Wil the Bloody Flashbacks

Scourge Ambush

Session #11 (3rd Era)

As a child growing up in Brind-Amor you had glimpses of the future, mostly minor things, like what someone was going to say before they said it. But occasionally it would be really profound and detailed and it was something you could take advantage of, like knowing an opponent would leave an opening for you to strike. They didn’t always come true, like the time you foresaw yourself falling and breaking your leg on a fishing trip. But you never went on that fishing trip.

Recently you had two visions:

The first you hear the crashing of waves against the shore as you stand before a mansion built into a cliff. Ogres spot you and drop the rocks they were carrying, one landing on his own foot. They grab their great clubs and rocks to throw at you and move in to attack.

Recall this memory to get advantage on your first attack, or have the ogres attack with disadvantage on their first attack.

The second vision is aboard the Sea Word on a cloudy and windy day as you help raising new sails on the ship. You are about to sail off for the Decius Empire and you are fearful that you’ll be hunted down with the Brind-Amor sails on your ship. You feel like this is a sound decision and would be willing to bring it up to the captain if he doesn’t think about it himself.


Battle of Geargrind Island

Session #12 (3rd Era)

// NETHERFORD RADIO, THIS IS IRONCLAD THREE FIVE ONE, OVER//

\\IRONCLAD THREE FIVE ONE, WE HEAR YOU LOUD AND CLEAR, WHAT IS YOUR STATUS, OVER\\

//NETHERFORD WE ARE IN THE DESIGNATED AREA CONFRIMING A DIRECT HIT ON THE GOLDEN GUNS…SHIP IS CAPSIZED AND SINKING, CAN YOU CONFIRM, OVER//

\\WE CAN CONFIRM, IRONCLAD, OVER\\

//NETHERFORD WE SPOT TWO MORE TARGET NEAR THE ISLAND, THEY ARE ENGAGING, HOW SHOULD WE PROCEED, OVER//

\\STAND DOWN, IRONCLAD THREE FIVE ONE AND PROCEED TO THE EXTRACTION ZONE IMMEDIATELY, IRONCLAD WERE YOU SPOTTED, OVER\\

//NEGATIVE NETHERFORD, WE SLIPPED BACK INTO THE FOG UNDETECTED. PROCEEDING TO EXTRACTION ZONE NOW, OVER//

You are in the center of a large, foreign city with people bustling around in all directions. An announcement is made that the King of the Hill Tournament will be held in the Gladiator Coliseum the following day. You must be there for that.


Arethrion Elves Breakout

Session #13 (3rd Era)

At first it felt like you were washed away in a storm. A blast of water bombards you, staggering your feet. Wait…What? My feet are on the ground, what is this storm? That really caught you off guard, but next time you will be prepared and you will hold your ground in that wave.

Roll with advantage when you recognize a situation when you are faced with a crashing wave of water while on land.

The King of the Hill Tournament in Centum Treyopolis is in a few days. We have to be there for it. It will shape the future of our mission, walking into the den of evil, but it must be done.


King of the Hill Tournament

Session #14 (3rd Era)

You are nearly out of breath, but you must continue on. Your comrades are counting on you as you defend the hill. Another wave is announced, a handful of flab giants stroll out through the gate to the base of the hill. Something tells you that if you get hit with a second slam attack, he will squash you.

If the DM hits you with the first slam attack, remind him of this memory and the flab giant will attack with disadvantage on the second attack (only if the first one hits).

Flab_Giant.jpg

This is a horrible way to die. A set of ruins, crumbling and decaying in a messy swamp. You look around and see Triton struggle in the mud, his heavy frame sinking lower and lower into the mud. And poor Captain Jaffe, his short stature didn’t last long in the quicksand mud.
By Ao, if we only stayed on the ruins and didn’t try to go off path.


Like Clockwork

Session #16 (3rd Era)

William, I have explained this to you a hundred times. Tick-Tock!

What are you talking about, this is the first time we’ve met? you ask quizzically.

Yes I hav-, Oh, I see what you are saying, to you this is the first time. For me, I’ve told you a hundred times, and I’ll explain it a hundred more I suppose.

The man in the golden robes sits you down at a desk and draws out the map. Clockwise moves forward in time, counterclockwise moves back in time. Simple.

The basics of this make sense to you, but it’s not how it actually works out when you try it. But, sometimes when I move backwards I see the future?

The man in the golden robes thinks for a minute, Yes, to you it will seem like that. It’s all circular. Tick-Tock. Future-Past-Present or Past-Present-Future. Repeating, of course.

You look down at your hands, And these six keys…you want me to hide them?

Yes! the man in the golden robes smiles triumphantly, like you finally understand his plan.

You fumble with the keys, And this is going to trap you in here?

Not trap. I’m… the man takes a deep breath, I’m hiding.

From who? you ask, From the Scou-

Bup-bup-bup-bup, don’t say it. I’ve dealt with them through many cycles, one doesn’t not carelessly mention them by name and lived as long as I have. Or will. Or did.

How will you get out? you ask.

You, he says with a smile, You and your friends. It was easier to get a hold of one of your friends, he is in a bad place. You all are going to get me out.

What friends?

From the ship.

What ship?

The Sea Word, sorry, hasn’t happened for you yet. When you grow up and become an adult, you will join a ship that will sail far from your homeland. You will become a hero, you will break time, literally, and you will save me one day.

It’s hard to imagine ever leaving Brind-Amor, although you have heard of a ship being built for exploration, but it will be called the United Pride. You have so many questions, but only have time to ask the most important one.

I won’t get to talk to you any more? Until I rescue you?

The man in the golden robes, shakes his head, Well…not really, I’ll kinda always be around. Tick-Tock, little friend!

Wil the Bloody Flashbacks

The 2000 Year Epic Campaign Lord_Sam