Showing posts with label Fesgate. Show all posts
Showing posts with label Fesgate. Show all posts

Sunday, 22 June 2025

Session 48-51

AGAINST THE BAT CULT

Harvestime 5 - Goodgrove 18, 4433

Characters:

Daqqa-Jin, barbarian 5
Robert, fighter 5
Xénos, assassin 5
Uriah, paladin of Seker 3
Young Joe Spruce, druid 4
Finrod, elf 4
Lord Fesgate, fighter 4 (NPC)

After the garden party, the group returns to Viridistan and catches up on a few things: 

- Salzige is retrieved from the clutches of the Inquisition in a surprisingly cordial meeting. The guards with him didn't ask for anything. The sorcerer is missing a finger now, and tells the party about his harrowing captivity and what the Inquisition wants from the group. 

- The party blows some money carousing with their noble acquaintance Vasu Cervantes. A few mistakes are made: Xénos acquires expensive tastes and carousing now costs double for him. Cassia wakes up in the middle of Ugtargnt's temple, incensing the uptight priests with her inebriated blasphemy!

- Information is gained from two sages at the Shadow Market.

- The group spends time training and gets details on interesting quests from their mentors (more later, we wanted to jump right into the action on game day).



The Guild Quest

Robert and his comrades return to the Night Wolf Inn for their first Guild Quest. They meet up with Ms. Haven, a scarred veteran of many battles and high ranking Guild member. She lays out the situation for the party: the Guild group A Motley Crew have gone missing in Room IV and somebody needs to find out what happened to them and mount a rescue if possible. If the Wretched Company can solve the problem the first group were sent in to deal with, so much the better.

Before they leave, she gifts them some items that may be useful: a few potions and two amulets of tongues, used to speak with the room's denizens.

The party enters Room IV and searches the furniture, discovering two finely-made cutlasses which they take. Using the small sailboat provided they head north, seeking a huge island and the village of Tanaroa.

They reach Tanaroa on the second day of sailing and meet the friendly islanders who address them as "Wolfclan." The Guild has managed to foster friendly relations with the locals here. The party rests, buys supplies and gathers information about their quest and the members of A Motley Crew.

In the morning they set out with a local guide who takes them as far as the tar pits, a day's travel past the Great Wall. Daqqa-Jin's tracking skills come in handy and he picks up the trail of a group who passed through recently. It leads north into the hills, and eventually to a mist-shrouded cave entrance. The group descends!


The Cave of Mists

The company explores the cave and rapidly gets stuck into a huge pitched battle with bloodthirsty primitive cultists, accompanied by giant scorpions and a few members of A Motley Crew, now turned to evil!

Use of the Four Winds Bar and Entangle spells turns the battlefield into a giant area-denial zone, and even a pincer attack from behind cannot stop the group. They are able to capture Sebastian the assassin, and rescue most of the other captured Guild members before they can be sacrificed to the crude bat idol. Conylt the cleric does not survive, after fleeing into the lair of a demon deeper into the caves.

The party encounters THE LIZARD-LORD, a strange talking green statue, and pilfers a few gems, but the being seems unable to pursue them. Later, they will sneak around it to pilfer all its treasure.

After resting, burying some of their treasure and sending the survivors of A Motley Crew back to the Tanaroa with their guide. The sorceror Usucachi attacks the group at night with a summoned earth elemental, but is defeated (thanks to Young Joe Spruce's Call Lightning spell, which blows up the pistol he was carrying - oops!).

The party delves deeper into the caves. Bypassing the fly-demon with a holy symbol of Camazotz, they open the great doors into the lower level and enter... 


The City of Bats

The party explores the ruined city. They encounter degenerated, pale lizardmen and interrogate them. 

Many ghouls, mummies and giant bats are fought and much treasure obtained. Several similar-looking bat idols are taken - one from a giant scorpion, one from a mummy, another from a replica of the city. There are some close escapes but the group does well against their foes, deploying all kinds of tactics and avoiding traps with careful observation.

They cross a river of blood, explore ruined buildings, see a room filled with lava, and climb some pyramids. They find a man frozen in a block of ice, but can't think of a way to get him out. They fly over a (probably) trapped floor using the Four Winds Bar.


Young Joe Spruce catches some ghouls in an Entangle.


Thinking quickly, Daqqa-Jin kicks a sneaky mummy into a pit.


They meet a nereid named Ixcacolel, trapped in a pool of water, and give her the Bat Crown so she can escape her confinement.

Finally placing all four bat idols atop the great pyramid, the gate is opened to the inside. The group battles the final guardians of Camazotz, the DEATH BATS!


Xénos lines up a backstab on the biggest bat he's ever seen.


After a tense battle, these final guardians are slain and the sanctum of Camazotz is ripe for plunder. Uriah and Finrod feel ill simply entering this evil place, where reality itself distorts in a dizzying undulation. Ever bold and greedy, Robert the Swift pries the ruby-studded golden eyes from the great idol of the bat-god, and takes its obsidian teeth as well. 

Upon a sinister blue altar lies an artifact of great evil: the Book of Dreams, which describes the granting of wishes by human sacrifice. The group decides to take it and bury it, for now. Returning to the surface, the Wretched Company plans to rest and recuperate, and then perhaps the City of Bats holds a few more mysteries?


The Return & The Treasure Map

The group took up most of the treasure, buried the rest, and headed back to their boat. Scouting ahead of the group, on the second day Finrod spotted a strange nest of two giant spiders. Dropping flaming oil from above drove them from their nest, and then a barrage of ranged attacks caused them to speak, begging for mercy from the group. They were driven away and their gold coins looted.

Returning to Tanaroa, the Wretched Company was greeted by the locals, overjoyed that the cult of the Bat God was broken, and the grateful members of A Motley Crew, including Sebastian, whose domination by the forces of evil was finally over! The assassin was a bit miffed to see Xénos wearing his magical armour, but he reluctantly accepted that such was the price of fighting for the bad guys and - not dying about it.

Loading everything on the boat, they took an alternate route inland and returned to take the rest of their buried treasure, passing a few zombies along the way.

After loading up their boat so it was almost ready to sink under the treasure's weight, they scouted out the location marked on their snakeskin treasure map. In the wastelands stood a plateau with a crumbling temple to some forgotten god: scouting it out invisibly, Finrod spied a great black dragon resting in the courtyard, and flew away with all haste!

Returning to the Inn, the group got a message left by the Behringer knights: they have discovered a gateway to a ruin of the ancient world, and want the Wretched Company's help exploring it. Also, the war against the Mad King is escalating, and they need all the help they can get!

Their new weapon passes allowed them to stroll through the Great Wall checkpoint with ease. Thanks, Inquisitors! In Viridistan the group sold off their mountains of treasure, had their money changed to gold coins and identified their raft of magic items. Many future plans are being made. Many characters reached level cap. Lord Fesgate needs to rest and recuperate after the shock of too many fights with the undead.

What's next for the Wretched Company?


Some Weeks Ago:

A group of young and reckless adventurers disembarked from the Sea Ghost in Viridistan and sold off a mountain of trade goods and contraband, gaining much experience in the process. After training, they plan to investigate the Crimson Curse plaguing the city...


From The DM:

When I told everyone to come over for a one-shot game on Halloween 2019, I never imagined this game would make it to 50 sessions! Thanks for coming back again & again boys. We have plenty more thrills & spills coming up in the future!


Monsters Defeated (11642 xp):

2 sabretooth tigers (1020 xp)
6 giant bats (120 xp)
Pumacaja (AKA "bat-boy,") antipaladin (290 xp)
Sebastian, assassin (660 xp)
Usucachi, M-U (290 xp)
Conylt, cleric (660 xp)
42 primitive cultists (840 xp)
2 giant scorpions (380 xp)
earth elemental (2800 xp)
3 lizardmen (141 xp)
2 mummies (1720 xp)
13 ghouls (611 xp)
giant black widow spider (80 xp)
giant scorpion (190 xp)
5 giant bats (100 xp)
6 DEATH BATS (1740 XP)


Treasure Obtained (Total value something like 35,000 sp):

pile of silver coins (in chest)
pile of copper coins (in chest)
bronze shield
gold armlet
gold scepter
fire opals x5
lava rock heart of the bat idol (4500 sp)
Usucachi's spellbook (spider climb, magic missile, summon familiar, invisibility, darkness globe, locate object, ESP, stinking cloud, blink, water breathing, haste, wall of ice)
headband studded with pearls
golden ore chunk
marble urn
electrum ore (4x)
bag of pearls (11x)
gold and jade amulet
golden torc necklace
amulet of Camazotz (2x)
treasure map scrawled on a tattered snakeskin
potion (violently bubbling scarlet, with a tiny iridescent feather floating in it)
scroll of Neutralize Poison
Blizzard Bag
priest scroll (from Conylt)
assorted jade items: jaguar, egg, nose plugs
coins (500sp, 900 copper) (Xénos picked up)
granite bust w jewelry
57 gold coins (already split up)
potion (bright amethyst fluid with dark indigo specks) 
assorted jewelry (11 pcs)
priest’s bat mask 
golden goblets (2)
onyx skull 
magic sword w/ bat wing handles 
Bat Crown (given to Ixcacolel)
Bat Idol's gold & ruby eyes (5000 sp each!!)
Bat Idol's onyx teeth (16)
Book of Dreams [placed in storage]
Assorted magical weapons, armour & shields looted from foes


After fighting many undead, the group have gained 3 fear points each. Lord Fesgate seems to be acting erratically after so many harrowing encounters, and needs to rest!


Tuesday, 8 April 2025

Sessions 47-48

THE PARTY: CONCLUSION!

Harvestime 4, 4433

Cassia, fighter 3
Finrod, elf 3
Salzige, necromancer 4
Black Phalaros, necromancer 3
Daqqa-Jin, barbarian 4
Robert the Unsociable, fighter 5
Xénos, assassin 4
Young Joe Spruce, druid 3
Uriah Sunstrife, paladin 2
Oddrick, cleric 3 of Odin
NPC - Lord Fesgate, Fighter 4
NPC - Vasu Cervantes, Fighter 2


The Inn is Under Attack!



A horde of creatures emerged from the woods and swarmed towards the Night Wolf Inn.

The Wretched Company sallied forth, along with several high-ranking Guild members to meet the foe and buy time for the Inn's employees and other noncombatants to get to safety. Deploying the Four Winds Bar and their spells, they cut through the enemy's ranks until the more powerful foes got closer, and then fought a delaying action for several minutes, eventually retreating into the Inn itself.

The Inn's magical defenses (a group of gargoyles in the shape of winged wolves) helped out, crunching through the weaker foes outside.

Meanwhile, Karakaël appeared in the tavern to report a horde of enemies rising up from below the Inn's cellars! The Wretched Company hurried downstairs to fight on this second front.

A horde of the same wretched creatures waited behind some locked portcullis gates. One of the 'leaders', a hideous and short fishlike entity, was able to speak. It addressed the party, asking for its "sister" Oolpoollib. The Wretched Company didn't know what to do, especially when the beasts produced several wood elves and a few unfortunate Guild members as hostages, including the young & helpless Ruby Stone!

The conversation was short and unproductive. The creature spoke harshly but cryptically about the Guild Master. 

Just when it seemed there was nothing anybody could do, terrible magics were unleashed. A few party members collapsed with crippling headaches while the monsters began to explode, unleashing a storm of blood & gore throughout the cellars. Waves of fire and lightning followed, destroying whole packs of creatures. The magical assault emanated from a stooped, cloaked figure leaning on a staff, surrounded by a dark halo of energy...

Was this the mysterious Inn Master?




Monsters Killed:

tons!!


Treasure Gained:

none


Experience:

[This is a "story award" for lack of a better term, based on character level and how many days of the festival characters attended. There was no opportunity to gain treasure, and the mass combat XP would have been divided among a huge number of allies. So this award is my thanks for showing up and trying out a different game session from the usual! This XP award is unique and breaks past training caps, just this once. It has already been added to your XP totals. - DM]

Cassia - 900 xp
Finrod - 900 xp
Salzige - 400 xp
Black Phalaros - 900 xp
Daqqa-Jin - 1200 xp
Robert - 1500 xp
Xénos - 1200 xp
Young Joe Spruce - 900 xp
Uriah Sunstrife - 600 xp
Oddrick - 300 xp
NPC - Lord Fesgate - 600 xp
NPC - Vasu Cervantes - 200 xp

Tuesday, 14 January 2025

Sessions 45-46

THE MIDSUMMER PARTY

Harvestime 2-3 4433

Characters:

Cassia, fighter 3
Finrod, elf 3
Salzige, necromancer 4
Black Phalaros, necromancer 3
Daqqa-Jin, barbarian 4
Robert the Unsociable, fighter 5
Xénos, assassin 4
Uriah Sunstrife, paladin 2
NPC - Lord Fesgate, Fighter 4
NPC - Vasu Cervantes, Fighter 2

For Those Unable to Attend:

You missed the social event of the season!

The Night Wolf Inn's midsummer garden party was a rousing success. Financed from the Guild's own coffers and the contributions of dues-paying members like you! 

This was one of the most successful gatherings in the Guild's history:

The party had 872 attendees over the course of three days. Over 2,000 meals were served; 1,400 pints of beer poured; 128 bouts of wrestling, armoured and unarmoured melee; 350 arrows fired; 210 spears thrown; 59 prizes awarded; 0 deaths and only 1 disappearance!

Read on to learn more about the experiences of our Guild members at this year's party:




Day 1

The group arrives with old Olayinka, who thanks them and walks off to meet her old friends and set up shop. 

The opening ceremony is marred only by the presence of the local tax-collection bureaucracy. Finrod's interruption and the legal acumen of Mr. Blackrest put these troubles to rest swiftly, but the party may have made an enemy.

Cassia and Finrod join the Guild for free. Daqqa-Jin gets a magical tattoo at great expense that grants him a magic shield for a limited time.

The party meets the salt merchant Thando, now prosperous, who tells them to see him later. They buy some astral dust, then some magical cigarettes from a slug-man. They bid on some treasure maps at auction, but don't win them.

Many characters join the contests of skill and arms, most progress up the leader boards to the next day.

Some wild wood elves arrive, and after a tense moment they are welcomed. They brought ominous warnings of evil forces entering the forest and humans despoiling their grave-sites.

Salzige and Finrod get alcohol poisoning at the drinking contest, coming nowhere close to winning. Cassia and Uriah do well at the singing contest. Daqqa-Jin tries his hand at Evocation, watches other players get cursed and walks away with a bit of money himself.

The group investigates the library, speaks to a kindly old man doing research, and is asked a strange question by a talking bust of Asmodeus (shudder!). They learn a few clues about the cellars.

In the smoking room, they hear the mounted animal heads chant a strange song which Rain magically translates for them.

Assorted rumours and chatter was heard from other attendees, too much to write down here.


Day 2

When the party wakes up, Salzige is missing! Finrod has a note in his pocket: 

"You know what to do. -B"

The Inquisition is at it again! The party concocts a plan with James to bring some fake "stolen information" to Bolivar to get their friend back. We will see how it works later on.

Daqqa-Jin wrestles TORG the ogre and wins! He gains a potion of heroism as a prize and moves on to day 3. Cassia and Uriah both lose at dueling in extremely close matches. All those in other contests of skill continue.

At the auction, Finrod wins an expensive mithril ingot, useful!

The group goes fishing and is almost eaten by a giant carp.

Other guild members come up to the party asking questions - almost like a fan club. The party tells the story of the Four Winds Bar and Daqqa-Jin demonstrates its power, and they relate their adventures in the cellars. The low-level rookies are suitably impressed.

A notice board is tacked with signs, including advertisements for adventurers wanted and announcements of brave expeditions.

Uriah does incredibly well at the singing/oratory contest, reciting an ancient hunting poem of his people. He has a strong chance of winning on the final day.

Black Phalaros has not done much so far, but decides to try Evocation, and plays an entire nine hands at a prestige table! Not only does he win some good money but he draws a mystical combination and is warded against death for a month. The entire tavern watched this event in rapt attention, he is developing a reputation as a savvy gambler in the Guild.

Late at night, the party watches a fight in the ballroom, where a barbarian fights a massive illusionary dragon and loses (badly). They learn how the ballroom works.

Blessedly sober, the group goes to sleep in preparation for...


Day 3

At the auction, many wondrous items are sold. Finrod buys a magical Everfull Purse of gold.

Thando finds the group and thanks them with 6,000 silver worth of jewelry!

Phalaros buys the magical book Evocations of the Doomed City for a kingly sum. This book will summon up the mythical lost City of Brass.

Nobody wins the archery, spears or knife contests, but several prizes are won for placing: free time in a few Inn rooms, and maps to points of interest within. One map is for Room I, and will surely be useful in the war against the Mad King.

Daqqa-Jin loses his wrestling match but wins several magic potions for making 3rd place.

Uriah wins the oratory contest and chooses a pack of IOUN stones, getting tremendously good results!

In the smoking lounge at the end of the night, the Guild VIPs are playing a high-stakes card game when a horde of monsters emerge from the woods! Even James seems shaken by this development - the whole Guild is in danger!!!

Treasure Gained:

jewelry box (6000 sp)

Experience Gained:

none



Tuesday, 7 January 2025

Sessions 42-44

RETURN TO FORT BEHRINGER


Thistleburn 19, 4433

Characters:

Daqqa-Jin, Barbarian 4
Robert the Giantslayer, Fighter 5
Xénos, assassin 4
Uriah, paladin 2
Young Joe Spruce, Druid 3
Mardonius, Magic-User 3
NPC - Lord Fesgate, Fighter 4
NPC - Vasu Cervantes, Fighter 2
NPC - The Behringer Boys: Otto, Hans, Stefan, Leonhard



For Eric!

The Wretched Company (joined by the young daredevil Vasu Cervantes, and his M-U friend Mardonius) returned to the Moonlit Zone to liberate Fort Behringer.

With clever ploys they ambushed a starving gnoll patrol and drew a large part of the main gnoll army out of the castle. A flying Mardonius dropped flaming oil to sow chaos inside the fortress. At the right time, the party rushed an abandoned spot on the walls and climbed up into the fort, then Young Joe Spruce cast an entangle spell to further tie up the gnolls.

Xénos boldly followed the fleeing giant Kucmalog up the tower, Robert close behind. The assassin caught the giant in the highest rooms of the tower, but his strike fell short of causing instant death. Robert caught up in time to back him up and the troublesome moon-giant was slain.

The group was almost trapped by the gnolls, but decisive and bold action by Uriah led to a one-on-one duel to the death against their chief Trorgezz. The paladin prevailed [I don't know how! He was a 6th level monster with a magic weapon! Seker smiled on you that day. -DM] and the rest of the gnolls fled confusedly out of the fortress, hungry and lacking leadership.

The party swiftly looted the fortress, except a few ancestral Behringer pieces, and Daqqa-Jin flew back to Rauffe's camp to gather the troops. 

The group discovered a magic mirror and saw many sights with it including the real Sage of Lune, replaced by an impostor and imprisoned - on the moon?!

Meanwhile, Daqqa-Jin was leading the rebels through the forest when they encountered some black-robed priests of Uthummaos, whom he spoke to briefly before blasting them all with the Four Winds Bar's lightning.

The victorious party was visited by an emissary of the Carrion King, who congratulated them and provided a way to contact him in the future, since it seemed they were "going places."

The company returned to the Ruined Town in an effort to right old wrongs: they restored most of the missing pieces in the Solaris shrine (only a halo and some kind of large piece are missing). Daqqa-Jin proclaimed for Karttekeza, sacrificing a valuable black sapphire in an effort to replace the gems taken long ago, then turning the shrine's water back on, washing the evil mud that infested it away. The god's influence is spreading back into the world.

Liberation!

The group returned to the Forgotten Village and discovered it occupied by the Mad King's troops, and their ally Shandril held captive by the traitorous, one-handed sergeant Baran.

Xénos once again showed his skills, shanking Baran through a window as the rest of the group held his attention.

Mike, upon learning Xénos has 17 STR: "and they called him... the Creatine Kid!"

Shandril was rescued and a pitched battle took place through the city streets and fields. These troops were fairly weak and no match for the Company. After more than half their number were slain including all their leadership, the rest surrendered and agreed to join the rebel cause [great reaction roll!]. From now on, some of the flowers grown in the village would be skimmed off and sent northward to the rebels, while the rest go south to the Mad King's troops.

The group left with many new options, clues and plans, but first: selling treasure back in Viridistan!


Monsters Defeated (4229 xp)

Kucmalog, Moon-Giant (1560)
Trorgezz, Gnoll chieftain (680)
1 Gnoll sergeant (100)
10 Gnolls (470)
1 gray ooze (80)
4 moon-moths (284)
Baran (460)
19 king's troops (190)
3 clerics of Uthummaos (405)
8 clerics of Uthummaos (1080 - Daqqa-Jin only)


Treasure Found:

sack of gold coins (200)
sack of gold coins (500)
gold belt buckle (250 sp)
silver crescent blades (200 sp each)
gold ring, studded with diamonds (2200 sp)
7 LARGE silver trade bars (7000 sp total)
giant-sized platemail (4000 sp)
giant-sized shimmering robe (1200 sp)
finely crafted 2-handed sword (1000 sp)
gem-encrusted peacock pimp chain (2200 sp)
black sapphire gem (2000 sp)

altar-stone of solaris [replaced in shrine]
3 metal angel halos [replaced in shrine]
12 holy symbols [10 donated - 2 kept]

seal of uthummaos (magical) [kept]
scroll of protection vs. undead
gold dust of heroism
sparkling moon-moth dust (as web spell)
red & white luckstone
one-handed flail +1
Lion's Blade +0
giant's dagger (shortsword +1)
greatsword +2/+4, frost brand
giant 2-handed mace +2, 13 STR to wirld, casts knock 1/week
velvet jewelry box with fly candy (magical - from carrion king)


Treasure Shares:

100 gp, 3375 silver to each player character
50 gp each to Vasu and Lord Fesgate

[XP totals posted when I get back from work]

Sunday, 26 February 2023

Sessions 37-38

THE SLAUGHTER AT THE TOWERS

Thistleburn 6-11, 4433

5 real days passed during the sessions, including 10 subjective days in the Forest of Dreams

Characters:

Gorr, ranger 5
Daqqa-Jin, barbarian 4
Robert the Unconscious, fighter 5
Salzige Brauen, necromancer 2
Xénos, spy 2
Uriah Sunstrife, paladin 1
Cassia Tannin, fighter 1
Black Phalaros, necromancer 2
Finrod, elf 1
Clif, elementalist 3
Lord Fesgate, fighter 4 (NPC)




Battle For the Towers

The party was trapped in a moonlit zone prison tower, surrounded by a small army of gnolls and their leader the moon-giant Kucmalog

Investigating the ground floor brought the attention of two animated statues. Their stone surfaces were hard to crack, and Robert shattered his magical Executioner's Axe during the fight! The group opened up another prison cell and fought two werewolves. They rescued five knights of the Behringer family in the process, swelling their army's numbers further. 

The party negotiated with the moon-giant and convinced him to open the doors of the prison. At that point, battle was joined! Kucmalog laid down terrible strikes with his enchanted sword and called curses on the group, blinding Daqqa-Jin and Hamon and turning them invisible. His gnoll squads swarmed around the tower and a pitched two-rank battle was joined at the doorway.

The slaughter was terrible! Almost 30 gnolls driven mad with hunger, fear and rage, pressing forward with halberds. Occasionally one would stop to chew on a downed foe, or even one of their own number. The party led them into a trap with flaming oil, blinded them with the fireworks of the Four Winds Bar and then battled them nose-to-nose with the help of the Behringer family knights. 

One by one the party members were knocked out, blinded or otherwise incapacitated until only Uriah was still fighting. Just when it seemed like the gnolls might push through, the rest of the shades arrived from deep inside the tower, alerted by a flying Xénos. Picking up the fallen gnolls' weapons, the 100-strong rebel army pushed forward, slaying the ravenous beasts to the last.

The group was in possession of the field, but still in a tricky position - most of them were knocked out or crippled, the clerics were out of spells and several Behringer knights and shade soldiers had been killed in the battle. 

Even so, fate was with them. Other than a small pack of snarling gnolls who did not attack, the party was not molested on their way out of the Moonlit Zone and back to the rebel camp by the lake. 

Rauffe welcomed the group with all the hospitality he could manage. A great meeting took place with the rebel leaders and the party, with everyone sharing their stories and trying to piece together events. Reymund the Pale agreed to make an extraordinary bow for Gorr, as soon as a workshop can be assembled for him (costing about 8000 silver). Rauffe happily presented Daqqa-Jin with a glass lantern filled with ethereal fireflies as a gift for rescuing so many of his men. 

The party was asked to assist the rebellion further: 

-- The surviving Behringer knights want to recapture their ancestral home from the gnolls, but they need help.

-- The two priestesses are convinced something is wrong with the Sage of Lune - she has gone mad, or been possessed, or something! They want to cure this ailment and turn her back to the path of good, rather than destroying her for allying with the Mad King.

After being outside the moonlit zone for a day or so, the moonlight curse faded from Daqqa-Jin and Hamon. The party rested up, dealt with some logistical issues, brought some equipment in for the rebels and then headed out.


Back in the Night Wolf Inn tavern there were some interesting people. Uriah signed up to the guild for cheap, because he was broke. A ventriloquist was doing a spicy act about the Emperor. Some guild members were mourning a fallen comrade, others were preparing for a mission. A blue-haired elf in black chain named Karakaël was friendly and voluble. He was interested in the party after hearing they had found their Four Winds Bar behind the clock in the library. News of the group's success seems to have spread amongst other guild members.

The group returned to Viridistan to sell their loot, train, identify items and carouse.


New Arrivals

Meanwhile, the party who had recently raided the Vault of the Warlord in the distant north [see the special play report a while back] finally made it to Viridistan with their revived friend St. Nolan, patriarch of Seker. After Black Phalaris gave him back his Staff of Healing, he was so happy that he removed the curses afflicting the group from Warlord's gold.

After then paying to have the cursed gold itself un-cursed, the Vault crew still had 50,000 sp of trade bars left (!!!) which they split up into equal shares. 

Other details were figured out: Gorr had his madness healed with a Cure Disease spell and a cursed item removed by the church of MAN-PAC. Spellcasters dealt with their mentors and got new spells. Party members identified items, traded equipment and sorted out who could use which intelligent weapons.

With new alliances formed, the group agreed they would call themselves THE WRETCHED COMPANY.

To carouse as much as they wanted the group headed up to the Cliffside district, to the Sign of Olive & Lotus. Finrod charmed the gate guard, who was happy to let them pass with an invitation to join them for a drink later. At one of the most expensive joints in town, the group got ready to take some richly deserved R&R...

[More details on rumours, mentors etc. coming in DOWNTIME POST.]


Monsters Defeated:

28 gnolls (1316 xp)
1 needlebeak (190 xp)
2 werewolves (380 xp)
2 caryatid columns (560 xp)

Treasure Gained:

firefly lantern
friendship

Treasure Sold:

topaz eye gems (2*1400 sp)
sapphire eye gems (4*900 sp)
robes with gold thread (1800 sp)
cursed mace -1 (0)
vacuous grimoires (2*1000 sp)

Money Gained:

most players noted already

Xénos - 585 sp gained after carousing costs [see next post]


Wednesday, 14 December 2022

Session 36

HUMANS, COME OUT TO PLAY...

6 Thistleburn, 4433
about 1 subjective hour passed during the session

Characters:

Gorr, ranger 5
Robert the thrice-cursed, fighter 5
Daqqa-Jin, barbarian 4
Xénos, spy 2
Uriah Sunstrike, paladin 1
Lord Fesgate, fighter 4 (NPC)


The party was in a Moonlit Zone tower, being shot at by crystalline guardians disturbed by Daqqa-Jin's horn of blasting attack [last session]. After a single hit from their lasers, Gorr's madness overcame him and he went berserk! He slid down a staircase in a stone coffin steered by Daqqa-Jin, risking a lethal fall, to crash into the enemy [a lucky attack roll by John averted disaster here]! They defeated the crystal beings, but not before the maddened ranger was clubbed unconscious by their glassy fists.

The party regrouped with their shade allies and progressed further down the tower. They defeated a pack of demonic winged heads with judicious use of a net to rescue more shades, and liberated some from a room with cages full of angry black birds. They spoke with two Lune priestesses who were happy to heal the group and help out. These two also relayed some details regarding the last days of their order, the Sage of Lune's behaviour, and the moon's alliance with Uthummaos.

While crossing a bridge between the two towers, the group spied a telltale light down below. Daqqa-Jin flew up with the Four Winds Bar and saw a pack of two dozen gnolls, led by a tall, luminous figure that could only be the moon-headed giant, Kucmalog!

The barbarian got the giant's attention and engaged him in conversation. The giant clearly wanted the group out of his prison, and probably fed to his gnolls too. This chat lasted long enough for Robert and Lord Fesgate to bash down the bridge door, bringing their crew into the second tower.

With Robert in the lead, the group explored the larger tower swiftly. Many rooms were populated only by monsters, all of which were flesh and blood beings instead of shades. Packs of needlemen, birds and spiders were all seen. Two knights known to Lord Fesgate were rescued: Otto and Hans Behringer, and the three began catching up immediately. Five other knights were stuck in a cell with two werewolves, but nobody wanted to open it right away - although Otto & Hans insist that their relatives should be liberated as well.

At the top of the tower, three frightening creatures waited in a hot magma-filled cell, this one NOT frozen in time: horned humanoids from the waist up with long red snake-tails. In exchange for their freedom, the entities offered the party some elemental ice gems called Lemcienee inside their cell. Nobody was sure about letting them out just yet.




Trapped and in need of a plan, the party discusses their options. They have many shades with them, but the gnolls are tough foes. And who really knows what a moon-giant is capable of?


Thus ends year three of the campaign. 
Thank you all for playing, I'll see you in January for the beginning of YEAR FOUR!


Monsters Defeated:

7 crystal guardians (665 xp)
11 vargouilles (1298 xp)

Treasure Obtained:

4 gemstone eyes

Prisoners Rescued:

45 regular citizens
24 rebel troops
Geroldus Estieveran, noble knight, shade
Ysmena & Helouys, Lune priestesses, shades
Otto & Hans Behringer, noble knights, flesh & blood men


Monday, 14 November 2022

Session 35

LIGHTNING IN A BOTTLE

Thistleburn 5, 4433
A few hours passed during the session.

Characters:

Gorr, ranger 5
Robert the Swift, fighter 5
Daqqa-Jin, barbarian 4
Salzige Brauen, necromancer 2
Xénos, spy 2
Lord Fesgate, fighter 4 (NPC)


The party continued their talk with the Carrion King. It explained a few more details about the moon-headed giant Kucmalog & discoursed on his magical items. A flaming sword and a magical mirror, apparently one of many that exist in the kingdom. Then it gave a dire warning about a dangerous location in the moonlit zone. The creature also offered to trade any one of his magic items in exchange for Salzige's hideous, nightmare-inducing idol.

The group moved on, following the Carrion King's directions. They came upon a guardpost with moon-gnolls who were willing to negotiate and were interested in the group's plan to open up the prisons. The leader of the gnolls agreed to take the party to the prison towers in exchange for eating anybody they found inside!

Gnarg the gnoll and five of his troops accompanied the group, with one needlebeak. They ran into another gnoll patrol at a circle of standing stones, and there was a standoff. A few of these gnolls joined the group looking for easy food, but the others wouldn't come along - they declined to attack their comrades, letting the group leave after a tense moment.


The Prison Towers



After Gnarg helpfully relieved the gnoll patrol that was circling the towers,  the group had the run of the place. The front doors could be easily opened, but the group used the Four Winds Bar to fly up to the floating mini-tower. 

They saw a symbol & altar of Uthummaos and an investigated an old stone coffin, decapitating a corpse in there and taking some treasure. Then they were accosted by a terrible wraith, demanding they swear fealty to King Wakelinus and Lord Uthummaos! Gorr was having none of that, and struck the altar with a mace.

Gorr: "Fuck Uthummaos and fuck You!"

For his defiance, the ranger was blasted by yellow laser-beams from the sinister wall carvings!

As the guardian spirit attacked, Daqqa-Jin spoke the command word "Azerix" to activate another power of the Four Winds Bar, unleashing a blast of deadly lightning in every direction! It did terrible damage to the insubstantial creature but harmed the group as well: Xénos, Salzige and Lord Fesgate were all knocked flat! Gorr managed to grit his teeth through the pain (and pass his WIS check, keeping a tight hold on sanity for the moment) enough to splash the monster with holy water.

The creature was defeated, but at serious cost: Lord Fesgate got knocked unconscious but was alright with a bit of healing. Xénos barely survived a lightining-induced heart failure, and would be near-useless in a fight from now on. And Salzige lay in a coma, totally unresponsive...

The party unlocked the nearby cells, rescuing many shades from the time-prisons. They met a nobleman Lord Almery IV and his entourage: Hamon, Ranulph and their quarry, Reymund the Pale! They had to battle some giant snake-creatures called Jaculi to rescue some of the rebels, who suffered a handful of casualties. They threw down the Jaculi's corpses for Gnarg and his friends to eat.

Lord Almery was overjoyed at the rescue. He suggested they clear the tower in case more rebels were imprisoned further below.

Inside the smaller tower, Daqqa-Jin destroyed mounds of crystal with his horn of blasting, which shivered and broke apart from the stress. From the remnants of the crystal formations crystal golems emerged, blasting at the barbarian with scintillating energy beams. The whole group retreated back up the stairs, pouring lamp oil to cover the retreat. 


The situation as it stands:

7 crystalline men inside the tower are chasing after Daqqa-Jin
8 gnolls and 1 needlebeak led by Gnarg wait on the ground for more food
a handful of rebel troops have weapons, the rest are unarmed



Rebels Rescued:

40 rebel soldiers (5 died)
Hamon, the Unbreakable
Ranulph, the Silent
Lord Almery IV
Reymund, the Pale

Monsters Defeated:

13 Jaculi (247 xp)
1 Uthummaos' guardian (300 xp)
9 giant moths (342 xp)

Treasure Obtained:

2 topaz "eye" gems
robes embroidered with gold thread
ornate mace of strange aspect

Friday, 7 October 2022

Session 33

ASSAULT ON THE FORT

Characters:

Gorr, ranger 5
Daqqa-Jin, barbarian 4
Salzige Brauen, necromancer 2
Eric Withakay, cleric 5
Lord Fesgate, fighter 4 (NPC)


Battles with the Gnolls

The group had enough information from the two surrendered gnolls [last session]. The captives were tied up and left in an abandoned building while the group moved on, following the same tracks of looted objects as before. They saw more ruined buildings, crumbling and abandoned, and an old well.

The group came to a clearing that was bisected by a crude 10' high wall, built from loose and crumbled stones. A snarling gnoll popped up over the top and trained a bow on Daqqa-Jin, while Gorr climbed a tree to get a better view. Daqqa-Jin brought some food for the hungry creature, jumped up on the wall and saw a whole group of gnolls lying in wait. A fight began! Two large birds with glowing white auras were released and seemed to attack at the gnolls' command, but were shot out of the sky by Gorr and Salzige. Eric was hit in the leg and began bleeding out but used a scroll to stop it before he lost consciousness.

After the fight, Dawn Bearer delivered an electric shock to Daqqa-Jin with a "Sorry old chap, really need somebody more compatible, what?" and the barbarian was forced to drop the magic weapon. 

[DM Note - This was my mistake. I actually forgot this rule for intelligent magic weapons several sessions ago. Daqqa-Jin should never have been able to wield Dawn Bearer at all, so I hope you enjoyed your bonus use of this magic item!]

They came to a crossroads with a big stone mile-marker pointing in four directions:
Back the way they came it said Single Tower
To the left, Greater Towers & Red Shrine
To the right, Lesser Towers
Forward, Fortress Behringer

They asked Lord Fesgate about the Behringer family. He said that many of them fell out of favour with Raeldus I around the time he was imprisoned, but he knew not why. The tracks led towards the fortress, so the group progressed that way.


Fort Behringer



The trail led to a walled fort on a hill. The party approached up a winding path but were stopped by some warning bowshots. A crew of gnolls snarled from over the wall: 

"Man-things, you shall not enter here! We will feast on your tender flesh..."

The group weren't sure what to do but decided on the direct approach, charging forward under a storm of arrow fire! Using the Four Winds Bar, Eric blasted a cloud of choking black smoke in front, with paralyzing dust that Gorr had harvested from some magic butterflies - it didn't reach the gnolls, but Daqqa-Jin used his horn of blasting to push it forward over the fort's wall. 

Still using the Four Winds Bar, Eric flew up and spotted a horde of gnoll archers on top of the keep. He flew back down, grabbed the horn of blasting and flew back up at point-blank range, attempting to disable all the gnolls in one swoop. 

The gnolls were alert, their canine eyes keen. An absolute hail of arrows struck Eric while he activated the horn, and the few that remained un-stunned after the blast were able to hit him a few more times. Bleeding from a dozen wounds, he plummeted to earth - stone dead before he even hit the ground [-6 hit points and a roll of 2 on the "Death Table" - nobody can survive that!].  

With barbarian courage, Daqqa-Jin climbed up to Eric's body at the foot of the keep's walls, backed up by Gorr and Salzige's missile fire. Braving arrows and flaming oil, he grabbed the Four Winds Bar and desperately flew away with his comrade's body.

On the slopes beneath the fort, Lord Fesgate gritted his teeth and attempted to shield his friends from arrows as best he could, but several shots made it through his antique platemail [he is at 4 hit points]. A general withdrawal began.

The sound of a windlass & chain cranking can be heard - the fort's gate is opening, and what fresh hell will be unleashed from within??


Monsters Defeated:

11 gnolls (517 xp)
2 birds with glowing auras (380 xp)

Treasure Obtained:

none


Wednesday, 14 September 2022

Session 32

RUMOURS OF WAR

Sunstrong 15 - Thistleburn 5, 4433
10 days passed during the session
2 subjective days passed in your most recent trip into the Forest of Dreams

Characters:

Gorr, ranger 5
Daqqa-Jin, barbarian 4
Robert the Unconstitutional, fighter 5
Eric Withakay, cleric 5
Salzige Brauen, necromancer 2
Lord Fesgate, fighter 4 (NPC)


Smuggling

The group headed out of the Forest of Dreams, ready to sell their ill-gotten gains in Viridistan. The Night Wolf Inn was as normal: some red-skinned Altanians and pale, fiercely painted Amazons were drinking in the tavern. Salzige attempted to interact with the warrior-women but was rebuffed, amidst the jeers of the eastern barbarians.

On the way back to Viridistan, a great traffic jam of farmers, merchants & travellers had formed outside the Great Wall. Daqqa-Jin went up to the gate and learned that due to a distant war, Emperor Seheitt was instituting new taxes. 

The party split up. Gorr, Fesgate and Salzige remained in the Forest of Dreams for a few days. Fesgate still had a broken leg, and Gorr's sanity was beginning to fray after many battles with the undead! Robert and Daqqa-Jin went through the gate on foot and proceeded into Viridistan.

In the Emerald City, everyone was talking about THE WAR! It was clear that news of the disaster on the sacred mountain [Session 18] had finally reached the general populace. Many rumours swirled. The most significiant: Shah Kijdawr is stretched thin and has few troops available to counter this new threat. Everyone is waiting for the Emperor to step in and send one of the Vasthosts north, but so far this has not happened.

Prices are up! Metal ores, lumber, wine & other goods have increased in price, leading to overall higher cost of living. Temples are sending priests & magic to help deal with the threat, increasing prices for religious services, spellcasting, scrolls, etc.

At Seven Visions, mistress Zvezdana Ozi had news. If the group wanted, she could call in that favour and put them in touch with some 'scary characters' who would be happy to buy some of the strange magical items they had recovered a few sessions ago. They decided to table this for now, and worked out a plan to smuggle their treasure into town.



The party brought their treasure to Targnol port [last seen in Session 2] where they contacted a shady character named Tilki who put them in the hold of a logging boat with a nice bribe to the captain. When they got to Viridistan they were picked up in a small dinghy and brought into town by one of the boat-people, a strange folk who live their whole lives in connected networks of boats & rafts on the waters of the Nereus Firth. This got them into the heart of town and past the guards at the Great Wall, for a simple 10% cut to their patron, Zvezdana.

She identified some of the group's items (including a robe of eyes, sweet) and they did a few errands in town & caught up on the news. Patchey, the proprietor of the Dragon's Eye Inn, gave them a letter that arrived a few days prior, which said only:

Meet me at the Green Lion statue at mid-day this week. The pelagic argosy sights land.

Knowing this was their Inquisition contact, Daqqa-Jin and Robert went to the meeting by the Green Lion, an ancient statue in the middle of a wide plaza by the sea. A shifty viridian who called himself Bolivar greeted them. He wanted to know what they had discovered about the Night Wolf Inn, but Daqqa-Jin didn't tell him anything he really liked. Some haggling (and subtle or not-so-subtle insinuations) followed. Bolivar said if they could give him something really useful about the Inn Master, or the overall agenda of the Guild, he could maybe see about helping them with a special gate pass to bypass the tax-collectors at the Great Wall.




Return to the Moonlit Zone

The group caught up with Rain in the Night Wolf Inn's smoking room. They saw a strange enigma - the animal heads on the walls animated and chanted in an unknown language. 

The elven bard explained the workings of the magical Four Winds Bar and the command words to activate it. She once owned one of these rare & powerful magic items, but traded it many years ago for her magical mandolin. The finding of this item seemed a respectable achievement. Rain listened with interest to the group's plans for the future and offered advice about the Inn's cellars.

Back in the Forest of Dreams, the group progressed further into the Moonlit Zone. They passed through the ruins of an old town now overgrown with trees. They passed by an old structure decorated with the sign of a red cross and two snakes, only glancing inside briefly. 

Coming to a clearing littered with buildings, they were spotted by a group of tall humanoids with the heads of snarling jackals & black eyes, covered in silvery fur. Battle was joined! The humanoids charged while a few of their fellows fired bows from cover.

Justin: "Just call me Michael Vick!"
DM: *laughs in horror*
Chris: "Not exactly, you didn't cast charm on them and make them fight each other!"

It didn't take long for the group to defeat their foes, with the last two jackal-men casting themselves on the group's mercy.  

Jackal-man: "We surrender! No kill!"
John: "This isn't a no-kill shelter..."

Chris: "I'll fire at the fleeing archer." *volley of arrows hit, the jackal-man dies*
Justin: "Gorr's arrows sent that one to a farm upstate!"

The group interrogated the survivors, learning a handful of details about the region and the name of their master, a moon-man named Kucmalôg.


Other Things That Happened

Gorr rested in the Forest of Dreams in the boughs of Grandfather Tree for a subjective 5 months! [recovering 5 fear points in this time] The wise tree spoke of many obscure & ancient things through the sighing of branches and the whistling of the wind. The ranger can't remember much, but perhaps in time this lore will come back to him...

Gorr is still suffering from madness at this time - he is capable of fighting at a distance with a bow but if things get too stressful or monsters/strangers get too close, I will have to make a roll to see if he loses his composure!

Salzige has been learning spells! The stone idol of a winged, monkey-like humanoid speaks to him in his dreams. After a few weeks, he awoke feverishly one morning and transcribed the spell chill touch into his spellbook. A few days later, he had terrible nightmares. Although he could not afterwards recall them, he was so shaken that for two days, even ordinary tasks were quite difficult [if he had been adventuring some penalties would have applied]


Monsters Defeated:

10 white gnolls - 8 killed, 2 surrendered (470 xp)

Treasure Found:

none

Treasure Turned In:

giant gold statue of Ahmon-Ibor
2x purple gemstone eyes (Robert kept these)
2x crimson incense (Eric kept for tithing)
silver grave trinket
silver plate set
2x silver scimitars
9x jewelry from Tannoch crypts (Gorr kept a red cross medal, Daqqa-Jin kept a gold chain)
glass-fronted scroll case (magic scrolls inside were kept)
scroll of sanctuary

Money Awarded:

Young Joe Spruce: 801 sp 

Cost of Living:

[I didn't want to spend time calculating this during the session. I will remind each of you next time]

Gorr: 235 sp
Daqqa-Jin: 97 sp
Eric: 163 sp
Robert: 168 sp
Salzige: 40 sp
Cassia: 11 sp
Xénos: 27 sp
Joe Spruce: (already deducted above)

Experience Totals:

Daqqa-Jin has reached level 4!
Robert the Swift has reached level 5!
Young Joe Spruce has reached level 3!



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

Tuesday, 22 February 2022

Session 22

A TRADE IS MADE, AND FURTHER GARDENING

Warmshade 18-20, 4433
About a day and a half passed during the session.

Characters:

Gorr, ranger 4
Robert the Swift, fighter 4
Suba-Jin the Three-Handed, cleric of Hextor 4
Young Joe Spruce, druid 2
Xénos, spy 1
Lord Fesgate, fighter 3 (NPC)


The Hand Off

Eric Withakay was resting up after his brush with death. In the meantime, the group met up with a Viridian named Xénos, a distant contact of their old companion Two-Faced Humphrey.

After getting a letter from Lothos at the Dragon's Eye Inn [last session], the group debated their next move. Should they inform the Inquisition, or lead them astray? Finally they left a message scheduling a meet with Lothos the next day at a nearby dive bar amusingly called Cold Beer. At 9 bells the group sat down in the taproom smelling of coffee & local brews. The proprietor Dirman Green-Hand bustled between tables, telling stories & laughing with his customers as he delivered their drinks.

A cloaked figure sat down near them, garbed & masked as a priest of Nephtlys. He introduced himself as Daetris and seemed to be elven. After confirming that the group had recovered the treasures from the sacred mountain [a few sessions ago] he passed along an envelope and left as quickly as he arrived.

In the letter, Lothos asked them to meet at sunset in the center of the Bridge district, in a beer hall called Metod's where the exchange would take place. Meanwhile, Xénos tailed Daetris back to the Street of the Gods and into Nephtlys' temple, a great black stone sphere. Inside were many priests all dressed & masked alike, making it impossible to tell who was who.

Suba-Jin & Gorr went to Seven Visions and asked Zvezdana to identify his strange metal weapon [obtained last session] and get a history lesson. 

They gleaned a few clues:

- Demonology in the Empire has a long history. It has come in & out of favour over the years with the ruling classes and the sorcerors of the Gloaming Tower. Currently it is suppressed by the Inquisition who attempt to block magic-users' political power at every turn. Still, it is never clear what the nobility are up to, especially since every Viridian Emperor is usually a powerful sorceror - Emperor Hautulin Seheitt being no exception!

- The monster with two ape-like heads and tentacles for arms is the demon lord Ahmon-Ibor. The last time it appeared in the mortal realm was a battle called The Demon Siege, a millennium ago: Tharbrian raiders and hosts from the City-State of the Invincible Overlord were stopped by the Imperial Legion assisted by Gloaming Tower wizards. They summoned a horde of demons led by Ahmon-Ibor, who so devastated the enemy that the City-State resumed paying its tribute and the Tharbrian hordes never again rose to challenge Imperial dominion.


Ahmon-Ibor

That evening, the group walked through the poverty-stricken slums on the Bridge. They almost collided with an ugly old crone pushing an evil-smelling cart of ancient jars, but let her pass on by without incident.

The centre of the Bridge was a wide-open square with no buildings across its entire 200' width. Hustlers, gang members, drug addicts, panhandlers, mutants & other lowlifes clustered around the area under the uneasy peace enforced by the vicious Bridge Gangs.

Metod's was a loud, dim beer hall frequented by poor Tharbrians. Long trestle tables ran the length of two floors. Songs & clanging cups rang out from the already-drunk patrons. The group posted up in a back corner and ordered a few strong brews - the local favourite "Centaur Melter" was particularly potent!

After half an hour, the party was joined by a group of four armed elves. The leader wore chainmail and a holy symbol of Nephtlys. After some curt greetings and a few questions (which Robert declined to answer) they got down to business, paying the agreed sum and a bonus. Suba-Jin also sold off the two glass globes filled with liquid time essence.

Before departing, the elves' leader relayed a rumour heard from Targnol port: a distant contact named Komang who put the group onto the robbery of Philotheos Sten's mansion [way back in session 2!] had been found dead in the gulf, his body horribly beaten & scarred. Whoever did it had clearly tortured him beforehand. Who knows what this means?

The sound of a brawl beginning downstairs could be heard and both groups decided to make their exit.


Back To The Mansion

The next morning, the group met Sesto and shuffled into Cliffside with his crew. They resumed exploring the gardens surrounding Issachar Dimorites' mansion.

They battled a large pack of mandragoras in the garden passages. After striking down many and entangling the rest they interrogated the survivors, demanding treasure in exchange for their lives. The mandragoras pointed to their statue: a broken & defaced noblewoman holding a child, garlanded with flowers. Gorr searched it and found a silver necklace with a peridot gem under the garlands. One prisoner led the group to a root-choked sinkhole in the ground, indicating more treasure was down below before Robert shooed it away.



The group climbed down and began exploring the tunnels beneath the gardens. They investigated an unfinished tunnel with a bricked-up doorway, and met a group of 12 plant-women searching through the rubble of a storage room. They claimed that Issachar was their master and demanded to know the group's purpose here. The party's excuses fell on deaf ears. After protesting their good intentions, the plant-women gave them something else to do: their mistress Eilitheya (one of Issachar's wives) was a prisoner of Dushan's Dervishes. If the group could free her from captivity, the strange women would be grateful.

In a tunnel smelling of decay & rotting meat, they were set upon by surprise. A blur of white limbs & flesh struck down Lord Fesgate before anybody could react! It was a mountain of corpses raised into foul unlife, striking with its poorly-assembled limbs in all directions. Suba-Jin attempted to banish it with Hextor's power but the creature was too strong. A tense pitched battle was waged with Gorr and Robert swinging their axes and Joe Spruce throwing holy water while Xénos dragged Lord Fesgate to safety. With a deafening crash and a blast of smoke, Suba-Jin drew his Dragoon and blasted the abomination (only four shots left...). With a ringing in their ears the party saw it collapse under their assault into its component parts.



The group shook off the sense of doom that the undead monstrosity had induced (+1 fear point). Searching its disgusting lair revealed a heavy golden disk stamped with the word "DIMORITES". With one of their number badly hurt they decided to withdraw. On their way out they encountered another pack of mandragoras in the shadowed statue-garden, between them and the exit... 


A gentle word of caution from your DM:

I obviously use some well-known monsters, magic items, etc. in this campaign. Still, few things are as they seem. Don't assume that well-mined gaming tropes and old familiar D&D standbys will be the same in this campaign world. If you don't focus your attention on the clues you get at the table you may go astray and reach the wrong conclusions! Players to PM me the phrase "Fifth Head of Cerberus" will receive 300 bonus xp for reading this. [expired] Carry on!

 

Monsters Defeated:

9 mandragoras (351 xp)
1 mass of corpses (1060 xp)

Treasure Obtained:

silver peridot necklace
golden disk

Treasure Sold Off:

strange magic painting & golden cup (300 gold)
2 crystal spheres of time essence (80 gold)

Robert: 63 gold, 3 silver
Suba-Jin: 63 gold, 3 silver
Gorr: 63 gold, 3 silver
Regetus: 42 gold, 2 silver
Meep: 21 gold, 1 silver
Eric Withakay: 63 gold, 3 silver

Eric Withakay has reached 5th level!
Lord Fesgate has reached 4th level!




Sunday, 6 February 2022

Session 21

DEATH IN THE GARDENS
Warmshade 16-18, 4433

Characters:

Gorr, Ranger 4
Robert the Swift, Fighter 4
Suba-Jin the Three-Handed, cleric of Hextor 4
Eric Withakay, Cleric of Solaris 4
Lord Fesgate, Fighter 3 (NPC)


The Mansion

The group entered Dimorites Mansion though huge granite doors. Inside they found a huge chapel to 137 Undivided - the entire Imperial pantheon. Lamps and censers remained perpetually lit, filling the room with faint light and spicy smells. A huge painting of the 11 gods graced the ceiling. A great stone hand stood at the back, in front of another painting of a terrible battle: Viridian armies with wizards & demons fought against armies of Tharbrians and the Invincible Overlord's troops. A two-headed, tentacled demon towered over the scene.

There were ten pillars in the room, each carved with a hand making a peculiar sign:
a closed fist, palm foreward
middle finger
the horns
full hand palm-out
bottom 2 fingers folded, facing down
index finger pointing up
thumb & index in a circle, backhanded
V for victory
thumb across palm, outwards
thumb tucked in, backhand

Suba-Jin tried to touch them in an order that might correspond to the gods on the ceiling mural. After the first four (V, fist, bottom 2 fingers folded, horns) the censers emitted a purple gas which sapped the group's strength! He tried again, touching another four (thumb & index circle, pointing, thumb across palm out, thumb tucked in backhand), but it drew the same mists and he fled the room. 

The group moved on. The other chapel door was locked so they walked along the porch, looking for other entrances.

In a small garden clearing beside the porch, they spotted several makeshift graves but decided not to investigate. The next clearing held a few dead bodies that looked like Dushan's Dervishes. Their armour & weapons lay scattered around. Robert & Eric went down to search the bodies when Eric began acting strangely, yelling that he was "sinking" and frantically pulling off his chainmail. While Robert puzzled over this, a shambling plant creature emerged from the undergrowth!

Its initial attack caught Eric unprepared. The plant slapped him with a tendril, enveloping his face in a cloud of pollen. He began to choke as he fled. Lord Fesgate and Robert fought it up-close while a barrage of missile attacks from Gorr and Suba-Jin ended it. After a slow poison spell, Eric's breathing wasn't getting any worse, but it wasn't getting better either. He could barely stand.

The group retreated to the pavilion with the magical fountain (from last session). There they found a pair of giant butterflies who guarded their favourite hangout jealously. The butterflies were destroyed by a wave of missile attacks and a burning hands spell (Suba-Jin's gift from his patron god Hextor) but not before a cloud of glittering pollen had poisoned everyone seriously. The group was in rough shape!

Drinking from the magic fountain didn't cure Eric, but it did slow two of the other party members. There was nothing for it, and the group tried to get out so they could have Eric's condition cured. They hustled out of the gardens, barely pausing to speak with a giant talking worm with a fucked-up voice that called itself Germander.

They dragged Eric through the tunnels under the streets and back to Sesto's work crew. Seeing the dire state the group was in, Sesto lent them a few of his wheelbarrows and agreed to meet them later at the Dragon's Eye. They ran through the streets of Cliffside, hoping against hope... but it wasn't to be. Eric was dead before they reached the district gates.

(In all the confusion, the group forgot about ME! the piglet. Where did he end up?)



Back In The City

Eric Withakay was dead. They decided to visit the battle-dome of Hextor, to see if Suba-Jin could arrange to have him raised to life again. They were granted an audience with Maral Saqqaf, one of the higher-ranked priests in the temple. He said this thing was possible, but only Patriarch Dumitrescu could accomplish it. To command the Patriarch's time, a sizeable sacrifice was required: 7,500 silver pieces' worth!

The group asked for a few days to get the money together. Robert, Suba-Jin and Lord Fesgate headed to the Night Wolf Inn to retrieve some treasure.

While that was happening, Gorr took care of Eric's body - mainly by having several big tattoos commissioned in the rest of the group's likenesses! He also spoke to Sesto who came to stay at the Dragon's Eye Inn that night. The stonemason wanted 10% of the party's take going forward as a finder's fee & for helping them past the guards. Gorr gave him 50 silver and he seemed happy with it. 

[Chris, remind me how much Gorr wants to spend on the tattoos. It's going to cost 70-120 coins depending on the tattoo's workmanship. You pick how good they should be: dockside sailor quality will be brass coins, okay bazaar-grade is copper, good quality costs silver, top-tier gold]

At the Night Wolf Inn, the group spoke with the affable concierge James Everbleed. He was sad to hear about Eric's passing but hoped they could bring him back. Suba-Jin asked about the strange demon they had seen in the painting earlier, but he didn't know anything about it. Lord Fesgate joined the guild, got the black wolf tattoo and felt pretty good about it. 

The trio stayed in Room IV: Restful Seas. A small wooden cabana rested on a wooden raft, beached on a grey sandbar amidst an endless turquoise ocean. Copper & blue clouds drifted in a burning pink sky. Hammocks were strung between the palm trees. On the bedside table, Suba-Jin found a strange item. After some fiddling, it produced a deafening BANG! and a hole in a nearby palm tree. After this display, he took it for his own:

With this odd item and thousands of coins in hand, the trio prepared to leave. On their way out, James told them to make a point of returning on Midsummer's Day, almost two months from now. The Inn was going to have a garden party and all guild members, as well as interested non-members, were invited.

Back in Viridistan, the group spent 7,500 silver on holy oils, incense, candles, fatted calves & other sacrificial items for the church of Hextor. With everything prepared, the steely-eyed Patriarch Dumitrescu made his appearance, a hale man in his '50s. After much pomp, he cast the fearsome magick and Eric rose to life.

The group helped Eric walk back to the Dragon's Eye and ran into an aristocrat, lost in side-streets. Suba-Jin and Robert offered to escort him back to Hightown. After a run-in with some injured city guards that Suba-Jin helped with some cure magic, they delivered the man (Theodosio by name) to his family's estate. By way of thanks, he gave them his gold-capped walking stick, and the pair resolved to split the money from it two ways.

Back at the Dragon's Eye, the proprietor "Patchey" had a letter for the group written in a careful elven hand:

"Friends,

I hope your recent adventures haven't been too taxing. My sources have reported a great disaster in the Starrcrag Mountains and I can't help but fear for you. Surely you succeeded in retrieving the items asked for? If so please leave a message with the barkeep. I will send further instructions.

-Lothos"


Roughly 2 days passed during this session.

Monsters Defeated:

2 giant butterflies
1 ambulatory spore-plant

Treasure Gained:

gold-tipped walking stick


**LAST 3 SESSIONS SUMMARY**

Treasure Traded In:

5 gems: 4 small assorted & 1 larger spinel (530 sp total)
1 electrum crescent (250 sp)
gold-tipped walking stick (320 sp - Robert & Suba-Jin split it)
Suba-Jin couldn't find anyone who wanted to buy his monster trophies

Loot & Cost of Living:

Gorr:  -29 sp
Eric:  -5 sp
Suba-Jin:  178 sp
Robert:  170 sp
Meep:  -31 sp
Young Joe Spruce:  10 sp

Experience: