The Four Islands: Part Four

When last we met, the party were sailing away from Ogre-land to rescue the captive boy-king Uther of the Bretons from Drow/Drannei.

Shortly after setting off, Captain Rengrave changed our course away from the Drannei ships towards the island of Sanctuary to get some help from the wise man there (who may or may not be a wizard, magic being illegal nudge-nudge wink-wink). He couldn’t join us as he sort of stole a sword from the wise man; we discovered later that this sword belongs to the King of the Bretons and that Rengrave had given it to Uther. So it’s not completely stealing.

The Island of Sanctuary is full of hippies who don’t enforce rules as stringently as other nations and this makes it a prime location for pirates (like our dwarf Ungrud) to visit and trade. That being said, it’s not a thriving metropolis or a bustling port or any other cliché, instead it’s a rather sleepy little village.

The wise man told us that the Drow had probably taken the boy because the Island of Lost Time can only be entered by a prince or king of virtue and that being only 12, Uther was probably virtuous enough. First, he would be taken to the Drow capital in order for them to ascertain his virtue. What they want with the Island of Lost Time is a complete mystery, and we were referred to the one person who claimed to have been there – an ex-associate of Ungrud, to whom Ungrud owed about two ships-worth of gold. Ungrud declined to join us in our interrogations. We were also left with a couple of zen statements – “when there is no time, there is always time” and the like.

In the pub, we found our adventuring dwarf who was only too happy to give up information. Apparently, the island appeared frozen in movement. Clouds moved overhead but no wind was felt, branches on trees did not shift and nothing moved on it’s own. No sounds. At night, the dead moved and watched him, with lips sewn shut, accompanied by faceless beings. He believes that they didn’t attack because of an amulet that he had, and freely gave to us (mentioning that wearing it felt like it took part of his essence). We left the amulet in our bags and headed back to the ships.

The only place to land on the Drow island was a place called Safe Landing. It had a temple on stilts that looked like a boat, dedicated (so a plaque said) to “The Only God”. Not a good sign to people with as varied a pantheon as us. We followed the river to the capital, and en-route were ambushed by ten camel riders. We hunkered behind our horses, and defended ourselves well (while trying to retrieve my war boomerang, I ended up leading two riders on a jolly chase where one fumbled and threw themselves to the ground to be trampled later) while the dwarfs and single human cut down the remainder.

As we looted the bodies, the sun set rapidly. We set a watch and a camp, and used looted blankets to keep warm in the cold desert night. During the night, we were awoken by a crowd of people who could apparently see in the darkness. We were invited to their camp for the night, guided by a “skrillfex” – a fox that they call their “day guide”. After a nice sleep in a comfortable yurt we did some investigating. The yurt was being guarded by two blindfolded men, and we learned about this tribe from a foreign mercenary called Tankred. He explained that these are the night people, and they never take their blindfolds off in the day. They are not fans of the Drannei, but would not help us recover the boy. Instead he directed us South, over the river, to a temple where we might find help.

The temple was a large, magnificent structure with domes and minarets, and many pillars all made of marble. Inside, the floor was covered in sand and as we walked across it, a small dervish whirled up in front of us and formed into a Djinn, who attacked. We defeated the Djinn and were greeted by the priestess of the temple who informed us that we had “passed the test”.

We were given a guide to aid us, who had taken a vow of silence – but seemed to have a pad of paper, so that wasn’t too bad. On our way through an abandoned and partially buried village, we took shelter from a sandstorm for the night. During that night, I had an odd dream… I woke up in the room as it would have appeared long before, when it was populated. I looked in a mirror, but the reflection was gone. Out of the window, I saw a beautiful city filled with life. A woman came into the room and started pouring water, and said “Find us” – but did not interact with me, or show any sign that she knew I was there.

Outside of the building, I tried to get breakfast from a market seller but my hands went through everything and he didn’t seem to know I was there. I headed to the nearest baths, and there saw Neptune. As a devout worshipper of the sea god (makes sense for a sailor), I genuflected and kneeled before him. He told me to bring time back to this place – time was taken, and time has to be brought back. It appears to be a spear with an hourglass scribed on the point.

Waking up, I explained the whole thing and am filled with a holy purpose. It’s not every day that one’s god gives them a mission personally! Our guide showed us an underground cavern filled with granite statues that looked exactly like the people I had seen in the dream. There were also hundreds of soldiers, all in granite. Our guide asked us (through passed notes) if we felt older (apparently, we did), and that we should leave immediately.

Resuming our journey to the capital to get the boy (who can go to the Island of Lost Time, being a prince of virtue, where we think we can find the spear), we are ambushed by desert warriors. Ungrud wandered off towards a mirage, I was trapped by bolas, the Ogre merchant fell into a ditch and our rigger was almost attacked by a bandit… who fumbled, and stayed underground, apparently. It took us a while to take them all out, one even continuing to fight after losing a leg (completely chopped off, fell on the floor, bleeding heavily, etc etc).

I’ll finish this off with a guest recap from one of our party, an elf (not me) that has unfortunately missed most of our sessions – may not have turned up since before we got to the Ogre capital!

Here we go!

Our intrepid heroes wandered the desert for many days, looking for a way out. They were tired and hungry and more than a little bit mad when they came across a strange sight indeed.
Sat before them, atop a small mound of rock, topped with the symbol of th e god of time, was a fat, bald man, who looked to be in his twenties. Around him were similar mounds of rock, each with a different holy symbol above it. In front of the man were bowls containing assorted nibbles. Some of the nibbles had been nibbled.
“Who are you?” Asked an adventurer.
The bald man replied; “I am… actually, I can’t remember my name.”
“Deckard Cain… that’s  a name…”  Mused one of the adventurers.
“What?”
“Oh, nothing…”
The  heroes turned back to the bald man.  “Why are you here?” Asked  one, curious.
“In my youth, I murdered a man for sleeping with my wife, and then I murdered my wife for being unfaithful. Now I seek atonement from my god.” Answered the bald man.
“How long have you been here?” Asked a third adventurer.
“Enough with the questions! If  you must know, it’s been 100 years, 10 months and 11 days… do you want the minutes?”
“No, no..! 100 years? Bloody hell, mate, you look good for your age.”
“Yeah, well, my people are immortal, you see, on account of them worshipping time and all that.”
“That’s pretty cool. From whence do you hail, oh bald man?” Asked a forth adventurer.
The bald man looked at him wearily, clearly tired of this incessant questioning. “I’m from Niceass. It’s a lovely city in the desert.” His eyes glazed over as he recall ed his home town with longing.
The adventurers looked at each-other, in uncertainty. One piped up, “Er… bald man..?”
“What is it?” Snapped the bald man, “I’m not used to visitors, y’know. I do hope you’ll all bugger off soon, so I can enjoy the afterno on sun in peace.”
“Well it’s just… You see…”
“Out with it, man! I don’t have all day, you know! This atonement business is busy work!”
“You might as well just tell him,” said another adventurer.
“Look. Your town’s dead. Everyone is dead. Niceass is a dead town. It’s been dead for ages. Dead.”
The bald man sat in shocked silence for a few minutes.
“Way to break it to him gently…” One of the adventurers muttered. 
There was some shifting of feet.
“Right. Well… Bugger.”
[Later that day, the group stands once again before the bald man with no name.]
“Well he clearly gets his food from somewhere…”
“Yeah, a bunch of dark elves drop it off every week.” Chipped in the bald man, munching a mushy banaramitz.
“Right, so we j ust wait here for a bit. Follow the elves back… get the girl and hightail it out of there.”
“Boy,”  came a voice from the back.
“What?”
“Boy. Get the boy and hightail it out of there.”
“Since when has any story been about rescuing a boy?”
“Look, I don’t write them, okay? I’m just here, in the desert, with a pocket full of mouldy bananaramitz and sunburn, just like the rest of you.”
“Mouldy banan… you’ve still got your bananaramitz??”
“Yeah..!”
“Damn… I wondered what that stink was…”
Most of the group of adventurers, as one, step away from one of their members, who looked a bit redder.
[Later still, a small band of dark elves appears on the horizon…]
“They’re here, look busy!”
The adventurers scurry around. One of them tries to hid e behind a small pebble, before following the others to sit atop one of the remaining piles of stones.
[The dark elves come…
The dark elves leave…
The group follows the dark elves… ]
As they thought, the   dark  elves travelled back to their city in the desert. It was a monstrous place, with high walls and a closed gate.  In the shadow of the wall sat a slum – a ramshackle place of lean-to houses and mud. As the group entered, they were assessed and the two elves were inked with a ‘B’  for ‘Breeding Stock’. There was much jesting, and the  human was  much put out at the fact the ugly elf was marked for breeding, yet he was not. 
During the night, it was established that breeding  might not  necessarily  be a good thing… The group hatched a plan that involved sneaking out of the cam p and through a secret entrance in the wall. Their  guide had got them this far and was sure he could get them into the city.
Sadly, the best laid plans  sometimes fail, and this one  wasn’t  one of the best. As the group snuck out of the camp, one of their members tripped over and  was spotted by a lookout.  Before he could try and talk his way out of trouble ,  one of  the other heroes tried to slit  the throat of the lookout, but only scratched his neck. The lookout screamed out in pain and woke several others. With the camp heating up, the group ran for it, almost leaving behind the unfortunate adventurer with the blunt knife.
And so we leave our adventurers, having entered the city and headed towards the temple in the centre. Will they find the boy  they seek there?  What of all the female elves in the city – perhaps our men wish not to leave after all  (*wink wink*) ? Will they meet the queen of the dark elves herself?
Find out next episode…  maybe…

The Four Islands – Part Three

Having finished off some guards last time outside the bandit cave, we cautiously entered. We were met just outside the cave by some Ogres sent by King Rulf to assist us – two players who can’t attend as often as they’d like to. They’re brothers, twins, and very strong (even if one is a little short). One is a merchant, the other a priest, who supports the general Ogre religion and was clearly sent to us by Rulf because he didn’t want to be told he wasn’t warlike enough.

We just loved the view of Ogre merchants and priests. “You will buy this for 10!” and “REPENT!” being repeated while the target is lifted and shaken until they give up and do as they’re told!

Investigating the caves, we found a very small shieldwall in a narrow corridor, big enough for only three to stand abreast. It was hard to break them since our missile shooting was poor (and mostly rocks) – even though I gave my bow to someone with twice the skill I had. We charged in, such as we could and then smash. Slowly. Their shields were good. When we finally broke a gap in the line, our Ogre merchant took advantage of the gap by tossing our rigger (a Dwarf) into it to cause surprise and smash heads. Thankfully, he got a special roll on the throw and the Dwarf landed perfectly.

Then out of the melee the bandit leader came out and shouted to us, asking if anyone would challenge him on-on-one. Since even with his clan around him we outnumbered them, I thought “why bother? it only benefits him!” and that was the majority view until one of our party chose to sacrifice himself (the player wanted a new character). We didn’t want to throw his life away though, so he cast Strength on himself, and we cast Demoralise on the bandit chief. He lasted a few rounds, and at some point I thought we’d all best sneak around and kill off the chief anyway – one-on-one honour for a thief? Pah! Then a good hit took him out, and the clan surrendered. We have stripped them, looted every nook and cranny of the cave and got some good gear for our new recruits (and some of us still wearing animal furs) and intend to take them back to King Rulf for a bounty.

I missed the next week, but the party made it back to the King’s camp, managed to sell the loot and buy some nice full suits of armour (the problems of missing a week, you miss the good gear), and got a new boat to take us to the capital – the SS Sea Otter Foreplay. It’s like an Ogre yacht, and I think it’s fair to  say that we were all thinking of the Lonely Island video “I’m on a boat”.

Our Ogre merchant almost lost an arm to a shark (gaining in return a crippling fear of water and finding himself the religion of the Earth god), and the party stole a farm. They were told that they found some good grazing land, and as I understand it they forged some ownership documents to prove that they owned it?

When I rejoined the party, we were sailing to the capital. We found a couple of uninteresting islands (no more vulnerable farms, armour merchants or deadly sharks) and then came upon the capital just in time to see a bunch of nasty looking, sleek and rapid ships leaving the harbour. They were recognised as the Drannai, the evil Elves that use magic who live on the central island. We pretty much guessed what they had just stolen.

The party were told that ‘slaves’ – non-Ogres – could not wear armour or be armed, even when we offered to help against the Drannai. I successfully claimed that my stiff leathers weren’t armour, just ordinary (tough) clothes. Good thing too, as we made our way to the shipyards to find Captain Rengrave, we saw a Dwarf helping them who used to be the first mate of the SS Shagnasty. He called the guards, who didn’t actually care too much about him, even when he claimed that we wanted revenge for his betrayal and defection to the Ogres.

We challenged him to a duel – a rather simple affair, we were given weapons at random by the Ogres. He dodged my scythe, he missed with his flail, then I critical-kicked his leg and almost killed him. We claimed the Dwarf as our slave and took him back to the boat to interrogate, but not before another member of the party was dragged into another, unrelated duel. Both sides rolled poorly, neither landing a blow on the other, till the slave he was fighting fumbled with a kick and broke his own leg.

After interrogating the Dwarf traitor, we found out that the captain was being held at the castle. We used the captive to trick our way into the castle, and found Rengrave lying on a hospital bed. He told us that he was the Ogre King now – the King must accept a challenge every year, and lost to Rengrave somehow. Which made the next request easier. We got the best ship that the Ogres have, and made ready to go rescue the boy that the Drannai, surprise surprise, had kidnapped.

We set off into the shiny blue ocean, to track down the boy.

"I said ham hock! Ham HOCK!"

We’ve had a couple more sessions of our Four Islands Runequest game. After making a safe camp last time, we carried on looking for the rebel city.

On the way, we discovered a field of sheep which my elf companion decided to butcher. No XP earned. While butchering, he fell down a hole in the ground, and met a hermit in a cave who gave us directions to the rebel city, as we had gotten lost (again).

Leaving (some of) the sheep alone, we made our way along a cliff edge to the city. Dangling off the edge of the cliff were two iron cages, occupied. One contained a thief who’d been caught by the ogres and the other contained the rigger on the SS Shagnasty (our ship). The rigger is played by a new member of our group (fresh blood…). We (and by we I mean mostly the Dwarf) managed to pull the cages up, smash them open with a rock, and rescue the prisoners. Any enemy of the ogres is an ally, we say. We also salvaged some of the iron to take to the city with us.

Arriving in the city clad in furs, carrying savage weapons, we made our way to the guy in charge. We were shown to the regent who gave us a brief overview of the situation – these are the rebels, the rebel king is away on the frontier fighting against the ogres, and we were pointed to a blacksmith who can give us some better equipment. The Ogres had captured Captain Rengrave and the young king of the Bretons and although no-one knew where the boy was, the captain (my character’s father) was being forced to help build ships for the Ogres. We were also given a guide (human, a returning player) to help us get to the ogre capital and find our way around there.

The blacksmith was almost entirely incompetent, and managed to flub a lot of the iron that we gave him to fashion into better weapons. For this reason, I had to a work for a day in the fields to try and pay off the longsword I requested but the first attempts gave me a war boomerang instead. The other guys got similarly rotten luck producing simple weapons and arrowheads.

While I worked, the other guys went to a pub, where they started (inadvertently) a brawl. The Dwarf took the part of Vin Diesel, kicking arse and not spilling a drop. Our elf ended up more like Benny Hill, being slid across the bar, hitting his head at the end and upsetting an Ogre eating a ham hock. Which we misheard to tragically comical effect. Our GM is the greatest, and this became a part of the story now and battered pig penis is apparently an Ogre delicacy. The Ogre and his wife attacked the elf, while our rigger was distracted trying to pick up a barstool as an improvised weapon (it was bolted to the floor) and the guide picked up a table and threw it across the room. Thinking that it might get out of hand (fighting is one thing but murder is another), I figured out that my day in the fields must be almost over and started my way back. When I finally got there, I passed a few lucky Orate rolls and got everything moved on (with the help of the new, slightly greenish longsword I picked up on the way home).

A quick pint and a rest, then back to the Regent to secure a boat to go and see the rebel king on our way to the Ogre capital. We were given a serviceable yacht, and ended the session having safely landed near the rebel encampment.

When we rejoined the game after Christmas, we were met at the camp by Lord Jubrox – a Breton regent who advised us of the current political situation. The ‘rebel’ king, King Rulf, was an Ogre and the rightful king of the Ogres. He’s not very Ogrish, however – too short, too weak, not a martial person at all. And he’s quite sensitive about it. It was decided by the ruling court to pass over him for succession and instead crown his younger brother, who exemplified the physical properties and attitudes of the Ogres. Hence, the rebel king and the war. We were then allowed to see the King. We were also told about the rebel Ogre General Gabrax.

We explained the situation – we want to recover my father and the Breton boy king. During this audience, we noted that Lord Jubrox doesn’t appear to be happy about the Breton king being a boy. We asked the king for any supplies to try and accomplish our goals, since freeing the captain would deprive the enemy of shipbuilding skills and freeing the boy would get some goodwill with the Bretons. He was unable to spare anything; most of the fighters we saw were human, not Ogre, and they were a raised militia rather than trained soldiers. The King indicated that we can keep anything that we find in a cave nearby being used by bandits, who both the ruling king and the rebel king were too busy to deal with. He also had a plan for us to get into the capital, possibly assassinate his brother and rescue the prisoners.

We struck out for the bandit camp, and I attempted to snipe them from afar with my long bow. I kept missing, and missing, and missing, and when they came closer to find me they were jumped by the rigger and the Dwarf (the only others who could attend this session). We finished them off easily, and I learned that the ‘greenish tinge’ on my long sword was an acid effect which grants disruption – a Runequest term for immediately and permanently destroying armour. If I don’t get through it the first time, it’ll be easier to get through the second time.

Time pressures meant that we had to leave it there for the evening. Next time, we’ll be attempting to assault the cave and hopefully have more players to help!

Back to Roleplaying – The Four Islands, week one

This summer our weekly roleplay became more of a monthly roleplay, at best. Most weeks, there weren’t enough people to get it going. That and our GM was getting a little tired of Dungeon World, we don’t think it was right for our group. After asking our questions on Google Plus, the designer told us that we were ruining the game. I don’t know about the other guys, but I see that as a sort of rebellious badge of honour.

Anyway, I finally got along to one – we’ve dropped the Dungeon World campaign and the GM has passed the mantle over to a more experienced GM. His chosen system is Runequest. We generated our characters and got introduced to the setting.

Basically, there are four islands – in the north are the Nord, a race of warrior Ogres. In the south are beasts, nature things that do not like people on their island. In the West are Elves, who experiment with magic. Arcane magic is forbidden in this world, so those Elves are seen as evil by everyone else. In the East are Dwarfs, who are experts at metallurgy. To the West and East of the four islands are two large continents with many separate human tribes and some non-magical (non-evil) Elves, Dwarfs, etc.

Our group are two Elves (non-magical) and a Dwarf. I have no combat skills, but the Dwarf has loads, so that should be alright.

The King of the Bretons (a human tribe) died, leaving his 12 year old son as ruler of the kingdom. We were on a boat transporting him to safety when the boat had trouble and sank. The three of us, and very little else, washed up on the shore of a cold island, covered in fir trees and snow. We succeeded in finding some driftwood and a turtle shell, started a small fire, and attracted a white wolf with our singing. We killed the wolf with flaming brands from the fire, completely failed at butchering it and creating warm clothes. As the one who killed it, I was able to keep the “shitty looking slightly scorched fur hat” which provides one armour point to the head and loses one appearance (taking it down to the practically fatal 4 – I am so fugly). We got some meat off the bones and created a stew (using the turtle shell as a pot).

The Dwarf managed to get us some flint, which we have fashioned into a couple of knives and a spearhead. There’s apparently some smoke elsewhere on the island, so next time we might be heading towards that. I think we’ve done pretty well, we’ve found shelter, made fire, eaten and have a goal.

In our second session, we debated whether to investigate the smoke we saw or follow the horse tracks (roughly a dozen horses) that our elf discovered when taking a jog around the beach. We elected to go for the horses, but before long we saw a person. This turned out to be a Nordish fisherman, singing a simple song, who told us we didn’t want to go to the capital. Instead we should head towards “Grunchen”, a free human town, where we might be received better.

We promptly got extremely lost, inland and near a river, when we were attacked by a sabre-toothed tiger. It was going to be a crocodile (ah, random encounter tables…) but we are surrounded by snow. Our Dwarf used his divine spell Mind Blast in the first round, which we discovered was an instant kill against anything without a magic characteristic. Butchering the body gave us a few cloaks, a nicer hat than the one I had, and two knives made from it’s front teeth. As we stood around wondering quite what to do, three Ogres approached us with logs and an axe. We chatted, cautiously and friendly enough, then were asked to come with them to the capital. Then asked again a bit stronger, because Grunchen is a town of the rebel king, full of traitors. We stood our ground while his mates threw logs at us for sport, and when one of them fumbled the throw and he killed them out of warrior pride we realised we had to run or fight.

I voted to run, but we’ve never run in a roleplay before.

Instead, I fast-talked him while we got closer, the Dwarf distracted him so we could hit him from behind in a surprise round. We dropped both of the ogres before they knew what hit them. We stole their bank book (???), their donkey and their cart and we’ve found what we think is Grunchen. We’ve snuck past the guard towers and made a safe camp for the night. Let’s see how we do next time…