Showing posts with label Coffin Masters. Show all posts
Showing posts with label Coffin Masters. Show all posts

Tuesday, 5 April 2022

Session 24

 A SAILOR'S LIFE FOR ME...

Sunstrong 3-7, 4433

Characters:

Gorr, ranger 5
Robert the Swift, fighter 4
Suba-Jin the Three-Handed, cleric 4
Xénos, spy 1


Late Night in the Hood

The group lurked on The Bridge, one of Viridistan's rougher neighbourhoods. They had subdued a thug from the Coffin Masters gang and browbeat him into showing them his hideout, in the hopes of finding the missing stonemason Sesto

Suba-Jin convinced a local drunk to let them into his home, and from that vantage the group surveyed the alley for the rest of the night, tracking the gang's activities. In addition to groups of thugs coming and going, some strange characters passed by:

- a tall, fat Orichalan whose breath fogged in the warm night, with 5 cloaked & masked figures following in lock-step;

- a tough-looking adventuring party (two fighters, two thieves, an M-U & probably a cleric) led by a tall, steely-eyed Skandik warrior in plate armour with piercing blue eyes and a frightening countenance;

- a short, wiry fighting-man covered in a cowl, with scaly reptilian skin.

The night passed fitfully for Robert, who couldn't sleep properly and was left tired and edgy [-1 to all rolls]. After watching this procession of strange characters throughout the night, the group decided that Sesto wasn't actually that big of a priority and they had business elsewhere.


Back to the Night Wolf Inn 

The group returned to the inn outside the Great Wall, bringing the recuperating Eric Withakay and Lord Fesgate along in their wagon. The tavern was packed full of patrons in the midafternoon: 

- snow-white warrior women with wild hair, black war-paint & minimal clothing [first met back in Session 7

- red-skinned, bare-chested Altanian barbarians from the edge of the Empire; and 

- a group of men wearing polished, elaborately fluted plate armour, sort of resembling Avalonians, with solar iconography on their equipment.


A floor show was absorbing the whole tavern's attention: a blue-haired elven woman of spellbinding beauty was singing ballads in a foreign language, accompanied with her mandolin. Her playing was masterful, even if many patrons were only enraptured by her looks.

The group mingled for a while. Gorr searched through the brick storage room behind the bar and found liquor bottles of every type & description, most of which he had never heard of before. He snapped up one that interested him, deciding not to explore down the spiral staircase to the cellars below.


When the bard's set was done to raucous applause, she left the stage to speak with the concierge. Robert and Suba-Jin joined their conversation. James introduced her as Rain, and the group noticed that her hair wasn't just blue but changed colours as the conversation went on, sometimes turning scarlet or pink.

Talk turned to a few odd events or characteristics of the Inn. Rain mentioned two points of interest:

- a trapdoor in the floor of the stage that led to something dangerous below, and

- some non-guild members who had attempted to force the eastern tavern door, not understanding that the Inn prevented unauthorized entry that way.

At this point Robert & Suba-Jin decided to come clean about the Inquisition's pressure on them to spy around the Inn. James was keenly interested, but didn't seem too worried. He appreciated the group's candour and told them to simply tell the Inquisition the truth - the guild was an adventurer's organization dedicated to mutual benefit, with no political goals. Whether High Inquisitor Phaidros would be satisfied with that is another matter...

Before she left, Rain mentioned that she was looking forward to the Midsummer garden party, mentioning some sort of card game called Evocation. The group decided to search for a book on the subject in the Inn's library.

They wandered through a few strangely decorated rooms, marvelling at the odd iconography of wolves, stars, and other features. They found the two-story library piled high with tomes of every possible description. Gorr spotted the statue of an exotically-dressed woman labelled "Nisbal the Immortal, luthier of the Sunset Palace." Suba-Jin managed to grab a book on card games which mentioned Evocation.


From there the group proceeded to:


Room IV - Restful Seas

Cyan & copper clouds scudded through a pale pink sky. Beneath, a bright turquoise ocean stretched in all directions. Searching the room uncovered some pirate costumes, a few cutlasses, more powder & shot for Suba-Jin's revolver - and a travelogue scrawled on weathered paper:

"We had been searching for sunken treasures in the gray sandbars that surround the room's furniture, following a rumour overheard in the tavern. A great storm came up from the ocean and drove us far off our course, to the north. During the storm, the huge glass lens Olayinka had picked up in the attic was swept overboard. She had been using it to study the stars, and was bitter about the loss.  

When the gale finally ended we found ourselves far outside the sandbars, in deep ocean. We patched up the ship, and traded our remaining goods at native villages along the shores of several islands. Some villages were friendly, but others were hostile and the natives attacked on sight. I suspect the hostile villages were filled with cannibals.

We skirted the coastline of a vast island, until we reached a peninsula cut off from the main island by a massive stone wall. We were well received by the natives of Tanoroa, the small village that guards this wall. The villagers call the larger island The Isle of Dread. Their own peninsula is known simply as "Home."

The villagers told us a tale about an ancient city in the central highland of the isle that was built by the same people who built the wall. The villagers call the builders "the gods", but I noticed that the names of the gods and the personal names of the clan ancestors were often the same, so I suspect that their ancestors and the builders were one and the same. I believe that the natives once possessed much more advanced culture and that the descendants of the builders have returned to a more primitive state.

The inland city is rumoured to be filled with treasure beyond imagining. In particular, I heard persistent tales concerning a great "black pearl of the gods" that still remains in the inland city. The island waters abound with excellent pearl beds, so the rumour of the black pearl may well be true.

The village contains a number of huge life-like statues of iron, bronze, and stone. Since no villager currently has the skill or the craft to make such statues, the tale of a lost city built by 'the gods' seems reasonable. I would have liked to explore inland to verify the rumours, but too many of my fellows died in the storm or by cannibal spears. Only five of us are left. I am the only experienced adventurer, the others are only hirelings. We can sail the small catamaran well enough but on land, in hostile territory, we would be helpless.

Once back at the Night Wolf Inn I should be able to recruit a party of professional adventurers, then I will return to claim the great black pearl.

One thing I managed to do before leaving: we sailed around the peninsula & the southeastern edges of the island and made the best map we could. We were afraid to land, since village fishermen had warned us that it was extremely dangerous to land anywhere on the main island and the coasts were rocky with no beaches. As a result, the map only shows the coastal areas we could chart from the ship. But it is better than nothing."

- Rory Barbarossa

A crude map was included:


After a night's sleep, the group took the catamaran and headed north to this mysterious and vast island. [It was around this time that my computer crashed.]

After most of a day sailing north, a few small islands came into view. Perhaps they were the southern islands shown on the map? The group made landfall at the smallest one and entered the jungle.

They encountered a group of svelte, ethereal women in the jungle with greenish hair and bark-like skin, speaking an unknown language. The group attempted to communicate. The women led the way to a cave in the jungle, indicating the group should enter.

Inside the cave, old dusty bones lay on stone blocks. In a low-ceilinged chamber decorated with violent cave-paintings, two smooth stone slabs covered ancient graves. Pulling the slabs aside revealed shriveled, mummified bodies wearing jewelry of beaten gold. The party looted these treasures and all was well for a moment - until a cold & sinister light shone in the mummies' eyes, paralyzing the group with supernatural terror!

One of them seized Suba-Jin and rapidly drained the life-force from the unfortunate cleric. Robert was struck by the other. The group beat a hasty retreat and fought a running battle, Gorr showering the mummies with holy water & burning oil from a tree. At the beach beside their boat, the final blows were struck and the last of the restless dead fell beneath the ranger's darkly glowing axe.

The party had obtained some treasure from the ancient graves, but at a heavy price: Suba-Jin was one of their most dedicated and experienced members. Standing on the beach, they pondered their next move.


Monsters Defeated:

2 mummies (1720 xp)

Treasure Obtained:

circlet, goblet & bracelet of beaten gold
gold earring w/ ruby chips


Updates:

- There is a lot of information to read through around here! To make things easier I created a new tag called 'message from the concierge' which collects informational posts about the Night Wolf Inn so they're easier to find!


- Suba-Jin was killed in melee combat, and by an undead creature.
That means 2 new character classes are available:

The Barbarian - halfway between fighter and ranger. 1d12 hit points per level, wilderness skills and better saving throws make him hard to kill, but begins the game illiterate and gains levels slower than a fighter.

The Necromancer - Raise an army of skeletons, but the whole Empire probably hates you!

There is a new version of the Auto-Filling Character Sheet that includes these classes and a few other bug fixes. You can get it in the usual place (on the sidebar).

Thursday, 10 March 2022

Session 23

FOLLOWING IN SESTO'S FOOTSTEPS

Warmshade 20 - Sunstrong 3

Characters:
Gorr, ranger 5
Suba-Jin the Three-Handed, cleric of Hextor 4
Robert the Swift, fighter 4
Xénos, spy 1
Lord Fesgate, fighter 4


Leaving the Mansion

The party emerged from the garden hedges to see a group of 10 mandragoras between them and the exit. With Lord Fesgate badly hurt, low on hit points and spells, drastic measures were required:

"That's it" Suba-Jin growled, brandishing a bottle of herbicide in one hand and his pistol in the other. "Every one of you get outta my way!" The short little plant-men were so baffled that they didn't even move. Hustling through the statue garden, he tossed a handful of the brown powder in one's face and it collapsed, shrieking in its vegetable-y way.

On the way out, Sesto's work crew wanted to know how things had gone. The party showed them a golden disk they had looted [last session]. They left Lord Fesgate to recuperate at the Dragon's Eye, then proceeded to Seven Visions for some much-needed R&R. They spotted a surly pimp and a few cruel-looking guards selling foreign dancing-girls in the Bazaar on the way.

They showed the golden disk to Zvezdana, who identified it as a type of odd-shaped trade bar used by rich families in the past. She took it off their hands for 2000 silver pieces!

The group spent a few days healing and partying at Seven Visions (and everyone failed their carousing saves) - Suba-Jin remembers destroying something in the night, but not what it was or where. Gorr recalls letting some important information slip while in his cups. Xénos got a nasty surprise when he awoke one morning with a dead elf in his bed! After some deliberation he brought this to management's attention, and Zvezdana agreed to handle it for him, saying only "You arr varry lucky you arr such goot cahstomers,,,"

The only clue to the elf woman's identity was a halved skull tattoo: the symbol of Galishma, a goddess of dark places & hidden things as well as protectress of women. The group had their suspicious but without much to go on they decided to drop the subject for now.


Disappeared!

The party met up with Sesto's crew, ready to brave the mansion again. But nobody had seen him for several days! The crew was getting worried, and the party decided to look into it.


Life in the Old City


There was no information at the Dragon's Eye, so the party ventured into Old City to look for Sesto's neighbourhood. They stopped into Eternal Flame, the bar where they'd first met him [a few sessions ago]. A rose-gold metallic building sized for beings much taller than humans, it was kept quite warm by a cheery ever-burning fire, now used as an oven. The barkeep hadn't seen their quarry for almost a week which was unusual since Sesto stopped in for an after-work drink most days. The party managed to learn where he lived (amusingly, on the Street of Stones).

At the corner of the Street of Stones, Robert spoke to an old man selling pickles out of a barrel. The vendor had noticed a few cloaked, shady types asking around for Sesto and one of them had a strange tattoo on the back of his neck:




Then the old pickle-monger pointed out the Sesto family's residence on the second floor of a nearby brick & concrete apartment block, of the run-down style commonplace in the Old City. 

The dwelling had been ransacked, and there didn't seem to be any clues to the perpetrators. Mattresses were slashed, boxes opened up, all the poor family's meagre possessions were thoroughly rifled.

Suba-Jin interviewed a frightened neighbour (who wouldn't even open her door) and got some interesting gossip. A few nights back, the woman had heard men's voices raised in anger, and the sounds of breaking furniture. "I thought it was a domestic. Common around here, you understand. Then one of the men said some funny things - 'Ah, you'll be fit for a coffin after this! We'll get the iron toads on it, you wait' and then 'By yurdle-murdle'... or maybe it was 'yer-doomlel'? Some funny word, anyway." With a sinking feeling, Suba-Jin thought he knew the word she had overheard...

They party headed to the Bridge district to find evidence of the Coffin Masters gang, thinking that was who had grabbed up Sesto and his family.

The run-down shacks on Bridge were usually covered in graffiti, most of it not relevant. Symbols of gangs & local crews. Occasionally the logo of a deity, like Galishma's half-skull. Occasionally a strangely clean and well-written message saying "THE SEQUENCE - ALL WELCOME - OTHERSIDE."

After an hour of searching they noticed a familiar horned logo in white paint. They made the acquaintance of a local salt vendor named Thando who was ready to leave the city and seek his fortune elsewhere. He was tired of paying protection money to the Coffin Masters. The party bought his entire stock for cheap and sent him off with a magic acorn in his pocket for good luck.

The party spread news among the locals that a new salt vendor was in business! Xénos posed as the vendor and the rest of the group hid in ambush. As the night wore on, the group awaited the Coffin Masters' arrival.

Just before midnight, a group of six thugs showed up and tried to shake down the "helpless merchant." Xénos played dumb and then ran off down an alley, leading the thugs a merry chase. Just as they cornered their "victim" Suba-Jin, Gorr and Robert fell upon them from behind and slayed five quickly. Their leader surrendered after he saw his crew cut down. 

The group sweated him for information on Sesto and the location of the Coffin Masters' home base. "I can't tell you that. You know what they do to traitors? I'll get flayed alive!" Suba-Jin indicated the corpses of the underlings being tossed off the side of the Bridge, plummeting hundreds of feet to the Nereus Firth below. The man realized his predicament. He claimed to know nothing of Sesto but agreed to lead the group to the gang's hideout and teach them the 'secret knock' in exchange for his life and a small payout - 100 silver, enough to leave town. He led them deeper into the Bridge district, walking for almost an hour through winding alleys.

We left the group debating their next move - they are standing on a darkened corner, looking at a dead-end alley. According to their prisoner, the building at the end covers a passage downwards into the semi-mythical tunnels inside the Great Bridge!


Enemies Defeated:

1 mandragora (39 xp)
6 thugs (335 xp)

Treasure Obtained:

none

Treasure Sold:

golden disk

Money:

Gorr, Suba-Jin, Xénos, Robert, Lord Fesgate: noted during play

Young Joe Spruce: 333 silver, 33 copper