Showing posts with label Forgotten Village. Show all posts
Showing posts with label Forgotten Village. Show all posts

Wednesday, 9 November 2022

Session 34

I SURVIVED A MOONLIT ZONE...

Thistleburn 5, 4433
7 subjective days passed inside the Forest of Dreams

Characters:
Gorr, ranger 5
Daqqa-Jin, barbarian 4
Robert the Hard Pressed, fighter 5
Salzige Brauen, necromancer 2
Xénos, spy 2




The party fled from the disastrous attack on Fort Behringer [last session], pursued through the moonlit zone by a pack of gnolls led by a half headed moon-giant! After several gambits and tricks including some airborne hijinks with the Four Winds Bar, the group escaped the gnolls' pursuit and reunited with the lake men and the bandit Rauffe, who was sad to hear of Eric's demise.

They returned to the Forgotten Village, where things seem to have declined. Arlen the magistrate was slowly degenerating, Baran the guard-captain was nowhere around and Lauriel the paladin had fallen in combat. Shandril the priestess of Solaris was the de facto leader of the village now. 

They held a sad funeral ceremony for Eric Withakay. The last original member of the party, the silver-tongued orator (or maybe he just got lucky) who had rallied the citizens of Drydale against the witches [yep, all the way back in session 1, three years ago] was dead. A crusader for good who had sworn his oath to a deity from this strange realm and championed its people. After being poisoned in Issachar Dimorites' mansion months ago, death held no mystery for him anymore. At the end of the ceremony, a blinding light flared from the Crucible of Solaris, and Eric's body was gone - transported to the arms of Solaris for his final repose.

After reuniting with their shifty pistol-wielding ally Xénos, the group rested, re-supplied and turned right around towards the moonlit zone, not even stopping to chat in the Night Wolf Inn.

They entered the forest through a different route, passing over a swift-flowing river of fog. They fought some giant carnivorous flies, and progressed towards a ruined tower nearby.

Outside the ruined tower, they spoke to a strange sickly-looking bird with a glowing white aura, like the ones the moon-gnolls kept caged. It called itself Ip-Ip, asking for food. It explained that the tower was the domain of the Carrion King, who lived there with a swarm of giant flies. The party fed it more and told it where to find some giant fly carcasses to feed on further, and it hopped along.

Daqqa-Jin entered the tower, and met the Carrion King himself.


This bizarre and unsightly creature was friendly & civil, eager to talk and bargain. He offered to trade with the party for gems, magic items, living captives, or secrets. The group traded him two secrets:

1 - The story of the magical book Pheldrazash, carried by their old friend Lothos who is being unduly influenced. Lothos is now a member of the Gloaming Tower.

2 - The story of Magrometh the Piper, and how the group released the horde of undead on top of the sacred mountain above the dwarven village Mishell.

For these secrets, the Carrion King told the party where to find Reymund the Pale in a nearby prison, and began a discourse on the kingdom's moonlit zones...



Monsters Defeated:

3 giant flies (87 xp)

Treasure Obtained:

none


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

THE ENCHANTMENT OF VASHUNDARA

About 12 Longrass, 4433
You spent around 2 subjective days in the forest.


Characters:

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


Fesgate Cemetery




After resting in the ruined village of Fesgate and searching for valuables, the group moved along the Moonlit Zone forest path. Their friend Lord Fesgate knew the area of old, but the kingdom's curse had changed many things. They came to a large graveyard and he searched among the headstones for his family name. Finding his children and grandchildren buried here but nothing after that, the party supposed that whatever curse turned the land's people into shades happened around that time, two generations after First Lord Raeldus.

A large crypt marked "Estieveran" and decorated with heraldry of a black shield & three yellow swords beckoned with an open door. Fesgate said the Estieverans were a pious family, thought well of in his day. Their eldest sons usually entered the service of Solaris as priests or paladins.

The main floor of the crypt held only smashed & looted burial niches, their nameplates pried off. A corpse lay on the stairwell, wearing burnt leather armour. Robert found a bundle of notes in its backpack, but nobody could read them.

The bottom floor held four burial chambers with their nameplates intact, marked Adinet, Muriel, Manard and Alart. Gorr investigated an old urn meant to hold ashes, finding some black sludge and a few gold coins at the bottom. Entering the rooms, each held a sarcophagus carved with the likeness of its occupant. Opening up Muriel's, the desiccated corpse of the noblewoman reached out, its eyes glowing with a sinister light!

Although Muriel's risen corpse was dispatched quickly, Manard and Adinet rose from their coffins also and attacked the group. Robert was bitten and briefly paralyzed before Suba-Jin cured him and the cleric's divine force drove the undead into a rout. Alart's burial chamber was found empty. The sarcophagus was carved to represent a fighting-man, but the face was left blank - perhaps Alart was still alive when this tomb fell into ruin, or died in a faraway place?


Return to the Forgotten Village

Finishing their circuit through the Moonlit Zone, the group passed back through Eralion's keep. Silent and deserted, the satyrs pressed into his cause had long ago fled. They heard a pack of hounds baying elsewhere in the forest, but did not see them.

The village was in disrepair when they returned. The hounds had attacked and killed a few of the villagers. The consensus was that these "devil-dogs" were sent by Eralion to cause trouble. Everyone was happy to hear that the group had defeated the wizard, and hoped that the pack of hounds would remain in the Moonlit Zone without his evil intelligence directing them.

While the group rested, a few conversations happened:

-The priestess Shandril reminded Eric that as a champion of the god Solaris, he had an obligation to fulfill: donations of valuables like sacrificial animals, holy incense, treasures, art objects or other such things must be made. [500 sp value immediately, and 1500 in the next month. These sacrifices are normally offered at a designated temple or other holy place.]

-The group asked about Alart Estieveran, wondering if he might have a connection to Sun-Eater, the legendary flail once held by a fallen paladin. Shandril said he was the most powerful knight serving King Wakelinus, and roamed the kingdom on quests when the curse fell upon the land. She didn't know where he might be nowadays. [see also Session 7]

- Shandril identified the pouches of sparkling powders as flower extracts. One was a healing dust [1d6+1 hp], the other unknown. She suggested visiting an alchemist who knew more on the subject, and lived further north.

- Shandril also mentioned two other ancient sites of interest: one contained a healing spring, largely safe the last time she visited but a far distance to travel. The other was a ruined city with a shrine to Solaris. It was closer, but guarded by powerful enemies so she left it alone.

-Lord Fesgate and Shandril put their heads together, trying to draw on Fesgate's knowledge of the area in ancient times to create a map of the region the group could use.




Ride to Giantland

The next day (if day & night could be said to mean anything in this region of perpetual twilight), an oddity appeared outside the village. A peacock the size of a house, its feathers glittering and shining. The group approached it with some food, and it bent its head to the ground. Quickly taking its meaning, they all climbed up and sat on its back. It took to the air, carrying them to places unknown!

Flying high over the forest, the group could see many far-away things: a river & lake covered in mist, a distant pastel-coloured field, many moonlit zones which appeared as inky blots on the horizon. Flying west, they left land behind and flew over a vast ocean covered in grey clouds. 

Eventually they came to an island covered in jungle of strange proportions: everything was four times their size! The trees, vines, plants and even animals were colossal. The peacock set them down near an opulent manor-house sized for a giant, surrounded by a lavish walled garden.

A few ghostly creatures guarded the gate. Clad in black metal armour, shrouded in faded grey cloaks. Their faces were not visible, but once in a while they let out a tortured moan or wail. The party took down the two guards with a barrage of ranged attacks and explored the compound.

Gorr climbed a tree inside the wall and surveyed the house. He saw a lake on the 2nd floor, and a garden on the 3rd with another giant peacock lying still.

While exploring the grounds, the group ran headlong into a pair of giant colourful chickens, pecking in the ground for bugs. These animals were quite talkative, and explained that "the Master" had been imprisoned and the grounds overrun with demons & monsters. They were too scared to do anything about it, being only simple chickens.

The group launched an assault on four of the moaning guardians in a covered pavilion at the corner of the manor. They were guarding a six-headed & six-armed giant. Three of the enemies fell to missile fire while the fourth tried to run away. Eric was closest and charged after it, managing to slam a door on its retreat. The spirit turned and desperately retaliated, striking Eric in the spine with its scimitar & paralyzing the whole right side of his body! Luckily Meep the Dwarf was right behind, and struck the spirit down before it could do any more damage.

Meanwhile Gorr examined the giant, bound in heavy chains. His six heads were asleep or unconscious and wouldn't wake up. Three padlocks hung on the chains - one gold, one silver and one bronze. Gorr's attempts to break the chains or dig up the anchor points seemed fruitless for now. 

Exploring the villa further they found a granary, a weapon room with colossal blades hanging on the walls, and a statue of the six-armed giant riding a chariot - in his hands were two curved swords, a bow, a rabbit, a curvaceous woman and an open book.

Coming out of the granary, they were accosted by a huge scorpion scuttling out from under the water-trough. It demanded satisfaction for its hunger, suggesting they leave Eric for it to eat. "He looks sick anyway, you won't missss him..." Robert held it at bay while the clerics cast a Command for it to run away, and the party hustled through a door before it could return.

Gorr: "Can you also Command the right side of your body to work?"

In the wine cellar they met Sheela, an orange housecat the size of a lion! He told them his master was named Karttekeza. The demoness Vashundara [see Session 9] had entrapped him, eaten one of his great peacocks and poisoned another. She was probably in the bedroom upstairs, but her demonic servants were all over the house. Sheela was too afraid to help, and stayed in the wine cellar.

Exploring further, they found the bath: a vast room with a huge pool of clear water. Frescoes of Karttekeza's famous battles decorated the bottom. In the corner was a steam room. The group wondered whether they should take a break and have a soak?


*****

Everyone gained 1 fear point during the battle in the crypt.

[Eric is currently gimping around. He can move at half speed and cast spells with difficulty if he is held up by a friend, who also must move at half speed. Fighting is right out for both of them while Eric is upright. Other penalties may be assessed when I think of them. Justin can play Lord Fesgate for the duration.]

Lord Fesgate

Fighter 3
HP 18
AC 18 (plate, shield)
STR 13, CON 13
Base attack bonus +3
Scimitar +4 (1d8+1)


Enemies Defeated

Manard, Muriel & Adinet - 204 xp
6 moaning guards - 570 xp

Total: 774 experience


Treasure

pouch of off-white dust (healing)
pouch of deep purple dust (unknown)
bundle of notes, unknown language
10 gold coins
Estieveran family signet ring (black shield with 3 gold swords)
gold chain



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.


Her manners were welcoming, but little details were odd. When she walked in her thin slippers, her feet made a ceramic clack-clacking on the stone floors. Close up her face looked inside-out or inverted, like an optical illusion or something.

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

CRUCIBLE OF THE SUN

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

Gorr, Barbarian 2 (Chris)
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.

The unimpressive village of grimy stone houses was built on a low hill, clear of huge trees. The residents cultivated fields of colourful, glowing flowers. Many of the local shades behaved erratically: standing perfectly still, circling aimlessly or repeating the same tasks. She said that some were like this always, and only the power of her deity Solaris could keep them from degenerating completely.

The sacred relic that made this possible was the Crucible of the Sun, kept in an open-air Temple of Solaris decorated with simple stone pillars and an old statue, long ago knocked over and shattered. The crucible was of intricately carved silver, and radiated a warm & comforting light. Shandril's murky form seemed more solid while she stood near it.



The group learned more of the strange settlement. Nobody could recall its name, but the inhabitants had lived there since before King Wakelinus went mad. They didn't seem to need food, and cultivated the strange multicoloured forest flowers to trade occasionally with strange visitors who used them in the creation of magical powders. 

Rumours also circulated: 
-Bandit & outlaw groups were in open rebellion, but the villagers were reluctant to discuss it. Even Shandril preferred to avoid drawing the King's wrath by dealing with them. 
-King Wakelinus' wizard Eralion had owned a fortress nearby, now fallen into ruin. It was inside a dangerous region called a "Moonlit Zone," and reported to be the home of a vampire!

The gang explored the town, visited the watch-tower to inspect its defenses and buy ammunition, and met some other residents: Baran, a sullen guardsman missing his right hand; and his lieutenant Lauriel, who wore Solaris' symbol prominently on her armour.

Shandril allowed the group to use one of the unoccupied stone houses to rest in and heal. During their sleep, they were woken by the alarm bell on the watch-tower. They assembled at the tower and saw smoke coming from the Shrine. Rushing over, they discovered that some needlemen and launched a raid, stealing the Crucible from under their noses! Without it, the whole village would fall into the soulless madness that threatened to consume the kingdom. Shandril implored the group to help, and sent Lauriel and another spry village guard along to guide them through the woods. 

She also pressed her enchanted mace Lua Saka - its head a smiling bronze sunburst - into Eric's hands, imploring him to use it to punish the needlemen and whoever else was behind the theft, as long as he returned it.


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.

The rest of the party pressed inside the tower, bypassing some green slime on the floor, and began exploring the ruined fort. They set fire to a tower with a giant spider inside. Inside a tower to the south, they found a hideous sleeping creature - like a massive human with five legs and a hideous sucking lamprey's mouth. Eric whispered "... Istus says hello" before clouting it with Lua Saka. Unfortunately not a fatal blow, the mutant jumped up and began coating itself in icy armour as the temperature in the room dropped.

The sounds of battle drew attention from below. Needlemen began to pour up the stairs. At this point the situation progressed into a general melee. The group retreated outside where Robert and Gorr could blast any needlemen who strayed into the courtyard, and the party began to lay waste. The battle ebbed and flowed inside the tower and outside as the needlemen attacked & retreated. Robert even managed to bullseye one with the scorpion mounted in the bell tower!

There was a tense moment was when a 9' tall shadowy skeleton dripping in red slime climbed up the wall. Its eyes were like two ghostly lamps. It hissed "The doom of Uthummaos shall descend on you!" as it attacked Suba-Jin and Lothos, while engulfing Gorr & Robert in magical darkness. The crew handled this foe with aplomb, as Gorr brought his Continual Light candle out to dispel the darkness and Lothos dealt it a lucky killing blow. As this strange demon dissolved into black mist, the ornate, glowing axe it had carried clattered to the floor. The last of the keep's denizens seemed to be defeated!

[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

Now in relative safety, the gang set about exploring the keep. They discovered many strange items and not a small amount of treasure:

The strange two-handed axe dropped by the demon on the roof was a sinuous epsilon shape, with an ebonywood handle. It emitted a black 'halo', like a reverse lens-flare. When Lothos tried to pick it up, his hand was blasted away by magic! Some experimentation allowed the group to pick it up with a rope, wrapping it in a cloak for investigation later.

The small chapel below the bell tower was once dedicated to Solaris. Inside stood a tall white statue of a woman cradling an infant with a sword. An elaborate, jagged yellow halo circled her head. Behind a curtain in what would be the priest's quarters was a stone chest full of coins, an amulet engraved with two crescent moons, and an enameled metal seal, depicting a black hole with purple light radiating outwards. Lauriel was frightened by this last item and said the seal was the symbol for Uthummaos, although she was vague about who or what that was. 

Gorr climbed down the well in the center of the courtyard. The water was drinkable, but tasting of minerals and strangely effervescent. Just above the waterline was a leering face carved in stone. In the moonlight, Gorr could just see a stone tongue jutting out from deep in the mouth. He tied a rope around it and pulled - there was a mechanical clank as the rope was sliced off, and the wall opened to reveal a secret room. Inside he found a huge haul of ancient & corroded square silver coins, and a metal engraving that looked valuable.

At some point during their expedition, the party discovered strange pools of rainbow-coloured liquids dripping from their feet. Using his barbarian logic, Gorr first tried to burn it off, and when that didn't work, he turned the most colourful thing he had, and ate a few cherries from the tree of Fading Beauty. The group moved on in haste, thinking it might have been something they had stepped in.

In the base of the needlemen's tower, the floor was covered in filthy carpets. Clearing these aside revealed a trap door:

In the basement was a round room filled with debris, and another trapdoor. This one was shut with silver nails, and someone had wedged silver coins into the cracks! Strange runes in flowing script were etched into the wood, and the same double-crescent symbol seen earlier. The rumours of vampires were echoed by Lauriel, but the group proceeded anyway. Removing the nails & even prying at the trapdoor failed to open it, but Suba-Jin produced the amulet found in the chapel, and it opened as if by magic.

On the second level, six mailed statues stood around a disused laboratory, tables cluttered with jars & bottles. Gorr descended on a rope, trying to reach the door, but within moments the 'statues' were revealed to be armoured zombies! He scrambled up the rope and the group threw down flaming oil, burning the zombies and creating a rancid cloud of black smoke.


The side-room was a small bedroom. A brick of incense in a large burner was still intact, and two books rested on the bedside table: The Starless Stars (looked like a spellbook), and Obliteration Without Glory (a strange tract written in code, with anatomical diagrams of human bodies & organs).

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:

"Wakelinus, my liege. Is that you? It has been so long..."

"I'm here, brother." said Gorr.

"Why? After a thousand years? Oooh, so much time has passed and I ache..."

"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!

"Oh, my King? Is it really you? I thought... NO!" The voice changed its tone as Gorr ascended.

On the second floor, the group slammed the trapdoor shut and Suba-Jin began frantically wedging silver pieces into the cracks while the others climbed. A shadowy silhouette soon crept across the ground: first a head, then shoulders, then long thin arms. When it touched him, Suba-Jin felt the strength being drained from his body. He abandoned his task and the party fled up the ropes as fast as they could! The malignant shadow drained him again, but Suba-Jin climbed up before it could strike him a third time. 

Slamming the last trapdoor shut behind them, the party took up their treasure and fled the fortress as fast as they could. On the path back, they saw a bright light through the trees - but it was too far away to make out anything.


Return

They also noticed the strange liquid colours on their feet, dripping from their bodies at a further rate. It seemed frightening, and some wondered if all the colour was slowly draining from their bodies! Gorr ate a few of the cherries from the Tree of Fading Beauty, and that seemed to bring colours back into his body. He passed out some to the rest of the party, who all ate and were suffused with strange feelings.

Shandril was overjoyed (comparatively speaking) to see the return of the Crucible. She offered for Eric to keep the mace Lua Saka if he wanted as a reward. The party could take a well-earned rest!


Enemies Defeated

15 shadowy needle-men
1 five-legged mutant
1 shadowy red skeletal demon
6 zombies

Monster Experience: 
Meep, Eric - 214 XP each
Lothos, Robert, Suba-Jin, Gorr - 257 XP each


Treasure

The Crucible of Solaris
2 deer pelts, 2 wolf pelts, 1 lion pelt
3830 silver coins
50 gold coins
1 etched metal plate showing a child playing and a sunburst
black & purple seal of Uthummaos
two-moons amulet
brick of incense
black-haloed battle axe
carved wizard's staff
silver cylindrical amulet
The Starless Stars
Obliteration Without Glory