Sword of armies

fight with warrior of chaos

Having beat the scorpion we made armour of its shell giving us 2 points of armour everywhere except the head. Fitz sensed something strange going on with his 6th sense. He sees a hidden lever, pulls it and a doorwaybopens to a crystal cave. Its got quartz citrine gold and emerald . Stand on a rune and cave glows. See a statue and bamboo forest. Sapphire shoots out of the way we came in when I ask for help. It stops by scorpions tail in areana and we decide we need to harvest the tail. We take the tail to the buddha and he gives a bottlenofnblack fluid and a card saying deosin you shoukd trust more. we give all the jewels to the buddha and he turns them into a stone golum creature who takes on the qualities of the rocks it eats it like a balanced diet of mixed crystals. We call it fluffy.

Then we fight a chaos warrior with a triangle and ball of light which we destroy to kill him.

Desert Journey

After the victory over the orcs and the restoration of the land to the people, out of the hands of the (now) old Mayor, Daosin and Fitz went back through the tunnel (guarded by the now very friendly talking trapdoor) to see Sensei Kento. He tells them they must continue south through the forest and desert to reach the sacred grove. He points them towards a guide, who lives on the outskirts of the desert, who may help them but warns them that he may try to swindle them. Whilst they are with Kento, both adventurers spend time in the magical realm and gain some extra skills. As they leave, Kento gives them a special tool, called Sand Clams’ Bane.

After a little hold up with the town guards (quickly resolved by Kento’s Ninjas) the adventurers head out along the south road through the forest towards the desert. As they are walking through the woods, they hear crashing through the trees and a troll bursts out on to the road. he quickly picks up the adventurers, but in a very gentle and un-Troll-like way. They get taken back to the troll’s home and placed in some comfy straw. The troll seems to think they are baby trolls. It turns out that the troll had previously made friends with a human child – Fitz found the child’s diary in a chest the troll had. Through noises and sign-language the adventurers find out that the troll would very much like a picture of the child to keep – his name is Connor and he has orange hair, green eyes, and brown skin. The troll likes the adventurers so he gives them one of his jewelled toys and the adventurers go on their way.

Finally, they reach the desert and a large hut. They knock on the door and a man answers – it is the guide and he asks the adventurers to pay a large amount for board and lodgings for the night. The adventurers decide to sleep outside instead and divine that it would probably be better to still get the services of the guide. In the morning, they go back to the guide and negotiate a price for crossing the desert (200gc). They wait whilst the guide is getting his equipment together and Fitz gets a sense that something important is behind a door in the room they’re in so he goes to investigate and finds a dwarf tied up in a small room. He frees the dwarf and finds out that the guide had imprisoned the dwarf because the dwarf was crushing Sand Clams. Fitz goes back up to see the guide to get the dwarf’s hammer back and finds out that the guide had a special chicken, which got changed into a Sand Clam and lost, which is why he didn’t want anyone smashing them up. They make a deal that the guide will take them across the desert, the adventurers will help him find his chicken/clam, and then set the dwarf free to smash away. The dwarf accepts the deal, so Gaspode stays behind to guard the dwarf and everyone else set off across the desert.

Daosin managed to get his leg caught in a Sand Clam and the guide helps him get out by telling him to keep still and relax. The clam lets go. A little further on, a sand worm attacked and the guide didn’t manage to get everyone to run in the right direction, so all three of them were surrounded. A battle starts, but the worm is very big and strong and it isn’t going well. Fitz is on his last legs when, out of the blue, a dragon flies over and, smelling the worm’s blood, swoops down and inadvertently saves the adventurers and guide from a wormy death.

After a brief argument with the guide over his obvious lack of guiding skill (for which he gives them a discount of 100gc), they continue across the desert and reach the edge of a dark forest…..

sword of armies - part 1

Deosin and Fitz were in the inn on new years eve in Middenheim. Having had successfully completed several missions they were relaxing though with an eye out for a new adventure for the new year. While Fitz took a nap before new year, deosin decided to meet some new people. He got talking to two adventurers, John and Uthgard (a woman), Deosin bought drinks aallround and got chatting. Uthgard gave him 2 coins – shillings which she said would be important for them, Deosin polished one side of the coins and found they were very old 1547, the current year is 2499. They see new year in with the bar keeper using a blue box which is a magicak accurate time keeping thing which disappears into thin air after midnight has been called. They then stagger back to their rooms, Deosin almost passing out . Asking everyone for a mission to complete, but no one has anything to offer.

They wake up a few hours later having both had the same dream:

They dream they re in a field of flowers and a scottish guy walks up to them, medium height, glint in his eyes. He has short blonde hair. He is the God of Madness and has had a lot of his power stolen, he says:
“I have decided that you two shall be the ones to recover my power! It was stolen at new year in another time zone and Has been takedn to a sacred glade and is being guarded by many feral creatures and undead beings. "

We ask why he needs us and he says tha the he has even less power in that area, but can give us some special forces that will help us. He gives us the power to change anything into something else, though it is not very controllable, sometines it will turn the thing into something useful, sometimes into something benign sometimes into something worse, and sometimes it will do nothing at all. He also gave us a little of his power in the form of +1 to our toughness. He made it clear that should we turn down the mission he would make us do it for him.
Then the dream shifted into an area of bamboo forest which chinese flutes playing. Then we woke up.

E decide that given the similarilty of the dreams we will follow the instructions. We get a carriage to Tibithia which is south of Middenheim,

Tibithia is a walled village in the middle of very dense forest. (See map)
We explore the village and find the market, oh back in middenheim we find out that some gouls are frightened of lemons. We discover that the marke opens at 10am and its only 9am at the moment so we go to the inn for breakfast. Someone helps us by letting us know one of the inns is better than the other – we avoid the snobby one and go into the more down to earth one. Its friendsly. We discover that there is a training area in tibithia and through this building there is a passageway to a guy wh is very wise who lives in the deeper woods. He will know how we go about getting the madness god’s power back and where the glade is. While in the inn we see a grren flame jump out of he fire and go through the window – it seems to want us to follow it – we decide not to though and to stay on track.
We discover that the mayor has taken part of the villages common grond and made it into the golf course for him and the rich people and the villagers are angry about this. We also hear that there is a small humanoid trying to get the land back he seems to be offering a small water pistol to anyone who can reclaim the land – seems weird but that was what we were told.
We go to market get food supplies and some lemons 3 each. We also see a poster that offers a reward that is negociable for the capture or killing of 3 orcs which terrorise the village. This is offered by the mayor.
We go to a shop to find something to offer the wise man in return for his help and buy a yin yang plate for a good price that has a central part missing. The seller tells us too that he is a friend of the wise man and that the passageway can be found in the training center but might be locked up.

We go to the training center and blag our way in by pretending to be some trainees and we get to the room with the trap door – its not locked and we go through a tunnel then a bamboo forest path until with find the wise man (Kento Wamasapi) in a meditation shrine. He is meditating and was expecting us. Building behind him has people training to be ninjas and jumping through spiked hoops.

He takes us into the building and to a room where there is a circle of yin yang plates. We give hi the one we have for him with the coin in the center (which we used to gin the trust f the trap door which was enchanted) when the wise man puts the last plate in position a huge yin yang appears in the center and the man sits in it and meditates. Fuzzy mist appears around him. After nothing much else happening fitz and deosin decide to join him and as they do they are transported into another world.

We find ourselves sitting in a room with jasmine tea. The wise man says this is the ultimate peace space. One can meditate here for years and years d no time will have passed in the other world. So you can think here to solve problems and also gain enlightenment to take back to the other world.

He says he can’t help us with the secret glade until he has more power from the nature spirits and they need to have their land freed from the mayor. So we decide to do that . We go back to the tavern d by a nature spirit who helps us.

So we decide we need to get the towns people behind us to convince the mayor to give the people the land back. So we decide to ll the orcs and make a big scene of it so we can negociate the land as our rewards for the people. Then we will be able to return to the wise man and gain his help – also we can reinstate the wise man as the lead sensay at the traning center – a position that was stripped from him manyyears ago.

So we leave and we go to the dark woods and follow a small pathh we saw on the way in – it leads us to the 3 black orcs – we have a big battle and eventually succeed in killing the orcs – we take their heads back to the village nd place them on a pole in the market place. The mayor is reluctant to give us what we want but with the people behind us we manage to get his resignation and the wise man’s freind becomes the mayor and grants the people their land and the wise man back his training center. As the orcs are killed a new lightness takes over the land and a bue nature spirit flame appears to travel across the land energising . The blue flame of the area thanks us and a healing waterfall appears on the land and heals us of our wounds.


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