Showing posts with label Ouskae. Show all posts
Showing posts with label Ouskae. Show all posts

Sunday, January 13, 2013

In the Service of the White Queen

I woke up this morning with an apparently severe case of polyhedritis, possibly brought on by a flailsnail bite in the night.  And so, bereft of my usual gaming crew (they all have lives, apparently;  how dumb), I decided to run my first-ever online game via Google+.  While I need to process what worked and what didn't a little bit more, I can easily say that it was a fun evening and a very good substitute for the "real thing" of running a tabletop game.  Definitely looking forward to doing it again.

Synopsis
Four adventurers walk into a bar.  Trite, right?  Here's the thing--I was adapting to the format and technology, so I kept everything about the adventure as comfortable as possible so that my brain had some extra processing power.

Anyway...

We started everyone at 3rd level.

Scene:  The Wilderland Inn, a cold night just after New Year's Day.

The door of the inn flies open and a man wrapped in a weather-beaten cloak and carrying a sheathed sword in one hand stumbles inside.  A massive gash on his forehead gushes blood.  He slumps into the nearest booth and proceeds to pass out and bleed all over the floor and furniture.  While Nack the Monk is tending to the man's wounds, Orias keeps an eye out for suspicious characters and Brom and Henry run outside to see if the man's assailants can be found.  They see a couple of cloaked figures run off into the woods at the edge of the courtyard and give chase.

Meanwhile, Nack and Orias determine that the man (whose name we later learn is Aden) has actually been poisoned and is delirious as well as being almost out of blood.  A doctor is called for and Nack manages to secret away Aden's sword when his poison-fueled ramblings reveal that it is valuable and sought-after by the "Frost Witch".  More wrestling and shenanigans ensue when a dwarf from the tavern feeds Aden some Ouskae that sends him almost literally through the roof.  Eventually, Nack punches the poor guy in the back of the head as he's trying to run back outside, knocking him out on the Inn's front step.  With Aden unconscious, the Monk and Curmudgeon head outside and hear chaos in the woods.  At this point, Nack straps on the sword-belt and instantly becomes impervious to the winter cold.  Curious.

The woods lead to a ravine with a shallow creek running through it.  In the moonlight, we find Brom and Henry going head-to-head with a pair of goblin assassins and their warg steeds.  Nack and Orias join the fray, and eventually one of the goblins and both wargs are dispatched.  The second goblin-- whose name is really Skweek but who quickly earns the moniker "Gollum" for his whining and fightiness--is taken prisoner, tied up, and secreted back to Nack's room at the Inn.  (The party wanted to collect the warg hides but beat a fast retreat when additional howls make them suspect that reinforcements are on the way.)

Back at the Inn, the doctor heals up everybody (including Aden), and sleep, breakfast, and rumor-mongering is had.  Local gossip says a witch has taken up residence in an abandoned keep a few days southeast of the Inn.  Aden tries to find out what happened to his sword but Nack refuses to give any clues and then buys up all of the extra horses so no one (especially Aden) can follow the party on the next phase of their plan, which becomes... give the sword back to the goblin-employing witch and see if they can get a reward?  (Ah, sandbox games... you just never know what's gonna happen, do you?)

The party and their six extra horses take to the road and then, after a day or so, take to the woods when it looks like brigands are causing trouble on the road.  There's some mucking about in the forest--including a flyby by a youngish white dragon--before they finally make it to the ruined keep.  Just like the word on the street said, the keep is now occupied, staffed mostly by armed and cruel goblins.

Givre, the White Queen
After some wrangling with guards, Orias and Henry wait outside with the horses and weapons while Nack and Brom go in to meet the mistress of the castle.  They are led into a large-but-bare banquet hall and are soon joined by Givre, a 7' tall sorceress with pale, frost-tinged skin and a stunningly regal bearing.  She holds out her hand and... they give her the sword!  In exchange, she offers them employment (that thief Aden must die, she says) and a pair of magical silver daggers with sapphire-encrusted scabbards*.

And that's where we left off.  What happens next?  I don't think anyone knows!

---
*Winter Knives:  +2 cold resistance when the scabbard is worn. +1 to hit and damage.  Add 1d4 cold damage to a successful attack.



Sunday, January 22, 2012

DM's Journal: Witches, Trolls, and Goblins

Brief session writeup for January 22, 2012.
Players present: Ben and Sam.
Characters present:  Ambiorix the fighter, Filibert Fairbarn the halfling, Indis the elf.
Hirelings: Amalric the fighter, Wine the thief.

The party continues its quest of trying to get Swamp Witch, Myrinne, to lift her curse on the Wilderland Inn.  In the last session, they found her house and discovered that she has been taking young women from the nearby cities to use as slaves.  The slaves are controlled by the Ichor of Thrael.


13 April 56

  • The PCs break into the swamp-witch's house; a battle ensues.  
  • The witch is finally captured and calls off her slaves.  
  • She is forced to brew a potion that slows the Pestilence growing in Filibert's body so that he can find a cure at one of the Hardinsford temples.


14 April 56

  • The party recovers at the witch's house.  
  • The slaves awaken from their drug-induced hypnosis, are fed, and sleep. 
  •  Filibert takes the witch's slowing serum and rides back to the Wilderland Inn.


15 April 56

  • Filibert encounters Amalric on the road and tells the warrior to accompany him to Hardinsford.
  • The company leaves for the Inn with 56 slaves and the captured witch in tow.


16 April 56

  • Filibert and Amalric arrive at the Inn, buy fresh horses, and depart immediately for Hardinsford.


17 April 56

  • The company arrives at the Inn.  
  • The witch lifts the curse and is kept prisoner.  


18 April 56

  • Filibert reaches Hardinsford and is healed overnight at the Shrine of Moranya.
  • Runners are sent from the Wilderland Inn to Hardinsford and Westwatch to look for the slaves' families.


19 April 56

  • Filibert recovers in Hardinsford. 
  • The company stays at the Wilderland.


20 April 56

  • Filibert and Amalric depart for the Wilderland Inn.


21 April 56

  • Travel to the Inn.


22-23 April 56

  • Filibert and Amalric reunite with the party; all stay at the Inn.


24 April 56

  • The company departs for Hardinsford with the witch and Dorin, the Wilderland Inn's security chief, in tow.  They also bring the strange metal chest recovered from the witch's house, knowing that its owner, a dealer in antiques and artifacts named Rechter, lives in the city.


25 April 56

  • At dusk, the party comes across a troll who has just killed and is now raiding two wagons of settlers bound for Hardinsford.  The troll is killed and its body burned.  Filibert suffers severe wounds in the battle, but the rest of the party escapes mostly unscathed.


26 April 56

  • The company arrives in Hardinsford.  
  • The witch is turned over to authorities.  
  • The company stays at the Knife & Needle Inn, where Filibert engages in and becomes quite drunk and unruly during a game of "Truth or Challenge."  


27 April 56

  • 4am - Goblins try to break into the characters' rooms but are scared off by Ambiorix.
  • That evening, Ambiorix and Indis meet with Rechtor and return the chest.  He offers them additional money to track down the brazier that was supposed to be inside the chest.  He also offers to finance a future expedition to the newly-discovered ruins near Frostwyk if the PCs are interested.
  • Upon leaving Rechtor's mansion, Filibert spots a goblin spying on them.  The creature quickly darts down an alley and "Fil" runs after it in his usual foolhardy fashion.


Monday, January 9, 2012

It Tastes Like Burning: Ouskae, the Adventurer's Drink of Choice

"My own experience has been that the tools I need for my trade are paper, tobacco, food, and a little whisky." -- William Faulkner


Ale, wine, and water may be the holy trinity of adventuring beverages, but in the rocky coastal village of Daneth, they brew a spirit that puts them all to shame.  I'm talking, of course, of Ouskae (pronounced OO-skay).  Complex, smoky, and potent, it has been known to warm the frozen, revive the unconscious, and even clean the wounds of the diseased.  It also tastes like the gods themselves made it.


MANUFACTURE & APPEARANCE:
Ouskae is bottled by several small distilleries in and near Daneth.  It is made from the grains of the region which are dried over a smoldering moss fire, infused into rainwater and sea spray, and fermented  The most well-known Ouskae makers are Glen'Ebrall (tall, green, multi-faceted bottle; light copper liquid), Deh'Vahls' Old World (silver flask wrapped in leather; deep amber liquid; very pricey), and Makir's Sigil (crystal bottle sealed in crimson wax).

TASTE: 
All Ouskaes taste slightly different, and the older they are, the more complexity they develop.  All have a fiery bite and can induce coughing if swallowed too quickly or in too large a quantity.  Glen-Ebrall has a honey-like sheen, similar to a drier, highly-concentrated mead.  Deh'Vahl's is decidedly smoky and earthy... some describe it as tasting like "burnt tree bark--but a good kind."  Makir's Sigil, on the other hand, is has notes of cherry and is known for its smooth texture.

EFFECT:
Ouskae works quickly so it is usually served in short, stout glasses called "shirecups."  One shirecup contains approximately as much spirit as a whole flagon of ale.  Ouskae has other effects besides intoxication, however.  These are noted on the table below:

Shirecups
Effect
Duration
1
+1 CON
1 hour
2
+2 CON, -1 DEX
2 hours
3
+3 CON, -2 DEX; save vs. poison or be nauseated (-2 to all rolls) for 1d4 hours after duration ends
4 hours
4
+4 CON, -2 DEX, -1 WIS; save vs. poison or be nauseated for 1d8 hours
6 hours
5
+5 CON, -3 DEX, -2 WIS; save vs. poison or be nauseated for 2d6 hours
8 hours
6
+6 CON, -4 DEX, -3 WIS; save vs. poison or be nauseated for 3d8 hours
12 hours
7
+5 CON, -4 DEX, -3 WIS; Nauseated for 3d8 hours (no save)
16 hours
8
+4 CON, -5 DEX, -4 WIS; Nauseated for 4d8 hours (no save); save vs. poison or lose 1 INT permanently
24 hours
9
+3 CON, -6 DEX, -5 WIS; Nauseated for 4d8 hours (no save); save vs. poison or lose 1 INT permanently
30 hours
10
+2 CON, -7 DEX, -6 WIS; Nauseated for 5d8 hours (no save); save vs. poison or lose 1 INT permanently
36 hours