Embercult Pt. 1: Diminutive Sacrifices

Harken to me, those who wear the banner of Irongate, for it is I, Rylorn the Wizard! Long has been the passing of time since I have been amongst your number. Long too, is the road I have traveled to be here. I have been... scouring the outer grounds of Irongate for some time. A new problem, finds itself at our doorstep. I believe a power may be growing... in the east. News from Eastholme has ceased, and there is an undeniable crackling energy in the air.

Can you feel it?

It is an energy I haven't felt for some time now. Men and women of the Irongate - it is an energy, that belongs to Ho'hroth, the elder fire spirit.

There's not a damn thing we can do to stop him, if he does return to this plane. The last time he awoke he set half the kingdom of Rivermoor to ashes.

Ho'hroth is not strong enough yet to fully inhabit our world. He exists walking a fine line between fire and shadow, just out of reach of our world. This leaves us with the question, what summons the fire spirit back to this plane? I think we will find answers to THAT in Eastholme..

The journey ahead will be treacherous, and fraught with danger. You will need to all be on your guard. Things weird and magical lie out there beyond the gate.

If you find any of the halflings of Eastholme, please bring them back here, the people of Eastholme have always been lighthearted and decent folk.

Does anyone have any questions?


Team Size
  • Each team will consist of 4 party members
  • A monster team will be appointed with 4 monsters
Lives
  • 3 lives per adventurer (for the entire game)
  • Depends on scenario for monsters
Respawns
  • Reeve only respawns for players, respawning on the frisbee consumes a life.
  • Respawns for monsters will be based on the battlegame

Scenario 1: The Goblin Tower

You make your way east, heading into the Edgewood Forest. Your eyes are heavy with fatigue, and you grow weary. The beaten path leads its way deeper into the dark shadows of the forest. In the distance is a leery sight.

A small wooden tower, rising up from the treeline meets your eyes. It's ramshackle in appearance, and looks to be shoddily constructed. A small goblin carrying a bow seems to be at the teetering top of it! There must be others around. They have not noticed you yet, but if you step close or make noise they'll surely notice you.

Lay on!

Rules:
  • Place down a group of walls to represent the tower.
  • Goblins have 1 life, but can use their "Avenge me my brothers" ability as normal. They respawn around the tower on frisbees.
  • Archer(s) can fire out from behind the wall.
  • A frisbee will be placed out behind the tower to allow the party members to flee. All party members must touch this or be dead to leave the area.
  • When the party members either attack or get too close (within 60 feet, reeve calls it as "Intruders!"), or make too much noise, game begins
    Awards:
  • Flee, no bonus life
  • Slay all goblins, bonus life for all party members

Scenario 2: Paid Mercenaries

You are traveling down the road through Yellowfield, when a group of dark-skinned elves, with shimmering silver hair approaches. Malice is in their eyes.

Allow the dark elf leader to banter with the party.

  • They are paid for as a mercenary group to guard this road.
  • They will not let your party forward short of death.
  • The leader speaking is known as Zyfer
  • Mercenary group is known as the Blackdagger.
Rules:
  • Open field
  • Exit frisbee on other side of park
  • 2 lives per monster, 20 second respawn time.
  • Dark elves start out in a V-formation.
Awards:
  • Flee, no bonus life
  • Slay all dark elves, 1 bonus life.

Scenario 3: Embercult Attack

In the distance, inbetween a group of small huts belonging to the town of Eastholme you see several figures approaching a female halfling with wood piled at her feet. She is crying for help!

"Let this worthless stinking vessel of meat... bone... and flesh, be broken down to the ashes from whence it came. The eternal fire hungers for more to feed it! You will be claimed by the very spirit of the vengeful fire and be consumed by the heat! Your bones will crack, you will char, and you will be cleansed in the righteous fire of the soon to be born HO'HROTH! All hell will break loose on this world and you will be one of the first in line to feed it! Let your fear overtake you!

Burn! Burn in righteous fire!

Prepare the circle for her death! And start the incantation!"

Pimkin Everglade, the halfling

  • Cheery personality, but disoriented and not doing well.
  • You know this group is known as the Cult of Ember.
  • You know this group is the ones who have stolen away your husband (Falwan), and sister (Ruby), but you don't know where.

Rules

  • Pimkin must be dragged ("say dragging") if dead, or must walk to the frisbee exiting the area to clear this scenario.
  • Pimkin can only walk due to her injuries, and is only proficient with a short or dagger if she's given one.
  • You have 80 seconds to hit the frisbee at her feet.
  • Infinite respawns for cultists on a 20 second timer.

Awards

  • Flee with pimkin, 1 bonus life

Optional Scenario 4: Night Ambush

It is the dead of night. You travel with Pimkin, who has been having trouble resting since the horrors of the previous night. She's awake and has decided to keep watch over the party throughout the night.

Rules

  • Pimkin is awake, and can call "Ambush!" when monsters are within 40 feet of her.
  • She can only walk.
  • All other party members have their weapons placed on their campfire frisbee, and must face it.
  • Orcs only have 1 life.