11 March 2025

Session 10 Downtime: The Blasti-bros

 


"You look like shit", Marsh said as he entered Blastikus' study and quietly closing the door behind him.

"You would too if you had a wraith's finger up your ass", Blastikus replied. He closed the book before him and looked at Marsh, "Although I am obligated to you for saving our asses with the Haste spell."

"Enlightened self interest, but I can't use that trick too often or we'll be joining the wraiths far, far, too prematurely", he replied, chuckling softly. "That does raise the point of my visit, however."

Blastikus cocks an eyebrow and said "Which is?"

"We've both been studying the runes on this place. It's clearly very old, very powerful. There's a reason someone bound the elemental below. Very curious that the so called 'Shrine of Evil Tablets' is so close by, wouldn't you agree?"

"Hmph. Why do you think I wanted to explore these ruins? There's power aplenty for the both of us, here and nearby. What did you have in mind?"

Marsh sat down in the divan opposite Blastikus' workbench. He paused a moment, considering his words. "You've already set up a respectable laboratory here. There's sufficient other devotees of The Art in the nearby cities, even with the hobgoblin legions scaring away prospects. I say we recruit an alchemist and start fortifying our little group. We have muscle aplenty but we'll need more to crack the secrets here."

"I've been thinking along the same lines. The wraiths indicate the barriers are thin here, probably more than we suspect. Minimally, we can have the alchemist alloy our weapons with silver and help us brew some likely enhancements. We'll need more funds as well. We'll have to plan our next expedition when we're fully recovered. I think we should follow the map we got from the Oni - there's enough loot there for all of us."

Marsh nods in agreement. "Good. We're of the same mind. I'll go with Brother Sully and Krall to Old Brightwood to start making arrangements."

Blastikus looks at Marsh sharply. "We are clear that I have laid claim to this tower and the alchemist is mine to command?"

"Of course, my dear friend. I have my own studies to pursue and have no real desire to live here as anything other than your guest. You've been a most generous host. The scrolls in the Oni hoard will keep me happily occupied for quite some time."

"I agree to share my knowledge if you will do the same and allow you access to the alchemist when I have no need of him. Do we have a compact?", asks Blastikus.

"We have a compact. It's much more lucrative for us to cooperate, don't you agree?", said Marsh.

"Most assuredly, my friend", Blastikus says as he leans back into his chair, silently contemplating just how long he will maintain this collegiality. 

Blasti-bros Recharge

It's a busy downtime session for the bros:

  • The next expedition will be to the nameless ruined city in hex 311.304 in pursuit of the Oni's treasure hoard

  • Blastikus expands his current workshop into an alchemical lab for 1000gp and hires Methikles the Twitchy as his resident alchemist for 300gp a month with an additional lab upkeep cost of 100gp per month. I decide that it will take 3 weeks to get everything up and running so the alchemist will be available on 1 April 2025.

    Blastikus also pays 500gp to have the tower repaired to livable standards. This is twice the normal cost since he had to overcome the workmen's fear of the place. He spends an additional 100gp to replace the door leading to dungeon level 2 with a reinforced iron door, just in case something tries to sneak up from the depths.

  • Luisa is in recovery and prayer dealing with her level loss. Hopefully the Chaos Lords can strengthen her faltering resolve.

  • Marsh advances to Level 8 magic-user and is in training until 18 March 2025.

  • Mog seethes with anger over his level loss and flight from battle. His warrior blood burns with the need to redeem his honor. He decides to hire some mercenaries for some additional muscle on the sortie into the ruined city. They all need more funds and planning before destroying the wraiths. Vengeance, must like the wraith's touch, must be served cold. He journeys to Old Brightwood and recruits some new mercs. Rolling on the table on DMG pg 30, he secures 10 medium horsemen and kits them up with sword, mace, lance and banded mail. He names them Mog's Madmen and puts them under command of Lt Hassan.

  • All party members upgrade their weapons to silver versions as part of the purchases when recruiting the alchemist. Mog follows suit and upgrades the Madmens' weapons as well, just in case...


10 March 2025

Session 10: The Wrath of Wraiths

 


The Bros are feeling pretty good after their last delve and decide to keep rolling while they're hot (HA! See what I did there?). They decide to investigate the Shrine of Evil Tablets in Hex 303.297 and things...did not go well. 

I followed my now familiar procedure and got another 3 level dungeon with a starting difficulty of 6th level monsters. They explore the first three rooms which all come up empty using Appendix A. Enough time has gone by so I roll for wandering monsters and get...12 wraiths. They've got no magic or silver weapons so the pegasus shit has definitely hit the fan.

Neither side is surprised so we proceed to combat with a tied initiative (4 to 4). All actions are simultaneous so this is going to be cute.

Blastikus fires off Magic Missile with minimal effect (8hp total) because that's basically the only attack he has against these horrors.

Marsh casts Haste on the party (aging everybody by one year in the process)

Sully successfully Turns Undead...on 2 of the 12. Luisa fails in her attempt because the Chaos Lords are, of course, fickle.

The wraiths, seething with power of the Endless Void all strike, and fortunately only hit 3 times total, draining one level each from Blastikus, Luisa and Mog. Luisa clearly has a lot to deal with today.

Round 2 goes to the party 3 to 1 and they wisely use their cocaine fueled state to run like the wind from the wraiths. The slowest party members move 9" normally, but Haste doubles that and they easily outpace the wraiths' 12" move rate.

The delve was a debacle and the group retreats to the Obsidian Tower to lick their wounds and regroup. Sully, Krall, and Marsh have earned enough XP to level, so they'll be out until 18 March 2025.

Downtime should be interesting...



08 March 2025

Session 9: Blasti-bros Assault on the Obsidian Tower

 


We now have three competing parties after The Sundering of the Bros, so we need to decide who will be the focus of this session. I roll a d6 and get The Blasti-bros, led by Blastikus. As outlined in Session 8 Downtime: The Winter Blast Bros, the party relocated to Old Brightwood to avoid the Mighty Redneck's rage and find some coin in the process. Blastikus sends the hench-orcs out on a scouting mission to check the wilderness to the east, while the rest of the group tries to get some intel on the current situation. I use Appendix B of the hallowed AD&D DMG to populate the 6 mile hex with the following results:


OK - so some interesting bits here. I reckon Blastikus and friends are looking for some quick hits and will focus on the sites closest to Old Brightwood. I build a random table based on the likely features and local rumors:
  1. Hex 303.297: The abandoned Shrine of the Evil Tablets
  2. Hex 304.296: The abandoned stronghold - Obsidian Tower of the Deep Ones
  3. Hex 305.294: The ruined city of Hraden; need laborers and men-at-arms
  4. Hex 303.295: The ruined city of Bleak Quarry; need laborers and men-at-arms
  5. Hex 301.294: The hobgoblins have turned the old ruins west of Orchard Hollow and Old Brightwood into a fortified village with ramparts, guard towers and ballistae. They have been seen building siege equipment for a final push into Orchard Hollow. The people are terrified but are penned in by stealthy hobgoblin death squads that haunt the surrounding hills.
  6. Hex 306.297: Nameless ruined village; rumors of a wizards lab
Another d6 roll give me a 2, so we're exploring the Obsidian Tower. Blastikus needs a new base of operations so the tower is of particular interest, especially if it's not in total shambles. I roll a d100 to see how damaged the tower is and get a 16. This means it's shabby, but habitable with some upkeep and minimal repairs. DMG pg107 has 6 types of towers listed (how awesome!) and a d6 roll gives me a 3 meaning we have a 40ft diameter tower that's 30ft high with a 1600gp cost. Let's assume that's 10ft per level so we have 3 above ground levels in the tower itself. Repair costs are 1600 * .16 = 256gp to bring the tower itself back to habitable condition if the Bros can claim it from whatever nasties might be present.

I decide the tower, though abandoned, must have some dungeons (because how can The Obsidian Tower of the Deep Ones not have dungeons???) and follow my previous procedure of d4 for number of levels (I get a 3) and a d10 for a starting dungeon level of 6. Three d20 rolls result in 4 rooms for level 1, 16 rooms for level 2 and 18 rooms for level 3. I'll randomly generate the dungeon using Appendix A and stock it using the MM2 monster tables. 

The Bros travel from Old Brightwood with no wandering monsters encountered and survey the stronghold. As the group breaks from the hilled forests outside of Old Brightwood, they stare into the fractured badlands surrounding the black monolith of the Obsidian Tower. Though it is early morning, the tower seems to absorb the sunlight itself and radiate the utter darkness of a starless void. Every inch of the tower itself is covered in phosphorescent sickly mauve glyphs that seem alive and writhing in agony unimagined. Though the surrounding badlands are dried, broken chunks of rock and sand, the tower itself is perpetually damp with a disturbing briny smell reminiscent of the pelagic depths. This is clearly a Place of Power, and Blastikus silently smiles at his good fortune.

The party readies itself for combat and quickly finds an entrance to the tower. Wandering monster checks all come up empty for the 3 tower levels, so the place is truly abandoned (at least above ground). Time to delve with Appendix A!

Level 1 basically came up empty on the dungeon gen. The wandering monster checks likewise came up with a Grell (weakling with only 9hp - bad rolls). No surprise and the Bros easily dispatch the abomination in round 1 after winning initiative. Onwards to level 2!

We hit action immediately as I roll a monster encounter for room 1 (3 hill giants 52hp, 54hp, 63hp). The Pct in Lair roll shows they have made this area their home, so they'll have Treasure type D. 

The Bros win surprise by a whopping 5 to 2 so they get 3 segments of surprise attacks, including a backstab by Kraal the assassin. The Bros concentrate their fire on Hill Giant #1, dealing a total of 36hp damage.

Round 1: Bros win 5 to 3
Blastikus uses his Wand of Frost for 27hp damage. All the Hill Giants fail their saves, so #1 is a frosty corpse and the other two are feeling pretty miserable. Sully hits HG #2 for 3 points and everybody else whiffs. The giants likewise get some terrible rolls and do nothing this round.

Round 2: Bros win 3 to 1
Blastikus casts forked Lightning Bolt for 28hp against both giants who make their saves and take 14hp damage. The remaining Bros all miss in melee. HG #2 smashes Blastikus for 5hp but HG #3 lands nothing.

Round 3: Bros win 4 to 3
I make a morale check for the giants which they pass easily so they're still in the fight. Blastikus hits HG #2 with Magic Missile for 10hp, Sully hits him for another 5hp. Marsh casts Burning Hands for 7hp against both giants and Mog hits HG #3 for 5hp. The giants are rocked and do nothing in retaliation. 

Round 4: Bros win 6 to 4
Giants again pass their morale check so they're clearly pissed off and staying in the fight. Blastikus again uses his Wand of Frost for 28hp damage. HG #2 saves, but is dead anyway. HG #3 fails and takes the full brunt of the Cone of Cold. Mog hits him for another 4hp and our chilled out giants misses on his turn.

Round 5: Hill Giant wins 6 to 5
The remaining giant fails morale by 15% so he executes a fighting withdrawal with a swing and a miss at Mog. The Bros all miss on their turn.

Round 6: Bros win 4 to 1
Blastikus goes back to the trusty Wand of Frost for 22hp damage and the giant fails his save. Mog hits the brute twice on his 3/2 attack for 15hp, killing him.

A quick search of the room finds some coffers containing the giants' treasure: 3,728gp and 3 pieces of jewelry (per Treasure Type D rolls). A quick check of DMG pg 26 and some incredibly lucky rolls yield a total jewelry value of 55,422gp - a king's ransom! 

The Bros elect to continue onwards and find a largely empty level until they come to the last room (monster plus treasure). A random roll comes up with an 8HD air elemental. The Bros win surprise 4 to 1, quickly slam shut the door and beat a hasty retreat to the surface. This is a problem for another day...

The expedition has proven to be very lucrative and yielded a new base of operations for the Bros. 


22 February 2025

Back with the Bros

 

Real life intruded last fall and put my hobbies on hold for a bit. I'm ready to resume some more solo AD&D in the Cold Wastes and will be posting more starting next week. The fates of our Bros will be revealed!


04 August 2024

Session 8 Downtime: The Blasti-bros


The Blasti-bros (Blastikus and Brother Sully)

Blastikus and Brother Sully make a quick detour to the village of Eilifsdalsa to confer with Blastikus' henchmen, Jack Stabby and Johnny Crush. The trip is uneventful (no random encounters) and they reach the village in early evening. The duo wearily make their way to Maison de Blastikus on the outskirts of town and find the half orcs throwing axes in the fields behind his abode. A lamb roasts on the spit, filling the air with the sumptuous aroma of dinner.

"At least you're not both stinking drunk yet", Blastikus says as they unsaddle their horses and ready to put them out to pasture for the evening.

"Eh, well we just woke up a few hours ago," Jack replies as he retrieves an axe from the center of the target. "Heh...you've both seen better days. What happened to yer chums?"

"Philosophical differences," Blastikus replies, fixing the insolent half-orc with a gaze that warns the subject is closed. "We're moving to Old Brightwood in the morning."

"About time," Johnny replies, giving the lamb a turn on the spit. "The locals don't like us much and we're getting bored. Someone might go missing, otherwise. We need some fun."

"Not here, you won't. I need this place to stay quiet and out of the way in case we need it later. Old Brightwood is a little more...fluid, shall we say. I think some loot would go a long ways to treating your boredom, eh?"

"That it would, boss, that it would. What's the plan?", Jack asks.

"Go to the village center tomorrow after Sully and I leave. Get a pair of draft horses and a wagon and load up all my equipment from the cabin. Hire some of the local imbeciles if you need to - they have strong backs, at least. Meet us in Old Brightwood as soon as possible and be ready for some action when you do. That rube Redneck is out for blood because he blames us for Fitzy joining the ancients. Regardless of what happens with him, we all need some coin so we'll find some up north. Is everything clear? I detest repeating myself."

"Clear as crystal, milord," Johnny replies with a wicked grin. "Finally some fun!"

After eating, Sully and Blastikus confer about their course of action. They both agree that the treasure hoard in the Oni maps cannot be ignored, but not at their current strength. They decide to try to recruit some more companions upon arrival in Old Brightwood and explore any local leads they may uncover. The refugees in Fort Rackham mentioned that there were several large ruins throughout the countryside that the hordes took over as bases. Old stories claim there was fantastic treasure to be had, so both agree it's worth investigating further. They turn in for the night, agreeing to leave before dawn to avoid drawing any unwelcome attention from the gossiping villagers.

As planned, the duo rise in the darkness of early morning and uneventfully take the northern road to Old Brightwood, a city of some 50,000 souls. The journey is smooth, with no random encounters. They reach the city in late afternoon and immediately notice the heavy military presence throughout the city. The walls are manned with crossbowmen and artillerists and all entrances are heavily guarded. Frequent patrols keep the streets eerily clear, enforcing an oppressive silence on the once vibrant city. Upon the recommendation of one of the guards, they make their way to the Oak Tree Inn and find a densely populated common room of an otherwise comfortable in. All conversations are in hushed tones and few of the customers even bother to look in their direction. 

"Quite the lively bunch, eh?", Sully remarks.

"It's better this way, you know. Low interest gives us greater freedom to move." Blastikus replies. "I'll get us some rooms and we can start prospecting."

The Blasti-bros Appear

Similar to the procedure for The Mighty Redneck, I roll a d6 for number of allies, d4+4 for level so that they would roughly be around the Bros level, and rolled on the Character Subtable DMG pg 175 for the results below. Sully is conducting the negotiations (+25% Charisma bonus) and we get:
  1. Marsh Bersk Human Male, Lvl 7 Magicuser (True Neutral)
    Uncertain but 55% prone toward positive

  2. Krall Diacan Human Male, Lvl 8 Assassin (Chaotic Evil)
    Uncertain but 55% prone toward positive

  3. Luisa Human Female, Lvl 5 Cleric (Chaotic Neutral)
    Enthusiastically friendly, immediate acceptance

  4. Randal Human Male, Lvl 6 Cleric (Lawful Good)
    Uncertain but 55% prone toward positive

  5. Mog Khalid Human Male, Lvl 7 Fighter (Chaotic Good)
    Enthusiastically friendly, immediate acceptance (base roll of 90% + total modifiers of 30%)

  6. Skyrax Human Male, Lvl 7 Fighter (Lawful Neutral)
    Uncertain but 55% prone toward positive
I decide that Randal and Skyrax, both being Lawful, smell the taint of Chaos on Sully and tell him to sod off. Luisa and Mog are both clearly excited enamored of the dashing Sully and the others go along for the payday. After the group confers, they share news and the rumor table is updated with new potential hooks.

The Blasti-bros are ready!













Session 8 Downtime: The Band of Brogallos

 


The Band of Brogallos (Brogallo and Kleptikos)

Having saved the Bro-cenaries from Zenabarithon's wrath (thus preserving his power base), Brogallo and Kleptikos make their way to Valthrun with the warband and quickly decamp with the officers to a discrete tavern named The White Rose. They quietly enter the watering hole, and Brogallo tosses a gold piece to the bartender saying, "Greetings Rakov! We need the feasthall for some privacy. Bring food and drink and see that none of the peasants bother us."

"Aye, milord. The room's yours until you tell me otherwise. I'll have the slaves prepare your rooms, as usual."

"Good man! Bring the drink immediately and the food as soon as it's ready - we're starved and parched from the road."

The group makes its way to the private feast hall in the rear of the inn and quickly bar the door before falling into the plush divans surrounding the hearth, where a cozy fire crackles. Two slave girls quietly enter from a hidden door in the rear of the hall. With downcast gazes the efficiently spread out a half dozen bottles of liquor and several loaves of bread before quickly leaving, all the while avoiding the gazes of the predators that have descended upon their world.

Lt Stoner barks a sharp laugh before saying "I like it when they're terrified of us. It makes it so much easier to deal with them!" The warriors all chuckle before Brogallo says, "Enough. Hand me a glass of that whiskey and let's get business out of the way so we can relax. Let's be honest boys - we were damned lucky to get out of that last scrap with our hides intact."

A chorus of unanimous murmurs shows the others agree. "I don't like that dragon flying around these parts", Brogallo continues, "I think it might be worth our while to head north for some coin and fun. What's your thoughts, lads?"

Stoner is the first to reply, saying "I never much cared for Valthrun, sir. Let's leave this place and join more sympathetic sorts up north. Lots of work to be had, for sure."

Sgt Rock, after taking a long draught from a bottle of absinthe, is the first to respond. "Slaughter's boys and mine are right glad to be alive and obliged to you for getting us out of that scrap, sir. They'll definitely be happy to get into more familiar territory and get some loot off the hobgobbos, as well."

Sgt Slaughter agrees enthusiastically, saying "'Tis true, sir. things are bit too crazy down here. Much more fun turning the gobbos into pin cushions and much less risk than going toe-to-toe with the wyrm."

"And you, Kleptikos? Will you join us?", Brogallo asks.

"Without question. I was getting sick of that bumpkin and those self-righteous priests, so the farther away, the better. Blastikus was alright, but I think he might be starting to get delusions of grandeur and egotistical wizards tend to take risks that are detrimental to the health of sane people. We've still got a few months before the snow sets in, so we might as well get some loot while we can."

"Fair enough, boys. Let's spend a few days here to unwind and then we'll head out to Tallow Watch to see what we see. Let's eat!"

Late that evening, after the others have passed out in drunken stupors, Kleptikos quietly slips out of the inn and makes his way through the now silent darkened streets. He has long cultivated the ability to appear to drink far more than he really consumes and has used it to liberate many valuables from irresponsible owners in the past. This time, however, he wishes to conduct private business instead of the far more enjoyable larceny. 

He makes his way to a derelict building and slips into the adjoining alley. After a few yards, he discretely presses two of the bricks, causing a section of the wall to silently open inwards. He slips in quickly, silently closing the hidden door behind him. Deftly, he silently makes his way to a rear room where he finds a youth barely into his teens quietly making notes in a ledger by candlelight.

"Hey there, boss. Been expecting  you since the kids saw you and the muscle go through the eastern gates earlier today. What news?"

"Redneck is out for blood after I gave him the slip during a scrap with a dragon. The simpleton actually thought I'd face down a monster for no good reason. I'm going to head north to check on my boys up there." He tosses a small pouch of coins to the youth and says "Here. Take some for yourself and share the rest with the kids. If Redneck is still alive and comes back here, tell him I got caught trying to steal some rich dame's jewels and met my end at the hands of her guards. He'll believe it and it will take the heat off while I sort out my northern affairs."

"Is there any news to report, Selark?" Kleptikos wearily asks, rubbing his eyes and reaching for the bottle of wine on the table.

"Mostly the usual comings and goings, boss. There is one thing unusual, however."

"Well, spit it out damn it!", Kleptikos snaps. "It's late and I need some sleep."

Fearful of having overstepped his bounds with undue familiarity, Selark pales  before blurting out "The Oni boss! Some people have said they've seen them prowling around! They catch a glance of one before they disappear in front of their eyes. The kids have overheard adults talking when they went begging. The adults seem really spooked about this."

"Hmm... well that's Blastikus' problem to solve. He's got their damned map, not me. Keep an ear out for anything more. I'll send a messenger to Hamyla's place with news when I get settled up north. He'll be wearing a red bandana like they do on the taiga. Pay him the standard fee and give him any updates."

"Sure thing, boss, sure thing. Are you calling it a night?"

"I am. It's well past my bed time", Kleptikos says as he turns to leave. He pauses before turning to Selark and saying "Don't fuck this up, boy. Keep doing as I say and all will be well. If you start getting any crazy ideas in your head about your true place in life...well, the sewers are always hungry."

"N-n-no problem, boss", Selark stammers, "Everything will be the way you want! I promise! I like things the way they are, just fine!"

Kleptikos stares into the boy's eyes for a long moment before silently turning and disappearing into the darkness.

The group sets out for Tallow Watch after a few days of recreation and reach the city uneventfully. Brogallo decides to start prospecting for some additions to the party with results below.

The Band of Brogallos Appear

Similar to the procedure for The Mighty Redneck, I roll a d6 for number of allies, d4+4 for level so that they would roughly be around the Bros level, and rolled on the Character Subtable DMG pg 175 for the results below. Kleptikos is conducting the negotiations (+30% Charisma bonus) and we get:
  1. Ah Soh Human Male, Lvl 8 Monk (Lawful Evil)
    Uncertain but 55% prone toward positive

  2. Man Lee Human Male, Lvl 6 Magic-User (True Neutral)
    Friendly, immediate action

  3. Manderbro Male, Lvl 7 Magic-User (True Neutral)
    Enthusiastically friendly, immediate acceptance

  4. No Tiki Human Male, Lvl 7 Fighter (Chaotic Neutral)
    Enthusiastically friendly, immediate acceptance

  5. Otilola Human Female, Lvl 7 Cleric (Chaotic Good)
    Neutral - uninterested - uncertain

  6. Voon deGoon Human Male, Lvl 7 Fighter (Neutral Evil)
    Uncertain but 55% prone toward positive
I decide that Otilola is creeped out by Kleptikos, slaps him and leaves. The rest are swayed by Kleptikos' sly words and join for the lucrative payday. After the group confers, they share news and the rumor table is updated with new potential hooks.


The Band of Brogallos March Forth!

Session 8 Downtime: Redneck's Mighty Riders


Redneck's Mighty Riders (Mighty Redneck)

Still reeling from the betrayal of the others, Redneck decides to seek the counsel of his trainer, Brog Bersk (L11 CG ranger) whom I randomly decide lives in the mountains (hex 301.302) south of the Shrine of Lethria. He safely arrives (all encounter checks came up blank) at the mountain stronghold of Brog and informs him of the developments. Brog urges caution when dealing with the Chaos beast and marvels that such a small group of unprepared adventurers survived the appetite of Zenabarithon and his mate. He reluctantly suggests that Redneck consult with the Porius Sepret, Druid of the Order of the Starless Wastes since he may have more information and lives close to the lakes that were targeted by the dragons. Brog gives Redneck directions to find Druid Porius in wooded hills (hex 306.298) east of Trith Keep, should he desire to consult the Druid.

In the interest of speed, Redneck decides to stay on the main roads before cutting east to the Starless Wastes Grove. Moving under cover of darkness, Redneck quietly makes his way through the outskirts of the villages near Trith Keep before melting into the woods. Fortunately, all encounter checks come up blank so Redneck takes some time to catch some rabbits for dinner and counts his blessings as he makes camp for the night.

Having started a small fire and put the rabbits on the spit to roast, Redneck spreads his bedroll before returning to cooking and is surprised to see a visitor sitting by the fire staring at the succulent meat on the spit.

His newfound, and somewhat expected, guest is a tall man with gaunt features, naked save for a loincloth with a staff across his knees. His long hair is matted and smeared with white woad that covers his body from crown to sole.

I check reaction and get Uncertain/positive (59% followed by a 13%) so I decide the situation unfolds as follows:

"You'll be joining me for dinner then, Dryw Porius?", Redneck asks his hoary dinner guest.

"Hmph. At least Brog taught ye proper manners, boy. The auguries were clear that we were to expect a visitor and it's always a pleasant surprise when I don't have to kill him outright. How's yer master? It's been an age since he paid me a visit."

"He's well, Dryw, though burdened by responsibilities. The Jotunn have overstepped their bounds again", Redneck tells him as he sits down crosslegged and turns the spits.

"Pfft! A nuisance, at best! Tell him I would see him when he can spare the time. Why did he send you?" Porius says as he pokes the largest rabbit with a bony finger, testing its readiness.

"I battled the wyrm Zenabarithon, Dryw, and fear I may have doomed the lake villages by my failure to slay the abomination", Redneck says, hanging his head in shame and failing to meet the gaze of the druid.

"Hmmm so that was you, eh? The villages are no more. The wyrms destroyed them and ate the hapless peasants. They'll be sated for a quite some time after their feast so we won't hear from them for months, at least. What happened? I'm surprised ye didn't end up in their gullets"

"I was betrayed, Dryw!" Redneck shouts. He shakes with rage as he says "We were attacked by the beasts in a vicious ambush! Our so-called warrior Brogallo fled in fear with his mercenary band and that scum Kleptikos! Fitzy was killed and I was near death from the icy breath of the wyrms when the wizard Blastikus and his treacherous Chaos priest Sully used a potion to mesmerize the beasts! Those black-hearted bastards convinced them we were their allies! They commanded them to attack the villages instead of finishing us." 

Redneck, falls silent, overwhelmed by the grief at the obliteration of the innocents. He sits mute, the only sounds being the crackle of the fire and the sizzle of the cooking rabbits. Porius contemplates the fire, occasionally turning the spits. After a time, he breaks the silence.

"There was nothing ye could do, boy", he says quietly. "The abominations were hungry and took ye unawares. These beasts are an affront, though, and must be dealt with before they spawn and we have a true catastrophe on our hands. Yer wyrd is unclear, but it's clear ye are not fated to die...yet."

Porius pokes the fire with a stick, and pauses, as if he's unsure about what he should say next. After a few moments, he nods once, having come to a conclusion and continues.

"As ye should know, The Order maintains the balance of our world against the abominations and Outer Dark. We use all tools to do, whether they be good or evil or slaves to the Higher Powers. Often, and always when least expected, those tools fails us and we must regroup with our brethren and true allies. Brog has taught ye this, hasn't he?", he asks sharply.

"Aye, Dryw. He has told me the truth of the world and our place in preserving it against the Enemies."

"Hmm. At least Brog righteously keeps the old ways. Well, ye just suffered the first betrayal of what will likely be many. Learn from it! Yer Brotherhood and The Order have been staunch allies for centuries and are the only ones that can be trusted! Outsiders are tools to be used for specific purposes and then discarded lest they fail ye...and they will!"

Porius takes the larger rabbit of the fire and puts it aside to cool, eyeing it hungrily. He turns to Redneck and says "Don't let the other coney cook too long! They turn rubbery if ye let it roast! Pull it off and have yer dinner. We'll get some sleep and visit my place in the morning. The auguries told me what was to be and I called fer some friends to help you track down the beasts and make them pay for their crimes. Those villagers were decent sorts and under my protection. They didn't deserve to be wyrm food. We will avenge them."

"And the betrayers, Dryw?"

"Forget them for now, boy. Their time will come. Plan their deaths and pursue them with cold determination. The wyrms are a greater threat and must be dealt with first. Then, and only then, should ye slay the filthy Chaos priest and the blackhearts. They caused the deaths of innocent and must pay the price for the scales to balance."

Redneck's Riders Appear

In the morning, Redneck and Porius break camp and travel to the Druid's cabin in hex 306.299. Porius introduces Redneck to his new allies (I rolled a d6 for number of allies, d4+4 for level so that they would roughly be around Redneck's level and rolled on the Character Subtable DMG pg 175 for the following results):

Alethras - N L6 druid
Bear Amblecrown - NE L6 fighter
Palk Mei - NG L8 magic-user

After a quick war council, the group agrees to travel to the lakes to see if they discover survivors or clues as to the dragons whereabouts.

Redneck rides for vengeance!