. He explained to us that we were going to need to meet someone who can explain to us what we are facing. He told us that he can send us to him but that we must keep his involvement a secret. No matter what we must not reveal that he is the one who sent us there. Also, he explained that we must be very polite. We sat down around a fire and he started performing a ritual. Than the world around us melted away and we found ourselves in a strange place. Our DM explained that it was a bit like going to the fades in Dragon age.

We came close to a building structure that looked like a roundhouse. We approached it and greeted the person inside and asked politely if we could come in. He told us to come in. It was a sort of sweat lodge. He was sitting there in a loin cloth. It was very hot and sort of oppressive. We sat down and introduced ourselves and explained to him what had brought us here. He said that he would tell us what we wanted to hear, but that he would require us to answer one question in return. This seemed fair and we sat there ready to hear what he had to say. I will leave it here for tonight. I’ll tell you what he told us tomorrow. Stay safe everyone. Live long and prosper.

Dungeons and Dragons 12

Posted in about the blog, Culture, Friends, Me, Uncategorized with tags , , , , , , , , , on 29/11/2011 by arabrhizome

So today, as you should know by now, was Dungeons and Dragons day. As you might recall we had just ended a major quest. As a result we all got a bunch of very cool toys. Basically, in the story, the druids and Neve bestowed upon us a whole bunch of gifts during a big pomp ceremony. We all got three magical items of our choosing, with level caps on each. We also got to spend some money buying stuff that we want. That took quite a lot of time because there’s so much choice it wasn’t easy to decide what to get. The point remains that now we have some very good gear.

Back to the story, we basically stayed around recovering for about two days. As we were starting to think about leaving queen Neve called for us and we went to see her in her throne room. We went to see her and she told us that Domnu seems to have taken Neve’s appointment as new Ardrey or with the actions of our fellowship, to be fair to her we did kill a lot of her people. So it seems that she is gathering her people for an all out attack on the capital. The druid that was the aspect of the sea was there as well and he explained that the sea devils who worship Domnu are stirring as well. It seems that an attack would come from both the sea and the land.

They explained that there might be a way to avoid confrontation, but that it was going to take a bold move. Basically Domnu has a weapon of mass destruction. It’s called the talon of Domnu and it’s a weapon that destroys all sea life within a given radius. They argued that if it was in Neve’s possession rather than Domnu than Domnu would think twice before attacking. The reasoning was sound. So we decided to help them. They told us that the talon was in a mobile base of operation for a bunch of pirates who worship Domnu very near the coast. However, we were warned that we would need to be very stealthy, as the captain has a horn that they can use to call sea devils onto the base. Once those appear they would take us into custody.

So we made our way there. Basically we got near in a large boat then we took a small life boat and got it near. We quickly realised that there was a huge party in the middle but that the talon was in one of four rooms on the outside. It was a job for our rogue. Basically he had to climb up each room try to find which chest, each of the four rooms had a chest in it, contained the talon. He went to the first room and saw that there were two pirates sleeping in that room he stealthily went to the chest, ascertained that it wasn’t trapped and opened it. The chest contained 2000 gold pieces. That was the worst thing for our rogue to come across. He couldn’t shift them all easily without making any noise. He decided to kill the two pirates in their sleep. He then decided to hunt for the talon and that if we’re undetected to come back for the gold.

We did the same for the next room, each room could only be accessed from our small row boat if we were not to be detected, through some climbing. That chest contained a potion of healing. Our rogue did kill the two pirates just to make it easy in case we’re detected. The third room contained the Talon. However, we were misinformed about its size. While we were told that it was small, maybe the size of crystal ball, it was as big as the chest it was in and very heavy. In fact it was as heavy as the chest with 2000 gold pieces in. We decided to use all the rope around to try and rig some sort of pulley system. Me and the Paladin would pull from the boat and the Rogue would steer the chest from the room. That would be the least noisy way of doing it.

We managed to do it without alerting anyone, obviously our rogue killed the sleeping pirates in that room as well. We then decided to go to the fourth room and see what was in the final chest. However disaster struck in that final room as our Rogue after very nearly being discovered when he silently killed the first sleeping pirate couldn’t stay stealthy on his way to the second. At this point all hell broke loose and the now awakened pirate called out for the people partying in the room. I decided to jump onto the boat and help the rogue shift some of the gold in the chest. I managed to grab two bags. However the people were on top of us very quickly. The rogue jumped into the water, I tried to get back onto the boat but failed miserably. However our paladin managed to pull both of us onto the boat, even though we were very heavy and almost sinking.

At this point we started rowing the boat away and as we got away we heard the horn that calls the sea devils being sounded. I forgot to mention that one of the pirates, I’m not sure if it’s the captain or not, jumped after the rogue into the water and seemed to be very much in her element in there, whether she turns out to be half sea devil or something of that sort is still to be seen. The point is we, I think, managed to make it back onto our big boat and will have to conclude our encounter next week. Hopefully, we won’t be overrun by sea devils and will be able to bring back some peace to the isles. Until then, stay safe everyone. Live long and prosper.

Dungeons and Dragons 11

Posted in about the blog, Culture, Friends, Me, Uncategorized with tags , , , , , , , , , on 22/11/2011 by arabrhizome

So Dungeons and Dragons today involved the completion of a major quest. As you remember from last time we just defeated the druid of the Femorey. Thus we can finally be done with the council of druids decision regarding who the new Ardrey of the isles is. We all met after having rested and voted for princess Neve to be Ardrey, for life basically. This is clearly a good thing as queen Mave would have been a bad choice. With this out of the way we were able to discuss other business in the council, including the reason why we came here in the first place. But first there was a question that we needed answered.

So we asked about the son of Domnu. We wanted to know who his father is. Clearly the druid of the Femorey was being very evasive about the whole situation. With her gone we were hoping that the council would be more forthcoming with information about him. They explained that there are death curses that some people can use to protect themselves with, and clearly he had. All we were able to know is that his father is not human. So even though he looks half human he isn’t. However we know that he isn’t full Femorey. His father is not a Femorey but we don’t know who or what he is. We were told that being friends of the isles he might tell us if we ask him.

Then we went on to discuss what brought us to the isles in the first place. We came here, remember, to destroy the tear of bane in one of the moon wells. The problem is that for the tear to be destroyed it needs to be diluted into one of those wells. This means that the earth would become corrupted while the well destroys the tear. The druids discussed it amongst themselves. They agreed that the tear needed to be destroyed and that the only way to destroy it was here on these isles. They decided to allow us to use one of them. They explained that we might be able to mitigate the corrupting power of the tear by first using it on a creature which would then be resurrected with the power of bane and quickly destroy it and then throw it into the well.

They explained that they would have to be a bit far away from us and help us as much as they can by trying to calm the earth. Basically we were told that the earth itself was going to try and attack us in order to stop the tear’s corrupting power. It was going to be hard, but we came this far and decided to go through with it. We got out of the council chambers in the earth mother and met Auron there. We returned his sword, he explained that he was really forgetful and clumsy and that he must have dropped it somewhere without realising. We talked to him a bit and invited him to come along with us. He seemed excited about it and joined our party. We arrived at the moon well and were told by the druids to wait a few hours for them to get in place before performing the ritual.

During the hours of waiting we remembered that I had the wand of arachnid control. Remembering that the earth itself and all the creatures were going to turn against us I scanned for spiders in the vicinity. Realising that there were quite a few, we decided to send them away as the corrupting power of the tear was going to be stronger than the power of the wand. I also took the time to learn a ritual which allows me to bring back a dead character. We discussed how we were going to administer the tear to a dead mouse that was in our possession. we decided to tie a string to its tail. Our Paladin was going to hold its mouth open and poor the tear in while I held the string so that the mouse was extended at full tension. Our Rogue and I were going to use a dagger each to kill the mouse while our ranger would use an arrow to pierce it. We would then drop it in the moon well along with the daggers and the arrow.

This part went through without any problem. Then shit started to hit the fan. First five giant, dog sized, beetles appeared. It was clear that they were trying to get to the moon well and fall in in order to absorb the tear of Bane thus concentrating it and slowing down the process of diluting it. We started dealing with them when five or six giant dog sized lizards appeared. Auron was not helping but just watching. Then after that a medium water elemental appeared. Then a giant mushroom man and a giant grasshopper. Then seven or wight snakes. Then an earth/fire elemental. Finally a giant corrupted tree Ent. Each of these groups appeared on a new turn.

The first few creatures weren’t exactly a challenge it’s just that they were many. So we couldn’t deal with them quickly enough not to be soon overwhelmed. Though thanks to some good team work and lucky rolls we were able to destroy most of them. Leaving some of the smaller ones and the elementals to deal with. The thing with elementals is that we needed to find their weaknesses. We quickly realised that the water elemental needed to be connected to water otherwise it would be weakened. So using some powers that shift the target we were able to destroy it. The fire elemental was led into the water where he suffered much damage. The tree Ent could have been destroyed by the aura of the fire elemental, but we destroyed that one very quickly. However, when it was the only thing left standing, along with the grasshopper, we were able to do major damage to it very quickly.

Having destroyed all these creatures the moon well was able to do its job diluting and destroying the tear of Bane. We suddenly felt the earth calm down and the skies brighten. Suddenly the isles were back to normal and their idilic scenery restored. Our Paladin was freed from his burden and suddenly felt much lighter. Our ranger who caries a marble because she touched the tear earlier on when she shouldn’t have, only our paladin was allowed to, still has that marble. We don’t know what this means but we know that it is still there. With this encounter over we have finished a major quest of our campaign and can expect some very cool goodies next week. I can’t wait to see what they are. Until then, stay safe everyone. Love you bye.

Dungeons and Dragons 8

Posted in Culture, Friends, Me, Uncategorized with tags , , , , , , , , on 01/11/2011 by arabrhizome

Another brilliant session of Dungeons and Dragons just now. I have to say this campaign is brilliant. Our DM has created an amazing multi-layered story that’s very engaging and everyone in our party is great and lots of fun to role play with. I’ve grown very attached to all our characters and the way in which we interact. I have come to really look forward to every Tuesday and our sessions of DnD. Each session seems to bring new challenges and new adventures. The game system itself is really brilliant as well. I am completely hooked. When this campaign finishes I will play another one without a doubt.

So we left off last time with our characters having just defeated a mage on our way to the druids meeting place in the middle of the woods. We arrived to a Stonehenge style structure with a well in the middle where we believe the druids are meeting. We found a man sleeping with his back on one of the large pillars. He seemed human but had something elvish about him, or at least not human. He was wearing a Celtic style leather armor but it was all interwoven with gold. Next to him was a helm, also made of leather interwoven with gold. Resting on a pillar was a large sword.

We approached him and woke him up. He seemed to have been waiting for us. He told us that he had been observing us and approved of our endeavour. He had an aura of goodness about him. He explained that while he approved of our actions and wanted to help he couldn’t do so directly or openly as to not tip the balance. He explained that he must remain neutral, but could help us in an oblique manner. Which led to much twenty questions style conversation. This part was fun and enjoyable. He took a shine to our ranger and got quite flirty with her which was a lot of fun to witness.

After much talk we understood that only druids can go down into the well. This meant that my character needed to get the two remaining wounds, if you remember I took the wound to the mind which means that I now hear constantly a drumming sound that is slowly driving me insane. The name of the man is Auron, which means gold, by the way. So in order for me to get the two remaining wounds, one to the body and one to the soul, I needed to be killed by the “god” of the hunt, that would be the wound of the body, and then be brought back from the clutches of the “godess” of death, that’s the wound to the soul.

Auron told us that the goddess of death comes to those who die heroically. We discovered that some Femoray were planning to poison the forest, which was likely to bring the god of the hunt out, as he is the protector of the woods. If I die fighting them heroically than I would surely bring the goddess of death. So we made our way there and saw a bunch of them lobbing putrifying heads into the lake, causing it to become poisoned. We had a very tough, but fun, fight against a bunch of them. Auron stayed out of it but helped in various oblique and funny ways. Nudging our ranger just as she’s firing her arrows for example in order to get them to hit critically.

The point was that I needed to burn those heads in order to stop them from being used as poison. I eventually got knocked down and was dying at the end of the fight. Our ranger finished off the creatures with Auron’s semi-help. Our Paladin, who is our healer, was next to me getting ready to bring me back to life at the right moment. At that point the god of the hunt appeared, as a stag which transformed into a human looking man. He thanked our party for our help. Our paladin explained the situation and the god decided to help us so he killed me. At that point the godess of death came to take my soul to their heaven.

Our paladin was having some trouble getting the right healing strategy but in the corner of his eye saw Auron healing our ranger, while being very flirty, and saw that the technique he was using was going to be crucial in bringing me back to life. So with a mighty use of his healing power he brought my soul back into my body, as it was half way out being taken by the goddess of death. As it came back she tore a bit of it. I woke up a druid. The god of the hunt then bound us all together, so that we could all walk with his blessing into the earth mother and speak to the druids. That’s where we stopped. I honestly can’t wait for next week. In the mean time, stay safe everyone. Love you bye.