Showing posts with label James Everbleed. Show all posts
Showing posts with label James Everbleed. Show all posts

Tuesday, 5 April 2022

Session 24

 A SAILOR'S LIFE FOR ME...

Sunstrong 3-7, 4433

Characters:

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


Late Night in the Hood

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

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

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

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

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

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


Back to the Night Wolf Inn 

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

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

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

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


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

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


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

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

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

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

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

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

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


From there the group proceeded to:


Room IV - Restful Seas

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

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

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

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

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

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

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

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

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

- Rory Barbarossa

A crude map was included:


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

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

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

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

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

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


Monsters Defeated:

2 mummies (1720 xp)

Treasure Obtained:

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


Updates:

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


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

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

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

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

Thursday, 8 October 2020

[NWI] Rooms in the Night Wolf Inn

Here is a list of the various rooms available for rent and their prices. Not all these rooms will be available at the same time.
Interested parties should enquire with Mr. Everbleed to see what vacancies are currently available.

[click to enlarge]



Session 7

THE FOREST OF DREAMS 3

15th Meadowlark

About eight days


Characters:

Robert the Swift, Fighter 1 (Steve)

Suba-Jin, Cleric 1 (John)

Gorr, Barbarian 2 (Chris)

Lothos the Undesirable, Elf 2 (Mike)

Eric Withakay, Cleric 3 (Justin)

Meep, Dwarf 2 (Spencer)


*****

Return to the Inn

While the group rested up in the Forgotten Village, people were getting hungry. Robert went out hunting and got lost. He avoided a group of large, floating, glowing jellyfish, almost starved, shot a huge chromatic peacock with sparkling feathers and found his way back to the village after three days.

The group prepared to return to the Inn furniture with all their loot. Lauriel (one of the more lucid town guards) agreed to be their guide back to the Grandfather Tree in exchange for the group's promise to bring back more metal weapons & equipment for the village. A few initial gifts cemented the promise, and they headed back, only deviating once to avoid another pack of 12 floating jellyfish. Robert left small stone trail markers along the way, hoping these would help them find their way back later.

Returning to the Grandfather Tree, the group listened to it ramble for a while:

"A lion & a white hart roam the woods, escaped from the Mad King's preserve. One is evil, one good, but nobody is sure which."

"Many great knights were in the Mad King’s retinue. Alart The Handsome was the greatest of them all, but I have not seen him in many years. Please say hello if you see him."

Gorr asked Grandfather Tree to create a 'perfect branch' for him to make a bow with, if he would plant its seeds in far-off places. The old tree agreed to this and some acorns clattered to the ground. It said it would take some time to grow such a branch, though.

Back at the Inn, James Everbleed told the group that only one day had passed since they entered the Forest of Dreams!

He helped the group buy some more equipment, which they picked up at the carriage house from Garden - a hulking man of few words with a hat obscuring his face, who didn't think much of the group's look. They donated Philotheos Sten's stolen harp to the inn, and James was happy to take it, but seemed to see through the group's attempt to hide their gains in a safe place. They asked him about Gordzu-Kor (the name printed on the coins they found), and he said it was the home of some of the Inn's patrons, including a member named Habakkuk.

Meep the Dwarf decided to become a member of the Night Wolf Inn Excursionist's Guild (a happier tattooing event than last time), and a small celebration was had in the tavern. Three pale, heavily-armed and tattooed warrior women were drinking heavily, singing songs about fighting wolves & beheading men. Gorr attempted to hang out with them, and could follow along with their music with a bit of effort. 




Forest of Dreams

The group managed to follow Robert's trail of small stone structures to the Forgotten Village. Shandril wasn't around, and Baran (missing his right hand, he is the head of the guards) said he couldn't spare anyone to guide them to see the Sage of Lune, and anyway it was too dangerous to go, it wasn't worth it. He was willing to draw them a crude map in charcoal of the local region, though.

Black areas are Moonlit Zones.

Grey area is the river.

The crescent is the Temple of Lune.


The group ventured out into the forest, guided only by this map. They got lost at first, ending up at the great crevasse looking over the ruined coliseum. Reorienting themselves after a few days, they came to a square structure on a hill.


[sorry about the fog of war, the picture has a cutaway view of stuff inside. You'll have to discover it yourselves!]

Venturing inside, vision and hearing were reduced to 20' by thick clouds of heliotrope incense. The smell of melons and summer rain induced a tranquil calm.

The group investigated some strange wooden boards that had been set into the wall for unknown purposes, and a fat yellow candle resting on a stone sphere. In the third room they were ambushed by two groups of shadowy humanoids: four feet high, unarmed, with the heads of dogs. Pinned in a narrow corridor, the group used flaming oil to good effect to keep the pressure off. Eventually the beasts broke and ran, but not before Eric was bitten several times. The party backed into a previous room and regrouped. 


Treasure:

none

Monsters Defeated:

9 shadowy dog-men - 90 xp

TOTAL

15 experience each

Note - For those new to the system. Observe how a life-or-death struggle against triple your numbers still gives a paltry sum of xp. Combat can sometimes be a bad idea, and the world is dangerous. For characters to advance, they must obtain treasure and bring it back home.


Players To-Do:

-Send me your character's alignment (needed from Viegar, Aladar IX, Tullius Jr), race including human subtype (Aladar IX, Tullius Jr), religion if applicable for any non-clerics, and stats (Viegar, Aladar IX, Tullius Jr please).

-Send me your character's AGE if I don't already have it. I have only Viegar, Gorr and Suba-Jin's right now. There are tables in the book HERE (page 23), you can pick something in an acceptable range, or I can roll for you.

-The first 3 people to message me with the phrase "Blue Rose" get 200 xp. [This offer is expired]

Sunday, 2 August 2020

Session 3

THE EXCURSIONIST'S GUILD

13th-14th Meadowlark, 4433

Characters

Aladar IX, M-U 2 (Alex)
Eric Withakay, cleric 3 (Justin)
Lothos the Undesirable, elf 2 (Mike)
Robert the Swift, fighter 1 (Steve)
Suba-Jin, cleric 1 (John)




Morning at "The Sign of Olive & Lotus"

Aladar, Eric, Lothos, Meep & Tullius felt somewhat worse for wear after their night in the most upscale club in the Emerald City. Smeared with lipstick, smelling of expensive liquor & opium fumes, they tried to reconstruct their night:

-Eric recalled wandering drunkenly through Cliffside, where he was accosted by a guard patrol for "causing a disturbance." Only by paying a fairly substantial bribe of 275 silver did he avoid a trip to the drunk tank and perhaps an ass-beating from the irreligious guards.

-Tullius Junior was too hung over to go adventuring. Everyone remembered the shouting match he got into with another patron that night. The man had a Ming the Merciless-style moustache, purple robes, a tall conical hat and a Sactioning pin indicating he was a magic-user. The last thing he said was "You whey-faced, lily-livered cur! You haven't heard the last of Unazhon Conchobar!!!"

-Meep the dwarf woke up with soreness in his lower back. As it turned out, he had commissioned a tattoo while in his cups: great gothic block letters read "DWARVES SUXXX." Perhaps there was some hidden reason for this, relating to his departure from the ancestral dwarven under-realms? Time would tell. He was also too hungover to adventure.

A few other down-on-their-luck wastrels decided to come along with the group in search of action and treasure: Suba-Jin, a Tharbrian nomad dedicated to Hextor, spreading the gospel of discipline & violence amongst the horsemen of the steppes; and Robert the Swift, a dim-witted Legion veteran.

The group recalled hearing a strange rumour from another patron during their revelry:

“A printmaker named Ultan, while laying poison for rats in the basement of his shop in the Bazaar, has discovered a door that was not there before! He claims it leads to Wishery, the fabled land of dreams. Ultan charges 10 sp a head to pass through the door - no questions asked.”

Not interested in this tale at the time, they decided instead to pursue a rumour heard previously from a farmer about a mysterious building outside the Great Wall. Hitching up their wagon, they rode out of Viridistan with dry mouths and sore heads towards the Moon Gate.



Midway through the second day of travel, the gang passed through the imposing Great Wall of Viridistan, built by the ancients in days before men walked upright. Farmers, traders, slaves & other folk of all the world's races pass this gate in a never-ending procession to and from the Emerald City.

After asking for directions, a helpful (for once) guard directed the party westward along the edge of the Elsenwood. They proceeded along a clear path amongst well-manicured lawns until they came upon a bizarre, sprawling manor house nestled back near the woods. Four stories high, bristling with towers, angular with its steep shingled peaks, useless in Viridistan's balmy sub-tropical climate. It was built of dark stone and aged wood, trimmed in brass and wound with ivy. A carriage-house and old barn could be seen on the wide lawns in the background.


The Night Wolf Inn
The front porch looked inviting enough with rocking chairs and a large, sturdy iron-studded oak door. Aladar IX displayed an un-wizardlike boldness and ventured inside first.

The entryway was decorated in rich hardwoods (another strange thing in Viridistan, where most buildings are stone, brick or adobe) and washed in amber light from stained-glass windows. A macabre fresco covering the ceiling depicts a girl being devoured by a wolf, while a woman with a sword looks the other way. In the background, an older woman with a crown of roses walks down a path while dark clouds rain bones over the scene.

Behind a broad mahogany desk lounged a handsome middle-aged man with a glass of brandy. He introduced himself as James Everbleed, and offered to rent the group a room. Much discussion ensued. Several rooms were available, of which a few were mentioned by name. Forest of Dreams, Restful Seas, and The Stygian Library (James counselled against taking that one). They asked to see the Forest of Dreams.

They briefly balked at the prices - 40 silver per person, per night! But during their conversation, James mentioned that members of the "Excursionist's Guild" get discounts. Eager to save money, the group asked for more detail and decided to sign up, which James seemed quite happy about. They were nervous about his mention of 'guild quests' but his friendly & open manner reassured them somewhat. After paying an entry fee set by James which varied for each person, he got out his tattoo kit and inked a black wolf's head on the shoulder of each of them.

The other guests in the common room were a strange and diverse lot. Some Altanian warriors in traditional garb, a few sullen and strangely-dressed southern Ghinorans, a misshapen man in robes, and a bright red-skinned man in black armour with horns on his forehead! Apparently guild members themselves, they greeted the party's induction with a cheer and bought them a round of drinks.


Room I - The Forest of Dreams



Stepping through the door in the second floor hallway, the group found themselves in another world! Finely made furniture set up exactly as in an ordinary Inn bedroom stood in the deep shadows of giant trees that shifted at the edge of sight. The vast forest's floor was illuminated by multicoloured flowers that bled into the air like paint meeting turpentine, creating gaseous halos of colour. In every direction, the Forest of Dreams was thronged by fleeting shadows. A trail of golden lily bells led away from the furniture into the distance, and a giant tree, larger than all the rest, could be seen in another direction. Bewildered by this strange world, the group ventured away from the furniture in the direction of the massive tree.

Halfway there, Suba-Jin noticed a colourful sparkle in the shadows: three shimmering, multicoloured peacock feathers. Aladar had his dog "Mincemeat" sniff one and he led the group along a winding route through the forest towards the great tree.

The massive tree stretched hundreds of feet into the air. A whisper of wind surrounded it, resolving into intelligible words as the group drew closer - the tree could speak! It desired news of the outside world and friendly conversation, but the group was more interested in finding some loot. As it happened, the great tree recalled some 'two leggeds' had left a jingling bag in its branches some days ago, but warned about the prismatic peacocks roosting high in the tree which defend their territory viciously.

Aladar summoned his familiar Yegmoz to scout the tree and survey the wider region. It reported a sack left in the branches 100 feet above, and some large colourful birds roosting 50' above that.

Aladar, Suba-Jin and Eric dared to climb the tree to retrieve the loot, hoping to avoid the peacocks' notice. After a few tense moments they found a sack full of strange bluish-silver coins and a note:

"Anastasius:
Here is payment as agreed. Make it swift, for the Horned Empire does not smile upon failure. 

-Habakkuk"

With some loot and a cryptic clue for their troubles, the group made for the Inn furniture to plan their next move in this shadowy & ethereal world.


What Yegmoz Saw

When Aladar IX asked it to fly high and survey the forest. All 'clock' references are relative to the group's facing when they came through the Inn door.

-Line of twinkling golden lights leading from the room furniture to a wide grey body of water at 12:00
-Massive, round white structure of some kind at 9:00, surrounded by an area of darkness
-Great trees and shadows as far as it could see in any direction


Inn Exploration





Enemies Defeated:
none

Treasure:
220 blue-tinted silver coins, stamped with a symbol of flame & the words "Gordzu Kor"
3 chromatic peacock feathers

Sunday, 26 July 2020

[NWI] A Letter from the Concierge


Esteemed Member,

Please consider the Inn your home. Feel free to enter any room or door you are able to access. You will not be trespassing! Do remember that the Inn cannot be held responsible for injuries or death caused by such expeditions. 

Also: 

1. Rooms rented are safe so long as you stay with the furniture. 

2. Any valuables you discover are yours to keep free of disclosure. Note that certain objects may prove difficult to remove from the Inn. 

3. Your last will and testament is honoured for one year. Should the beneficiary not be found in such time, your estate becomes the property of the Guild Master. 

4. The Inn offers unique combat training to interested companies. Inquire with James. 

5. The Inn will recognize your new tattoo and allow you to use the entrances on the East Porch, the Tavern Portico and the Servant’s Door in the west. Feel free to open windows, but be advised that doing so may expose you. All non-members are restricted to the entrance on the south veranda. 

6. Do not be slighted if the Guild Master fails to greet you. 

7. Please bring any inquiries or requests to the concierge or the carriage master. Welcome to the Night Wolf Inn! 

—James Everbleed



Guild Membership

First House: Black Wolf
Dues: 250 silver after one year
Tattoo: black wolf's head
Tattoo Effects: +1 AC
Perks: 50% off inn rooms
50% off personal equipment
food & drink on the house
Obligation: Up to one quest per year, not to exceed a two-week commitment