Wednesday, 9 November 2022
Session 34
Wednesday, 1 June 2022
Session 27
LONG-DELAYED RETURN
12-13 Sunstrong, 4433
6 subjective days passed in the room wilds
Characters:
Gorr, ranger 5
Daqqa-Jin, barbarian 3
Robert the Swift, fighter 4
Eric Withakay, cleric 5
Young Joe Spruce, druid 2
Lauriel, paladin 2 (NPC)
Old Friends
Eric Withakay had recovered from his brush with death. With a few days of casting spells he was able to cure Robert the Swift's (multiple) curses and heal the group's injuries, bringing the team back up to full strength!
The group proceeded into Room I - The Forest of Dreams, intending to track down the bandit group that might lead them to Reymund the Pale [Session 6 downtime]. They proceeded to the Forgotten Village where Eric was able to make his tithes to Solaris, burning a few bricks of incense and the three candles looted from a flying demon on the Sacred Mountain [Session 17]. As the candles burned down, bright greenish gems were revealed inside before being consumed in a holy light.
Eric felt as if the celestial displeasure he'd been feeling for a while was greatly reduced, although not eliminated. Perhaps Istus the Colorless was still bent out of shape at the cleric's defection to another religion?
John: "Oh yeah, you just go out for 'a few adventures with the boys' and then what happens?"
As a reward for his devotion, Eric was granted some one-use spells and a vision of two ruined shrines that Solaris wished restored: one in Eralion's keep, now cleared of monsters; the other further away in the ruins of another town. In addition, Shandril's young protegé Lauriel was now a crusading warrior and insisted on accompanying the group on their quest.
The party ventured towards into new territory in search of the bandits. Following a trail of golden bell flowers, they came to the shore of a vast grey lake of fog.
The Witch
They found a group of shades lairing in the ruins of a fishing village with a crooked stone dock. These were the "bandits" they'd heard so much about, who turned out to be rebels against King Wakelinus. Their leader Rauffe became quite friendly once he heard Gorr speak a curse on all kings, reasoning that none of the Mad King's servants would do that.
They spoke on many topics with Rauffe and learned that he couldn't take his boat out on the lake anymore due to the depredations of a "witch" - the party agreed to try and defeat her.
Searching for this witch took a few hours of walking along the shoreline. The party spotted a golden light dancing & bobbing in the "water" - calling out revealed it to be a maiden wearing a shimmering white robe, with sparkling golden hair. A strange oddity.
She introduced herself as Damascena and all the adventurers who looked upon her were enraptured by her beauty. Only Lauriel was immune, and disgusted by the situation to boot!
Damascena seemed to take a liking to Eric right away. When she learned the group had defeated two of the land's shadow demons [Session 12 and 14], she gave them a magical sword called Dawn Bearer as a reward! They enjoined her to leave Rauffe and his men alone, and she agreed to do so in exchange for Eric promising to visit her again.
On the way back to Rauffe the party spotted a group of eight noble-looking beasts - unicorns! It is known that they are wild creatures of the Moon and will only suffer the touch of the virtuous. At Gorr's suggestion, Lauriel approached and the paladin was accepted near them without complaint. After a few peaceful moments, they heard a distant sound and ran off.
[Lauriel has gained +1 morale for this experience - good thinking!]
Rauffe was pleased to hear that the threat of the "witch" was gone. He explained much about the legendary Moonlit Zones where he thought his men (including Reymund) were imprisoned, and their terrible guardians.
He and his men planned to row out onto the lake to Tannoch Rest-of-Kings, an island of tombs tended by an order of nuns since the days of the Old Kingdom. They hadn't been heard from since the great calamity befell the land and anything could have happened in that time!
The Island
The small rock jutting out from the fog was surmounted by a crumbling, ruined tower. An ancient oak tree with yellow leaves (exceptional here in this drab land) was the only other landmark.
After calling out and almost being hit by a projectile from an unknown assailant, the group decided on a stealthy approach, circling around the other side of the island. Gorr threw up a rope and the group ascended, checking out the tree and tower. Both Gorr and Joe got strange impressions from the tree - as if it were not evil, but surrounded by it, bent under its weight.
Daqqa-Jin climbed up the tower with a rope in his hand for his friends, and got into a fight at the top. A 9' tall, bloated, corpulent humanoid shade, its only weapons were iron nails in its fingers! A good shot from Robert and the barbarian's own axe sorted it out. The group spotted another of the beasts attempting to flee inside the tower but Robert and Gorr brought it down in a hail of missiles.
Three small birds alighted on the tower when the fighting was done, and spoke to the group. They knew much of the history of the place, but were easily frightened by any action.
Progressing down inside the tower, most of it was ruined. The group found the corpses of the poor nuns and recovered some silver treasure [helpfully detected by Dawn Bearer].
Progressing downwards into the catacombs beneath the tower, the party entered a room lined with burial niches where broken pottery crunched underfoot. They were ambushed by four more of the ogrish shades right at the entrance, and the battle got intense. Daqqa-Jin pulled out his Horn of Blasting to dispatch the creatures, but with great collateral damage. The entire back wall of the mausoleum was smashed, showering shards of pottery, grave goods and the ashes of the dead around the room - and releasing the spirits of the dead within, who emerged with a sepulchral howling!
Monsters Defeated:
6 shadowy ogres (312 xp)
Treasure Obtained:
silver plate set [3 items]
Dawn Bearer
Treasure Cashed In:
3 greenish candles from the Sacred Mountain
[These were just monster trophies of an unknown value when they were tithed by Eric. Since the gems inside were discovered in the process, it's only fair that everyone gets a share of treasure XP for them.]
Sunday, 2 May 2021
Session 13
Gorr, Ranger 3
Robert the Swift, Fighter 2
Suba-Jin, Cleric of Hextor 3
Meep the Dwarf, Fighter 2
Eric Withakay, Cleric of Solaris 4
Lord Fesgate, Fighter 3
Wednesday, 27 January 2021
Session 11
A RUDE AWAKENING
3rd-12th Longrass, 4433
Characters:
Young Joe Spruce, druid 1
Gorr, ranger 3
Robert the Swift, fighter 2
Suba-Jin, cleric 3
Meep, dwarf 2
Eric Withakay, cleric 4
*****
[DM's Note - Sorry guys, I waited too long to write this report because of the holidays & assorted things. My memory of the session is now a bit hazy. If I missed anything or got any details wrong, let me know and I'll correct it.]
A Night at Seven Visions
The gang blew a ton of money on gambling, wine, women & song. Most held their liquor, except for Robert and Joe. Their encounters with the courtesans of Seven Visions were bizarre & psychedelic, becoming ever more dreamlike and surreal as the night progressed, eventually becoming terrifying psycho-sexual dramas - their innermost fantasies come to life. Each was thoroughly scarred by the experience [gaining 1 fear point] and afterwards could never be sure how much was real and how much a bad dream, nor exactly how things ended.
During the night Fred, the last man-at-arms in the service of Young Joe Spruce, was overcome with fear at his companions' deaths and deserted the company.
In the early hours of the morning, while sleeping off their night of partying the group was ambushed in their beds by knife-wielding assassins. These rough-looking men with faces covered, wrapped in layers of ragged finery could take serious punishment. They were high on a drug called BLACK, the same tarry substance found hidden in Morthevole's shop. One of them was subdued and gave up Morthevole's name before he died of his injuries when the drug's effects wore off. Robert's arm was injured badly in the fight and would require a few weeks of bed-rest to heal.
The establishment's madame Zvezdana Ozi apologized for the mistakes of her security force and told the group she would compensate their next stay. Women, drinking, drugs, whatever they wanted. She used her occult knowledge to identify the ancient golden shield Suba-Jin found [a shield +1].
About Town
The group ran a few errands. First they found a jeweller in Hightown named Tibor Stefandis, who was wealthy enough to buy the ruby they found in Morthevole's basement. They settled on 370 gold pieces, a princely sum for a single gemstone! Stefandis recognized the ruby's design, and told them a strange story about it:
"This is a legendary gemstone. The Ruby Heart of Sanghé Shriwar the Slicer, a goddess long-ago fallen out of favour in the city. She was sometimes depicted as a beautiful dancing-girl in an overgrown garden, sometimes as a multi-armed vision of terror & destruction. She was associated with the moon, and vengeance. The center of her worship was in the Riverside district amongst several noble families. They may yet live in that area, but their fortunes have now fallen along with hers."
The group visited Morthevole at his shop in the Nest and sweated him (after fighting some albino monkeys on the way). He admitted that the "blackthroats" (as such addicts are called) came to his shop, and he sent them after the group for an easy score. Suba-Jin rubbed the last does of BLACK on his neck, and the group swept his shop before leaving him thoroughly terrified.
To the Night Wolf Inn
Reasoning that it would be a great way for Robert to recover, the gang headed for the Night Wolf Inn, to rest up in the Forest of Dreams where time passes more swiftly than in the normal world. After a cramped (subjective) month in the Inn room, Robert's arm had healed up and the gang had mostly recovered from their encounters with undead in the crypts below the city [everyone lost 2 accumulated fear points].
At fighting strength, the group pressed on further into the forest. With Young Joe Spruce in their group, navigation was easy and travel swift.
Returning to their allies in the Forgotten Village, they learned of more activity in the ruined castle of Eralion the wizard: a pack of ravenous shadow-hounds had been raiding from within the Moonlit Zone!
Venturing back inside that dark & cryptic region, they heard the baying of these spectral dogs in the distance but never encountered them. Creeping into Eralion's keep once more, they spied a man of elemental fire dancing madly in the courtyard. Defeating it with a combination of magic weapons and holy water, they suddenly heard the great doors of the chapel below their feet begin to creak open...
*****
Monsters Defeated:
Man of Flames - 370 xp
3 Blackthroats - 107 xp
Treasure:
40 silver pieces - 40 xp
3 gold pieces - 30 xp
selling off the Ruby Heart - 3700 xp
TOTAL:
91 xp each for this session
617 each for those who found the Ruby Heart
Many of you leveled up after last session. As usual, once you return to a safe area (in this case, the room's furniture) and rest a day, you can gain the benefits of your new level. Some of you had the experience after selling the ruby, but we ended last session in the middle of the action, so it doesn't make sense to do your levels right now.
Monday, 2 November 2020
Session 9
THE SAGE OF LUNE
15th-18th Meadowlark
Characters:
Gorr, Ranger 2
Suba-Jin, Cleric 1
Robert the Swift, Fighter 1
Eric Withakay, Cleric 3
Lothos the Undesirable, Elf 2
Meep, Dwarf 2
The Trade
Continuing from the cliffhanger last session, Lothos & the 'talking book' Pheldrazash discussed using the crone statues so that the book could use Lothos' body in exchange for teaching the elf some of its magic. After discussing it back and forth, they asked the statues to go ahead. There was a pause, and then they said "IT IS DONE!"
Lothos felt a bit dizzy, but not that much different, and the group decided not to press the issue further. Many odd wonders were discovered on the second floor of the temple:
-Talking wooden statue holding up the ceiling, covered in graffiti. It offered to explain the workings of a few rooms, and asked for an offering in return (explanations are written in the room descriptions). After some sullen negotiations, Eric threw it a few of his (fake) gold coins.
-Candlelit room with a tiny coffin, filled with severed skeletal hands & arms. Pictographs showed a man severing his own hand in a ceremony of some kind. The ceremony allows anyone to make contact with a true Power of the universe (god or demon), at the cost of a hand or limb.
-Room with illusionary walls of a dense, sunlit forest inhabited by naked, giggling nymphs. They responded to the players. Gorr managed to convince one to come closer and take one of his magical cherries and an acorn from Grandfather Tree. He asked it to come out of the wall, but it seemed too scared.
-A bare room with a 4' crystal sphere in the middle, filled with churning smoke. Once in a while, a great golden eye would press itself against the glass from the inside.The group tried rolling the sphere around, but ultimately decided to leave it here for the time being.
In the room with four pillars, Meep the dwarf discovered a hidden switch on the pillar guarded by the brass soldier. It opened on a set of stairs, leading upwards. The group managed to distract the brass man enough that almost everyone could dodge past.
Meeting the Sage
Lothos, Robert, Suba-Jin and Meep climbed the stairs. At the top, a broad cupola was dominated by a pool of still water reflecting the moon. Nine brass soldiers stood at attention, but took no notice of the group. A (real human, not a shadow!) woman wearing delicate robes and ornate jewellery (a gem-studded silver ring, a silver sceptre, silver brooch and an engraved brass bracelet) greeted them warmly, apologizing for any mistreatment by the mechanical soldiers.
The Sage of Lune said that she almost never received visitors and offered to show the group visions in the reflecting pool of past and present things:
Suba-Jin asked about the origin of the land's curse and how it might be stopped:
This land was once held in balance between the sun and moon. A cultist of Uthummaos, the God of Empty Darkness, drew that evil deity's attention to our world. This grim god spread his demons and shadow creatures throughout the land, and has plunged the world into a perpetual twilight, with no day or nighttime. I do not know how to break the curse, but Uthummaos has four demonic lieutenants in this world who enforce his will. If anything is at the core of the curse's power, it is them. The pool showed a man with indistinct features at the candle-lit shrine, cutting off his own hand and throwing it in the small coffin. Then hordes of shadowy monsters climbing forth from the deep, misty crevasse below Wakelinus' Folly (session 4).
Robert the Swift asked about these four demons and where they might be found:
I know three of their names, but the fourth eludes my sight. Eralion, who dwells deep beneath his old fortress in the moonlit zones. Varthatov, who presides over the First Temple of Uthummaos, somewhere beneath Wakelinus' Folly. Vashundara, the snake-demoness. The vision showed first Eralion's fortress, then the ruined colosseum again, then a woman with coal-black skin sleeping on an opulent bed covered with cushions, wearing only golden jewellery. A gold key hung on her necklace, and her belly was bulging and distended.
Lothos asked a question, but the Sage required a kiss in return. He was unwilling to do this, feeling the situation was too suspicious.
Meep asked about the crystal sphere filled with smoke, and the group learned about the cave squid inside and the ancient cult which once worshipped it. Finally, the group asked if the Sage had any useful items or magic that might assist them in their quest - she mentioned the shrine to Usham Ta, the lucky cat, might contain some treasure if they made the right obeisances, which she demonstrated for them. Not everyone had asked a question, and the Sage begged them to return later so she might grant them further visions.
Investigating the cat shrine on their way out, the religious gestures opened a secret compartment with a chest and a message: 'Tis better to give than to receive! Donate, so the chest never remains empty! They looted some valuable bricks of incense, and left some silver coins and an ornate dagger.
Return
That night when they camped, Gorr felt seized by a blind, unreasoning fear, and could not figure out its source.
Eric had a vision during the night: The forest was light by bright sunshine, and an armoured knight with kindly eyes reached out to him. He knew this was Solaris, the almost forgotten god worshipped by Shandril and a few others. Solaris praised his valour and wisdom in wielding the enchanted mace Lua Saka, asking Eric to abandon his current faith and follow a new path. Eric shook his outstretched hand feeling a sense of joy, acceptance and relief. The god departed, fading into the overwhelming radiance.
After returning to the Forgotten Village, Shandril showed Eric the rites of his new religion and the group decided to return to Viridistan with their loot.
Returning found the Night Wolf's tavern packed with strange people from the far corners of the world. A stage-hypnotist was performing for the crowd. Eric spotted a group displaying a solar insignia and went over to talk. They followed a deity called the "Unconquered Sun," spoke with strange accents and said they called The Wardale Rogues from Verulamium. They had never heard of Solaris, but seemed friendly enough.
Returning to Viridistan by the coast road, the group passed through the Moon Gate in the great wall and over the Emperor's farmlands. Entering on Market Avenue, they were back in familiar territory for the moment: the greatest city in the empire, beckoning adventure from every door and alleyway!
Remember, temporary bonuses such as the +1 luck from the cat shrine have long expired now.
If you haven't already gotten back to me with downtime actions (carousing, studying, rumours, etc) please do so!!!
Treasure:
A huge amount of treasure was redeemed from the last 7 sessions in the Forest of Dreams. Having arrived in Viridistan, it can easily be offloaded & converted to local currency in the city's grand bazaars.
220 electrum coins (worth 3 sp each - 660 sp)
3846 silver
10 copper (1 sp)
50 gold (500 sp)
ancient china tea set (400 sp)
gilding pried out of skeleton's helmets (300 sp)
7 bricks of Forest of Dreams incense (3500 sp)
animal pelts (1100 sp)
coat of chromatic peacock feathers (700 sp)
ivory Y 'crucifix' (1000 sp)
scented Forest of Dreams woods (1000 sp)
cracked quartz disk (400 sp)
TOTAL LOOT VALUE: 13,407 sp
I've deducted cost-of-living (1% of total xp) from your awarded loot automatically, since we're starting next session in the city.
Per character
Suba-Jin: 2289 sp
Robert the Swift: 2287 sp
Gorr: 2128 sp
Lothos the Undesirable: 2075 sp
Eric Withakay: 2081 sp
Meep: 1563 sp
Aladar IX: 500 sp
Viegar Thricescarred: 157 sp
Current XP totals
Gorr, Suba-Jin and Robert the Swift have gained levels! If anyone wants to carouse, let me know before next session.
Saturday, 12 September 2020
Session 6 Downtime - The Forgotten Village
Occasionally, adventurers have spare time to work on things between expeditions. These activities are called downtime actions. Anything that might be significant for the game, but doesn't involve immediate danger: buying equipment, constructing a special item, researching new spells, making friends with the locals, running a business, looking up ancient lore at the archives, asking around town for information, etc.
Normally downtime actions are abstracted - we don't care how long they take exactly, just that you get to do something before you go back to adventuring. In this case we do care, because the party is in a strange place and time is a factor.
Players in the last session told me how they're spending their downtime. If anyone else wants to do something, get back to me BEFORE next session or you missed the boat!!!
Trading
In the Forest of Dreams there isn't much of an economy. Some things are available:
Water: At least you won't get dehydrated. There is a small spring not too far from the village with the same metallic, bubbly water as before.
Holy Water (50 sp): Created in the Crucible of Solaris and preserved in a dusty clay jar.
Herbal Tea (200 sp): A collection of forest herbs and dried flower-stems in a packet. Brewing it restores some vitality: 1d4 hit points over 2 hours.
Shadow-Wine (25 sp per cup / 800 sp per cask): The same murky black liquid that Robert & Veigar tried out a few sessions ago. Aged for centuries. Has strange & variable effects.
Incense (250 sp per brick): Made from glowing forest flowers. Comes in four different colours.
Heliotrope - smells of melon and summer rain & evokes a feeling of serene, dreamlike calm.
Indigo - burnt leaves & smug sense of superiority.
Buff - horseradish & warm, fond nostalgia.
Pearl - honey and dry wood & Sunday-morning sadness.
It's worth mentioning that the folk here do not have any food for sale.
Money
The townsfolk do not care about coins! They will trade for any of your metal gear (at 2x book price). Some of the treasure you've picked up on the last few adventures is interesting to them:
Any magic items, the etched metal plate (500 sp), the brick of incense (250 sp), both amulets (200 sp each), the china tea set (200 sp), those old copper helmets (10 sp each). They might also take other strange items you have picked up.
Downtime Activities
Lothos: The Starless Stars is indeed a spellbook with these spells inside:
1st - charm person, allure, shocking grasp, jump. 2nd - mirror image, scare, arcane lock.
You can spend your whole downtime to study this spellbook, and in that time you can roll to learn as many spells as you like based on your INT.
The second book, Obliteration Without Glory will take work to decipher. Each attempt to unlock its mysteries takes 3 days of intense reading. It may require multiple sessions of study to fully comprehend. There is no telling what might happen in any case, magical traps and safeguards are not unknown in some ancient tomes. Roll a d20 at the end of 3 days and we'll see what happens. Any elf or M-U can attempt this by the way, Aladar can help if he is interested.
Liliya is willing to help. For a favour, she will assist you with one session of reading (+5 to the roll).
Pheldrazash can help you as well. It thinks you probably have about a 50/50 chance of deciphering the book by yourself. If you consult it to help translate, I will roll for its attempts. Both of your successes are added together, so the book can be deciphered faster. Transcribing things for Pheldrazash does slow you down a bit so one period of study will take 4 days.
It wants you to fetch something for it in return, saying you should consult it when you are back in Viridistan.
The staff taken from the tower basement is a dark blue wood carved with swirling designs. It is likely magical, but a sage or wizard or some other expert is needed to learn more.
Suba-Jin: The seal of Uthummaos (black pit with purple rays emanating) strikes fear into anybody you show it to. It seems to represent some kind of evil god or demon, whose worship appeared around the time the King went mad 1000 years ago. The details are vague, but it appears to rule over shadows and darkness.
Some of the village folk recall the two-crescent pendant as Eralion the wizard's personal seal. Several folk think it's strange that Eralion had his own fortress. In the ancient days before King Wakelinus' time, royal wizards used to retire to an island in a great lake, not too far from here.
You hear that the Sage of Lune might know more - although she asks a high price for her knowledge, so don't bother going unless your need is great.
Gorr: The amulet you retrieved from the corpse is made of tarnished silver, 2" high and cylindrical, carved all over with exotic runes, images of bones and skulls. It feels light, maybe it's hollow. One symbol stands out, but nobody around here recognizes it:
You are able to chop down a smaller tree. It does not dissolve like the monsters did, and seems to be normal wood, although strangely coloured and exotic.
The shades will let you stay in the village as long as you want. You can keep your gear here, and Shandril assures you that it will be safe while her and Baran are around.
Anybody else who wants to do stuff during downtime, or if anyone has more questions, you know how to find me. Before next game session!
*****
ADDENDUM
Gorr asked about master craftsmen in the hopes of having a bow made.
We are using these rules for commissioning splendid items and creating new magic items through mighty deeds. The leader of the guards Baran had this to say:
"Reymund the Pale was the best bowyer I ever knew. We called him that for he never ventured out to war or hunting. He loved peace most of all, and the feeling of a well-made piece of wood in his hands. A sensitive soul, not suited to the world as it is now, but a good man in his own way. I remember the last time I saw him, when he went off to join the lake-men. Not more than low brigands who call themselves 'rebels' really. We had words over it. Those of us who remain are still loyal to King Wakelinus, mad nor not, and Reymund was never one to take up causes like that.
Might be he's still with them up by the great lake, but I heard there weren't many left after the King rounded up most and imprisoned them so's we could have some peace around here. If he's among those unfortunates, you'd best forget about him: the King's oubliettes are time-locked within the Moonlit Zones. Nobody ever gets out, and the Zones themselves are dangerous enough."
Friday, 11 September 2020
Session 5 & 6
Between two and three days
Inside the Night Wolf Inn, room I - The Forest of Dreams
Characters in Session 5
Gorr, Barbarian 2 (Chris)
Suba-Jin, Cleric 1 (John)
Robert, Fighter 1 (Steve)
Meep, Dwarf 2 (Spencer)
Lothos the Undesirable, Elf 2 (Mike)
Eric Withakay, Cleric 3 (Justin)
Characters in Session 6
Suba-Jin, Cleric 1 (John)
Robert, Fighter 1 (Steve)
Lothos the Undesirable, Elf 2 (Mike)
*****
The Forgotten Village
The group's new acquaintance Shandril led them through the shadowy, ethereal forest kingdom to the nameless village she called home. Along the way, they were ambushed by emaciated grey-green humanoids covered in spikes, like living cactus-men. They attacked by firing bursts of tiny needles from their bodies. These bizarre creatures didn't last long under the hail of fire sent down by the group.
Shandril said that needlemen raids were a constant problem for her people. They lived in regions called "moonlit zones," and sallied forth only to cause mayhem.

Pursuit
Led by Lauriel, party followed the needle-men's trail into an area of densely-packed trees. It was so tight that only only a narrow road through the woods could be followed. Here the soft, ethereal twilight of the forest gave way to a black & starless night lit only by a full moon glimpsed distantly overhead. They had entered one of the dread Moonlit Zones!
After an hour, Gorr noticed a side-path that could be accessed by squeezing between a few trees. His keen eyes spotted needles littering the ground, and the group deduced that their quarry had gone this way. Taking this side-branch in hot pursuit, a distant light revealed seven needlemen carrying the Crucible triumphantly. The group fell upon their foes from ambush, the first charge bowling over not a few of them. After a short battle, the enemy was destroyed, dissolved into black mists like all beings in the forest, and the Crucible was theirs.
Lauriel advocated for immediate return to the village, but the group wanted to see where the needlemen were going. A key dropped by one of them provided a clue, and after some debate she reluctantly agreed to a scouting expedition but insisted on holding onto the Crucible herself.
The Keep
The path led to a crumbled-down fortress, long ago patched and re-patched with timber and rocks. A bell-tower could just be seen over the wall. The needlemen's key opened the padlock on the door, but Gorr climbed the tower to get a better look at things. Crawling along the outer curtain wall, he was able to knock out the lone sentry in the tower, and take over the vantage point and its artillery piece for himself. Robert joined him up there to provide long-range support for the group.
[DM's Note: By the end of this session, I had lost track of a few things in my attempt to keep the action moving quickly. I completely forgot that Lauriel and another villager were accompanying the party! They didn't participate in the combat at all. Oops!]
Exploring the Keep
Finally, despite Lauriel's exhortations, they opened the last trapdoor. Beneath were seven tombs. On the large one in the center, a withered body lay dressed in fine robes, an amulet around its neck. It clutched an engraved staff in one hand. A shattered bottle lay on the floor, and papers drifted around. Gorr tied a rope around his waist and the group lowered him down. As he attempted to take the staff, a voice echoed round the room, as if down a long tunnel:
"Our old enemies have returned" Gorr improvised, while cracking the corpse's withered fingers off the staff. He snatched the amulet from the corpse's neck and frantically made the signal to be lifted up!
Enemies Defeated
15 shadowy needle-men
1 five-legged mutant
1 shadowy red skeletal demon
6 zombies
Monster Experience:
Treasure
The Crucible of Solaris



















