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Post by DEV Jlf2n on Jan 14, 2009 17:18:47 GMT -5
DM Mithari's Events
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Post by DM mithari on Jan 21, 2009 18:23:30 GMT -5
Relocating Lizards
After being ambushed by yet another band of lizardmen in the Cloakwoods, Avail and Zarch were able to speak to one of the lizardfolk shaman about why they constantly harass the human-folk that travel through the woods. Avail promised to speak to the arch druid of the local woods about having that particular clan relocated for their own safety.
For this, the two were awarded some 150 additional XP, as well as some gold worth of miscellaneous items from the first lizardmen they killed (of which Avail decided to donate his to his temple).
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Post by DM mithari on Jan 22, 2009 7:38:06 GMT -5
I Serve the Flaming Fist!
In response to complaints received of the Fist's poor visibility, along with complaints from the peasants about armed travelers, the Fist has been ordered to show increased strength in the farmlands outside of Baldur's Gate.
Many groups now guard and patrol these farmlands, the city gate and down to the bridge outside.
(( This is not as much an event as an ongoing thing. Fist players are, of course, not forced to play guard post duty unless they really WANT to, but this is merely bunches of NPCs standing around looking dangerous and telling people to sheathe their weapons. The Fist's presence is very real and they will deal harshly with law breakers. ))
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Post by DM mithari on Jan 25, 2009 7:51:28 GMT -5
Mistress of the Cloak WoodRumors spread quickly over the well traveled Sword Coast. One of the more recent one speaks of a strange creature with formidable powers that lurks within the Cloakwood. By itself, this is not all that curious; however, this being has ambushed many an unwary traveler to uncertain ends. A survivor spoke of having ran away as he heard his friend's tortured screams... Once he dared return to search, only blood stained the grass. Another pair of lucky survivors mention powerful magic and near invulnerability to harm during a nightly ambush. Fortune let them escape with the creature slaughtering only a wolf companion. OOC Details Though this, too, is more of an ongoing thing than an event, those "two survivors" were Sarithul Niavikova and Nemi Imytholin. This strange thing comes out only at night, in the darkest recesses of the Cloakwood. Perhaps the local druids want to investigate? Or maybe you just happen to be at the wrong place at the wrong time... UPDATED Having given this some more thought, I will make it into a one-shot (sort of) encounter for low-middle epic level characters. As before, it's something to be actively sought out by those seeking to end this little scourge in the Cloakwood - at any time that I'm on as my DM incarnation, just ask and I will set up the details (shouldn't take more than 20 minutes). There will be a few rules of engagement: - It's a combat encounter started on request. Those that head out at night to actively search for the culprits are certain to run across them at some point. It might not happen very soon, given how few our epic level people are, but it will be available from now on for those who group up and wish to test their mettle. - It will require a group of five or more low to mid epic level people, and even then it will be difficult. Obviously, the more you are the easier it will be. - The battle is going to be long and merciless. No punches will be pulled by your enemy, nor should you hold back (too much). There will also be no mercy-ports from the Fugue for casualties, so be well prepared - but anyone who dies yet whose party stands victorious will find the penalty to have been a pittance compared to the spoils. - At a few points, I will ask for short pause to set up things. These breaks will be very short (with luck), but understand that just because I take a break to work things doesn't mean your enemy lets you have a breather. These breaks are long enough to cast a single spell to heal or rebuff or what have you; no more, no less. I will be most displeased on anyone that thinks this a cue to rest and re-buff from scratch. - I will take the names of a group that dies and isn't raised; I will not start it again for a group that contains someone who has failed in the last few days. This is to give me time to change things so you'll never know exactly what to expect. - Remember: retreat is always an option. - And finally, above all it's meant to be a fun challenge to all the epic people out there! Feel free to ask if you have any questions about this!
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Post by DM mithari on Jan 27, 2009 13:16:13 GMT -5
Caravyr Torn, (Ex)-BanditLate in the afternoon, the cry went out in Beregost. A band of bandits on the Trade Way had been determined such a nuisance that an official bounty was put on the head of their leader - Caravyr Torn. Hearty adventurers were quick to raise to the challenge. Within a few days, a group arrived intent on ending the bandit menace. The battle was long and hard, and Caravyr's terrible magic took a heavy toll on the party but in the end his band and he fell. Or so they thought... As they were searching through the camp and bodies, an unholy scream thundered over the countryside. Caravyr had risen again, in undeath's dark embrace. The flesh flayed off his bones in an instant as he pulled to his bony feet, still clad in his blood-soaked and torn robes. The adventurers were taken completely off-guard; Caravyr's renewed magical onslaught soon caused the group to crumble under its terrible power. As the smoke cleared, and the lucky survivors regained consciousness, Caravyr Torn was nowhere to be seen. With little else to do, they burned the camp and remaining corpses, fearing the taint of undeath would claim them all. Caravyr Torn, however, is still at large, more dangerous than ever... OOC Secret and I spent a good hour or so preparing this, and it was quite a success. The battle was every bit as long and furious as we hoped once people gathered; with some luck, you'll see similar things again. That said, Caravyr Torn himself, much like the Mistress of the Cloakwood is a combat encounter that can be initiated by anyone who wishes to attempt to track this extremely dangerous formerly-living criminal down. Unless the Mistress, he is a stand-up fight where participants are pitted against magic of formidable power. Other than that, the rules are basically the same; it's a high-teens to low-epic, merciless encounter, and can be requested both by surface and Underdark players. The rewards will be great, but those defeated by Caravyr Torn might find there are some rather unpleasant consequences...
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atlas
Active Member
Posts: 177
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Post by atlas on Jan 28, 2009 5:34:10 GMT -5
Alright I'm signing up.
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Post by DM mithari on Feb 2, 2009 15:31:36 GMT -5
Malar's Claws
(( Yesterday and today, I ran these two events as loosely-connected parts of a plotline. Why are they here? What could cause so many of them to converge in one place? Why are so many suddenly determined to be prey? Only time will tell... ))
Rumors are quick to travel up and down the Sword Coast. Lately, one in particular speaks of a standard shipment to Candlekeep gone missing along the Lion's Road. Of course, people being so adventurous, they are quick to search and soon find it. As they investigate the broken wagons, mutilated corpses and blood staining the scene, they are ambushed by a band of vicious-looking humans, elves and orcs clad in hides and grisly trophies.
When defeated, they were determined to be Malarites, disciples of the Beast Lord of the Hunt. One of the many assembled soon finds the tracks and has the group follow them westwards. As the sun sets and night falls over the countryside, they find the first Malarite camp. The following battles are fierce, as the Malarites call on fierce allies of the wild - werewolves, wolves and dire wolves - but in the end the adventurers stood victorious and retrieved the supplies bound for Candlekeep.
Some time later, the Malarites struck again, this time uncomfortably close to Baldur's Gate. Just as a group of adventurers and the Flaming Fist had disposed of a murderous brute ((Secret's little special thing)) and many of them were reeling from injury and fatigue, three Malarites charged from the wilderness. They headed straight for Markon Ascaron, claiming him to be their prey. The Malarites quickly laid low several of the people present, after which the lone survivor headed off, howling in triumph.
The people gathered would have none of it, however. Soon, they set pace to find and catch the Malarite who had escaped. His tracks lead south, where upon nightfall, the feral beasts of the Malarites soon struck again. Once more, battle was fierce and long, but in the end Markon stood face to face with the Malarite leader.
After a long, vicious fight, the adventurers emerged victorious. In the aftermath, they recovered several pieces of spoils claimed by the Malarites, including what they thought could be gems that were missing from the Candlekeep supplies.
(( A lot of people participated in the first part, with some making another appearance second time around. As the server was unstable, I've yet to finish the rewards for everyone for the first part; if you see me online and I haven't taken care of it yet, feel free to give me a prod and I'll finish it. ))
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Post by Zealote on Feb 2, 2009 19:11:16 GMT -5
Hey man, about that Caravyr Torn, (Ex)-Bandit. Still up? Because Valek wants in too, same as Arkaine.
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Post by DM mithari on Feb 3, 2009 6:56:33 GMT -5
He sure is. Should warn you though, since I posted I found a way to make him more of a challenge for a solo critter (no, not via Demiliching). ;D
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Post by CartMid on Feb 3, 2009 9:50:08 GMT -5
Allright... sign Silverleaf...
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Post by DM mithari on Feb 4, 2009 6:50:59 GMT -5
(( Two in one day? WHAT'S HAPPENING TO ME?! ))
Darkness in Cloakwood
The haunted house, atop the western peak of Cloakwood is a place frequently visited by adventurers for numerous reasons. However, little did one particular group expect that the haunting presence would strike back...
As they struggled against the horrors of the first floor, the malicious presence began to carry out its plan. Blackness enveloped the adventurers and they found themselves under attack by the very darkness itself. Though the first wave was repelled, the terrifying Nightwalkers proved more than a match. Forced to flee, their hurry caused their dwarven friend to be left behind. Though he, too, eventually got out alive the presence had already succeeded.
As the adventurers slowly recover from dark shock, the dwarf suddenly rose from near-unconsciousness. In a daze, he went straight back into the house, headed up the stairs to the third floor. Immediately the others followed, fearing a trap but undeterred nonetheless. They found the dwarf there, but it was indeed a trap. As they tried to figure out what had caused him to do this, the trap was sprung.
A Nightshade of terrifying size and power took from from the darkness behind them. Though the battle was fierce, the adventurers forced the nightshade to fall back on its contingency plan. Feeding on hate and aggression, most soon understood they had to disengage as to hope to defeat it. However, as it charged to attack the dwarf, the adventurers discovered to their dismay that he was unable to do anything but battle the terrifying creature.
Cuts and wounds meant nothing to the two combatants, and the shade's taunting hisses implied that if nothing was done their battle would rage for eternity. As one solution after another failed, the adventurers resorted to desperately try to haul the dwarf out of there. His kicking and screaming prevented battle from ending entire, as did the shade's carefully aimed attacks and magics.
However, a quick thought struck one of them. A simple invisibility spell was cast upon the dwarf. Having not planned for this circumstance, the adventurers managed to overcome the massive shade. As it dissolved into the shadows and walls of the house itself, the dwarf soon came back to his senses, but none could shake the feeling that the haunting presence will return...
(( Thanks to Meldor, Lore McWebber, Magus Stonefist and Dia for their participation. I hope they had as much fun trying to solve the problem as I had creating it. ;D ))
Traitors too Near
Another ordinary "day" in the Underdark was slowly crawling by. The bustle of commerce in Sshamath was suddenly broken by the magical mouth spells placed throughout the city: A group of outcasts from the city had taken control of a large population of escaped slaves near Sshamath. The Conclave wanted them removed, and preferably so before Sshamath's own forces had to be tied up in such trivial matters.
A large contingent of drow of various affiliations were soon gathered in Varalla's Passage and headed towards the slave tunnels. Though they encountered little but scattered scouts and guard posts of slaves before the caverns themselves, they quickly learned that resistance inside would be fierce indeed.
Wave after wave of goblin and kobold slaves came charging at the self-proclaimed problem solvers, backed up by arrows and spells of the outcasts themselves. The battles were hard fought over every inch of ground, but in the end those assembled reached the deepest cavern where the outcasts' leader resided and slew her.
A representative of the Conclave quickly teleported in to give the large contingent gathered a sign of the Conclave's gratitude. With the reassurance that their competence had been duly noted, he left to let them divide the spoils.
(( Wow. I didn't expect there to be so many that would come along just for this! The rewards were probably a little much for something so simple, but still! There were too many people there for me to remember their names, but there they were. I hope you had fun and enjoyed the little extra treat at the end! ;D ))
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Post by DM mithari on Feb 4, 2009 13:17:29 GMT -5
Malar's Claws IIThe tranquility of the farmlands was suddenly broken. A panicked farmer ran along the roads, shouting for help, apparently being pursued by something. A group of people at the merchants' resting place were quick to follow and question him. After a talk and pulling an arrow out of his leg, they determined that the attack on him once again bore the mark of Malarites, and by the arrow that the Sharp Teeth Forest merited investigation. As they arrived, they were met not only by werewolves and malarites but also quasit and succubus demons. Truly, something deeper is at work than a mere hunt... (( Thanks to Sarithul, Fyrith, Clerici and Kalvir for investigating this, as well as a lot of more people for the initial calming of the panic-stricken man. ))
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Post by DM mithari on Feb 8, 2009 11:48:15 GMT -5
Sticks and Stones
At the Hall of Wonders, a new, spectacular exhibit is open to the public. Thanks to the help of a few extraordinary adventurers, a live male and female basilisk are held in a heavily warded pen for all to see! Three times a day, live animals are let into the pen to feed these basilisks. Those lucky enough can see the basilisks' dreadful petrifying gaze in action at these times!
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Post by DM mithari on Feb 14, 2009 16:14:13 GMT -5
Touch of Madness I"HYYAAAA!" the mad man shouted, reaching into his pocket. In a fluid motion, he threw something at Lore. Much to his bewilderment, the tiny bead let out a "meow" once it disappeared out of his sight on the ground. A cat? "Hyyaaaaa!" the mad man shouted triumphantly. As Lore tried to figure out what had just happened, the madman wandered off. "Heee, heh heh heh..." Lore decided to follow. Finally, others had joined Lore to follow the mad man around, throwing as he did beads turning into bats, boars, birds, cats and even cows on people he found, each time shouting in triumph. It all ended, however, when the threw pigs out in Jorn's corn field. As the adventurers who had decided to follow the mad mage tried to scare the pigs off, the mage reacted with violence. He started casting to the full might of his magic, but was, in the end, put down. Not a clue was to be found as to what caused his slip... (( Thanks to those who participated, and I hope it wasn't too nutty for you. I had a lot of fun running this, a tribute as it was to the mad cat lady in the Simpsons. Those interested in looking can also find another story in the Qu'ellar Noqu'afin thread in Guilds and Factions (in due time), which should detail another thing I'm running. Who knows what might come of that? ))
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Post by DM mithari on Feb 19, 2009 8:30:25 GMT -5
Swift and Silent
Under cover of darkness, two shadowy figures ran across the streets of Baldur's Gate, a goal in mind. Before anyone could ask them their business, they had drank potions of invisibility.
Soon, the sounds of combat erupted from a warehouse in the east harbour. Just as suddenly, they ceased. As the Flaming Fist arrived on the scene, they found the bodies of over twenty men, cut down to the last man. While it first looked like the act of a homicidal maniac, further searches soon revealed the truth; the building was a stronghold of the Shadow Thieves of Amn. One of their enemies had found them out, and came crashing down on them harder than a furious dragon.
However, not a trace could be found of the assailants.
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