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Mike (DM Mykkal)

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Posts posted by Mike (DM Mykkal)

  1. August 20, 2010:Night falls on the Horselords camp. Aruncus slowly warms a pot of water for the nights washing.

     

    "DATURA!" Aruncus calls the young rider in as the darkness creeps in. The young rider gallops up on her small pony.

     

    "Are you chores done?"

     

    "Yes."

     

    "All of them?"

     

    "Of course!"

     

    Aruncus gives the young girl a warm smile. "Perhaps I can get your help with one more thing before bed?" Aruncus leads Datura to the chest in the corner of the camp. "Can you please polish this sword before you turn in for the evening?"

     

    "YES!"

     

     

     

    August 2, 2010: Having completed their delivery to Bree, the Harras gather outside the local inn to prepare for their journey back to Sidonia's keep and their camp. Kindel, a Maiden who has been devoting her time to tending to the camps children as of late, rushes into town with concern. Datura, a precocious 7 year old, has ridden off from the camp. Finding her isn't difficult as Datura was following the Harras, hoping to join in their adventures. Reprimands are muddled with pride as the adults lecture her on what it means to be a Horselord. The group departs for Sidonia's castle.

     

    In the Shire Farmlands, the Harras cross paths with a traveling group of gypsies. Drawn in by the gypsy show, the Horselords meet Atropa, the leader of this gypsy troop. Beautiful and charming, she states her dislike for the war as it interferes with her love of music and dance. The troop has come to the Southern Lands seeking the Horselords, as a manuscript she possess details their use in creating a "weapon" to stop the war. She asks for the Horselords help in forging this weapon for the components are beyond her claiming-- the Essence of Evil.

     

     

     

    August 8, 2010: no game due to DM traveling.

     

    August 15, 2010: The Horselords ride south back to Annakol, discussing the quest. "Essence of Evil"?! This is no small task! Where to begin? Stone's etchings produces a vision: Sidonia, Shorembo, Krago, and Zamboni are meeting with Harkstra. The great mages explain the Horselords will need powerful weapons in order to fight back the demon armies of Hell. Harkstra and the Horselords are instructed to gather materials so great weapons can be forged and used in the battles ahead.

     

    The present day riders realize these forged weapons are the many artifacts they hold today (collected in Horselords I campaign) and their present quest parallels that of their ancestors.

     

    The Horselords arrive in the small village of Nif.

     

     

     

    August 22, 2010: In Nif, the Horselords look for a place to make camp for the night. A gruff woodsman encounters them and makes small talk. Through conversation, they realize their paths have crossed before and Oxheart invites them to stay in the nearby grove. Their conversation continues. Gus presents the gypsy book for Mykkal to examine. The druid is unsure of it, but states he has carried many strange and powerful books with him on his adventures. Perhaps this is another such book? The only way to know, he advises, is to continue along their path. At least they know to be aware of any dangers.

    Nearby, Bjorn notices a hilt of a sword sticking out of Datura's belongings. Questioning her, it is revealed she has in her possession the ancient horselord longsword required for the forging of the weapon.

     

    August 29, 2010: No game due to Festival.

     

    September 4, 2010: No game due to DM schedule conflict

     

    September 11, 2010: (tentative) No game due to DM schedule conflict

     

    September 19, 2010: *sighs* No game due to family emergency for DM.

     

    September 26, 2010:

     

    October 3, 2010:

     

    October 10, 2010:

     

    October 17, 2010: (tentative) No game due to DM schedule conflict

     

    October 24, 2010:

     

    October 31, 2010 (Halloween!):

    • Upvote 1
  2. June 21, 2009 The Lady Sidonia approaches the Horselords realizing Vedka's sword is still in their midst. Sidonia has made arrangements for Shorembo, Krago, and Zamboni to view the sword. The Horselords are to travel to each of the mages for them to inspect the corrupted weapon and determine how to destroy it before the taint claims another rider. Safia is carrying the sword and she struggles against its power.

     

    The Horselords travel to Elomen. A strange rider has been seen in the vincinity and the city's guards are on alert. It seems all who sees the sickly woman on her horse fall ill themselves- a group awaits help from Shorembo.

     

    An old friend of the Horselords, Lucious the Merchant, is seeking refuge in Elomen and shares rumors with the riders of mishaps and terrible situation around the world.

    June 28, 2009 The Horselords are summoned to Shorembo. Upon entering the temple they find the floor filled with the ill. Shorembo is very busy attempting to heal the sick of their strange disease- he asks for their help in finding this mysterious rider that each claims to have seen before illness besets them.

     

    Making their way carefully to the Elomen woods, dead trees and sick animals surround them. The soon come upon a strange ill-looking woman upon an even sicker looking horse. An evil cackle and a hostile look from her sunken eyes put the Horselords on the defensive. A battle begins... and another and another... as the riders realize she comes back after each battle. Unexplained, the mysterious rider disappears and the Horselords return to Shorembo.

     

    With the sick now Healed, Shorembo turns his attention to the sword. Persuading Safia to leave it for him to study, Shorembo instructs the Horselords to get some fresh air until he summons them again.

     

    July 5, 2009. Old friend Lucious joins the waiting Horselords in the inn. At his prompting, Safia tells a tale of their adventures guarding the gates to hell.

     

    At the conclusion of her story, a representative from Shorembo summons them back to the temple.

     

    July 12, 2009 Shorembo reveals the sword is not truly a Horselord artifact but the maker is unknown. He tasks the riders to travel to Krago in Durin to learn more.

     

    Traveling by ship, the Horselords cross the great lake to Durin. Dead water creatures float by on their journey. Does death follow the Horselords?

     

    Upon arrival in Durin, packs of hungry wolves prowl the fields before the cave. Militant dwarves guard the entrance and refuse entry to the Horselords- at least until the wolf issue is dealt with.

     

    Battling the starving wolves, the Horselords come across a second rider.

     

    Thuvia recalls an old tale told by her Granny about dark riders... this was primarily used to scare the kids and coax them to be good. But can there be truth to the words?

     

    Famine is the Desert

    Pestilence the Town

    War is the Lord's wish

    Death brings them down.

     

    The Horselords are granted entrance to Durin. With trepidation, they await Krago in an inn (let's hope the food isn't as bad as the ale!).

     

    July 19, 2009 Krago's joy of seeing the Horselords is obvious inspite of his lean look from the famine. Greetings and small talk are quickly set aside as the issue of the sword is brought up. In typical Dwarven style, anything requiring clear thought must be mixed with ale- a round of Krago's homebrew is toasted and the Horselords mentally are whisked back into time to witness the summoning of the Harras to the aid of Sidonia and the mages during the initial Hell-war. An uncorrupted Vedka rides besides Harkstra as they make their way to this unknown land of Annakol. During their travels, a fist of beast-like warriors ambush the Horselords. Harkstra, Vedka, and Jargon take on the group's leader- a large muscular being on horseback weilding what is now the sword in question. Together, they defeat the rider and Vedka claims the sword as his own.

     

    Suddenly, the dream transitions to a nightmare as Famine and Pestilence appear. A deadly battle ensues before the potion wears off and the Horselords are back in the inn with Krago.

     

    Krago gives words of wisdom regarding understanding the past as seen through ancestors eyes. But the future is unknown to him thus the Horselords' mission continues as they venture further to see Zamboni, the fourth of the great mages.

     

    July 26, 2009 Aboard a ship to the mage's island, the Horselords' dreams are troubled- hunger, sickness, infighting, death plague their slumber. The stress of the journey is taking its toll on the riders.

     

    The Horselords came ashore Zamboni's island at night; undead stalked the shores; rot and decay was everywhere. Something sinister happened here. Nearing Zamboni's keep, the Horselords encounter a third rider- Death- and manage to escape its grasp.

     

    Fire smoke fill the keep as the Horselords seek Zamboni. They make their way into the infamous cellar to find more death, rot and decay in the many rooms. Zamboni has cloistered himself in a chamber deep in the catacombs. His companion, the friendly old woman, lays motionless at his feet. Zamboni is in a state of mania upon losing his companion and narrowly escaping Death.

     

    Zamboni screams at the Horselords... "You cannot stop death! You cannot conquer hunger or disease! War is present everywhere!" He goes on to explain that Pestilence, Famine, Death, and War are plagueing the land as they seek out War's lost sword (revealed to have been claimed by Vedka).

     

    Realizing that Sidonia was being visited by one of the 4 horseman, War, the Horselords beging to rush back to Annakol to aid their Lady.

     

    August 2, 2009 The riders debate Zamboni's words as they make their way back to the ship at the beach. Any thoughts of a quiet and quick ride back to the mainland are dashed as a giant beast rolls from the waves and destroys their ship! The beast- the cause of death from the water creatures seen before- is killed by the Horselords. Its body washing from the beach into the great lake.

     

    Seemingly trapped on the Island, the Horselords begin to lament their situation. But from the woods a mysterious rider, Harkstra from Krago's dream, leads the Horselords down a mysterious wooded path. Harkstra claims their way of life is about to change. Their duty is before them. The path they are on will take them to where they need to be.

     

    Emerging from the thicket, the Horselords find themselves in a snow covered land. A pack of sick wolves is found and the Horselords begin to heal their ills. The wolves growl a warning of a nearby threat and dash off into the trees. Pestilence emerges and the Horselords defeat the dark rider.

     

    Continuing onward, the Horselords encounter another clearing and find themselves emerging in the green foothills of the Eastland Mountains. A band of half-orc refugees seek solice from the North. Hungry and sick, the half-orcs receive aid from the Horselords. With a shout, the Horselords spot Famine and Pestilence- the refugees dash off into the woods- and the Horselords again overcome two of the four riders of the apocolypse.

     

    Near exhausted, the Horselords find another clearing and slowly make their way through the woods.

     

    August 9, 2009 Emerging in a clearing, the Horselords find Northern Annakolian Soldiers near death as the result of a lost battle. Healing their wounds, the soldiers run off trying to leave a war they did not want to fight. The Horselords continue to follow their path....

     

    ... and emerge on a beach; saving the pygmy inhabitants and providing much needed food and healing, the Horselords path becomes clear again and they travel...

     

    ... find themselves in a dark ally in Port City. A small boy cries over the loss of his cat. Dead animals are all around! A scream from a dying woman from a side street draws the Horselords-- death is everywhere in Port City and the Horselords make battle. The Horselords continue their path...

     

    ... and find their way Home to Lady Sidonia. Seeking console with her immediatly the Horselords learn they must try to make peace with War by returning the sword.

     

    August 16, 2009 Returning to the camp with no apparent direction before them, the Horselords discover a strange banner inside their chest. Upon raising it to examine the red cross stitched onto the white background, a clearing opens before them leading the riders to the next destination. Following the path, the Horselords again encounter Harkstra. The warrior of the past explains that their end for this journey is very near and under this new banner they will redefine themselves. But first their ties to the Gate of Hell must be broken and to do so they must return the corrupted sword to the four horsemen. Disappearing, the Horselords continue their travels and emerge on the front line of the war of the North and the South- Annakolian soldiers huddle sick and wounded in the camp. Supplies are short- food, medicine are in much need. The Horselords assist the only cleric by healing those in camp and providing the necessary supplies. Turning their attention northward, the Horselords find a heated battle ongoing between the two factions. Lording over it all is the fourth of the Horsemen- War. Turning their attention away from the men and focusing on the dark rider, the Harras cry for Parlay and War eventually accepts- the nearby battle goes silent. Safia- finding some internal strength to allow her to face War face to face- bartars the sword for a moment of peace in these lands. War concedes, accepting his long lost sword and hisses "you may have this battle but our war continues" before disappearing. In the distance, the remaining riders of the apocolypse are seen turning and riding off inot nothingness.

     

    Having now broken their ties with the corrupted sword that has plagued the harras for ages, the Horselords make their way back to Sidonia under this new banner.

    • Upvote 1
  3. A brief summary of the Horselords time in Annakol.

     

    The Horselords have assumed a watchful presence in the Bane Mountains. "The Gate" as it has come to be known refers to the enchanted doors serving as a barrier between this world and the evil of Hell.

     

    New Horselords begin to join the Harras in Annakolia. The younger generation is unaware of the land and of the preceeding adventure. Everyone has much to learn these days.

     

    A brutal battle against goblin forces ensues as the Horselords close the gate that was accidently left open by a band of adventuring dwarves. Patrols of the mountains are increased as a result.

     

    Patrol 1: Giants climbed into the mountains and nested near The Gate. The Horselords removed the beasts before any lasting harm could be done.

     

    Notes: Young riders are integrated into the Harras as they ride in formation into the Bane Mountains. A moody Aruncus has found a new horse by the name of Amaranth. [see March 1, 2008, log]

     

    Patrol 1.2: The Horselords find themselves the featured performer in a Tharbad Jousting Event. What a performance!!! [August 31, 2008]

     

    Patrol 1.4: A Ranger of the Bane Mountains stumbles upon Daglar and Gus along the north road. The Ranger is injured, but carries word of a mounting attack by Mordor Orcs. This Ranger, Asparukh, fears there are not enough of the Annakolian Guard available due to the ongoing war, so he is trying to muster every farmer and bowman to form a resistance. Instead, he finds a band of the Horselords ready to help.

     

    The orcs show much power, but their numbers are pushed back to the citdadel in the Durin mountains. [september 28, 2008]

     

    Patrol 2: Tracks found in the snow were the first sign of trouble as the Horselords approached the Gates. Odd beast of man-animal waited on the cliffs above and surrounding the Gates of Hell. When asked if the Gates were open and demons were spilling out, Safia responded 'it seems more like something is wanting to get in.' The Trollocs were disposed of and no harm came to the gate.

     

    Notes: The Paladin of Tyr, Tempest, rode along with the Harras on the journey. The Horselords held formation in battle, acting as one and easily grinding through the foe. A few of the riders noticed an onlooker at the end of the battle. The Horselords questioned if it is the return of Vedka Dark. [March 15, 2008]

     

    Patrol 3: Safia, Bjorn and Aruncus conduct a routine patrol. Safia discusses that Vedka's sword survived the funeral pyre and she hid it in her gear. The three discuss the need to keep the sword a secrect, especially from the young riders who have joined them as not to tempt them with its power. They are torn on how to discuss their adventure with the young members of the Harras. Kazhada soon joins them, and they quickly change conversation. It is soon revealed they all shared a dream-- and the mysterious rider visiting them was Harkstra.

     

    The gates were tightly sealed upon inspection. [April 10, 2008 Impromptu game]

     

    Patrol 4: A group conducts a routine patrol with Safia opting to stay at the camp. The patrol quickly becomes anything but routine as the Harras encounter resistance from giants. After a brutal fight to the cave, the Harras find the giants attempting to bust down the gate! Their attempts prove futile as the Horselords grind thru the giants. But the sounds of battle and the smell of blood bring attention to them from the other side of the gate as fire vermin swarm like a moth to a flame.

     

    Later on, as the group reflects by the fire in camp, Aruncus tells Kazhada of the Unity of the Harras and that the riders of the past are still present, acting as spiritual guides. [April 13, 2008, Guest DM Feather]

     

    Impromptu Ride: Needing to stretch the horses' legs, the Harras ride northward. Before leaving camp, a half-orc by the name of Burk joins the camp, along with his infant son. Aruncus is infatuated with the babe. Emotions run high, however, as Burk demonstrates his (lack of) parenting skills.

     

    The ride was a pleasant one for the Horselords. The new, young riders were strong and cohesive as a team. Spirits were high and jovial until the the black unicorn crossed their path-- perceived as a dark omen by Aruncus, who's last viewing of one resulted in the death of her first horse. Tragedy follows, as Burk and son are found missing and tracked to a nearby cave. Inside, Burk is found but quickly lost in the sweeping currents of the underground river. The baby (knicknamed Twoey) was saved and carried off by Aruncus. May 3, 2008 Impromptu Game

     

    Patrol 5: With urging from the Harras, Aruncus agrees that "Tobin" is more appropriate name for the newfound child. She has grown immediatly attached to Tobin, to the apparent concern of the other riders. As Aruncus and Tobin take time for a nap, the others prepare for their patrol of the mountains.

     

    Approaching the foothils, the earth shakes violently and a frigid gust shoots down from the mountains. As the Horselords press on, the dragon hunters in the Bane's warn the Harras of a "feeling" of something wrong ahead. As the Horselords approach the mountain, it appears an avalanche has occurred blocking the path to the gate. The Horselords begin to clear the path, but must fight the elements. Upon reaching the summit of the mountains, the Horselords secure the Gates and begin to descend the mountain-- but a quick investigation of the peak reveals several Balrogs!!! On the highest peak in the Bane mountains, the horselords smite the demons. [June 8, 2008]

     

    Patrol 6: The rain falls as the Horselords sit around camp. Aruncus, with Tobin in her arms, goes to meet wtih Lady Sidonia and hurries off without a word more. The Harras mill about the fire but their attention quickly centers on a ghostly figure moving among the horses. Causing no fright to the steeds, the figure comes and goes from view. Appearing to one of the riders, the figure gives the command "Mount Up" and is gone from view-- from his helm and horse, it appears to be the ghostaly visage of a rider from the past. Following the orders with little debate, the Harras mount their horses and make for the castle's gate. Met by the rider again, "Hurry"... they assume the direction is towards the Bane Mountains. Finding the rider again in the foothills, he warns, "Know your true enemy" before disappearing from view again. The Harras continue up into the mountains.

     

    A Northern Annakol soldier is found dead in the snow. Following his tracks back to his origin, they discover a garrison being constructed in what appeared to be an advancement of the Northern Soldiers into the Southern territory. But what befell them is unknown-- the soldiers' bodies lay strewn across the ground, dead. One is found, barely live, and he is nursed back to health. Frightened and confused, he screams in terror and runs off "before it comes back". Unsure of what caused the death, the Harras find a blood trail leading to the Gates of Hell and the cause of the horrible deaths below. Evil Phantoms came down from the mountains and claimed the Northern Soldiers as zombies! In an epic battle, the Horselords nearly suffered the same fate but the ghostly rider came to their aid.

     

    Upon return to the camp, a stranger identifying himself as Harry, a cook in Sidonia's kitchens, began to discuss the Horselords with a bit too much detail for their own comfort. When they attempt to press him for more information, he moves around the corner and disappears.

     

    Notes: Gus and Safia experience an out of body experience during the battle in which they materialize in the sky surrounded by horses. The mysterious rider is there and tells them to rest. "I'll be keeping an eye on you" were his parting words as they returned to the battle. The conflict between the North and the South became a debate as the Harras is at the cusp of being pulled into the war. June 14, 2008

     

    Around the fire: Aruncus summons the Horselords to her aid as she is confronted by the Baron in Sidonia's study. The Baron wants the Horselords to join the war effort as the South's calvary, but Aruncus feels it would take away from their duties guarding the gates of Hell. A tired Sidonia lets the riders make the decision for themselves-- with little debate, the Riders not join the war effort and will guard the gates of Hell. Relieved, Sidonia dismisses the Harras.

     

    But all is not well in the walls of the Amberflame castle. Safia's secret can no longer be kept. Her personal chest attracts large black flies and begins to ooze from the crevices. Nature begins to turn against the camp. A prodding Sunny pushes Safia to reveal the contents-- under all the fabric Safia reveals Vedka's Sword, hidden away for many long months. With shock and panic, the Horselords who knew Vedka rise to their feet-- the young riders look on, clueless. Safia resists turning the sword over. She claims she will protect anyone from touching its corrupted steel. Safia grows frantic and her voice tight as she grips the blade through protective cloth. The senior riders decide the blade must be destroyed-- but where? And can it be done before it corrupts another rider? [June 29, 2008]

     

    Around the fire II: The Harras decide to seek audience with Lady Sidonia and make their way into the Amberflame Castle. Unable to get immediate access to Sidonia, the Horselords are directed to the lounge in the lower level where they find their old travel companion, Karsk, and several harem girls. As they share what has happened and is now going on-- patrols, the evil sword, the need to destroy it-- the fireplace crackles and pops unleashing firey vermin. The attack is quickly thwarted by the Horselords.

     

    At this time the mysterious cook appears again. Kaz follows the stranger through the corridors where again the stranger vanishes. This time, however, it seems Kaz has been lead to a storage room containing old statues, one being that of a Horselord and a horse with a missing eye. It seemed the stone rider was staring at you.

     

    Lady Sidonia summons the Horselords and listens to their plight. She leads them into the tower and explains the cosmos-- the Horselords are to find Lord Krago and hide the sword away on another plane!!! But their duties at home cannot be shirked-- a select group of Paladins of Tyr will be put in charge of the Gate while they are away. [July 27, 2008]

     

    Around the Fire III: As the Harras gather supplies, a few of the riders clean up camp before their journey. In the midst of chores, the mysterious "cook" appears and beckons them to follow. "The Lone Rider Falls" he gives as prophecy before vanishing along the North Road. Investigating further, the Horselords find an ongoing sale by the Southern Annakol Historic Preservation Society. But the mere presence of Safia and the corrupted swords brings havoc down upong them! Again, divine intervention leads the Horselords to something they need-- as part of the sale is a Scabbard of Blessing, a perfect fit for the greatsword Safia must carry. On their return to camp, the spirit of Harkstra appears and gives more prophecy, "Sidonia, Shorembo, Zamboni, then Krago... The blind horseman must see again". Shortly thereafter, a tearful Aruncus is found. She reveals she cannot travel with them for fear of injury to her child-- not Tobin! Blushing, Aruncus turns to Guth and reveals she is pregnant with his child.

     

    With much excitment, it seems there will be a celebration before the Horselords set out on their journey!

    • Upvote 2
  4. Game summaries:

    Quick thoughts, may not be complete sentences.

     

    Chapter 1: Blessing of the Harass

     

    Summoned from the Sommerwold by Lady Sidonia, band of Horselords relocate to Annakolia at the bidding of the lady.

     

    Unconventional training by the Sensei for a number of months.

     

    Aruncus loosing her horse, Artemesia, in an untimely and mysterious death.

     

    The fallen rider Julian, being put to rest.

     

    A mysterious warning in the Raging Boar

     

    Supplies from Peregrina; A goblin army amassing in the Bane Mtns.

     

    The Horselords learn of their forgotten place in History. [see Game Logs: Horselords: Feb 11, 2007]

     

     

    Chapter 2: The Unity of the Harass

     

    Reclaiming of their past, finding the book of the Horselords and the Horses Eye from the museum of Ludmilla. Amilia rejoins the group. Sidonia, granting the Longsword of the Horselords to Amilia. [see Game Logs: Horselords: Feb 20, 2007]

     

     

    A young Trenton finds his way to the disembarking group. Setting forth to Elomen, lead through the mountains by a weather-worn druid. Safia gifted a special musical instrament. [see Game Logs: Horselords: Feb 25, 2007]

     

     

    Shorembo grants the Horselords the gift of a bow to Sunny-- and the ability of speech for Gus. Bjorn stumbles across a golden ring, another horselord artifact. From Shorembo, they learn they must continue to visit the remaining two mages depicted in the tome. [see Game Logs: Horselords: March 4, 2007]

     

     

    The Harras sets forth on a ship to Zamboni's island. The ladies of the Harras find their intrigue in the ship's cabin boy may be due to more than his shirtless physique-- his past strikes a remarkable resemblence to that of the Harass. He wears a fine belt crafted in the like of the other artifacts as well. The ship anchors off the banks of Zamboni's Island and the Horselords make their way to his door.

     

    Zamboni's frigid welcome was quickly countered by his hot temper. But the Harras persisted-- rolling up their sleeves they tackeled the catacomb in the keep's lower level, found numerous artifacts including a set of Bracer's now held by Jennosa. Zamboni mended the nameless tome, now the Tome of the Horselord, with some suprising changes on the pages.[see Game Logs: Horselords: March 18, 2007]

     

     

    A quick ship ride across the lake takes the Horselords to the dwarven city of Durin where they meet the final mage in the series, Krago. Their joyful greetings quickly turns into a challenge as Krago's "home brew" sends them into a dream realm. In the dream they encounter their past and possible future, as well as the shadow of the fallen Horselord, Vedka Dark. Refusing Vedka's assistance they find the stored artifacts and return to the waking world. During their group-dream the riders viewed 1. Their past, batttling the demons, 2. The oathe to the mages that the Horselords will return to aid if need be 3. New life ahead (a foal in a meadow) 4. Death ahead (Kindle's corpse in the midst of ruins) 5. A nameless horse lost in the desert 6. Artemesia and Aruncus reunited 7. A battle with themselves.

     

    Chapter 3: For Those Who Came Before

     

    Krago explains to the Harras that Vedka Dark fell in the battle with Hell and only his sword was recovered. Like many of the Horselord artifacts from that period, they were hidden across the world in order to hide their power-- "out of sight, out of mind" from the powers of Hell. The Horselords reclaim the items to reclaim their power. Even in Durin, the riders find no peace as orcs raid the gates. With their path back to the ship blocked, Krago pushes the Harras to the back way through the mountain to escape to Elomen. Daglar Stoneblood is appointed by Krago to lead them through the mountain but Daglar shows hesistation, knowing of something that is in there. Their move through the mountain is not a quiet one-- trolls in the cave make for echoes to move down the halls. Points to note: Safia plays a tune on her violin, Bjorn rationalizes their escape through the back, Kindle & Aruncus are separated from the harras, Gus and Trenton lay claim to artifacts-- the Staff of the Horselord and the Hammer of the Horselord. [see Game Logs: Horselords: April 1, 2007]

     

    Successfully evading the Balrog of Moria, the Harass emerges from the mines to be greeted by a troup lead by Shorembo (he received word from Krago of the Harass' situation). In party was Aruncus and Kindle, having survived the attack on their ship and making their way to Elomen for safety. Finding rest and much needed supplies, the Harass tells of their premonition while in Durin-- Kindle finds little truth in it and Aruncus becomes tearful and upset. Shorembo's invitation to return with him to Elomen is refused as the Horses Eye has directed them to Tharbad, and a mysterious stranger with a harp. Other points: Daglar gets up on a horse and continues his journey with the riders, as well as Donovan. L'uv reveals he and Sunni are expecting.... a foal. [see Game Logs: Horselords: April 8, 2007]

     

     

    The Harass begin their long trek to Tharbad but are rerouted to Pine Ridge Village to aid the call for help. It seems werewolves have attacked the village; Dr. Thadeus Kelmer leads the defensive measures in the village, but a small band of guards lead by the blacksmith have taken off into the woods after the attackers. To ensure the safe return of the guards, the Horselords follow the guards' trail. The guards' battle has not been successfull and the healers are able to revive most of the fallen along the way. As the Harass approaches the final battlefield, Guthlaff sees the visage of Vedka Dark laughing amongst the wolves-- and before Guth could get a second look, the image was gone. The guards were returned to the village to have their bites inspected; The Horselords were treated to a stay at the local inn, with all accomodations being offered (including to their horses!). Points to note: Bjorn says something about dreams, Jennosa examines his developing double chin, Safia knows the eye color of Vedka, and Gus starts looking for a pipe he's never had.

     

    The toll of their travels begin to show as the Harras sits around the inn. Troubling dreams keep Safia awake and Guth still finds little comfort from others regarding his sighting of Vedka. Conall calls for a council to discuss the issues at hand but a bard appears to disrupt the meeting. He introduces himself as Canon and expresses interest in the party. Weary of strangers, many in the Harras show hesitation with opening up to the bard. But Safia is charmed by his ways and joins Canon in song, detailing the travels of the Horselords so far. Realizing they are all traveling to Tharbad, Canon turns down an invitation to travel with them as not to further upset the men. But he tells Safia to meet him at the Elven Glass inn when they arrive. Points to note: Aruncus snaps at the group and claims exhaustion from travels.

     

    The Harras descend from the Bane Mountains and the woes of the village. During a brief rest of the horses, dark clouds are noted along the northern horizon. Quickly, these clouds overshadow the Horselords. Dark shadows, black sheets of rain, and the elements slow their progress through the meadows. Vedka appears in the flashes of lightning. The storm passes as the Horselords arrive at the Shire. Donovan falls to a sickness associated witht he corruption of the weather and he is taken to the Temple of St. Marcus. The priestess performs what curing she can, but advises the riders to find shelter-- a warm bed and warmer bath-- at the Green Dragon Inn.

     

    The males of the Harras opt to ride ahead to scout the way-- rumors of Sharkey hang thick in the Green Dragon Inn. The rumors prove true as the riders enter the Greenway near Sharkey's Mill. An ambush nearly petrifies the Horselords but they overcome to make their way into the mill. Battle continues with the result being a cleared path for the caravan to make its way to Tharbad. The riders end in the Elven Glass Inn in Tharbad. Points to note: The Horselords give Ma Sharkey a thumpin' envoking more of Sharkey's wrath upon them.

     

    The bard Canon has made arrangements for the Horselords to meet with the Tharbad Mage Council. The council, curious of the Horselords, put the unwilling riders to a test of intellect and prowess. Continuous insults and degrading behavior from the mages wins no friends from the Harras-- and the game ends in a draw as the squabbling mages fail to win or even notice the leveling of the game board-- during the ruckus, Canon leads the Harras out of the chambers and pilfers the artifacts the mages hold in their possession and gives them to the Horselords. The Horselords make to leave Tharbad with haste.

     

    The events of Tharbad spread quickly-- news criers in Bree told the story of the theft being instigated by a bard with no mention of the horselords involvement. Using the opportunity to rest, the Harras meet another bard at the inn, Iasul. Raised on fairytales of such epic warriors, Iasual is drawn to the Harras and is quickly shown their deeds as they turn to aid a kidnapped girl. Ultimately, Vedka was again found to be the source of the strife. Points to note: L'uv proposed to Sunny for marriage and she accepted, Safia shows extreme discomfort when Vedka appears, the Horses Eye calls them now to Lathine.

     

    The arrival to Lathine was not to be. Galadriel meets with the Harras in the Dark Forest, along with Krago and Shorembo in camp. An upset Krago informs the Harras the artifacts, once hidden in Lathine, have been moved by Galadriel. Her defense of defending her city does not sit well with Krago. The Harras is again invited to imbibe Krago's brew, and this time they see the Harras the night before the battle of Hell. They learn of Abigails pregnancy-- with a detached Vedka the father. Other Horselords of the past drift through the dream-- Harkstra, Competti, Jargon, and more... and preparing for the battle ahead. The present day Harras awake from the potion's power and face the question-- can they be as unified as they once where?

     

    Chapter 4: Memories of the Empty Fields

     

    Upon sobering, the Harras is directed by Galadriel to move to the Volcano in the Lathine mountains-- but her warning of caution is given; evil pulses from within drawing all with dark hearts towards it like "a moth to the flame". She also instructed the hidden objects were divided among three chambers the Horselords must seek. Guided by a half-orc selected by Shorembo, Karsk, the Harras journeyed into the mountains and to the opening of the volcano. Galadriel's words proved true as the entire party fell to the band of goblins drawn from Moria. When all seemed at its darkest, light shown from the heavens above-- a familiar face to Amelia saved the Harras-- and as quickly he came, the figure disappeared. Shaken, but persistent, the Harras moved into the belly of the volcano and discovered the first of the chambers claiming several long lost artifacts-- but not the one that drew the evil from afar.

     

    Having secured the lost artifacts, the Harras take a moment to regroup and rest beforing exploring the rest of the volcano. Over stewed crab salvaged from the battle, the Horselords discuss the impact of the dreams and artifacts they now possess-- Safia laments over her memories connected with the violin, Jennosa battles with more than the bulge, Bjorn seeks to compromise with... himself, and Guth's language takes a turn for the worse.

     

    Leeches, Goblin Hordes, and a band of undead pirates stood in the way of the Harras claiming the remaining Horselord artifacts. Found in the remaining stashes-- a set of rings, musical pipes, heavy armor, and the source of the evil taint-- a corrupted longsword.

     

    The Harras returns to Galadriel's camp. Shorembo puts the decision to conintue before Karsk; the half-orc agrees to continue with the Harras. Attentions turn towards the reclaimed sword-- with much concern, Amilia places it into a crate and loads it onto the caravan-- it is too deadly for anyone to hold. The riders then turn to rejoice for the wedding of L'uv and Sunni-- Aruncus performs the ceremony and the newlyweds find refuge in a swanky tent set up for them by Krago. Points to note: Amelia talks to her angel, who happens to be the Horselord Harkstra. Luv and Sunni settle into the honeymoon night along with changes in attitutde (must be the stress of the marriage) and Safia takes cooking lessons from Karsk.

     

    The reception is anything but warm as Sunni and Luv join the party. Sunni's fridgid attitude chills the air as she turns her nose up at most every other person there (her throwing her bridal bouquet into the brazier instead of to the guests is just one example) It seems most of the Harras are not themselves and this pushes Aruncus to the brink of tears. Shorembo, Krago, and Galadriel depart in the midst of the reception; the Horses Eye reveals their next destination-- "Alisha". A note left by Krago directs them to Port City. Loading up the corrupted artifact onto the chest, the Harras make their way out of the Dark Forest.

     

    Amilia dreams of Harkstra- he warns of Vedka's increasing power and the need to defeat him. He speaks of Amilia's need to focus on the Harras and promote unity. He begins to speak his love of someone different than Abigail.

     

    The Harras continue south in the Dark Forest until they come along a corpse of a goblin-- then another, and another. Leaving the caravan in a secure location, the Harras follow the bodies... into an ambush! Goblins, Cave Trolls, and those odd squealy heaps of flesh come at the Harras from all sides. The purpose of the attack quickly reveals itself with a scream from the caravan- it was a diversion. A dash back to the caravan revealed chaos. The wagon was destroyed and all supplies and possessions were gone-- including Vedka's sword! Kindle lay severely wounded and Aruncus was gone-- large human prints lead away from the scene but disappear into nothing-- VEDKA! By chance, the Druid Rose comes across the scene and leads the Harras to nearby Broken Tree, where the doe-eyed dryad tends to Kindle's wounds. Emotional chaos has its hold on the Horselords-- continue to Port City as the Eye instructs, seek the kidnapped Aruncus, or avenge the attack! Maybe the answer to each is the same?

     

    Gathered around the remains of the caravan the Harras' frustration sparks aid from the pixies... or maybe it was the Eye... or the book. Regardless of the source, energies came together to reveal an image of Aruncus sprawled on the ground infront of Vedka. Sneering at her, Vedka demands her to sing a "song, taught by your mother." After a failed attempt, she finds one of the new songs Safia sings to fulfill his request. When the viewing ends the Harras continue to Broken Tree to ask further questions of Kindle. Before making it to the inn, they come across a lone merchant traveler in search of Aruncus-- he has been sent by Lady Sidonia to resupply the caravan. No immediate sales were made due to the bitter loss the Horselords have had. The Harras finds Kindle awake at Broken Tree and converse with her before she is lead away by Broken Tree to find more rest. It seems the pesty pixies aren't done with the Horselords-- a swarm surround the Harras and in a fit of pixie magic whisk the riders away from Broken Tree.... to the West Gate of Port City.

     

    The West City Gate offered the Horselords a seedier taste of city life-- they learned fights, prostitution, poverty, and gang activity filled the paved streets. Coming to the aid of a young boy, the Harras comes into the midst of a gang war between two factions, the band of East Gate hooligans known as the Wharf Rats, and Manticore-- the organized group of the West Gate. The rescued boys lead the Harras to Konnie, apparently the boys older "Sister" or the like who is selling apples in the crowded PC Market. Her desperation and poverty was obvious as she tried to sell imported apples from her stand. Concerned, Konnie asks the Harras to find the other boys who may be in a mess due to Manticore-- and sure enough, each of the boys had bit off more than they could chew with the rival gang. Leaving the thugs in unconscious piles, the Horselords return the boys to Kon and receive her appreciation. By happenstance, the street wise merchants knows a captain-- and in her appreciation for the Horselords help, runs to ask if the Harras can have passage to their next destination. The Horselords await word east of the river at a hole-in-the-wall bar, The Black Boot.

     

    The festivities of the Black Boot pick up with dancing girls coming to stage and the audience getting rowdy. This is no atmosphere for the Horselords, and they quickly leave when Kon gives the word. However, the route to the ship is blocked by Manticore's gang, in search of the Horselord. Sneaking past the thugs is a bust-- a flash of a knife (and a bit of boob) quickly turns into a street brawl. Upon arriving to the ship, Kon introduces Captain Gut Ripper, a nice enough captain who has been helping the Wharf Rats financially. He's a smuggler who has recently lost all his crew. Once aboard and set off to sea, the Harras stumble upon the reason of the Captain crewless state-- the stores below deck are filled with gnomish explosives being transhported to Farwest City. A stormy trip at sea quickly goes calm and with no delay they arrive for a brief stop at Arkham.

     

    The ship captain sends the Harras on errands to seek supplies for the ship-- bear meat, cloth, iron, eggs, milk, and peaches. Most supplies are located, though the addition of the cow and chicken to the ship has the captain quite flustered. During shore leave, Jennosa stumbles across a university professor rich in historic knowledge of Horselords and thick in a political battle with a band of Halflings living in the Alishan desert and possibly possessing more of the Horselord Artifacts. Armed with this information, Jennosa approaches Lucious for financial backing when dealing with these cut throat halflings. The ship sets sail to the Farwest City, with a brief distraction by Sharkey's pirates as they sail along the coast.

     

    A quick layover at Farwest City turned into a daring prison break as Jennosa is arrested for "smuggling". In the dark cell of Blackstone, Jennosa finds himself next to the bard, Canon, who provided aid earlier on. The Harras move to free Jennosa by various means-- Safia urges the Horselords onto the captains ship to free their friend; Amilia is torn between the need to rush to his side and abide by the laws of the land. Upon landing on the prison isle, the Horselords are met by a corrupt sept of prison guards who agree to "turn their backs for wine, gold, and a snuggle." Lucius hands over 50,000 gold to the warden who quickly attempts to arrest the Horselords for "bribing a guard". As the Harras distracts the guards, Jennosa manages to pick the lock of his and Canon's cell and escape through the battle. Now on Gut Ripper's ship again, the Harras sail to thier destination-- the Desert of Alisha.

     

     

    Chapter 5: The Might of the Harras

     

    On the ship off the shore of Alisha, Canon and the captain say their farewell's to the Harras. Carefully making their way to shore on row boats, the Horselords land safely on the Alishan beach, sand continues for as far as the eye can see. A worn path leads the party North to a small settlement filled with commoners and strange beasts called "camels". A commoner, Thuvia Slyfoot, meets the riders and orients them to the ways of the desert. The Horselords learn that the group from the univeristy had arrived and traveled to the east; The Thistlefoots-- who Jennosa now believes to hold more artifacts, are to the West. Deciding that what the Thistlefoots hold is more likely the route to rescue Aruncus, they make their way West through the blowing sands and the scorching heat. Other people's memories begin to swim thick in their heads.

     

    With clouded minds and the thoughts of others impeding their travels, the Harras follows Thuvia through the desert, back tracking on themselves several times as they navigate the sands. By chance, they stumble across the Thistlefoot tribe. The shaman Krinni offers a premonition of "old blood has come home", "death is in your past and future" and other ominous viewings before passing out onto the sands. The good natured chief of the Thistlefoots (Thistlefeet) great the Horselords and turns over another Artifact at the command ot the channeling Krinni. At this time, the nameless horse appears in the distance and leads the Harras eastwardly into the sands of Osiris where, as fate would have it, Marra enters labor to birth her foal.

     

    The birth is complicated-- the umbilical cord wraps around the foal neck and memories fog Sunni's mind as she aids Marra. In fact, memories cloud all of the Harras as the assist the birth. But the sands of Osiris do not leave them in peace-- wind and sand whips at the Horselords and the earth trembles with the approach of giant sandworms. As chaos swirls in the air, the birth is sucessful and as the blood spills onto the dry earth, the riders are transported in a blink of an eye to a tranquil, peaceful spot. Surrounding them they find their memories, Riders of the Past-- Harkstra, Abigail, Greggorian... all of them... watching the Harras with intent. The riders of the past explaing the situation: TWO Horselords must be rescued from the Dark Shadow (Hell). Aruncus, who is held by Vedka Dark. And Vedka Dark himself, as Helsa snips, NO riders is to be left without proper burial. But it is complicated-- to defeat Vedka he must be whole and to be whole he must have his blood taken from a relative. And now, that relative is in his possession-- Aruncus is his distant granddaughter. With the information reveal, the memories depart and a portal leads the Harras back to where they began in Lady Sidonia's courtyard. Feelings are mixed-- spirits should be high in order to celebrate the birth of the foal, the gaining of more to the Harras (Lucius, Thuvia and Daglar), and the return home. But how can one celebrate when a battle with Hell is in your immediate future?

     

    The Harras is summoned to Lady Sidonia's quarters, "One can not defeat the dark powers of Hell; but one can survive a battle with a clear mission in mind." was Lady Sidonia's word to them. She clarified their mission-- to rescue the one close to their heart, Aruncus, and to rescue Vedka, though they would rather not. Lucius distributed provisions for the journey. In a pleasant suprise, Kindle was present. "All of the Harras is required" said Sidonia. The Horselords begin their westward travel to the opening of Hell, said to be in the Bane Mountains. In the foothills, Aruncus returns, though a dark imitation of herself. She offers a warning to the riders and then disappears. The Horselords continue west to between the northern peaks of the Bane Mountains. Again, Aruncus meets them but her message this time is mixed with fighting words. She leads an onslaught of Mordor Orcs and Moria Goblin Archers against the Harras. Her dark song rings through the air as she brings the forces of Hell against her comrades. Their battle is both physical and emotional as the Riders must fight against their friend. Fortold by a dream during the journey, Guthlaf steps forward, heavy of heart, knowing what must be done. In a team effort, Aruncus is turned to stone and shattered, releasing the dark shadow tainting her. As her blood spills to the earth, Vedka emerges, powerful and cruel. His attention is turned to the Horselords and he overlooks the flaw in his plan-- his mortality. The spilling of Aruncus' blood may make him more powerful, but he is now susceptible to the Rider's swords. In the final rounds of the battle, Vedka falls to the snow and his remains are collected by Safia. The soul of Aruncus does not wander far from her body and she is ressurected by a Healing hand. Weak and disoriented, she rejoins the Harras and is carried off to the Amberflame Caslte. Sidonia awaits with a funeral pyre and Safia gently lays Vedka's remains to rest, guiding his soul to the heavens beyond.

     

    GAME ENDS.

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