RETURN TO FORT BEHRINGER
Tuesday, 7 January 2025
Sessions 42-44
Sunday, 26 February 2023
Sessions 37-38
THE SLAUGHTER AT THE TOWERS
Thistleburn 6-11, 4433
5 real days passed during the sessions, including 10 subjective days in the Forest of Dreams
Characters:
Gorr, ranger 5
Daqqa-Jin, barbarian 4
Robert the Unconscious, fighter 5
Salzige Brauen, necromancer 2
Xénos, spy 2
Uriah Sunstrife, paladin 1
Cassia Tannin, fighter 1
Black Phalaros, necromancer 2
Finrod, elf 1
Clif, elementalist 3
Lord Fesgate, fighter 4 (NPC)
The party was trapped in a moonlit zone prison tower, surrounded by a small army of gnolls and their leader the moon-giant Kucmalog.
Investigating the ground floor brought the attention of two animated statues. Their stone surfaces were hard to crack, and Robert shattered his magical Executioner's Axe during the fight! The group opened up another prison cell and fought two werewolves. They rescued five knights of the Behringer family in the process, swelling their army's numbers further.
The party negotiated with the moon-giant and convinced him to open the doors of the prison. At that point, battle was joined! Kucmalog laid down terrible strikes with his enchanted sword and called curses on the group, blinding Daqqa-Jin and Hamon and turning them invisible. His gnoll squads swarmed around the tower and a pitched two-rank battle was joined at the doorway.
The slaughter was terrible! Almost 30 gnolls driven mad with hunger, fear and rage, pressing forward with halberds. Occasionally one would stop to chew on a downed foe, or even one of their own number. The party led them into a trap with flaming oil, blinded them with the fireworks of the Four Winds Bar and then battled them nose-to-nose with the help of the Behringer family knights.
One by one the party members were knocked out, blinded or otherwise incapacitated until only Uriah was still fighting. Just when it seemed like the gnolls might push through, the rest of the shades arrived from deep inside the tower, alerted by a flying Xénos. Picking up the fallen gnolls' weapons, the 100-strong rebel army pushed forward, slaying the ravenous beasts to the last.
The group was in possession of the field, but still in a tricky position - most of them were knocked out or crippled, the clerics were out of spells and several Behringer knights and shade soldiers had been killed in the battle.
Even so, fate was with them. Other than a small pack of snarling gnolls who did not attack, the party was not molested on their way out of the Moonlit Zone and back to the rebel camp by the lake.
Rauffe welcomed the group with all the hospitality he could manage. A great meeting took place with the rebel leaders and the party, with everyone sharing their stories and trying to piece together events. Reymund the Pale agreed to make an extraordinary bow for Gorr, as soon as a workshop can be assembled for him (costing about 8000 silver). Rauffe happily presented Daqqa-Jin with a glass lantern filled with ethereal fireflies as a gift for rescuing so many of his men.
The party was asked to assist the rebellion further:
-- The surviving Behringer knights want to recapture their ancestral home from the gnolls, but they need help.
-- The two priestesses are convinced something is wrong with the Sage of Lune - she has gone mad, or been possessed, or something! They want to cure this ailment and turn her back to the path of good, rather than destroying her for allying with the Mad King.
After being outside the moonlit zone for a day or so, the moonlight curse faded from Daqqa-Jin and Hamon. The party rested up, dealt with some logistical issues, brought some equipment in for the rebels and then headed out.
Back in the Night Wolf Inn tavern there were some interesting people. Uriah signed up to the guild for cheap, because he was broke. A ventriloquist was doing a spicy act about the Emperor. Some guild members were mourning a fallen comrade, others were preparing for a mission. A blue-haired elf in black chain named Karakaël was friendly and voluble. He was interested in the party after hearing they had found their Four Winds Bar behind the clock in the library. News of the group's success seems to have spread amongst other guild members.
The group returned to Viridistan to sell their loot, train, identify items and carouse.
New Arrivals
Meanwhile, the party who had recently raided the Vault of the Warlord in the distant north [see the special play report a while back] finally made it to Viridistan with their revived friend St. Nolan, patriarch of Seker. After Black Phalaris gave him back his Staff of Healing, he was so happy that he removed the curses afflicting the group from Warlord's gold.
After then paying to have the cursed gold itself un-cursed, the Vault crew still had 50,000 sp of trade bars left (!!!) which they split up into equal shares.
Other details were figured out: Gorr had his madness healed with a Cure Disease spell and a cursed item removed by the church of MAN-PAC. Spellcasters dealt with their mentors and got new spells. Party members identified items, traded equipment and sorted out who could use which intelligent weapons.
With new alliances formed, the group agreed they would call themselves THE WRETCHED COMPANY.
To carouse as much as they wanted the group headed up to the Cliffside district, to the Sign of Olive & Lotus. Finrod charmed the gate guard, who was happy to let them pass with an invitation to join them for a drink later. At one of the most expensive joints in town, the group got ready to take some richly deserved R&R...
[More details on rumours, mentors etc. coming in DOWNTIME POST.]
Monsters Defeated:
28 gnolls (1316 xp)
1 needlebeak (190 xp)
2 werewolves (380 xp)
2 caryatid columns (560 xp)
Treasure Gained:
firefly lantern
friendship
Treasure Sold:
topaz eye gems (2*1400 sp)
sapphire eye gems (4*900 sp)
robes with gold thread (1800 sp)
cursed mace -1 (0)
vacuous grimoires (2*1000 sp)
Money Gained:
most players noted already
Xénos - 585 sp gained after carousing costs [see next post]
Wednesday, 14 December 2022
Session 36
about 1 subjective hour passed during the session
Robert the thrice-cursed, fighter 5
Lord Fesgate, fighter 4 (NPC)
Ysmena & Helouys, Lune priestesses, shades
Monday, 14 November 2022
Session 35
LIGHTNING IN A BOTTLE
Thistleburn 5, 4433
A few hours passed during the session.
Characters:
Gorr, ranger 5
Robert the Swift, fighter 5
Daqqa-Jin, barbarian 4
Salzige Brauen, necromancer 2
Xénos, spy 2
Lord Fesgate, fighter 4 (NPC)
The party continued their talk with the Carrion King. It explained a few more details about the moon-headed giant Kucmalog & discoursed on his magical items. A flaming sword and a magical mirror, apparently one of many that exist in the kingdom. Then it gave a dire warning about a dangerous location in the moonlit zone. The creature also offered to trade any one of his magic items in exchange for Salzige's hideous, nightmare-inducing idol.
The group moved on, following the Carrion King's directions. They came upon a guardpost with moon-gnolls who were willing to negotiate and were interested in the group's plan to open up the prisons. The leader of the gnolls agreed to take the party to the prison towers in exchange for eating anybody they found inside!
Gnarg the gnoll and five of his troops accompanied the group, with one needlebeak. They ran into another gnoll patrol at a circle of standing stones, and there was a standoff. A few of these gnolls joined the group looking for easy food, but the others wouldn't come along - they declined to attack their comrades, letting the group leave after a tense moment.
The Prison Towers
After Gnarg helpfully relieved the gnoll patrol that was circling the towers, the group had the run of the place. The front doors could be easily opened, but the group used the Four Winds Bar to fly up to the floating mini-tower.
They saw a symbol & altar of Uthummaos and an investigated an old stone coffin, decapitating a corpse in there and taking some treasure. Then they were accosted by a terrible wraith, demanding they swear fealty to King Wakelinus and Lord Uthummaos! Gorr was having none of that, and struck the altar with a mace.
Gorr: "Fuck Uthummaos and fuck You!"
For his defiance, the ranger was blasted by yellow laser-beams from the sinister wall carvings!
As the guardian spirit attacked, Daqqa-Jin spoke the command word "Azerix" to activate another power of the Four Winds Bar, unleashing a blast of deadly lightning in every direction! It did terrible damage to the insubstantial creature but harmed the group as well: Xénos, Salzige and Lord Fesgate were all knocked flat! Gorr managed to grit his teeth through the pain (and pass his WIS check, keeping a tight hold on sanity for the moment) enough to splash the monster with holy water.
The creature was defeated, but at serious cost: Lord Fesgate got knocked unconscious but was alright with a bit of healing. Xénos barely survived a lightining-induced heart failure, and would be near-useless in a fight from now on. And Salzige lay in a coma, totally unresponsive...
The party unlocked the nearby cells, rescuing many shades from the time-prisons. They met a nobleman Lord Almery IV and his entourage: Hamon, Ranulph and their quarry, Reymund the Pale! They had to battle some giant snake-creatures called Jaculi to rescue some of the rebels, who suffered a handful of casualties. They threw down the Jaculi's corpses for Gnarg and his friends to eat.
Lord Almery was overjoyed at the rescue. He suggested they clear the tower in case more rebels were imprisoned further below.
Inside the smaller tower, Daqqa-Jin destroyed mounds of crystal with his horn of blasting, which shivered and broke apart from the stress. From the remnants of the crystal formations crystal golems emerged, blasting at the barbarian with scintillating energy beams. The whole group retreated back up the stairs, pouring lamp oil to cover the retreat.
The situation as it stands:
7 crystalline men inside the tower are chasing after Daqqa-Jin
8 gnolls and 1 needlebeak led by Gnarg wait on the ground for more food
a handful of rebel troops have weapons, the rest are unarmed
Rebels Rescued:
40 rebel soldiers (5 died)
Hamon, the Unbreakable
Ranulph, the Silent
Lord Almery IV
Reymund, the Pale
Monsters Defeated:
13 Jaculi (247 xp)
1 Uthummaos' guardian (300 xp)
9 giant moths (342 xp)
Treasure Obtained:
2 topaz "eye" gems
robes embroidered with gold thread
ornate mace of strange aspect
Wednesday, 9 November 2022
Session 34
Friday, 7 October 2022
Session 33
ASSAULT ON THE FORT
Characters:
Gorr, ranger 5
Daqqa-Jin, barbarian 4
Salzige Brauen, necromancer 2
Eric Withakay, cleric 5
Lord Fesgate, fighter 4 (NPC)
Battles with the Gnolls
The group had enough information from the two surrendered gnolls [last session]. The captives were tied up and left in an abandoned building while the group moved on, following the same tracks of looted objects as before. They saw more ruined buildings, crumbling and abandoned, and an old well.
The group came to a clearing that was bisected by a crude 10' high wall, built from loose and crumbled stones. A snarling gnoll popped up over the top and trained a bow on Daqqa-Jin, while Gorr climbed a tree to get a better view. Daqqa-Jin brought some food for the hungry creature, jumped up on the wall and saw a whole group of gnolls lying in wait. A fight began! Two large birds with glowing white auras were released and seemed to attack at the gnolls' command, but were shot out of the sky by Gorr and Salzige. Eric was hit in the leg and began bleeding out but used a scroll to stop it before he lost consciousness.
After the fight, Dawn Bearer delivered an electric shock to Daqqa-Jin with a "Sorry old chap, really need somebody more compatible, what?" and the barbarian was forced to drop the magic weapon.
[DM Note - This was my mistake. I actually forgot this rule for intelligent magic weapons several sessions ago. Daqqa-Jin should never have been able to wield Dawn Bearer at all, so I hope you enjoyed your bonus use of this magic item!]
They came to a crossroads with a big stone mile-marker pointing in four directions:
Back the way they came it said Single Tower
To the left, Greater Towers & Red Shrine
To the right, Lesser Towers
Forward, Fortress Behringer
They asked Lord Fesgate about the Behringer family. He said that many of them fell out of favour with Raeldus I around the time he was imprisoned, but he knew not why. The tracks led towards the fortress, so the group progressed that way.
Fort Behringer
The trail led to a walled fort on a hill. The party approached up a winding path but were stopped by some warning bowshots. A crew of gnolls snarled from over the wall:
"Man-things, you shall not enter here! We will feast on your tender flesh..."
The group weren't sure what to do but decided on the direct approach, charging forward under a storm of arrow fire! Using the Four Winds Bar, Eric blasted a cloud of choking black smoke in front, with paralyzing dust that Gorr had harvested from some magic butterflies - it didn't reach the gnolls, but Daqqa-Jin used his horn of blasting to push it forward over the fort's wall.
Still using the Four Winds Bar, Eric flew up and spotted a horde of gnoll archers on top of the keep. He flew back down, grabbed the horn of blasting and flew back up at point-blank range, attempting to disable all the gnolls in one swoop.
The gnolls were alert, their canine eyes keen. An absolute hail of arrows struck Eric while he activated the horn, and the few that remained un-stunned after the blast were able to hit him a few more times. Bleeding from a dozen wounds, he plummeted to earth - stone dead before he even hit the ground [-6 hit points and a roll of 2 on the "Death Table" - nobody can survive that!].
With barbarian courage, Daqqa-Jin climbed up to Eric's body at the foot of the keep's walls, backed up by Gorr and Salzige's missile fire. Braving arrows and flaming oil, he grabbed the Four Winds Bar and desperately flew away with his comrade's body.
On the slopes beneath the fort, Lord Fesgate gritted his teeth and attempted to shield his friends from arrows as best he could, but several shots made it through his antique platemail [he is at 4 hit points]. A general withdrawal began.
The sound of a windlass & chain cranking can be heard - the fort's gate is opening, and what fresh hell will be unleashed from within??
Monsters Defeated:
11 gnolls (517 xp)
2 birds with glowing auras (380 xp)
Treasure Obtained:
none
Wednesday, 14 September 2022
Session 32
RUMOURS OF WAR
Sunstrong 15 - Thistleburn 5, 4433
10 days passed during the session
2 subjective days passed in your most recent trip into the Forest of Dreams
Characters:
Gorr, ranger 5
Daqqa-Jin, barbarian 4
Robert the Unconstitutional, fighter 5
Eric Withakay, cleric 5
Salzige Brauen, necromancer 2
Lord Fesgate, fighter 4 (NPC)
Smuggling
The group headed out of the Forest of Dreams, ready to sell their ill-gotten gains in Viridistan. The Night Wolf Inn was as normal: some red-skinned Altanians and pale, fiercely painted Amazons were drinking in the tavern. Salzige attempted to interact with the warrior-women but was rebuffed, amidst the jeers of the eastern barbarians.
On the way back to Viridistan, a great traffic jam of farmers, merchants & travellers had formed outside the Great Wall. Daqqa-Jin went up to the gate and learned that due to a distant war, Emperor Seheitt was instituting new taxes.
The party split up. Gorr, Fesgate and Salzige remained in the Forest of Dreams for a few days. Fesgate still had a broken leg, and Gorr's sanity was beginning to fray after many battles with the undead! Robert and Daqqa-Jin went through the gate on foot and proceeded into Viridistan.
In the Emerald City, everyone was talking about THE WAR! It was clear that news of the disaster on the sacred mountain [Session 18] had finally reached the general populace. Many rumours swirled. The most significiant: Shah Kijdawr is stretched thin and has few troops available to counter this new threat. Everyone is waiting for the Emperor to step in and send one of the Vasthosts north, but so far this has not happened.
Prices are up! Metal ores, lumber, wine & other goods have increased in price, leading to overall higher cost of living. Temples are sending priests & magic to help deal with the threat, increasing prices for religious services, spellcasting, scrolls, etc.
At Seven Visions, mistress Zvezdana Ozi had news. If the group wanted, she could call in that favour and put them in touch with some 'scary characters' who would be happy to buy some of the strange magical items they had recovered a few sessions ago. They decided to table this for now, and worked out a plan to smuggle their treasure into town.
The party brought their treasure to Targnol port [last seen in Session 2] where they contacted a shady character named Tilki who put them in the hold of a logging boat with a nice bribe to the captain. When they got to Viridistan they were picked up in a small dinghy and brought into town by one of the boat-people, a strange folk who live their whole lives in connected networks of boats & rafts on the waters of the Nereus Firth. This got them into the heart of town and past the guards at the Great Wall, for a simple 10% cut to their patron, Zvezdana.
She identified some of the group's items (including a robe of eyes, sweet) and they did a few errands in town & caught up on the news. Patchey, the proprietor of the Dragon's Eye Inn, gave them a letter that arrived a few days prior, which said only:
Meet me at the Green Lion statue at mid-day this week. The pelagic argosy sights land.
Knowing this was their Inquisition contact, Daqqa-Jin and Robert went to the meeting by the Green Lion, an ancient statue in the middle of a wide plaza by the sea. A shifty viridian who called himself Bolivar greeted them. He wanted to know what they had discovered about the Night Wolf Inn, but Daqqa-Jin didn't tell him anything he really liked. Some haggling (and subtle or not-so-subtle insinuations) followed. Bolivar said if they could give him something really useful about the Inn Master, or the overall agenda of the Guild, he could maybe see about helping them with a special gate pass to bypass the tax-collectors at the Great Wall.
Return to the Moonlit Zone
The group caught up with Rain in the Night Wolf Inn's smoking room. They saw a strange enigma - the animal heads on the walls animated and chanted in an unknown language.
The elven bard explained the workings of the magical Four Winds Bar and the command words to activate it. She once owned one of these rare & powerful magic items, but traded it many years ago for her magical mandolin. The finding of this item seemed a respectable achievement. Rain listened with interest to the group's plans for the future and offered advice about the Inn's cellars.
Back in the Forest of Dreams, the group progressed further into the Moonlit Zone. They passed through the ruins of an old town now overgrown with trees. They passed by an old structure decorated with the sign of a red cross and two snakes, only glancing inside briefly.
Coming to a clearing littered with buildings, they were spotted by a group of tall humanoids with the heads of snarling jackals & black eyes, covered in silvery fur. Battle was joined! The humanoids charged while a few of their fellows fired bows from cover.
Justin: "Just call me Michael Vick!"
DM: *laughs in horror*
Chris: "Not exactly, you didn't cast charm on them and make them fight each other!"
It didn't take long for the group to defeat their foes, with the last two jackal-men casting themselves on the group's mercy.
Jackal-man: "We surrender! No kill!"
John: "This isn't a no-kill shelter..."
Chris: "I'll fire at the fleeing archer." *volley of arrows hit, the jackal-man dies*
Justin: "Gorr's arrows sent that one to a farm upstate!"
The group interrogated the survivors, learning a handful of details about the region and the name of their master, a moon-man named Kucmalôg.
Other Things That Happened
Gorr rested in the Forest of Dreams in the boughs of Grandfather Tree for a subjective 5 months! [recovering 5 fear points in this time] The wise tree spoke of many obscure & ancient things through the sighing of branches and the whistling of the wind. The ranger can't remember much, but perhaps in time this lore will come back to him...
Gorr is still suffering from madness at this time - he is capable of fighting at a distance with a bow but if things get too stressful or monsters/strangers get too close, I will have to make a roll to see if he loses his composure!
Salzige has been learning spells! The stone idol of a winged, monkey-like humanoid speaks to him in his dreams. After a few weeks, he awoke feverishly one morning and transcribed the spell chill touch into his spellbook. A few days later, he had terrible nightmares. Although he could not afterwards recall them, he was so shaken that for two days, even ordinary tasks were quite difficult [if he had been adventuring some penalties would have applied]
Monsters Defeated:
10 white gnolls - 8 killed, 2 surrendered (470 xp)
Treasure Found:
none
Treasure Turned In:
giant gold statue of Ahmon-Ibor
2x purple gemstone eyes (Robert kept these)
2x crimson incense (Eric kept for tithing)
silver grave trinket
silver plate set
2x silver scimitars
9x jewelry from Tannoch crypts (Gorr kept a red cross medal, Daqqa-Jin kept a gold chain)
glass-fronted scroll case (magic scrolls inside were kept)
scroll of sanctuary
Money Awarded:
Young Joe Spruce: 801 sp
Cost of Living:
[I didn't want to spend time calculating this during the session. I will remind each of you next time]
Gorr: 235 sp
Daqqa-Jin: 97 sp
Eric: 163 sp
Robert: 168 sp
Salzige: 40 sp
Cassia: 11 sp
Xénos: 27 sp
Joe Spruce: (already deducted above)
Experience Totals:
Daqqa-Jin has reached level 4!
Robert the Swift has reached level 5!
Young Joe Spruce has reached level 3!
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
Sunday, 2 May 2021
Session 13
Gorr, Ranger 3
Robert the Swift, Fighter 2
Suba-Jin, Cleric of Hextor 3
Meep the Dwarf, Fighter 2
Eric Withakay, Cleric of Solaris 4
Lord Fesgate, Fighter 3
Sunday, 18 April 2021
Session 12
You aren't sure how long you spent in the forest.
Characters:
Gorr, ranger 3
Suba-Jin, cleric 3
Robert the Swift, fighter 2
Meep, dwarf 2
*****
In the Keep
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| by Chris |
sack of 100 silver
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.
Friday, 11 September 2020
Session 5 & 6
Between two and three days
Inside the Night Wolf Inn, room I - The Forest of Dreams
Characters in Session 5
Gorr, Barbarian 2 (Chris)
Suba-Jin, Cleric 1 (John)
Robert, Fighter 1 (Steve)
Meep, Dwarf 2 (Spencer)
Lothos the Undesirable, Elf 2 (Mike)
Eric Withakay, Cleric 3 (Justin)
Characters in Session 6
Suba-Jin, Cleric 1 (John)
Robert, Fighter 1 (Steve)
Lothos the Undesirable, Elf 2 (Mike)
*****
The Forgotten Village
The group's new acquaintance Shandril led them through the shadowy, ethereal forest kingdom to the nameless village she called home. Along the way, they were ambushed by emaciated grey-green humanoids covered in spikes, like living cactus-men. They attacked by firing bursts of tiny needles from their bodies. These bizarre creatures didn't last long under the hail of fire sent down by the group.
Shandril said that needlemen raids were a constant problem for her people. They lived in regions called "moonlit zones," and sallied forth only to cause mayhem.

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



























