Monday, 12 February 2024

Malachite and Mithril: The Grail Hermitage 1

A game originally played using an off-the-cuff d20 system, but now converted to Maze Rabbits. This post is published under the CC-BY-SA-4.0 licence.

The Party

BARB BARIAN

Coltish, Nine fingers, Wine-stained clothes, Rambles, Righteous, Suspicious
HP 4; Level 1; XP 0; STR +2; REF +1; WIL 0; AB 1; Armour 1; Spell slots 0
Paths: Barbarian (Rage; AB +3, Armour -2)
Spells: -
Items: Light armour*, Shield, Sledgehammaxe (H)*, Dagger (L), Glue, Waterskin, Grappling hook

BOB WIZARD

Athletic, Sunburned, Rumpled clothes, Enunciates, Righteous, Vain
HP 3; Level 1; XP 0; STR 0; REF +1; WIL +2; AB 0; Armour 1; Spell slots 2
Paths: Mage (Adv. on arcana, -1 HP/level)
Spells: Concealing thorns, Enveloping slime
Items: Dagger (L)*, Shield*, Manacles, Fishing net, Horn

DAN JUN-EXPLORA

Aquiline, Moustache, Battle-torn clothes, Whispers, Generous, Deceitful
HP 4; Level 1; XP 0; STR +2; REF 0; WIL +1; AB 0; Armour 2; Spell slots 0 
Paths: Rogue (Adv. on stealth, thief skills, +2 party init.)
Spells: -
Items: Light armour*, Shield*, Shield, Longsword (L)*, Grease, Caltrops, Poison

MYSTIC MARGE

Slender, Moustache, Livery, Laughs, Disciplined, Cruel
HP 4; Level 1; XP 0; STR 0; REF +1; WIL +2; AB 0; Armour 1; Spell slots 1
Paths: Cleric (Adv. on religion, turn undead [WIL] or lay on hands [1d6])
Spells: Bewildering amber
Items: Mace (L)*, Shield*, Rope, Shovel, Lockpicks

SHADE

Solid, Top knot, Formal clothes, Robotic, Courageous, Wasteful
HP 4; Level 1; XP 0; STR +1; REF +2; WIL 0; AB 0; Armour 2; Spell slots 0
Paths: Acrobat (Adv. on acrobatics, +1 armour, can't use Heavy armour)
Spells: -
Items: Crossbow (R)*, Shortsword (L), Shield, Light armour*, Chalk, Crowbar, Lantern and oil

The Quest

Barb Barian, Bob Wizard, Dan Jun-Explora, Mystic Marge, and Shade materialise in between the twin pillars of the entrance to the Grail Hermitage. The pillars extend deep into the firmament above and the fundament below. Only by passing between the two can the Hermitage be breached, and merely walking between the two is far too literal.

Shades scales the left-hand pillar, the one made of a single piece of limestone and etched with an indecipherable cursive script. From a higher vantage point they survey the surrounding terrain. To the east stands a single mountain, rising from the ash grey plains. This is the only feature in an otherwise desolate space. They climb back down to share this information.

Marge and Bob discuss the cosmological and theological implications of the situation. They suspect the mountain may be a clue and try passing between the pillars with the mountain ahead; nothing happens. So they try again with the mountain behind them; again to no effect. Barb and Dan shift uneasily, unsure what to do with their weapons. Bob and Marge consider combining their powers as they have done so in the past:

Bob's Will check with Advantage: 3, 4, 6. [4] + [6] + 2 = 12
Marge's Will check with Advantage: 1, 3, 5. [3] + [5] + 2 = 10

Bob's eyes shine with raw cosmic power and eldritch radiation emanates from him. Marge extends her aura to envelop and contain Bob's power, forming a cocoon of divine power that allows the arcane power to build to critical mass. At the key moment, they both drop their control and unleash fully. The pillars crack as they are lashed with power. The cursive script on the limestone pillar and the rough-carved runes on the alabaster pillar flare and burn.

The air between the pillars twists and churns as the Hermitage gates try to resist the onslaught. Barb sees an opportunity to bring her sledgehammaxe to bear:

Barb's attack v. Portal. [1] + [2] + 3 = 6

The cracks that roil in the air refuse to stay still, enraging her to no end.

Barb's attack (with Rage) v. Portal. [3] + [6] + 6 = 15

The head of the sledgehammaxe catches the edge of a crack and Barb grins viciously; she grips her weapon in both hands and heaves with all her might...

Barb's STR. [4] + [5] + 6 = 14

...and tears open the portal into the depths of the Hermitage!

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