Clan Altogetha: Aftermath
Posted: Thu Mar 07, 2013 3:19 pm
by Jibjib
Welcome to Clan Altogetha!
Current stats:
Rules:
A Bit of Background:
Previously:
Item Stats:
Storybook:
Current stats:
► Show Spoiler
Licks Frost:
ATK: 4 = 2+2
DEF: 5/6 =3+1+1/2
HP: 7/10
Equipment: Waraxe, Wooden Shield, Chainmail (Sonic Crystal)
Inventory: Rat Fang, Shortspear, Skull, Razor-sharp Cutlass, Poison Cartridge, Iron Spear, Runed Bracers, Rare Snakeskin, Snakemeat, Bezoar
Abilities: Beserk, "Charge!"
Notes:
Sees the Truth:
ATK: 2/3 = 1+1/2
DEF: 4/5 = 2+1+1/2
HP: 8/12
Equipment: Rusty Warhammer, Leather Armor, Formian Shell (Fire Shield Spell)
Inventory: Storybook, Pink Funky Gunk, Makeshift Earplugs, Light Mace, Troglodyte Neck Armor, Small Leather Pouch (3 Handfuls of Sharp Green Glass), 8 Golden Discs
Abilities: Heal 2, Cure Disease
Red Soul:
ATK: 1 (+4 when attuned to fire, +3 when attuned to earth)
DEF: 2 = 1+1
HP: 8/12
Equipment: Leather Armor, Terra, Awkened Earth
Inventory: 11 golden discs, Shortspear, Makeshift Earplugs, Formian Longspear
Abilities: Ember, Absorb
Trap Dodger:
ATK: 6 = 2+1+3
DEF: 1/2 = 1+ 1/2 - 1
HP: 9/10
Equipment: Razor Sharp Cutlass, Chainmail
Inventory: Rat Fang, 25 Golden Discs, Makeshift Earplugs, Dagger x2
Abilities: Disarm Trap, Sneak Attack
Worf:
ATK: 4 = 2+2
DEF: 2 = 1+1
HP: 7/10
Equipment: Battleaxe (Axe Grip), Leather Armor, Bluestone Bracers
Inventory: Grey Book o' Tricks
Abilities: Gnaw, Speak with Animals, Favoured Enemy: Demon
ATK: 4 = 2+2
DEF: 5/6 =3+1+1/2
HP: 7/10
Equipment: Waraxe, Wooden Shield, Chainmail (Sonic Crystal)
Inventory: Rat Fang, Shortspear, Skull, Razor-sharp Cutlass, Poison Cartridge, Iron Spear, Runed Bracers, Rare Snakeskin, Snakemeat, Bezoar
Abilities: Beserk, "Charge!"
Notes:
Sees the Truth:
ATK: 2/3 = 1+1/2
DEF: 4/5 = 2+1+1/2
HP: 8/12
Equipment: Rusty Warhammer, Leather Armor, Formian Shell (Fire Shield Spell)
Inventory: Storybook, Pink Funky Gunk, Makeshift Earplugs, Light Mace, Troglodyte Neck Armor, Small Leather Pouch (3 Handfuls of Sharp Green Glass), 8 Golden Discs
Abilities: Heal 2, Cure Disease
Red Soul:
ATK: 1 (+4 when attuned to fire, +3 when attuned to earth)
DEF: 2 = 1+1
HP: 8/12
Equipment: Leather Armor, Terra, Awkened Earth
Inventory: 11 golden discs, Shortspear, Makeshift Earplugs, Formian Longspear
Abilities: Ember, Absorb
Trap Dodger:
ATK: 6 = 2+1+3
DEF: 1/2 = 1+ 1/2 - 1
HP: 9/10
Equipment: Razor Sharp Cutlass, Chainmail
Inventory: Rat Fang, 25 Golden Discs, Makeshift Earplugs, Dagger x2
Abilities: Disarm Trap, Sneak Attack
Worf:
ATK: 4 = 2+2
DEF: 2 = 1+1
HP: 7/10
Equipment: Battleaxe (Axe Grip), Leather Armor, Bluestone Bracers
Inventory: Grey Book o' Tricks
Abilities: Gnaw, Speak with Animals, Favoured Enemy: Demon
► Show Spoiler
ATK is how much damage you deal in combat. ATK works against the opponent's DEF and Hit Points. (Example: an ATK of 3 on a creature with 2 DEF and 5/5 Hit Points would pierce the DEF and take away 1 Hit Point.)
DEF is how much damage you can absorb before you lose hit points.
HP is health. If you reach 0 HP you have 3 turns for a teammate to administer First Aid, losing 1 negative hp per turn, at which point you die. If you continue to sustain damage and reach -3 faster than you would from bleeding out, you die quicker! First Aid puts you back on your feet and one hit point.
Actions:
You can take a number of combinations of moves each turn:
One major, one minor
One move, one minor
Two move
Two minor
Major actions include attacking, casting offensive spells, interacting with the environment, administering First Aid and using inventory objects.
Minor actions include talking to an NPC, trading items between PCs, looting one item from a kill or chest, picking up one item from the floor, casting healing or buff spells, or doing something that doesnÔÇÖt require exertion, e.g. reading.
Move actions are for moving between rooms, moving inside the room you are currently in is a minor or free action.
Inventory: You have an (invisible) bag of holding which can store an unlimited amount of relevant items, which are indicated [like this]. (This rule is just to tell you what will and wont be useful, you wouldnt believe the number of times my players became totally convinced that piece of wood was an immensely powerful magic item)
Each player starts off with a [Wooden Shortspear. +1 ATK. Two handed.]
Clans, Naming, and Secret Destinies:
Among the humanoid tribes, younglings are named by the clanÔÇÖs Teller, the spiritual leader as opposed to the chief, the martial leader. The tradition for naming is the teller glimpses into the infantÔÇÖs future and picks a name based on key events. Occasionally, the greatest members of each clan might unlock their Secret Destiny. This epic event happens if the possible event foreseen by the teller comes to pass, and provides amazing, plot-driving strength to the creature.
Reading and Books oÔÇÖ Tricks:
Members of Clan Altogetha have the ability to use the pure unfiltered exposition running through their veins to absorb knowledge from Books oÔÇÖ Tricks, simply by touch. These magical tomes contain the knowledge of your precursors, and taking the knowledge will allow you to learn skills which you can then use in your quest.
Weapons and armour:
As you go through the dungeon, youÔÇÖll find weapons and armour that you can equip. These will provide a variable bonus to your ATK and DEF stats each turn.
For example, a longsword might have the stats:
[Longsword: +1-3 ATK. Deals slashing damage. One handed.]
Or a set of chainmail: [Chainmail: +1-2 DEF.]
Or a shield: [Iron Kite Shield: +2-3 DEF. Offhand. Heavy.]
Loot:
When a kill is made, all players who participated in that kill have ÔÇÿdibsÔÇÖ on the gear dropped. Each player can claim one item in turn, first come first served, and any items left over are up for grabs for non-participants.
DEF is how much damage you can absorb before you lose hit points.
HP is health. If you reach 0 HP you have 3 turns for a teammate to administer First Aid, losing 1 negative hp per turn, at which point you die. If you continue to sustain damage and reach -3 faster than you would from bleeding out, you die quicker! First Aid puts you back on your feet and one hit point.
Actions:
You can take a number of combinations of moves each turn:
One major, one minor
One move, one minor
Two move
Two minor
Major actions include attacking, casting offensive spells, interacting with the environment, administering First Aid and using inventory objects.
Minor actions include talking to an NPC, trading items between PCs, looting one item from a kill or chest, picking up one item from the floor, casting healing or buff spells, or doing something that doesnÔÇÖt require exertion, e.g. reading.
Move actions are for moving between rooms, moving inside the room you are currently in is a minor or free action.
Inventory: You have an (invisible) bag of holding which can store an unlimited amount of relevant items, which are indicated [like this]. (This rule is just to tell you what will and wont be useful, you wouldnt believe the number of times my players became totally convinced that piece of wood was an immensely powerful magic item)
Each player starts off with a [Wooden Shortspear. +1 ATK. Two handed.]
Clans, Naming, and Secret Destinies:
Among the humanoid tribes, younglings are named by the clanÔÇÖs Teller, the spiritual leader as opposed to the chief, the martial leader. The tradition for naming is the teller glimpses into the infantÔÇÖs future and picks a name based on key events. Occasionally, the greatest members of each clan might unlock their Secret Destiny. This epic event happens if the possible event foreseen by the teller comes to pass, and provides amazing, plot-driving strength to the creature.
Reading and Books oÔÇÖ Tricks:
Members of Clan Altogetha have the ability to use the pure unfiltered exposition running through their veins to absorb knowledge from Books oÔÇÖ Tricks, simply by touch. These magical tomes contain the knowledge of your precursors, and taking the knowledge will allow you to learn skills which you can then use in your quest.
Weapons and armour:
As you go through the dungeon, youÔÇÖll find weapons and armour that you can equip. These will provide a variable bonus to your ATK and DEF stats each turn.
For example, a longsword might have the stats:
[Longsword: +1-3 ATK. Deals slashing damage. One handed.]
Or a set of chainmail: [Chainmail: +1-2 DEF.]
Or a shield: [Iron Kite Shield: +2-3 DEF. Offhand. Heavy.]
Loot:
When a kill is made, all players who participated in that kill have ÔÇÿdibsÔÇÖ on the gear dropped. Each player can claim one item in turn, first come first served, and any items left over are up for grabs for non-participants.
► Show Spoiler
Clan Altogetha is unique among the savage races in that it is comprised of members from four different tribes: goblin, hobgoblin, kobold and salamander. Throughout the ages, the clan has survived by working together, each race contributing its particular set of skills.
The goblins, devout followers of Maglubiyet, act as the clerics of the clan: the clanÔÇÖs teller is selected from the ranks of the goblins. They are skilled at healing and are granted divine magic spells, but are forbidden from using edged or pointed weapons.
The hobgoblins are the fighters of the clan. They are strong fighters, proficient with all weapon types, and are able to apply buffs to their allies. The clanÔÇÖs chief is usually a hobgoblin, as he or she is selected from the clanÔÇÖs strongest fighters, and the hobgoblinsÔÇÖ size grants them an advantage.
Salamanders, as elemental creatures, are the clanÔÇÖs wizards, skilled in the four schools of elemental magic. They cannot however use shields as this interferes with their spellcasting ability.
Kobolds, naturally high in dexterity, make the perfect rogues for the clan. They have the ability to hide in shadows, but cannot use large weapons or heavy armor.
Recently, Ouchie-my-noggin, the clan teller, has started having strange dreams about the caves to the West, and they are causing him to have terrible headaches which prevent him from using his magic. If a party of adventurers attacked now, everyone would be in danger without his protection, so someone needs to investigate! It is rumoured that an old wizard used to live in the caves, and the descendants of his strange experiments still stalk the land.
You four have been selected from the ranks of the clan as those with the highest level of expositional magic in your blood, and so have been chosen to investigate the old wizardÔÇÖs haunt, and protect your clan!
The goblins, devout followers of Maglubiyet, act as the clerics of the clan: the clanÔÇÖs teller is selected from the ranks of the goblins. They are skilled at healing and are granted divine magic spells, but are forbidden from using edged or pointed weapons.
The hobgoblins are the fighters of the clan. They are strong fighters, proficient with all weapon types, and are able to apply buffs to their allies. The clanÔÇÖs chief is usually a hobgoblin, as he or she is selected from the clanÔÇÖs strongest fighters, and the hobgoblinsÔÇÖ size grants them an advantage.
Salamanders, as elemental creatures, are the clanÔÇÖs wizards, skilled in the four schools of elemental magic. They cannot however use shields as this interferes with their spellcasting ability.
Kobolds, naturally high in dexterity, make the perfect rogues for the clan. They have the ability to hide in shadows, but cannot use large weapons or heavy armor.
Recently, Ouchie-my-noggin, the clan teller, has started having strange dreams about the caves to the West, and they are causing him to have terrible headaches which prevent him from using his magic. If a party of adventurers attacked now, everyone would be in danger without his protection, so someone needs to investigate! It is rumoured that an old wizard used to live in the caves, and the descendants of his strange experiments still stalk the land.
You four have been selected from the ranks of the clan as those with the highest level of expositional magic in your blood, and so have been chosen to investigate the old wizardÔÇÖs haunt, and protect your clan!
► Show Spoiler
Previously on Clan Altogetha:
Four intrepid adventurers entered a dungeon to find a cure for their teller.
A hobgoblin winked at a mirror.
Some monsters bit the dust.
New skills were learned...
 and new weapons were wielded.
Someone punched the head off a skeleton...
...and someone else sang at a plant.
Mysterious new enemies were discovered...
 and even more mysterious objects were found.
Will Ouchie's cure be found in time?
What exactly is the amphibios egg?
Who are the troglodytes working for?
What is that thing in my new avatar?
Find out on a new episode of Clan Altogetha, coming soon to a Forum near you.
Four intrepid adventurers entered a dungeon to find a cure for their teller.
A hobgoblin winked at a mirror.
Some monsters bit the dust.
New skills were learned...
 and new weapons were wielded.
Someone punched the head off a skeleton...
...and someone else sang at a plant.
Mysterious new enemies were discovered...
 and even more mysterious objects were found.
Will Ouchie's cure be found in time?
What exactly is the amphibios egg?
Who are the troglodytes working for?
What is that thing in my new avatar?
Find out on a new episode of Clan Altogetha, coming soon to a Forum near you.
► Show Spoiler
Altogetha Shortspear: + 1 ATK. Pierce dmg.
Light Mace: +1 ATK. Blunt dmg.
Iron Dagger: +1-2 ATK. Slash dmg. Main hand or offhand.
Rusty Warhammer: +1-2 ATK. Blunt dmg. 5% chance to break on attack.
Formian Longspear: +1-2 ATK. You may attack twice per round using this weapon, once at +1 ATK and once at -1 ATK. Slash dmg. Two handed.
Battleaxe: +2 ATK. Slash dmg. Two handed.
Razor Sharp Cutlass: +2-3 ATK. -1 DEF. Heavy. Slash dmg.
Rat Fang: +1 ATK. Pierce dmg. When this weapon inflicts a wound, the next round the target has a 50% chance of taking 1 additional damage.
Waraxe: +2 ATK. Slash dmg.
Iron Spear: +1-2 ATK. Pierce damage. Two handed.
Leather Armor: +1 DEF
Chainmail Armor: +1-2 DEF
Wooden Shield: +1 DEF
Formian Shell: +1-2 DEF
Bluestone Bracers: 50% chance to resist poison and other added damage effects.
Sonic Crystal: May be affixed to any piece of armor. Absorbs mind affecting sonic attacks to the wearer. 5% chance of breaking each time wearer takes damage. Each attack absorbed gives the item one charge, which may be expended at any time to deal 1 damage per charge to everything in the same room.
Makeshift earplugs: 50% chance to resist mind affecting sonic attacks.
Troglodyte Neck Armor: Could cover your arms at a pinch, but you'd need a pair.
Pink Funky Gunk: Who knows what this stuff does? Doesn't smell nice though.
Storybook: Good for long journeys, bedtime and maths class.
Shiny gold discs: Humans like these right?
Axe Grip: Prevents disarm attacks against the wielder.
Skull: Old and brittle, but there's a bit of weight to it.
Poison Cartridge: Adds 1-6 damage to a successful attack.
Light Mace: +1 ATK. Blunt dmg.
Iron Dagger: +1-2 ATK. Slash dmg. Main hand or offhand.
Rusty Warhammer: +1-2 ATK. Blunt dmg. 5% chance to break on attack.
Formian Longspear: +1-2 ATK. You may attack twice per round using this weapon, once at +1 ATK and once at -1 ATK. Slash dmg. Two handed.
Battleaxe: +2 ATK. Slash dmg. Two handed.
Razor Sharp Cutlass: +2-3 ATK. -1 DEF. Heavy. Slash dmg.
Rat Fang: +1 ATK. Pierce dmg. When this weapon inflicts a wound, the next round the target has a 50% chance of taking 1 additional damage.
Waraxe: +2 ATK. Slash dmg.
Iron Spear: +1-2 ATK. Pierce damage. Two handed.
Leather Armor: +1 DEF
Chainmail Armor: +1-2 DEF
Wooden Shield: +1 DEF
Formian Shell: +1-2 DEF
Bluestone Bracers: 50% chance to resist poison and other added damage effects.
Sonic Crystal: May be affixed to any piece of armor. Absorbs mind affecting sonic attacks to the wearer. 5% chance of breaking each time wearer takes damage. Each attack absorbed gives the item one charge, which may be expended at any time to deal 1 damage per charge to everything in the same room.
Makeshift earplugs: 50% chance to resist mind affecting sonic attacks.
Troglodyte Neck Armor: Could cover your arms at a pinch, but you'd need a pair.
Pink Funky Gunk: Who knows what this stuff does? Doesn't smell nice though.
Storybook: Good for long journeys, bedtime and maths class.
Shiny gold discs: Humans like these right?
Axe Grip: Prevents disarm attacks against the wielder.
Skull: Old and brittle, but there's a bit of weight to it.
Poison Cartridge: Adds 1-6 damage to a successful attack.
► Show Spoiler
Chapter List:
On the origin of savage species
The Abbot and the Fey
The weeping moon
Fevered Dreams
The Sword of thorns
The glass hobbit
On the Origin of Savage Species
The humanoid races can be subdivided into two groups: the true humanoids, and the goblinoids. These two races have no relation by blood, but the two protospecies have developed into all the major races of the modern realm. The true humanoids, originally more elven in appearance, became the civilised races, humans, elves and dwarves. The goblinoid ancestor, however, split off originally into the goblins and their larger cousins, the hobgoblins, and then into all the savage species present today. While the hobgoblins have stayed as a biological constant, a single tribe of goblins, by virtue of differing environmental conditions, took on other attributes, becoming the common ancestor of kobolds , gnolls and troglodytes. The legend goes that there were three brothers, each leading a faction of the mountain tribe, who were constantly warring and bickering. One day, this resentment turned to open hostility, and in a great battle, the youngest brother was slain. In a fit of rage, his followers drove the disciples of the middle brother underground, where the lack of sunlight made their skin grow pale, creating the conniving Troglodytes. The eldest brother's followers fled higher into the mountains in shame, where they still look for their redemption as the ascetic gnolls. After the battle, the leaderless followers of the youngest brother wandered down on to the plateau below, forming an alliance with their cousins, the goblins and hobgoblins.
To this day, the troglodytes scheme underground, plotting their reclamation of the surface, the gnolls wander the land as protectors in their search for escape from perdition, and the kobolds coexist with their allies on the Gethan plateau.
The Abbott and the Fey
Once upon a time there was a brave monk who was journeying across the land. He had not seen another person in many days, and he had given all but two of his posessions to the survivors of an ogre attack on a small village. As he walked, he came to a bridge, upon which sat three tiny figures, with cheeks as red as apples, skin as gold as corn and with hair as green as leaves. He said to them: "Hail friends! May I cross your bridge?" The first replied: "I will let you pass if you give me something sharp. If you don't I'll cut you!" The monk reached into his pack and pulled out a small dagger, and gave it to the first creature, who giggled with delight and disappeared in a puff of smoke. The second said: "I will let you pass if you give me something tasty. If you don't I'll bite you!" The monk reached into his pack again and pulled out his last loaf of bread, and gave it to the second creature, who yelled with joy and disappeared. The third said to the monk: "I will let you pass if you give me something beautiful. If you don't, I'll blind you!" The monk, knowing he had nothing more to give, was afraid. He sat a while on the side of the bridge to think, and started to sing to himself. After a few minutes, he decided to give up and find another way to cross the river, but as he stood, he heard a peal of laughter, and saw a flash of smoke, as the third creature vanished. The monk's song, beautiful as it was, was the third and final gift the creatures required. The monk laughed to himself and continued on with his journey.
The Weeping Moon
Once upon a time there was a hero who had won a great many battles, but was tired of warring, so he would sit up all night long staring at the moon, wondering at its beauty. There came a night that comes but once in a thousand years, when the moonlight shone so brightly that it entered into the hearts of creatures throughout the land. The magical moonlight granted a wish to a strong soul who wished hard enough. The hero sat and thought to himself: ÔÇ£Oh how I wish that I could speak to the moon, and learn the secrets of her beauty.ÔÇØ The moon heard him, and was so flattered that she granted his wish, and from that night, the man sat all the night and spoke to the moon. One fateful night however, a band of thieves happened upon the hero as he sat alone, and robbed and killed him. The moon wept when she saw the man she had grown to love slain in such a cruel manner, that she went to the Gods and begged them to spare his life. The Gods saw the man's life and the great deeds he had done, and granted the moon's request to let him live a while longer. When at last the man's time came to pass, the Gods raised him into the heavens as a bright shining star, so he could be with the moon forever.
Fevered Dreams
Have you ever had a nightmare? One that you were so sure was real, that plagued your thoughts when you woke, and leeched at your mind even after the sun had risen? Then you may have been visited by one of the Mara. It is said that long ago, when the land was young, that creatures of great and terrible power stalked the land; creatures that could see into the very minds of their prey, and use their darkest fears against them. A great war was waged against the creatures by an alliance of all races, and all but eight were killed. These eight were the leaders of the creatures, and could not be slain by mortals, so they were trapped inside eight dark portals, where they could not escape into the light. However, when the outside world became dark enough, the creatures found they could step out of their prisons, albeit with a fraction of their former power, and torment the minds of those they found. These creatures of nightmare were given the name Mara, and as eon after eon passed, the portals were lost to the knowledge of the world. Meanwhile, the Mara continue to stalk the land by the blackness of night, and spend the day straining against the walls of their prisons, hoping to trick some poor soul into releasing them upon the world.
___
Adi's Message
To whoever finds this,
My name is Adi, of the Clan of the Silent Leaf. I came here with my friends, Azira of the Eyes, a hobgoblin cleric, and Declan, a human fighter, hunting bandits. When we arrived however, Azira detected a great evil coming from beneath the ground, so we took it as our duty to put whatever foul spirit lurked there to rest. As we progressed downwards the dungeon, we came to a sealed door, which we broke open. As we did, Azira gave a shout and dropped to the floor clutching his head. Whatever was down there was homing in on the most powerful divine spellcaster around and blocking his magic, causing him terrible headaches. Worse, as we tried to comfort him, we were attacked by the bandits we'd been following. Declan... was slain protecting me, with no magic to heal him. I was taken prisoner, and thrown into this cell. I've worked out the pattern in the guard's visits, and next time he enters to check on me, I'm going to sneak attack him and escape. I don't know what happened to Azira, but if he's still alive I will find him.
A warning to you friend. I don't know what the creature is that lurks beneath us, but I can tell you this: look into the Dark Mirror if you must. Its answers may be your only hope. But never answer its questions in kind, or face losing everything.
Good luck,
Adi
On the origin of savage species
The Abbot and the Fey
The weeping moon
Fevered Dreams
The Sword of thorns
The glass hobbit
On the Origin of Savage Species
The humanoid races can be subdivided into two groups: the true humanoids, and the goblinoids. These two races have no relation by blood, but the two protospecies have developed into all the major races of the modern realm. The true humanoids, originally more elven in appearance, became the civilised races, humans, elves and dwarves. The goblinoid ancestor, however, split off originally into the goblins and their larger cousins, the hobgoblins, and then into all the savage species present today. While the hobgoblins have stayed as a biological constant, a single tribe of goblins, by virtue of differing environmental conditions, took on other attributes, becoming the common ancestor of kobolds , gnolls and troglodytes. The legend goes that there were three brothers, each leading a faction of the mountain tribe, who were constantly warring and bickering. One day, this resentment turned to open hostility, and in a great battle, the youngest brother was slain. In a fit of rage, his followers drove the disciples of the middle brother underground, where the lack of sunlight made their skin grow pale, creating the conniving Troglodytes. The eldest brother's followers fled higher into the mountains in shame, where they still look for their redemption as the ascetic gnolls. After the battle, the leaderless followers of the youngest brother wandered down on to the plateau below, forming an alliance with their cousins, the goblins and hobgoblins.
To this day, the troglodytes scheme underground, plotting their reclamation of the surface, the gnolls wander the land as protectors in their search for escape from perdition, and the kobolds coexist with their allies on the Gethan plateau.
The Abbott and the Fey
Once upon a time there was a brave monk who was journeying across the land. He had not seen another person in many days, and he had given all but two of his posessions to the survivors of an ogre attack on a small village. As he walked, he came to a bridge, upon which sat three tiny figures, with cheeks as red as apples, skin as gold as corn and with hair as green as leaves. He said to them: "Hail friends! May I cross your bridge?" The first replied: "I will let you pass if you give me something sharp. If you don't I'll cut you!" The monk reached into his pack and pulled out a small dagger, and gave it to the first creature, who giggled with delight and disappeared in a puff of smoke. The second said: "I will let you pass if you give me something tasty. If you don't I'll bite you!" The monk reached into his pack again and pulled out his last loaf of bread, and gave it to the second creature, who yelled with joy and disappeared. The third said to the monk: "I will let you pass if you give me something beautiful. If you don't, I'll blind you!" The monk, knowing he had nothing more to give, was afraid. He sat a while on the side of the bridge to think, and started to sing to himself. After a few minutes, he decided to give up and find another way to cross the river, but as he stood, he heard a peal of laughter, and saw a flash of smoke, as the third creature vanished. The monk's song, beautiful as it was, was the third and final gift the creatures required. The monk laughed to himself and continued on with his journey.
The Weeping Moon
Once upon a time there was a hero who had won a great many battles, but was tired of warring, so he would sit up all night long staring at the moon, wondering at its beauty. There came a night that comes but once in a thousand years, when the moonlight shone so brightly that it entered into the hearts of creatures throughout the land. The magical moonlight granted a wish to a strong soul who wished hard enough. The hero sat and thought to himself: ÔÇ£Oh how I wish that I could speak to the moon, and learn the secrets of her beauty.ÔÇØ The moon heard him, and was so flattered that she granted his wish, and from that night, the man sat all the night and spoke to the moon. One fateful night however, a band of thieves happened upon the hero as he sat alone, and robbed and killed him. The moon wept when she saw the man she had grown to love slain in such a cruel manner, that she went to the Gods and begged them to spare his life. The Gods saw the man's life and the great deeds he had done, and granted the moon's request to let him live a while longer. When at last the man's time came to pass, the Gods raised him into the heavens as a bright shining star, so he could be with the moon forever.
Fevered Dreams
Have you ever had a nightmare? One that you were so sure was real, that plagued your thoughts when you woke, and leeched at your mind even after the sun had risen? Then you may have been visited by one of the Mara. It is said that long ago, when the land was young, that creatures of great and terrible power stalked the land; creatures that could see into the very minds of their prey, and use their darkest fears against them. A great war was waged against the creatures by an alliance of all races, and all but eight were killed. These eight were the leaders of the creatures, and could not be slain by mortals, so they were trapped inside eight dark portals, where they could not escape into the light. However, when the outside world became dark enough, the creatures found they could step out of their prisons, albeit with a fraction of their former power, and torment the minds of those they found. These creatures of nightmare were given the name Mara, and as eon after eon passed, the portals were lost to the knowledge of the world. Meanwhile, the Mara continue to stalk the land by the blackness of night, and spend the day straining against the walls of their prisons, hoping to trick some poor soul into releasing them upon the world.
___
Adi's Message
To whoever finds this,
My name is Adi, of the Clan of the Silent Leaf. I came here with my friends, Azira of the Eyes, a hobgoblin cleric, and Declan, a human fighter, hunting bandits. When we arrived however, Azira detected a great evil coming from beneath the ground, so we took it as our duty to put whatever foul spirit lurked there to rest. As we progressed downwards the dungeon, we came to a sealed door, which we broke open. As we did, Azira gave a shout and dropped to the floor clutching his head. Whatever was down there was homing in on the most powerful divine spellcaster around and blocking his magic, causing him terrible headaches. Worse, as we tried to comfort him, we were attacked by the bandits we'd been following. Declan... was slain protecting me, with no magic to heal him. I was taken prisoner, and thrown into this cell. I've worked out the pattern in the guard's visits, and next time he enters to check on me, I'm going to sneak attack him and escape. I don't know what happened to Azira, but if he's still alive I will find him.
A warning to you friend. I don't know what the creature is that lurks beneath us, but I can tell you this: look into the Dark Mirror if you must. Its answers may be your only hope. But never answer its questions in kind, or face losing everything.
Good luck,
Adi