July 11, 2013

13th Age Adventurer Tier: On The Whim of a Coin Flip for 6/20/2013

Our heroes rush back through the MURDER MAZE, triggering one of the traps along the way to slow down and weaken their opponents. They get out of the maze in time to get the healing potions, but soon Ingrid Stomphowler, and her two companions, Virion Iroquois, the Mist of the Battlefield, and Frank Jones, come out of the maze, a bit singed, but ready to fight. What follows is the most dramatic battle in MURDER MAZE history. Everyone but Murdock tries to gang up on Ingrid, who hits hard, while Murdock chases Virion around the battlefield, constantly frustrated with how he teleports away. Murdock eventually gets him weakened, and Heathcliff finishes him with a crossbow bolt. The crowd loves it! Heathcliff soaks in the admiration of the crowd, and decides to take the final blow in a similar fashion on Ingrid and Frank as well! The crowd loves him! The Wonderheart is now an arena star! And the rest of the party is a bit miffed at him taking all the glory!

After basking in the glow of their fans, and getting what they are owed from Mott Battleman, they head to the temple of Slyce for a victory party. The followers of Slyce are overjoyed, and present Nimrod with a holy artifact to attach to his shield, the flattest of all gear, as reward. Nimrod accepts the artifact humbly, glad to help his fellow worshipers.

The next day, the party prepares a plan to head towards Horizon, but first goes to a local wizard in order to check out Zardy’s chest. After a long bit of research, the wizard determines the magical lock on the Falconcats Chest was made by someone of almost ludicrous magical power. His guess is either the Archmage, the Blue, or the Elf Queen. Zardy takes his chest back with new things to ponder. Since no normal sailor is willing to take a chance on buying their weird magical ship, the party also negotiates with the wizard about the Fore Sail. He says he knows a guy who may purchase it, and promises to barter the ship for magical items that may be of use to a group such as them, and give them the payment when they get back to Axis. The party agrees.

Searching for a safe way to get to Horizon, the party eventually finds a caravan going through Horizon and the Golden Citadel to reach the Red Wastes. This caravan is lead by Glyff Searclaw, a Dragonspawn businessman and ranger, and realizing that the party is the Slyce Flatteners, he agrees to give them free passage if they’re willing to work as guards, as he’ll be able to get more passengers that way.

The party agrees, and the caravan soon sets out, with the party entertaining the passengers with tales of arena glory and other adventures.

On the second day, though, there is a problem. Crossbow bolts shoot out of the woods, and injure most of the horses in the caravan! It has to stop. The party meets Richard Hemmingsworth, Gentleman Thief, and his band of well-dressed thieves. After having hit a caravan-load of expensive clothing, Hemmingsworth’s band upgraded their image, and they have been terrorizing this route ever since. However, Hemmingsworth has his eyes on something different this time: the mechanical man, Murdock Steelbeard! Clearly, the party are not going to deactivate and give up their dear friend! Combat is afoot! Will our heroes survive?

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