Showing posts with label Karttekeza. Show all posts
Showing posts with label Karttekeza. Show all posts

Sunday, 21 August 2022

Session 31

INTO THE DARK

14 Sunstrong, 4433
A few hours passed during the session

Characters:

Gorr, ranger 5
Daqqa-Jin, barbarian 3
Robert the Adequate, fighter 4
Eric Withakay, cleric 5


Clearing the Shrine

The group continued exploring the old shrine of the six-armed god Karttekeza. They fell upon the remaining mud-men, still distracted by Salzige's skeletal servant, and wiped them out with ease. They found another lever and attempted to get the water turned back on to clear out the muddy lower section. This they were not able to do, but they did reset the two trap-levers after Daqqa-Jin burned off the yellow mold covering them. 

Clearing away pieces of the macabre mosaic in the fountain, underneath there was an original painting of six-handed Karttekeza. Pressing all six hands at once revealed a secret stairway downwards into a hidden treasure room. Inside they found many oddities:

- an old robe of indistinct faded colours, hanging on a brass mannequin
- eight worn scrolls in a wood & glass display case
- a metal quiver of 13 arrows made of stone & crystal
- two bricks of crimson incense, redolent with a peppery smell

They explored the flower-garden and reached a domed structure where two gargoyles lurked. The group's fierce initial attack drove them off, flying for their lives! Daqqa-Jin climbed up the dome and examined the painting on its underside, including a massive shiny moon rendered in silver foil.

They found a ruined church with a grand mural on the back wall, labeled King Wakelinus & Queen Purah. It showed a young, regal-looking king in rich robes & a chest full of medals marrying a woman with a green dress, red hair & an elaborate seven-pointed crown. Oddly, the queenly bride wears an expressionless white mask. The wedding is officiated by two high priests: a man attired in robes of Solaris and a woman who bears a close resemblance to the Sage of Lune. The only other distinctive clue was charcoal graffiti around the building, saying "The Carrion King Lives!"

They explored an ancient long-hall decorated with heraldic shields & rusted weapons, some of which they recognize as symbols of the land's noble families. Daqqa-Jin sat on a strange throne that echoed with the sounds of ancient celebration. He was possessed by the spirits of the kings of old, who spoke from his mouth in ominous tones:

Spirits: "Two questions we will answer with the wisdom of old, and then we would walk in the world of flesh once more!"

Eric: "What caused Solaris' light to leave the land?"

Spirits: "Wakelinus entered into a traitorous compact with the Moon! In the days of old, a perfect symmetry was kept between sun & moon, each taking their allotted time in the heavens. The Mad King, in service to Uthummaos, convinced Lune to ally herself with him, betraying this age-old balance. Now darkness covers the land, and the moon's gaze lies heavy everywhere, with no sunlight to be seen."

Robert: "Where is the demon Varthatov?"

Spirits: "Below Wakelinus' Folly, the monument to the Mad King's hubris. The demon lairs in a darkened temple of Uthummaos underneath, where wafts the cold breath of dark chasms!"

Meanwhile, Daqqa-Jin experienced a vision of the hall as it was of old, a roaring fire in the hearth and many knights & lords at a grand feast. Three shadowy figures surrounded him, their eyes only glittering pinpoints of light. They reached forward hungrily for his life but he resisted with some effort, throwing himself off the throne and regaining his normal senses.

They found an old shrine of Solaris, now thoroughly trashed. The altar-stone was dragged away, all the metal fixtures & pieces were pried out and the statues were defaced. Daqqa-Jin followed the trails away from the shrine, and they led towards pathways in the forest where perhaps these pieces were taken. Many corpses of colourful forest-jellyfish were strewn about, and more graffiti about "The Carrion King" was scribbled around. 

The final structure of interest was a grand, unfinished building, perhaps intended at one point to be a temple of Uthummaos. A large mural of that dark god's sigil was painted on the back wall, and a smooth black glassy statue stood in the center. Unmindful of possible curses, Robert pried out the two purple gemstone eyes, the statue's only distinctive features.

The ruined city explored thoroughly, the group headed into the forest through the southward path, where some of Solaris' looted shrine must have been taken.




Entering the Moonlit Zone

The group met a pack of unicorns on the path, but they were skittish and fled quickly.

The party came to a clearing with a few ruined buildings and a mostly-intact old public house. A few dozen ragged shades, their volition totally gone, milled around the area helplessly. The group ignored them and was ignored in turn.

The party explored a locked wine-cellar and were set upon by three wights, each one missing its left hand. The creatures were dispatched with enchanted steel, but not before one drew Robert's life-force out, leaving him perilously close to death [only 2 CON left].

In the cellar were three intact wine kegs: one sour & vinegary, the second a magical healing draught and the third filled with the sparkling shadow-wine the group has seen before. Daqqa-Jin availed himself of the second keg's healing properties, and the group saved some for later.

Behind one of the empty casks was a hidden room. A tiny shrine littered with brittle bones & debris held a great golden idol of the feared demon lord Ahmon-Ibor! The group built a makeshift sled to help carry this heavy piece of loot and looked towards leaving the forest, returning to Viridistan to sell off all their treasure.


Monsters Defeated:

5 mud-men (235 xp)
3 one-handed wights (330 xp)
2 gargoyles, chased off (1000 xp)

Treasure Obtained:

potion (faint glowing blue)
faded robe (magical)
quiver of stone arrows (magical)
box of scrolls (magical)
2 purple gemstone eyes
golden demon idol
healing wine


After experiencing the horrors of the restless dead one too many times, Gorr's hold on his sanity has become tenuous!







Tuesday, 9 August 2022

Session 30

THE RUINED TOWN

14 Sunstrong, 4433
multiple subjective days passed in the Forest of Dreams

Characters:

Daqqa-Jin, barbarian 3
Gorr, ranger 5
Eric Withakay, cleric 5
Young Joe Spruce, druid 2
Salzige Brauen, necromancer 2


Exploring

The party returned to the Night Wolf Inn briefly to rest & resupply. A juggling act was going on in the tavern, and some bizarre characters were hanging around - including a few anthropomorphic crabs, who didn't talk much. The group asked after Rain, but she wasn't around. 

They headed back into the Forest of Dreams, following Rauffe's vague directions from the lake of mist. They evaded a group of odd monsters that resembled 3' red bouncing balls with eyes, mouths and feet. Circling around, the forest became difficult to navigate - they were getting close to a Moonlit Zone! Walking along the edge of the dense trees, they came to the ruins of an old stone city.

Mostly wreckage, it was bisected by a crumbling 30' stone wall. Daqqa-Jin used his barbaric climbing skills to get up to a higher vantage point. He spotted a walled garden of the same glowing flowers found elsewhere in the forest, here crammed so tightly together that seeing details was impossible. They surrounded a pillared dome, and a small building with brass doors. On the other side of the wall, crumbling buildings stretched in every direction, while a few landmarks stood out. Two taller buildings, and an amphitheatre of sorts with a ring of seats.

The group checked out the amphitheatre and spotted another dog-headed gargoyle lurking there. With a swift pincer maneuver, the group got around it and their magic weapons made short work. They found a dead adventurer (obviously from the NWI) with broken legs, carrying a sack of copper and a few papers in an unknown language.



The group decided to explore the building with brass doors in the walled garden. The doors had a carving of the six-armed god Karttekeza, and they were reminded that the deity requested they restore his ruined shrines if they could find them throughout the world.


The Shrine

Inside was a dim room, a great peacock statue at the back. As Gorr lit some torches and candles, the statue's eyes glittered blue & green with precious gems! Two yellow levers on the wall stood out, and a narrow balance beam above a pit of muck.

Daqqa-Jin was brave enough to cross the beam and stepped on a pressure plate, triggering a pendulum blade which dealt serious damage. He made an offering of coppers and blood to Karttekeza, hoping for vengeance against his foes.

Meanwhile, Salzige summoned a skeleton and sent it down into the muddy pit to retrieve some items. It was pursued by ambulatory mud-men, formed out of the slime itself! He then sent the skeleton to pull one of the yellow levers - and in a puff of corrosive dust it collapsed, destroyed.

Many ideas & theories were attempted to deal with the mud-men, and the obviously trapped room. Eventually, another skeleton was sent down to distract the mud-men, while Daqqa-Jin, Gorr and Eric attacked them from behind. One mud-man jumped on Daqqa-Jin, destroying itself while covering the barbarian with sticky slime. He slowly fled the pit (his movement seriously impeded), while the other two considered their next move...


Monsters Defeated:

1 gargoyle (500 xp)
3 mudmen (141 xp)

Treasure Obtained:

11 gold, 10 silver, 270 copper (already shared out)
note on dead adventurer

Monday, 17 May 2021

Session 14

THE ENCHANTMENT OF VASHUNDARA - Part II

12-16 Longrass, 4433
Several days passed while travelling between worlds, but this was hard to judge at the time.


Characters:

Gorr, Ranger 3

Suba-Jin, Cleric of Hextor 3

Robert the Swift, Fighter 2

Eric Withakay, Cleric of Solaris 4

Regetus Rex, Illusionist 2

Lord Fesgate, fighter 3 (NPC)




Karttekeza's Mansion

The party was in the midst of exploring the mansion of the giant god Karttekeza. Everything was far too large for them, and the giant animals all seemed intelligent and talkative.

Investigating the steam room, the group found a prisoner inside - a Viridian in a shabby-genteel toga named Regetus Rex. He had also been brought to the manor on a flying peacock, but barely survived being stuffed into the steam room and left to die by a few of the spectral guardians who infested the area. With his other friends, he agreed to join the party in their journey to free Karttekeza.

The group spotted a glint of metal at the bottom of the swimming pool - it looked like the brass key. Robert took off his armour and swam down to get it. At the last second he realized he was swimming right towards a gelatinous cube concealed in the water! He swiftly reversed course and came up to the surface. The group managed to lure the cube out of the water, where it was swiftly defeated with missile fire and the key obtained.

Upstairs, the group got into a skirmish with the moaning guardians. One was destroyed and the other fled into a nearby room where Vashundara lay sleeping. Several plans were concocted. The group decided to lure two of the guardians out with an illusion cast by Regetus. They spotted the ambush and attempted to flee. A protracted battle ensued with the characters nervously looking over at the demoness, wondering if she would wake up!

At one point during the fighting on the 2nd floor, one of the spectral guardians pushed past the front rank of fighters and singled out Eric. The cleric had the momentary sense that some force was singling him out for ill-treatment as the damned soul's scimitar struck home. What could it mean?




Luckily Vashundara slumbered soundly while her troops were mopped up. Very... carefully... Robert and Gorr managed to creep up beside her on the giant bed and unclasp the necklace holding the gold key. They only needed one more to free the imprisoned god!

They inspected a locked door with a poem on it and debated a few courses of action, but elected to leave it alone and proceed to the third floor, consisting of a huge hanging garden with pillars holding up a domed roof. A vast statue of a giant fighting a snake poured water into a small pond filled with rushes.

On the floor of the pavilion lay the giant peacock Amrita, mate of the one that had carried the group here. He was sickly and weak after suffering Vashundara's poison bite! A Cure Light Wounds spell seemed to help a little bit.

At that moment the party was accosted by four huge ravens, who demanded "shiny things". Robert attempted to negotiate with them, offering shiny things if they knew where the silver key was. They weren't inclined to debate, and insisted they knew nothing about a key and wanted a payout. Just when a confrontation seemed imminent, Amrita stood up and whistled at the ravens. They flew away amid protestations about not wanting to trouble the master of the house!

Although Amrita couldn't speak, he could gesture with his beak. When the players asked about the silver key he directed them to the lotus pond on the 2nd floor.

Returning to the pond and the picturesque island in its middle, the group caught the attention of a snapping-turtle living inside. It was almost big enough to swallow a man whole. Before the turtle could answer their questions, three giant crabs emerged from the water attracted by the commotion! They didn't bother talking and scuttled to the attack. Lord Fesgate was dealt a stiff blow from their claws, but Regetus' colour spray and a spirited defense by the group routed them.

When they convinced the turtle to come back, he said that perhaps he had seen the silver key - when he ate it! There was some debate about what to do - induce vomiting? Wait for him to poop it out? Eric even Command-ed the turtle to vomit, but it didn't work. Then Suba-Jin suggested looking into the turtle's throat - and there it was! They propped its mouth open with Retegus' quarterstaff and a tense moment ensued while Robert the Swift reached in with his mining pick to pull out the key - the turtle gagged and almost closed its mouth, but the staff held and Robert was safe.

With all three keys secured, the group left to unlock Karttekeza and secure Vashundara's final defeat.


The God's Gratitude

Eighteen feet tall, six-armed, six-headed, with glowing golden skin. Karttekeza was a terrible sight once freed. He stormed through his mansion to his bedroom and accused Vashundara of tricking him. She awoke and began to protest, but a storm of fire & lightning issued from the god, erasing the demoness from existence. The second of Uthummaos' shadowy demons was defeated!

Karttekeza offered the party a choice of several rewards for rescuing him:

Eric opted to have his crippling back injury healed.

Robert selected a small mechanical peacock, which sings and warns its owner of danger.

Suba-Jin received a third arm, which grew from the left side of his body.

Regetus accepted a favour from Praveena, the giant peacock which carried them here. In the future, she would come at one time of his choosing and carry the group anywhere they wished (including other worlds & dimensions).

Gorr asked for some special spider-silk rope made by the giant spiders in the mansion gardens.

Lord Fesgate accepted Karttekeza's magical wave-bladed dagger (a two-handed sword for him).


A few other topics were mentioned.

Uthummaos' other demons:

 
"I don't know where they are, but they must lurk near Uthummaos' centres of power. They are powerful beings of shadow, and battling them in darkened places would be near-suicide."

A request:

 
"If you find the ruins of my houses of worship, would you restore them for me? Few even remember Karttekeza anymore, for courage and beauty and poetry are nearly gone from that gloomy realm."

Best advice for the future:


"Uthummaos' influence is vast,
you may find him close to home.
Paths found in dreams may lead you to him -
but who points the way for you?
The watcher by silver light may help your cause
but the bars of time hold fast,
and much should stay locked in.
In a place of cold & terror,
beware the song and heed the clock.
Hold true the covenants you have made, 
for in time old friends may become new enemies.
And take the chance to speak
with someone who floats by evening."


Return To Viridistan

On Praveena's back, the group flew through the mists between dimensions. They emerged in the skies high above Trident Gulf, the emerald city glittering beneath them. Praveena set them down in a somewhat quiet section of the river, but they were spotted by several townspeople and riverboats. Rumours will likely circulate in the future.

Their next destination: the marketplace to sell their treasure, then Seven Visions for some carousing!


***

Asking Karttekeza for advice about the future was a great idea. He is a deity after all, and sees much. Since he is a god of poetry among other things, his predictions come in obscure phrases. Interpretation is left up to you. -DM


***


Memorable Lines:

Regetus: "I'm an illusionist. Large mansions are part of my specialty."

Robert the Swift: *throws down four silver coins*
Giant Raven: "You don't think much of me, do you pal?"

DM: "Ok, You reach into the turtle's mouth. There is a small chance something goes wrong... Oh no, I rolled it!"
Players: *chorus of boos, laughter*
DM: "It's all right, the staff will only break on a-"
Player: "Don't say 'small chance' again!"

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