Showing posts with label PC: Meep. Show all posts
Showing posts with label PC: Meep. Show all posts

Sunday, 12 December 2021

Session 19

THE MANSION

Warmshade 15-16, 4433

Characters:

Gorr, Ranger 4
Suba-Jin, Cleric of Hextor 4
Robert the Swift, Fighter 4
Meep, Dwarf 3
Eric Withakay, Cleric of Solaris 4
Lord Fesgate, Fighter 3 (NPC)


Late-Night Escape

Suba-Jin and Robert the Swift were deep in conversation with Sesto the stonemason in an Old Town dive bar. The poor man regretted bragging about knowing the location of the sorcerer Dimorites' mansion. Now that it was done, he feared for his own and his family's safety. Suba-Jin and Robert convinced him that the group could keep him safe for a few days. He agreed to go with them for now - partly convinced by Suba-Jin's speech, partly by the two shady types watching from the corner of the bar!

Outside, the trio hired a rickshaw and headed off into the Emerald City night. Over their shoulders, Robert spotted the two shady guys coming out of the bar and flagging down a ride of their own. Suba-Jin urged the driver to go faster. After some chatter about "official business" and a bit of money to sweeten the deal he picked up the pace. There were a few close calls on the crowded streets but the group avoided crashing and lost their tail just before Market Avenue. They rejoined the group at the Dragon's Eye and Sesto stayed with them.

In the morning the group headed up through the Boulevards district to the Cliffside gates. Sesto had some plain workman's clothes for them and they stored their adventuring gear in wheelbarrows under the work crew's regular supplies. Sesto knew all the guards, so they didn't check very closely.

Cliffside looked different in the daytime, a maze of streets hemmed in by the tall walls of nobles' estates. Every noble house wanted to be 'higher' than their peers and so over the years they had built their walls ever higher. The result was a disorienting neighbourhood with few visible landmarks. The group followed Sesto into the tunnels beneath the streets, where workmen and servants scurried to and fro out of their masters' sight. The work crew set up for the day and Sesto led the gang to their destination.

Pointing out a narrow crawlspace, he said they "would know it when they saw it" on the other side. He told the gang that the workday lasted until sunset and they shouldn't be late if they wanted to preserve their incognito.


Into the Gardens

The party passed through an old dry cistern and a few storage rooms. Climbing up some stairs they emerged into a hot, humid grotto surrounded by thick hedges. Sunlight filtered in through the canopy of leaves & vines above. The walls of plant matter swayed & twisted in unnatural, unwholesome motion.

ME (and an unrelated monke) - thanks Chris!

- In a dark grotto floored with dry leaves, faceless black humanoid statues rested in poses of mourning and supplication. The vines covering them were green and healthy.

- A building of dull grey slate was found, with a greening copper door inscribed "Pherusa Dimorites - lost beyond light." The smell of incense emanated from within, but the door was locked and they couldn't get inside.

- From an old shed, the group heard beastly snarling and sinister exhortations that seemed to echo in their minds. Opening the door revealed a tiny wild boar about 1' high. It called itself "ME," and wanted the group to indulge their darkest desires for money, sex & violence. Gorr threw it a gold coin, which it ate. ME said it could sniff out the things it wanted, and the group agreed to follow it to the promise of treasure.

Chris: "This pig is a demon, guaranteed!"

- They followed ME deeper into the hedges, through openings so narrow they had to pass slowly in single file. They came face-to-face with a pack of small humanoids that looked like anthropomorphic mandrake roots. ME was familiar with them and wanted to eat one. The mandrake men knew about ME and hated it. More than that, they wanted some fresh meat. The party offered them rations but they weren't interested. After some tense moments, the group slowly backed away and the mandrake men didn't pursue.

- ME led them deeper through the hedges to a small grotto littered with copper & brass coins. A yellow limestone shrine at the back was carved with horns, crescent moons and spiderweb motifs. Everyone recognized symbols of Nephtlys, the Imperial goddess of wealth and commerce, whose form was a combination of woman and spider.

Atop the shrine were some gold and silver coins, along with a rare electrum crescent coin worth a fair amount. While ME rooted around on the ground and ate the coppers, Robert scooped up the coinage into a sack. Thinking it might provide a benefit, Gorr decided to make an offering of 1000 silver at the wealth goddess' shrine.

On the way out, the mandrake men caught up with the group and insisted on some fresh meat. A fight was on, but the little root-creatures were dispatched swiftly.


Dungeon notes - thanks Chris!

- Following ME's lead again, the gang came to a wide lawn open to the sky. To the south, a huge two-story stone mansion - more like a palace, really - loomed above the shrubbery. A water feature to the west fed a pond with water slopping over the edge. In the center of the lawn, a few zebra-striped fish swam sluggishly in an algae-covered pond topped with an oversized statue of Nephtlys. The statue was covered in green lichen and no water flowed anymore.

Gorr fed the fish and threw a few coins in the well.

- ME urged them eastwards through some greening brass gates. A small sign read "Welcome to the Hedge Maze. Enjoy Yourself!" but someone had written over it with red paint "DON'T GET LOST." Heeding the sign, the group turned back around.

- They searched through some rubbish-filled areas and found an old statue of a woman and child covered in vines, leaning up in a corner. Gorr cut the vines off with his axe to reveal a nameplate: "Eilitheya Dimorites, 4720-"

The group planned to explore the narrow hedge passages further when we left off.


Explored Areas

Monsters Defeated:

7 mandrake-men

Treasure:

1 electrum crescent coin
15 gold
32 silver

Wednesday, 1 September 2021

Session 18

ESCAPE THE DOOMED MOUNTAIN!

14-15 Warmshade, 4433

Characters:

Suba-Jin, Cleric of Hextor 4
Robert the Swift, Fighter 3
Eric Withakay, Cleric of Solaris 4
Meep, Dwarf 3
Gorr, Ranger 4
Regetus Rex, Illusionist 2 (thanks Nick!)
Lord Fesgate, Fighter 3 (NPC)




A Sticky Situation

The party was stuck at the top of a mountain, in a blizzard, surrounded by hordes of the restless dead. Many plans were suggested, debated and ultimately abandoned. Disguise? Skiing? Straight-up running?

Player: "Do we really want to gamble our lives on the judgement of some racist zombies??"

It was finally determined that Regetus Rex could call in his favour from the six-armed god Karttekeza. The group was picked up from the mountaintop by the giant prismatic riding peacock Praveena and whisked home on its back. Before leaving they loaded the magical harp, mirror and all the other treasure they had found on to the animal.


Back to Viridistan

After setting them down in a quiet place on the riverside (only a few children witnessed them landing), the peacock screeched and flew away through the spaces between the worlds.

Robert the Swift headed back to the Irregulars' Barracks, where a rumour came his way. Apparently a stonemason named Sesto working in Cliffside claimed to have discovered the lost mansion of Dimorites, a powerful magician of olden days. Any adventurer who could enter this long-lost building would have his pick of the sorceror's arcane secrets.

Most of the group rested up at Seven Visions, the house of ill-repute where their contact Zvezdana Ozi had helped them out in the past. The next day they asked the sagely Zvezdana about many of the strange clues & items they'd accumulated on their trip:

- The name Yredelemnul mentioned in some old books and by Magrometh the Piper (last session) was an old alias for one of the greater demon-lords, usually called Orcus prince of the Undead!

- The magical mirror: it reflects only those of Lawful alignment.

- The giant painting that Lothos wanted: was not magical, and Zvezdana saw a different image - the same chamber, but full of human skeletons standing, walking or climbing around.

- The bronze axe which read "Execute The Weak" in the cult's writing: magical +1/+3 vs. helpless, slept, blinded, prone or otherwise disabled enemies.

- The serene golden mask: a tool of interrogation. When donned, it would catch the wearer's face with painful barbs until someone else touched them and spoke the words "I am done with him" or similar.

- The ugly wooden toothy mask: renders the wearer invisible to certain specific undead beings - most likely the Greater undead interred in Yredelemnul's shrine.

- The crystal spheres: contain a liquefied essence of time. When released, its effects are not completely predictable, but it might be possible to slow an enemy with it.

- The snow-globes: windows into alternative worlds, each slightly different from our own. Hence the differences in the condition of the fort, the weather on the mountaintop, etc.

- The golden cup shown in the painting: Zvezdana wasn't sure. It seemed to be of Elven make but even that was ambiguous and its magical properties were obscure. The group asked her to do further research, which may take a few weeks.

Some items (the masks, harp, the cult's books, etc) were too strange to sell at the Bazaar and the group didn't want such ominous items being traced back to them after the events on the mountaintop. Zvezdana said she would try to set up a meeting with "some people." She knew the party had no love for the city guard after her girls helped them during a raid (Session 15) so she was willing to go out on a limb, but once the group met these mysterious folks she wanted to be kept out of it. 

Zvezdana: *drag from cigarette* "Ey know zese types, ey em not vanting to get too friendly viff zem, understand?"

The group said they did and would await her message about such a meeting. In the meantime they sold all the mundane treasure they found in the shrine, including all the jewelry that Eric had looted from the time-locked undead.

Zvezdana had also heard the rumours about Sesto and Dimorites' mansion. She was keenly interested as well: during his lifetime, the sorceror was censured by the Gloaming Tower for dabbling in forbidden magics: Vivimancy & Necromancy, the powers of life & death. Zvezdana was willing to pay generously if books or materials on these subjects could be brought to her. After all, why bring them to the Inquisition who would only destroy the priceless knowledge forever?


Searching for Sesto

Robert the Swift & Suba-Jin spent some time at the great gates to Cliffside, trying to get acquainted with the guards. They got a description of Sesto, and came back at the end of the workday.

They followed the stonemason to the Old City where he stopped into a neighbourhood tavern for a drink. They sat down with him and struck up a conversation.

Sesto gave up the info quick. He regretted ever mentioning his discovery - he knew it was only a matter of time before some unscrupulous types grabbed him up, and then his fate was sealed! He was afraid to go home (he lived nearby) in case of endangering his family. The two adventurers told him they meant no harm and only wanted to know the path to the sorceror's mansion. Sesto said they would never find it without him - the district was full of nobles' estates with high walls which were constantly being knocked down, moved and rebuilt - not to mention a veritable maze of tunnels underneath the streets for servants. They had to keep him alive. He also demanded a fair percentage of loot recovered for the danger he had to endure.

A pair of shady types were observing the group from the shadows. Others were interested in Sesto as well...


Monsters:

none

Treasure:

A great deal of nonmagical treasure found in the fort and shrine was sold off.
Shares are as follows:

Robert the Swift: 1910 silver

Suba-Jin: 1910 silver

Regetus Rex: 1065 silver

Meep: 845 silver

Gorr: 1910 silver

Eric Withakay: 1910 silver


Experience Totals:

Robert the Swift has reached 4th level!

Regetus Rex has reached 3rd level!



Monday, 31 May 2021

Session 15

THE PLOTS THICKEN

Longrass 17-20, 4433


Characters:

Gorr, ranger 4

Suba-Jin, cleric of Hextor 4

Robert the Swift, fighter 3

Eric Withakay, cleric of Solaris 4

Meep, dwarf fighter 3

Lord Fesgate, fighter 3


Seven Visions

Carousing at the high-class Dockside establishment went quite well, all things considered.

Eric Withakay went on a drunken spending spree, buying 100 sp worth of useless trinkets from a street vendor. 

Robert the Swift spoke too freely in his cups and let slip some vital piece of information to another reveller, but he can't remember what.

- Regetus Rex also went on a spending spree, and bought 200 sp worth of things he didn't need or want. He didn't have the money on him, and now owes the merchant. 

[Both of you who bought things, feel free to make up what they are or I'll roll for it later]


A few rumours were gleaned in the night: 

- The boat-people fished the body some smuggler out of the Firth last night with a bloody spider carved into his chest! 

- The Gloaming Tower is having a special event in two days. A new sanctioned apprentice is undergoing the test to be raised up to full rank, and everyone is going down to the river to watch.


In the morning, Robert the Swift was woken by his mechanical bird singing him awake in a lovely woman's voice. The sounds of argument drew him downstairs, where the madame Zvezdana Ozi and her bouncer Hakan were arguing with someone at the front door. 

"We're paid up this month! What's the problem?"
"Sorry Lady, new orders. We're doing a spot-check!"
"What is this bullshit?"


"Filthy cop," pfffffffff "'Eyy em trying to run ey beez-ness!"

Realizing the guards were probably coming in, Robert woke up the group. They were preparing to jump out the window but a few of Zvezdana's girls took pity on them (Suba-Jin's coins didn't hurt) and hid the group in their rooms. After the guards left, the gang had Zvezdana identify a few magic items - some bracers of defense AC 13, a potion of longevity and a scroll of Invisiblity, 10' radius.

She bought the potion for a princely sum (she's getting on in years), and asked them for a favour. One of her girls (named Etelvina) joined a theatre troupe at The Theatre of Sutrali Khibari in the Old City. In the past week, nobody had heard from her and Zvezdana was starting to worry. Was she OK? Had she started working somewhere else? What happened? The group agreed to check it out.


Around Town

The group split up and did a few things throughout the city, bought gear, went to the Night Wolf Inn to pick up some of their savings, etc.

Robert & Gorr investigated the theatre, a dingy place beneath Uugen's Market in the Old City. A staircase beside a statue of the pangolin-armadillo goddess of luck Kettkí led down below, infested with beggars and strewn with garbage. The ticket-taker told them that a skeletal apparition with glowing eyes had kidnapped Etelvina right off the stage at the climax of a performance! The play was a lurid romance called "The Bleeding Skeleton." Since then business has boomed as folks hope to see a repeat of this thrilling & macabre event. That play wasn't on that night, so they moved on.


Uugen's Market, Old City

Suba-Jin gave his tithe at the church of Hextor and was urged to deal with this "Inquisition Problem" by Votgauum, his immediate superior. He went to Fort Penitence and managed to get a bit more information on why Eric's name was on wanted posters around the city [Session 1 - No Salvation For Witches].

That night the group went down to the docks and watched the wizard's initiation. It turned out that the apprentice was none other than Lothos the Undesirable himself! He walked and acted differently since the group last saw him. Gorr called out his name, but he didn't appear to notice. As the sun set, Lothos demonstrated his newfound magical power - stepping off the docks onto a sparkling bridge of lights, walking up & over the water and into the Gloaming Tower itself before the whole scene faded from view.

The group returned to the theatre the next day while it was closed. Banging on the door brought the attention of Barzhánu, a mean & imperious-looking woman. She introduced herself as the impresario and allowed the group to come in and explore the "alleged ghost problem" if they didn't disturb rehearsals. The actors were an ill-favoured lot, clearly drawn from the city's unfortunates.

Behind the stage was a carving on the wall of a madly dancing skeleton clad in wild rags. This seemed somehow related to the haunting but they didn't get around to investigating it, instead exploring a backstage storage room with a spiral staircase. Downstairs was a deep basement area that showed no signs of travel. 

A great stone face of a scowling, helmeted warrior blocked passage forward. After a few tries opening it, Suba-Jin wondered if the content of the play might be relevant. Barzhánu said "The Bleeding Skeleton" was about a cursed warrior named Kadurghán - when the name was uttered, the stone face opened with a great grinding sound! A pastel rose-coloured mist issued forth, smelling of flowers and causing a light-headed dizziness.


The Realm of Kadurghán

This soporific mist was also poisonous - a few of the group tied wet rags around their mouths and this helped a little bit, but they still felt their strength slowly ebbing as they progressed through the tunnels. 

They passed a few old storage rooms filled with couches, rotting clothes & a lady's makeup table, but didn't look inside. Next was a large hall with the words "THE NARCOTIC THRONE: THE COURT OF KADURGHÁN" carved above the doorway. Within the richly decorated & marbled hall, an imposing figure in blue-black ceremonial armour sat on a brass throne, lost in thought or asleep. The party's spellcasting caught his attention and he demanded to know their purpose here.

They explained their search for the missing girl. He told them the monster they sought was called Uromén, the Chortling Death. Its domain was deeper into the undercity, but more than that he didn't know. Kadurghán (for it could only be him) said he did not harm women, and sought only the heart of a powerful warrior strong enough to beat in his own chest - indicating a small hinged panel on his armour. After some more chatter he made it clear the party would pay dearly for disturbing his repose, while a pack of sinister horned ghosts coalesced out of the red mists.

The battle was short and furious. Kadurghán didn't even join, only exhorted his ghostly minions from his throne. The poisonous mists began taking their toll and the group decided to flee. Meep the Dwarf was knocked out by a ghost's parting strike but Gorr carried him, and everyone made it up the stairs.




Back in the Theater 

Upstairs, a tense stand-off occurred with Barzhánu's guards while Robert the Swift dragged her downstairs to prove how dangerous the Undercity was. When Suba-Jin went down to see how it was going, he found her shoving Robert's lifeless body down into the mists! A Light spell and the sudden appearance of a pack of horned ghosts kept her busy, while Suba-Jin dragged his friend back upstairs. It seemed that she had stabbed him with a poisoned dagger, but the lucky use of a Neutralize Poison spell stabilized Robert for the moment. 

The group explored the rest of the theatre shooing out the scared players and sullen thugs, none of whom had much reason to stay with their employer gone. They found the bloody clothes of some former lover in Barzhánu's room, along with her stash and some treasure.

Two bricked-up archways in backstage rooms led to parts unknown and Gorr used his mining tools to smash a few bricks out. On the other side of one was a ratty-smelling room with some veiled figures wearing soiled black and purple robes. They were priests, and this the Temple of Sürü Miklári. Entry was forbidden but they were willing to offer oracles about matters in the city from "the little brothers" for one talent of silver (500 coins). They insisted the door not be knocked down further, but reluctantly allowed for a small hole through which communication could be made.

After exploring the theatre, they took Robert to the church of Hextor for more healing and the poison was finally over with. Votgauum again urged Suba-Jin to deal with Eric's legal troubles. They decided to turn Eric in to the Inquisition, claim the reward and hope that the priests' magical abilities discerned the truth of events.




Fort Penitence

"We got him!" Gorr cried when they walked into the Inquisition's headquarters. Once he was identified, Eric was quickly ushered away. The rest of the party were given their reward and ushered by a large group of guards through twisting tunnels underneath the Fort. They quickly got lost and were finally ushered into a large interview room -- where Eric himself was sitting! After a few minutes of uncomfortable waiting an imposing Viridian with piercing eyes entered the room. The guards seemed afraid of him and made themselves scarce. 


A long conversation ensued with the man, Phaidros Imad, covering many topics:

- He had enough dirt on the group to have them all condemned. For the Drydale Massacre [back in Session 1], possession of contraband, their trips to the Undercity and possibly more he wasn't saying.

- The Inquisition knew about Bishop Gray all along, and wanted his magic book. The party told him about Lothos carrying it and the attribute-trading statues [Session 9]. He was frustrated by the book moving out of his reach, for now.

- His main concern at the moment was the Night Wolf Inn. All his attempts to place agents in the Adventurers' Guild had failed. Now that he had the group in his power and most of them were already members, he wanted to learn more about the place. He didn't believe for a second it was a "simple adventuring guild."

His questions included:

Who runs the Inn? 
What are his or her capabilities, resources, goals, agendas?
How long will the Inn be operating outside Viridistan? Is it intended to be permanent?
What else is inside the inn?
Who else is a member of the Guild?
What kind of agenda is driving the Guild's activities?
Any other information on the Inn itself, the Guild and those involved with it.

Phaidros spoke with narrowed eyes, in an ominous whisper: "I don't have to tell men in your position that there is a war going on... behind things." He would be watching the group carefully but they'd only meet him again if they did extremely well or extremely poorly. Their next contact would be known by a password: "The Pelagic Argosy Sights Land." 

He cautioned that they were not official Inquisition troops and he was neither willing nor able to help them out in future. After this stern dismissal they were escorted out of a side-exit from the Fort. Back in the city and free of the manhunt, the party contemplated their next move, and the renewal of hostilities with that mysterious bastard Kadurghán...


*****

Monsters Defeated:

3 horned ghosts (240 xp)

Treasure:

silver & gold coins (divided amongst the group)

a gilded theatre-mask

some bloody clothes


Experience Totals:






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



Sunday, 18 April 2021

Session 12

ERALION'S END

12th Longrass, 4433
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

The party had just defeated a red fire-spirit when the doors of the chapel beneath them opened. They saw a satyr emerge that looked just like the revellers they met long ago, or the ones they had gambled with in the Sage's temple. They hoisted him up with a rope and pumped him for information before letting him down. They learned that the shadow-mage Eralion himself was below in the chapel!

They made a plan, and climbed down the tower stairs. Wielding their magic weapons, the group swarmed the wizard shade. Despite his protective aura of darkness, their attacks hit home and Eralion fled at top speed. A chase throughout the ruins ensued and Eralion seemed about to escape into the woods when he was brought low with a trick shot by Robert the Swift [a lucky hit at a penalty, with a vial of holy water tied to his arrow]. The shade vanished, leaving only his two-crescent pendant and engraved copper bracers behind.

One of the four demons of the realm mentioned by the Sage of Lune had been destroyed. Where were the other three to be found? It was unclear at this time. The group was now free to loot Eralion's ancient tomb, finding some loose papers they couldn't read, a broken flask, and a pile of loot in his sarcophagus.

Gorr planted an acorn from Grandfather Tree in the courtyard of the ruined keep.


Exploring the Moonlit Zone

A path beckoned from the ruined fort, leading deeper into the dark & crowded forest. The group decided to press further and see what could be found. At a T-intersection, they found a signpost pointing to Fesgate in one direction and Fesgate Tower in the other. They opted for the tower, along the way sneaking past another fire spirit which was chasing around some forest wildlife.

The tower itself was a simple affair, circular and about six or seven stories. Against the starless sky, outlines of strange structures could just be seen around the peak. The group climbed the inside of the tower, sealing another fire spirit inside a vault on the way, and passing by rooms guarded with carved runes, some still glowing with magic.

In a room of hanging cages they found a dead knight with a broken sword, his plate mail pierced through the heart. He carried a journal, but nobody could read the language.

At the tower's peak, narrow bridges stretched outside, connecting to smaller towers floating out in the open air with no support structure. A few shrivelled bundles wrapped in silk hung from the ceiling, and the corpse of a dog-sized spider rested in the dust. Gorr wanted to try and harvest poison from it, but changed his mind.

The group avoided two of the bridges: one covered in spiderwebs, and another leading to a room of glowing green crystals and sleeping giant moths. In the third tower they found a few prison cells full of bizarre creatures, and rescued a man. Wearing rusted full plate and a closed helmet, he identified himself as Lord Fesgate. He seemed not to know how much time had passed since his imprisonment. He had no knowledge of the state of the kingdom or its curse. The group reasoned that the tower cells froze their occupants in time, so to the prisoner only moments would elapse between incarceration and freedom, even though it might have been centuries.

Fesgate told them a few facts:

 - The tower prisons were built in the moonlit zones in ancient times to contain monsters & enemies of the realm. They were commissioned centuries ago by First Lord Raeldus, with the help of the Immortal Sage. (Is that the same as the Sage of Lune? It is unclear.)
 - This tower once imprisoned great numbers of needlemen, gryphs, giant spiders and monstrous hounds, among other monsters.
 - He was thrown into his cell by First Lord Raeldus on some trumped-up charge.


by Chris


Fesgate joined them for now. On their way back down the tower they met an even stranger being. Surrounded by a swarm of moths (and trailed by six of huge size), a giant with a head like the moon confronted them at the top of the tower. He introduced himself as Howroch, the Full-Headed. He said Fesgate was a traitor and it was foolish to let him out (the Lord denied this). He seemed sad, and didn't feel inclined to fight about it after all these years. 

The group learned more interesting facts:

 - The moonlit zone prisons are weakening after all these years, and many dangerous monsters have escaped already. Some "much more dangerous than these common spiders."
 - Each prison was guarded by a Moon Giant. Not all Moon Giants are strict and Lawful like him: there are also Half-Headed (Neutral) and Eclipsed (Chaotic and dangerous).
 - He would help in the fight against Uthummaos if he could. He told the group about two mighty weapons of legend lost in other moonlit zones: Sun-Eater, a flail that absorbs light once held by a fallen paladin. The Moonlight Sword, rumoured to be a powerful wizard's weapon.

Howroch accompanied the party back down the tower and let them out. They proceeded away from the tower in the opposite direction from whence they came. Howroch parted ways with them and they found what was left of Fesgate Village, long since deserted. After fighting a pack of huge, six-legged black birds in the main meeting hall, Lord Fesgate finally seemed to accept that things had changed in his homeland, and might never be the same again...


*****

Enemies Defeated:

Eralion the shade - 1260 xp
black six-legged bird - 121 xp

345 xp each

Treasure:

Eralion's treasure hoard:
  27 gold
  200 silver
  156 copper
  eight gems
  six pieces of jewelry
  1 scroll
  1 potion
  ceremonial dagger
  Eralion's copper bracers

broken sword
8 gp
knight's journal (foreign language)

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.



Monday, 2 November 2020

Session 9

THE SAGE OF LUNE 

15th-18th Meadowlark 

Characters: 

Gorr, Ranger 2
Suba-Jin, Cleric 1
Robert the Swift, Fighter 1
Eric Withakay, Cleric 3
Lothos the Undesirable, Elf 2
Meep, Dwarf 2 



The Trade

Continuing from the cliffhanger last session, Lothos & the 'talking book' Pheldrazash discussed using the crone statues so that the book could use Lothos' body in exchange for teaching the elf some of its magic. After discussing it back and forth, they asked the statues to go ahead. There was a pause, and then they said "IT IS DONE!"

Lothos felt a bit dizzy, but not that much different, and the group decided not to press the issue further. Many odd wonders were discovered on the second floor of the temple:

-Talking wooden statue holding up the ceiling, covered in graffiti. It offered to explain the workings of a few rooms, and asked for an offering in return (explanations are written in the room descriptions). After some sullen negotiations, Eric threw it a few of his (fake) gold coins.

-Candlelit room with a tiny coffin, filled with severed skeletal hands & arms. Pictographs showed a man severing his own hand in a ceremony of some kind. The ceremony allows anyone to make contact with a true Power of the universe (god or demon), at the cost of a hand or limb.

-Room with illusionary walls of a dense, sunlit forest inhabited by naked, giggling nymphs. They responded to the players. Gorr managed to convince one to come closer and take one of his magical cherries and an acorn from Grandfather Tree. He asked it to come out of the wall, but it seemed too scared.

-A bare room with a 4' crystal sphere in the middle, filled with churning smoke. Once in a while, a great golden eye would press itself against the glass from the inside.The group tried rolling the sphere around, but ultimately decided to leave it here for the time being.

In the room with four pillars, Meep the dwarf discovered a hidden switch on the pillar guarded by the brass soldier. It opened on a set of stairs, leading upwards. The group managed to distract the brass man enough that almost everyone could dodge past.


Meeting the Sage

Lothos, Robert, Suba-Jin and Meep climbed the stairs. At the top, a broad cupola was dominated by a pool of still water reflecting the moon. Nine brass soldiers stood at attention, but took no notice of the group. A (real human, not a shadow!) woman wearing delicate robes and ornate jewellery (a gem-studded silver ring, a silver sceptre, silver brooch and an engraved brass bracelet) greeted them warmly, apologizing for any mistreatment by the mechanical soldiers.


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

The Sage of Lune said that she almost never received visitors and offered to show the group visions in the reflecting pool of past and present things:

Suba-Jin asked about the origin of the land's curse and how it might be stopped: 

This land was once held in balance between the sun and moon. A cultist of Uthummaos, the God of Empty Darkness, drew that evil deity's attention to our world. This grim god spread his demons and shadow creatures throughout the land, and has plunged the world into a perpetual twilight, with no day or nighttime. I do not know how to break the curse, but Uthummaos has four demonic lieutenants in this world who enforce his will. If anything is at the core of the curse's power, it is them. The pool showed a man with indistinct features at the candle-lit shrine, cutting off his own hand and throwing it in the small coffin. Then hordes of shadowy monsters climbing forth from the deep, misty crevasse below Wakelinus' Folly (session 4).

Robert the Swift asked about these four demons and where they might be found:

I know three of their names, but the fourth eludes my sight. Eralion, who dwells deep beneath his old fortress in the moonlit zones. Varthatov, who presides over the First Temple of Uthummaos, somewhere beneath Wakelinus' Folly. Vashundara, the snake-demoness. The vision showed first Eralion's fortress, then the ruined colosseum again, then a woman with coal-black skin sleeping on an opulent bed covered with cushions, wearing only golden jewellery. A gold key hung on her necklace, and her belly was bulging and distended.

Lothos asked a question, but the Sage required a kiss in return. He was unwilling to do this, feeling the situation was too suspicious.

Meep asked about the crystal sphere filled with smoke, and the group learned about the cave squid inside and the ancient cult which once worshipped it. Finally, the group asked if the Sage had any useful items or magic that might assist them in their quest - she mentioned the shrine to Usham Ta, the lucky cat, might contain some treasure if they made the right obeisances, which she demonstrated for them. Not everyone had asked a question, and the Sage begged them to return later so she might grant them further visions.

Investigating the cat shrine on their way out, the religious gestures opened a secret compartment with a chest and a message: 'Tis better to give than to receive! Donate, so the chest never remains empty! They looted some valuable bricks of incense, and left some silver coins and an ornate dagger.


Return

That night when they camped, Gorr felt seized by a blind, unreasoning fear, and could not figure out its source.

Eric had a vision during the night: The forest was light by bright sunshine, and an armoured knight with kindly eyes reached out to him. He knew this was Solaris, the almost forgotten god worshipped by Shandril and a few others. Solaris praised his valour and wisdom in wielding the enchanted mace Lua Saka, asking Eric to abandon his current faith and follow a new path. Eric shook his outstretched hand feeling a sense of joy, acceptance and relief. The god departed, fading into the overwhelming radiance.



After returning to the Forgotten Village, Shandril showed Eric the rites of his new religion and the group decided to return to Viridistan with their loot. 

Returning found the Night Wolf's tavern packed with strange people from the far corners of the world. A stage-hypnotist was performing for the crowd. Eric spotted a group displaying a solar insignia and went over to talk. They followed a deity called the "Unconquered Sun," spoke with strange accents and said they called The Wardale Rogues from Verulamium. They had never heard of Solaris, but seemed friendly enough.

Returning to Viridistan by the coast road, the group passed through the Moon Gate in the great wall and over the Emperor's farmlands. Entering on Market Avenue, they were back in familiar territory for the moment: the greatest city in the empire, beckoning adventure from every door and alleyway!


Remember, temporary bonuses such as the +1 luck from the cat shrine have long expired now. 

If you haven't already gotten back to me with downtime actions (carousing, studying, rumours, etc) please do so!!!


Treasure: 

A huge amount of treasure was redeemed from the last 7 sessions in the Forest of Dreams. Having arrived in Viridistan, it can easily be offloaded & converted to local currency in the city's grand bazaars.

220 electrum coins (worth 3 sp each - 660 sp)

3846 silver

10 copper (1 sp)

50 gold (500 sp)

ancient china tea set (400 sp)

gilding pried out of skeleton's helmets (300 sp)

7 bricks of Forest of Dreams incense (3500 sp)

animal pelts (1100 sp)

coat of chromatic peacock feathers (700 sp)

ivory Y 'crucifix' (1000 sp)

scented Forest of Dreams woods (1000 sp)

cracked quartz disk (400 sp)

TOTAL LOOT VALUE: 13,407 sp


I've deducted cost-of-living (1% of total xp) from your awarded loot automatically, since we're starting next session in the city.

Per character

Suba-Jin: 2289 sp

Robert the Swift: 2287 sp

Gorr: 2128 sp

Lothos the Undesirable: 2075 sp

Eric Withakay: 2081 sp

Meep: 1563 sp

Aladar IX: 500 sp

Viegar Thricescarred: 157 sp


Current XP totals

Gorr, Suba-Jin and Robert the Swift have gained levels! If anyone wants to carouse, let me know before next session.



Thursday, 8 October 2020

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]

Friday, 11 September 2020

Session 5 & 6

CRUCIBLE OF THE SUN

Between two and three days

Inside the Night Wolf Inn, room I - The Forest of Dreams

Characters in Session 5

Gorr, Barbarian 2 (Chris)
Suba-Jin, Cleric 1 (John)
Robert, Fighter 1 (Steve)
Meep, Dwarf 2 (Spencer)
Lothos the Undesirable, Elf 2 (Mike)
Eric Withakay, Cleric 3 (Justin)

Characters in Session 6

Gorr, Barbarian 2 (Chris)
Suba-Jin, Cleric 1 (John)
Robert, Fighter 1 (Steve)
Lothos the Undesirable, Elf 2 (Mike)

*****


The Forgotten Village

The group's new acquaintance Shandril led them through the shadowy, ethereal forest kingdom to the nameless village she called home. Along the way, they were ambushed by emaciated grey-green humanoids covered in spikes, like living cactus-men. They attacked by firing bursts of tiny needles from their bodies. These bizarre creatures didn't last long under the hail of fire sent down by the group.



Shandril said that needlemen raids were a constant problem for her people. They lived in regions called "moonlit zones," and sallied forth only to cause mayhem.

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

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



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

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

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

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

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


Pursuit

Led by Lauriel, party followed the needle-men's trail into an area of densely-packed trees. It was so tight that only only a narrow road through the woods could be followed. Here the soft, ethereal twilight of the forest gave way to a black & starless night lit only by a full moon glimpsed distantly overhead. They had entered one of the dread Moonlit Zones!


After an hour, Gorr noticed a side-path that could be accessed by squeezing between a few trees. His keen eyes spotted needles littering the ground, and the group deduced that their quarry had gone this way. Taking this side-branch in hot pursuit, a distant light revealed seven needlemen carrying the Crucible triumphantly. The group fell upon their foes from ambush, the first charge bowling over not a few of them. After a short battle, the enemy was destroyed, dissolved into black mists like all beings in the forest, and the Crucible was theirs.

Lauriel advocated for immediate return to the village, but the group wanted to see where the needlemen were going. A key dropped by one of them provided a clue, and after some debate she reluctantly agreed to a scouting expedition but insisted on holding onto the Crucible herself.


The Keep


The path led to a crumbled-down fortress, long ago patched and re-patched with timber and rocks. A bell-tower could just be seen over the wall. The needlemen's key opened the padlock on the door, but Gorr climbed the tower to get a better look at things. Crawling along the outer curtain wall, he was able to knock out the lone sentry in the tower, and take over the vantage point and its artillery piece for himself. Robert joined him up there to provide long-range support for the group.

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

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

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

[DM's Note: By the end of this session, I had lost track of a few things in my attempt to keep the action moving quickly. I completely forgot that Lauriel and another villager were accompanying the party! They didn't participate in the combat at all. Oops!]


Exploring the Keep

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

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

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

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

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

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

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

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


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

Finally, despite Lauriel's exhortations, they opened the last trapdoor. Beneath were seven tombs. On the large one in the center, a withered body lay dressed in fine robes, an amulet around its neck. It clutched an engraved staff in one hand. A shattered bottle lay on the floor, and papers drifted around. Gorr tied a rope around his waist and the group lowered him down. As he attempted to take the staff, a voice echoed round the room, as if down a long tunnel:

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

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

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

"Our old enemies have returned" Gorr improvised, while cracking the corpse's withered fingers off the staff. He snatched the amulet from the corpse's neck and frantically made the signal to be lifted up!

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

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

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


Return

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

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


Enemies Defeated

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

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


Treasure

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