Showing posts with label PC: Regetus Rex. Show all posts
Showing posts with label PC: Regetus Rex. Show all posts

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!



Sunday, 18 July 2021

Session 16

TO THE SACRED MOUNTAIN

1-14 Warmshade, 4433


Characters:

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


A Mysterious Missive

At the Veterans' Association, Robert the Swift received a strange letter. The one-armed barman and inveterate gossip Primoz said that "some knife-ear" had brought it the night before. The rest of the group, staying at The Dragon's Eye Inn (a local hot-spot) were handed a similar letter by the tough-looking proprietor, Patchey

It read thusly:



*****

Comrades,


I hope this missive finds you well, and the adventuring life hasn’t left you worse for wear. My thanks for your show of support during my testing. I hope you understand that I had no time for socializing. Indeed, my admission to the Gloaming Tower has opened up such paths of arcane knowledge that I am unable to pursue an opportunity that came my way recently.

A new colleague at the Tower is obsessed with some ancient once-lost treasure. She just heard a rumour from the Starrcrag Mountains, and is hiring mercenaries to search for some ancient relic or other. Knowing my adventuring past, she offered me a place in the expedition. Instead I pass this information on to you.

What I know is this:

The village of Mishell is between the Starrcrag Mountains and the Missing Memory Marshes. It can be reached in about two weeks if you take a boat upriver. The rumour comes from a man named Tjaard, a mountaineer of some kind. Find him, learn what he knows and claim the items.

The treasure itself is two pieces: The first is a large oil painting. The second is an item depicted in the painting itself. She didn’t elaborate on this point.

She is planning to send at least one group of mercenaries to claim this prize. I would advise swiftness if you intend to win it for yourself.

My colleague is completely obsessed. I get the distinct impression that recovering just one item or the other would be insufficient for her purposes. I will pay your group four thousand silver for the recovery of the painting and the other item, whatever it turns out to be. I will contact you six weeks from now in the same manner as today, and I hope to hear happy news.

Ever Yours,
Lothos


*****


After some debate the group decided a trip to the mountains was more agreeable than venturing into the undercity to breathe in more poison gas. Before leaving town, Regetus Rex borrowed some money from his friends to pay off his debts to a street vendor. While way too drunk he had spent 200 silver pieces on exotic stuffed birds, which now adorned his room at the Dragon's Eye.

They paid for passage up the River Leander through the Elsenwood on a grain barge staffed by sullen Ghinoran workers. The river was crowded with boats to & from the capital carrying all manner of trade goods. The Imperial Navy kept the major shipping routes safe, and the river trip was mostly boring. They stopped in Caer Cadwen, the ancient fortress turned provincial capital, but didn't get into any trouble.

Finally disembarking in the village of Smale, they took horses through the hills and avoided the marshes. They were rumoured to be prowled by an enormous electric eel which destroyed boats and fried the passengers with its lightning.

The hills had an agreeable, summery climate after the relentless heat of Viridistan. Gradually the weather got cooler as they approached the Starrcrag Mountains until they found Mishell in the foothills. The peaks above were covered in snow, but in the valleys were vineyards tended by dwarves, the source of the wine which was the village's only export.




Mishell was small, built by & for the dwarves. The party posted up in the cramped, smoky, low-ceilinged tavern. They met the publican Rollo and spoke to him for a while, bought a round for the locals and waited. Tjaard showed up at the end of the day. He turned out to be a dwarf who did odd jobs, working for the loggers or miners up in the mountains or, rarely, as a guide for travellers who came to the region.

Tjaard said that a few months ago, he had been separated from his friends in a storm on the mountain and wandered into a ruined fort. Inside he found a painting on the wall that showed him holding a golden cup. Filled with superstitious dread, he had run all the way down the mountain, barely making it back alive. Nobody believed his story, but some weeks later an elf had come to town and seemed very interested in the tale. He hadn't thought about it much since then.

He was willing to lead the party to the fort, but a storm was brewing on the mountaintop. The group decided to leave first thing in the morning, hoping to get up & down before the storm got really bad. They paid Tjaard to guide them up the mountain and set out. The sky was overcast and it got painfully cold quickly. Most of the party had never seen snow in their lives, and they were all thankful for the winter gear they brought with them. 

Halfway up the group came upon a gruesome scene in the deep snow. A small camp of loggers had been attacked. Each man was slain by animal bites or gored by horns, and their hearts ripped from their chests! There were plenty of signs of battle and bloodstains, but no tracks leading away. Tjaard was distraught - these dwarves & men were all known to him. The group helped themselves to a few bits of gear and progressed up the mountain. 

The snow began to fall faster & heavier.






The Fort

At the mountain's summit, on a plateau of jagged rocks & snow lay the old fortress. Once three floors or higher, it was barely more than one story now, its ceiling all fallen in. It looked like a round pillbox with snowdrifts piled up around it. Tjaard left them there, heading back down the mountain to seek shelter from the worsening storm and await their return. He was too afraid to enter a second time.

Inside the fort, the group found a great deal of strangeness. The walls were covered in archaic runic script that no-one had ever seen before. Soft harp music emanated from somewhere.

A vast pit covered in a rusted metal grate yawned in the center of the hall. The bottom was too far down to see.

The preserved head of a deer was mounted on one wall. Rex took the eyes, which were glass spheres filled with cold blue liquid. 

An old grandfather clock was still ticking, although its time was inaccurate. Suba-Jin tried messing with the hands by turning them forward an hour and vanished from everyone's sight! One hour later he reappeared, not realizing what had happened - as if he had been sent forward through time.

An old mirror rested against one wall, it seemed to function normally to Suba-Jin and nobody else messed with it.

Rex opened an enormous book on a lectern. It was inscribed in varying inks, varying handwriting. It was a list of names & dates. The latest entries were from a few hundred years ago, and the names were recognizable. The last name written down was Kayin Davtyan - 6 Blackmoon 4265 BCCC. Other names logged in the book around that time are familiar-sounding, from all over the Empire.

Towards the end of the book, it uses the common calendar beginning around the year 4000. Before that were groups of years named after people: Vincachius 1-30, Carpathia 1-49, Arnolliac 1-3, Carnithrax 1-80, etc. Turning to the beginning of the book, Rex found a strange calendar system which began at 0 and counted up to 5000 at least! What could it mean? The book obviously held many more secrets, but it was too heavy to carry so the group left it where it was for now.

[DM's note -- Year 0 BCCC is the official creation date of the world by most religions (ie. 4400 years ago). I added more detail here than I described during the session, because I didn't want to look it up in the middle of the game. Good researching, Nick!]

They found a harp, the source of the strange music. Nobody was playing it, the music simply emanated from it.

In the same room was the painting they sought. It showed the whole party standing in a small room before a crude stone altar adorned with skulls. Suba-Jin and Eric were holding fist-sized spheres of glowing glass, while Robert was in the center drinking from an ornate golden cup. A grey skeletal statue loomed over them, and light shone down from above. Two doorways could be seen in the background, leading into darkness. 

They removed the 6'x4' painting from its frame and rolled it up.

In three glass display cases they found an old book, a golden mask and a rusty bronze axe. They all showed as magical, so the cases were smashed & looted. In the same room was a heavy stone trapdoor in the floor. They left it alone for the moment.


On the upper floors they found a room of strange torture devices and some dormitories. These were investigated and a crude wooden mask was found, filled with real human teeth. The thing was ugly and smelled bad, but they kept it.

One room on the upper floor was inaccessible except by rope. Gorr snuck up to take a look, and found a flock of sleeping creatures. Hideous hybrids with the heads of stags and the bodies of huge birds - Perytons! One creature was larger than the other and looked different. Where a stag's rack of antlers would be, this demon had a strange organic candelabra with seven black candles, each burning with a supernatural green flame.

A plan of attack was devised, and the group assaulted the perytons from both sides. Rex's colour spray spells were used to devastating effect. The party sustained a few injuries but killed all four of the perytons. The candelabra-headed one was a tougher opponent, and seemed almost impossible to injure. When a few of its candles were knocked off its head it decided to cut and run, flying out of a hole in the ceiling and into the blizzard. During the battle, Robert found the rusty axe quite useful - it seemed to be especially powerful against the blinded creatures.

The lumberjacks' missing hearts were found here - sizzling on a fire in the center of the room! Rex threw snow onto it to bank down the heat, and the hearts were tossed outside into the snow. Underneath the group found a few gems, which they pocketed.

With the beasts slain, the party considered their next move. The snow outside fell heavier and heavier, and there seemed no way to go except - down!


*****

Monsters:

4 Perytons (980 xp)

Treasure:

old book
serene golden mask
ugly wooden mask
rusted magical axe
3 greenish-black candles
1 smoky quartz
1 emerald
mysterious painting


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:






Monday, 17 May 2021

Session 14

THE ENCHANTMENT OF VASHUNDARA - Part II

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


Characters:

Gorr, Ranger 3

Suba-Jin, Cleric of Hextor 3

Robert the Swift, Fighter 2

Eric Withakay, Cleric of Solaris 4

Regetus Rex, Illusionist 2

Lord Fesgate, fighter 3 (NPC)




Karttekeza's Mansion

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

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

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

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

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




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

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

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

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

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

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

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

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


The God's Gratitude

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

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

Eric opted to have his crippling back injury healed.

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

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

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

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

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


A few other topics were mentioned.

Uthummaos' other demons:

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

A request:

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

Best advice for the future:


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


Return To Viridistan

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

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


***

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


***


Memorable Lines:

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

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

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