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

Wednesday, 12 November 2025

Session 56

RETURN TO THE SAGE'S TEMPLE

Blackmoon 14-16, 4433


Characters:

Xénos, Assassin 5
Owen the Vitalizer, Cleric of Shang Ta 3
Uriah Sunstrife, Paladin of Seker 4
Salzige Brauen, Magic-User 4
Young Joe Spruce, Druid 5
Getorix, Magic-User 4
Cassia Tannin, Fighter 4
Finrod, Elf 4


To Question the Sage, Again

After dealing with some details in the Moonlit Zone and resting up, the group ventured westward to the Forgotten Village and then on to the Sage's Temple. They were not troubled by any passing foes during this time... the forest was ominously quiet.

They found the temple mostly as they remembered it, a tall rectangular structure covered in carvings, surmounted by a cupola dome. Scented smoke drifted from the shuttered windows, and it seemed deserted.

The party looked into the first level only enough to find the stairs upwards. They progressed through the top floor, discovering rooms both familiar and new. They were surprised by undead in a dead garden, but Phalaros' necromancy and Uriah's turning sorted them out quickly. 

After learning the undead command was of short duration and the creature would have to be destroyed in a few rounds:
Justin: "Just tell him to picture the bunny rabbits!"

They found the ritual room with a coffin of severed hands, but these proved more dangerous than before, animating and attempting to choke the group! They were turned and quickly sizzled in their coffin with several vials of holy water.

[The group visited some familiar rooms, no need to repeat everything. See the stories of the first visit]

The party found the three crone statues and attempted to trade their statistics, with some success [spending hero points helped here]. 

In a staircase room, they fought a brass soldier which was armed with a throwing discus, and had a sinister red glow in its eyes - the sage's guardians had been upgraded recently. This became clear when it exploded in flames after being destroyed! Salzige harvested a glowing, everburning magma-rock from the construct's remains.

The group ascended to the roof dome where they spoke with the False Sage, accompanied by nine more brass soldiers. Her manner was strange and unnerving as always, but things did not begin with hostilities. She convinced Finrod, Uriah, Getorix, Xénos, Owen, Salzige, Joe Spruce and Cassia to gaze into her moon-reflecting pool and experience a vision [Full report to come on these]

The only member of the party who didn't accept the offer was Black Phalaros, who had his own plans. 

Cassia asked "Show me your true face" and was greeted with a horrifying monster reflected back at her. As she was experiencing this vision, Phalaros carefully snuck up behind the False Sage and delivered a touch attack with a rigor mortis spell, paralyzing her for half an hour.

The fight was on! Ominous red light began to shine from the brass soldiers' eyes and a tense battle developed with the party carefully trying to dance around the deadly but slow-moving automatons, while the False Sage was carried to safety by another two. Several were destroyed, but things reached a crescendo of danger when the purpose of the magma-rock cores was revealed: three statues opened their mouths and breathed jets of flame, enveloping most of the group in an inferno!

[Lord have mercy I wish I had taken a screen cap of this moment.]


When the smoke cleared, Owen the Vitalizer was unconscious and Black Phalaros was nothing but a charred corpse [coming all the way down to -20 hit points!].

While they had winged the False Sage with some arrow fire, her brass soldiers lifted her on to the reflecting pool and they floated up through the cupola dome, disappearing up into the night sky!

The party knew that the crucial moment had arrived, and chose discretion. They hustled out of the room ahead of the pursuing brass soldiers, with Joe Spruce heroically dragging Owen behind him under a storm of discus-fire. After reaching (relative) safety outside the Moon Temple, the group packed their treasure out of Room I and returned to Viridistan to offload all their loot, identify magic items, study their treasures and plot their next move!



Stay tuned for:

- Treasure, magic item & XP breakdown post

- Black Phalaros' last will and testament

- Moon visions for everyone

- Downtime thread!


Tuesday, 8 April 2025

Sessions 47-48

THE PARTY: CONCLUSION!

Harvestime 4, 4433

Cassia, fighter 3
Finrod, elf 3
Salzige, necromancer 4
Black Phalaros, necromancer 3
Daqqa-Jin, barbarian 4
Robert the Unsociable, fighter 5
Xénos, assassin 4
Young Joe Spruce, druid 3
Uriah Sunstrife, paladin 2
Oddrick, cleric 3 of Odin
NPC - Lord Fesgate, Fighter 4
NPC - Vasu Cervantes, Fighter 2


The Inn is Under Attack!



A horde of creatures emerged from the woods and swarmed towards the Night Wolf Inn.

The Wretched Company sallied forth, along with several high-ranking Guild members to meet the foe and buy time for the Inn's employees and other noncombatants to get to safety. Deploying the Four Winds Bar and their spells, they cut through the enemy's ranks until the more powerful foes got closer, and then fought a delaying action for several minutes, eventually retreating into the Inn itself.

The Inn's magical defenses (a group of gargoyles in the shape of winged wolves) helped out, crunching through the weaker foes outside.

Meanwhile, Karakaël appeared in the tavern to report a horde of enemies rising up from below the Inn's cellars! The Wretched Company hurried downstairs to fight on this second front.

A horde of the same wretched creatures waited behind some locked portcullis gates. One of the 'leaders', a hideous and short fishlike entity, was able to speak. It addressed the party, asking for its "sister" Oolpoollib. The Wretched Company didn't know what to do, especially when the beasts produced several wood elves and a few unfortunate Guild members as hostages, including the young & helpless Ruby Stone!

The conversation was short and unproductive. The creature spoke harshly but cryptically about the Guild Master. 

Just when it seemed there was nothing anybody could do, terrible magics were unleashed. A few party members collapsed with crippling headaches while the monsters began to explode, unleashing a storm of blood & gore throughout the cellars. Waves of fire and lightning followed, destroying whole packs of creatures. The magical assault emanated from a stooped, cloaked figure leaning on a staff, surrounded by a dark halo of energy...

Was this the mysterious Inn Master?




Monsters Killed:

tons!!


Treasure Gained:

none


Experience:

[This is a "story award" for lack of a better term, based on character level and how many days of the festival characters attended. There was no opportunity to gain treasure, and the mass combat XP would have been divided among a huge number of allies. So this award is my thanks for showing up and trying out a different game session from the usual! This XP award is unique and breaks past training caps, just this once. It has already been added to your XP totals. - DM]

Cassia - 900 xp
Finrod - 900 xp
Salzige - 400 xp
Black Phalaros - 900 xp
Daqqa-Jin - 1200 xp
Robert - 1500 xp
Xénos - 1200 xp
Young Joe Spruce - 900 xp
Uriah Sunstrife - 600 xp
Oddrick - 300 xp
NPC - Lord Fesgate - 600 xp
NPC - Vasu Cervantes - 200 xp

Sunday, 16 February 2025

Somewhere in Viridistan

Unknown date, 4433



Three other people enter the room. Two are clearly guards, tough looking Viridian veterans who stand at attention on each side of Salzige. The third is an old Ghinoran woman: she wears an ornate gown of foreign design, a circlet studded with gems around her brow, her fingers covered with gold rings of various sizes and shapes. Her walnut-coloured hands shake with weakness. Phaidros holds her arm and helps her into his chair, and Salzige sees that she is blind - her eyes are blank and white.

"Allow me to present Lady Metztli, of the distant south," intones Phaidros. "My lady, the subject is before you."

Lady Metztli grabs Salzige's hand and flinches visibly. "Aah! Much darkness I see, in the land beyond shadows! We will purge you of this blight now... Hold him!" The guards each clamp down on Salzige's shoulders and hold his head still. Lady Metztli's sightless eyes stare directly into his and again he gets the sense of having his mind and soul scrutinized -- but this time, the pain is immense!

The agony burns every nerve ending in Salzige's body, as if he were immersed in boiling magma. It seems to last for eternity... at a certain point he begins to hallucinate, entering a waking dream. He hears Lady Metztli's voice echoing in his mind: 

"We will rewrite his future for him..."


Salzige's Dream


The face of the moon was the Hideous Monkey Statue, mocking as it leered down from the sky. Below, Zalan schemed and cursed in a graveyard, calling up the dead for his vengeance. An army of undead rose, devoured their maker, and swept across the land in a great holocaust of blood. A few terrible figures led the charge: at the forefront were a vampire in a jagged pointed crown; and a floating, legless skeleton with a circlet and a staff.

Against them was arrayed a strange army: in the front were the wood elves, painted savages with spears and rocks. Beside them walked more bizarre examples of elfkind: some ghoulishly pale and tattooed, others with night-black skin. Behind these were shadowy creatures, almost like elves, their very skin the stuff of darkness and dream. Behind these, driving the charge, were tall ethereal beings with glowing skin and shining armour, blasting their foes with terrible eldritch forces.

These two armies met in a titanic conflict, a war which spread to every corner of the world. Even the Emerald City was consumed with flames!

The fires died down and acrid winds scoured the dust of the city away until nothing remained. Over the ruins of the Empire rose a massive horned monument to evil: a statue of Yredelemnul, the goat-demon, lord of death!

Lady Metztli's voice echoes: "This is as it may be, not as it must be..."

...

An androgynous figure in black clothes walks down darkened tunnels. It passes a huge, glowing red ruby on a marble platform, then walks down a white staircase, passing beneath three golden gates.

Later, this same being stands in a dark room before an ancient, weathered book written in blood-red inks. On a stone block rest a plain golden cup, an oddly-shaped skull, and a jewelled spear. The cloaked figure intones unpronounceable words from the book, and ripples of darkness flow from the walls, plunging it into a sea of liquid black. From this sea of darkness rise humanoid shapes, bodies of pure blackness which climb the walls, drag it under, and flow out of the room in a flood...

An ibis bird floats on a vast lake dotted with rushes. It is peaceful. The bird speaks, and its words bring a sense of serenity and wisdom, but afterwards they cannot quite be recalled...

A great set of golden merchant's scales... 

A floating fortress inside a storm cloud... 

A crumbling white dome, set amongst the mountain peaks... 

A distant glowing star, streaking blue and pink trails across a silvery-grey void... 

A frozen city beneath an enormous glacier, with a blood-soaked gate guarded by a demon..


...


...

Tuesday, 14 January 2025

Sessions 45-46

THE MIDSUMMER PARTY

Harvestime 2-3 4433

Characters:

Cassia, fighter 3
Finrod, elf 3
Salzige, necromancer 4
Black Phalaros, necromancer 3
Daqqa-Jin, barbarian 4
Robert the Unsociable, fighter 5
Xénos, assassin 4
Uriah Sunstrife, paladin 2
NPC - Lord Fesgate, Fighter 4
NPC - Vasu Cervantes, Fighter 2

For Those Unable to Attend:

You missed the social event of the season!

The Night Wolf Inn's midsummer garden party was a rousing success. Financed from the Guild's own coffers and the contributions of dues-paying members like you! 

This was one of the most successful gatherings in the Guild's history:

The party had 872 attendees over the course of three days. Over 2,000 meals were served; 1,400 pints of beer poured; 128 bouts of wrestling, armoured and unarmoured melee; 350 arrows fired; 210 spears thrown; 59 prizes awarded; 0 deaths and only 1 disappearance!

Read on to learn more about the experiences of our Guild members at this year's party:




Day 1

The group arrives with old Olayinka, who thanks them and walks off to meet her old friends and set up shop. 

The opening ceremony is marred only by the presence of the local tax-collection bureaucracy. Finrod's interruption and the legal acumen of Mr. Blackrest put these troubles to rest swiftly, but the party may have made an enemy.

Cassia and Finrod join the Guild for free. Daqqa-Jin gets a magical tattoo at great expense that grants him a magic shield for a limited time.

The party meets the salt merchant Thando, now prosperous, who tells them to see him later. They buy some astral dust, then some magical cigarettes from a slug-man. They bid on some treasure maps at auction, but don't win them.

Many characters join the contests of skill and arms, most progress up the leader boards to the next day.

Some wild wood elves arrive, and after a tense moment they are welcomed. They brought ominous warnings of evil forces entering the forest and humans despoiling their grave-sites.

Salzige and Finrod get alcohol poisoning at the drinking contest, coming nowhere close to winning. Cassia and Uriah do well at the singing contest. Daqqa-Jin tries his hand at Evocation, watches other players get cursed and walks away with a bit of money himself.

The group investigates the library, speaks to a kindly old man doing research, and is asked a strange question by a talking bust of Asmodeus (shudder!). They learn a few clues about the cellars.

In the smoking room, they hear the mounted animal heads chant a strange song which Rain magically translates for them.

Assorted rumours and chatter was heard from other attendees, too much to write down here.


Day 2

When the party wakes up, Salzige is missing! Finrod has a note in his pocket: 

"You know what to do. -B"

The Inquisition is at it again! The party concocts a plan with James to bring some fake "stolen information" to Bolivar to get their friend back. We will see how it works later on.

Daqqa-Jin wrestles TORG the ogre and wins! He gains a potion of heroism as a prize and moves on to day 3. Cassia and Uriah both lose at dueling in extremely close matches. All those in other contests of skill continue.

At the auction, Finrod wins an expensive mithril ingot, useful!

The group goes fishing and is almost eaten by a giant carp.

Other guild members come up to the party asking questions - almost like a fan club. The party tells the story of the Four Winds Bar and Daqqa-Jin demonstrates its power, and they relate their adventures in the cellars. The low-level rookies are suitably impressed.

A notice board is tacked with signs, including advertisements for adventurers wanted and announcements of brave expeditions.

Uriah does incredibly well at the singing/oratory contest, reciting an ancient hunting poem of his people. He has a strong chance of winning on the final day.

Black Phalaros has not done much so far, but decides to try Evocation, and plays an entire nine hands at a prestige table! Not only does he win some good money but he draws a mystical combination and is warded against death for a month. The entire tavern watched this event in rapt attention, he is developing a reputation as a savvy gambler in the Guild.

Late at night, the party watches a fight in the ballroom, where a barbarian fights a massive illusionary dragon and loses (badly). They learn how the ballroom works.

Blessedly sober, the group goes to sleep in preparation for...


Day 3

At the auction, many wondrous items are sold. Finrod buys a magical Everfull Purse of gold.

Thando finds the group and thanks them with 6,000 silver worth of jewelry!

Phalaros buys the magical book Evocations of the Doomed City for a kingly sum. This book will summon up the mythical lost City of Brass.

Nobody wins the archery, spears or knife contests, but several prizes are won for placing: free time in a few Inn rooms, and maps to points of interest within. One map is for Room I, and will surely be useful in the war against the Mad King.

Daqqa-Jin loses his wrestling match but wins several magic potions for making 3rd place.

Uriah wins the oratory contest and chooses a pack of IOUN stones, getting tremendously good results!

In the smoking lounge at the end of the night, the Guild VIPs are playing a high-stakes card game when a horde of monsters emerge from the woods! Even James seems shaken by this development - the whole Guild is in danger!!!

Treasure Gained:

jewelry box (6000 sp)

Experience Gained:

none



Monday, 15 April 2024

Session 41

THE SHADOW MARKET

Thistleburn 14-19, 4433

Group 2:

Cassia, fighter 3
Salzige, necromancer 4
Black Phalaros, necromancer 3
Finrod, elf 3
Clif, elementalist 4
Owen the Vitalizer, cleric 2 of Shang Ta
Gaddock the Inebriated, fighter 2




A Nighttime Discovery

The group spent some time training and doing research around town. Clif got a Wand of Lightning from his mentor, which has an unknown number of charges. He asked if his mentor could cast some spells into his Ring of Spell Storing [details forthcoming on that, watch this space].

Finrod spent some time at the Hall of Records, discovering that Rogat's home is built above an old temple of Armadad Bog, the Viridian god. He cast Charm Person on the clerk, so future research will be easier to do without pesky bribes.

After dosing themselves with the Oil of Revelations, Finrod and Salzige found the path to the fabled Shadow Market! They met a water-seller pulling his wares on a donkey cart, but he wasn't too talkative. 

They purchased the foul-smelling Incense of Zalamphel for the necromancer Zalán. Then they brought the rest of the group and everyone explored the market, speaking to its strange denizens and seeing what was for sale. 

They ventured down an alley and found a bricked-up door, and spoke to the terse men on a large mansion's balcony. They spoke to a down-on-his luck weaponsmith named Tolvaj, who owes 50,000 silver in gambling debts. met a fortune-teller who is also a member of the Night Wolf Inn adventurers' guild, and considered having their fortunes read with her magical cards. They met a tattoo artist who examined Salzige's guild tattoo and told him that it magically tracks his location! They found a shrine of ringing bells, which provides astral travel services. The group perused a bookseller's wares, there were a few magical scripts for sale:

They spoke to some sages and hired them to do research (one on the Astral plane, the other to discern the curse upon the Coat of the Panther), and bought a few pinches of Ghostdust from one of them, a rather unsavory fellow. They discovered the secretive Cockatoo Club, and learned the Waterday password "barbaric gelatin" from Tolvaj while he was drunk. 

With all this new information, now Group 2 has plenty of leads to explore. Where will the nighted pathways of the city take them next?


Monsters Defeated:

none

Treasure Found:

none

Treasure Sold:

Cursed gem & box (already accounted for)

NOTES:

Owen the Vitalizer is capped and ready to train again to level 3! 

[Normally this won't happen. It is an artifact of him gaining so much XP in Session 40, before we instituted the new training rules.]

Friday, 7 April 2023

Session 40

RETURN TO THE UNDERCITY

Thistleburn 12-13, 4433

Characters:

Cassia Tannin, fighter 2
Salzige Brauen, necromancer 4
Black Phalaros, necromancer 3
Finrod, elf 3
Clif, elementalist 3
Owen the Vitalizer, cleric 1
Gaddock the Inebriated, fighter 1


Wrath of the Black Cloud

The party stood in the hallway as a cloud of murky darkness swept out towards them from the sealed cabinet. Clif and Salzige tried to blast it with cold magic which seemed to have no effect, but it was eventually dispatched with a fire elementine, enchanted steel and Finrod's risky final strike with a torch. Salzige was knocked out by its icy touch, but after the battle he recovered quickly - the damage was but an illusion! What could be trusted in these rooms of shifting shadows?

The group resumed their search. In the sealed closet they found a confused & concussed fighting-man named Gaddock, the only survivor of the last group of thieves who came to plunder the house. They also picked up a nice black coat with some clues in the pocket [see #player-notes in the discord] and plucked some pieces of pure silver out of the hanging cobwebs.

Ascending to the roof, the party was ambushed by the final guardian idol, another hideous gargoyle! This one was brought low without too much trouble by a cooperative effort - newcomer Gaddock showed his bravery, charging it with only his mundane shield to knock it off-balance. 

After gaining the roof and surveying the area, the group scanned the neighbourhood and re-searched the house looking for anything they had missed. Finrod found a trapdoor to the basement under some stacked crates, and the group descended.




They found a few strange enigmas in the basement, and were haunted by spectral voices. In one corner, Clif spied an invisible chest hanging from the ceiling with chains. After taking it down, the brave elementalist tried to pry it open and was stabbed by a poison needle! 

With his skin rapidly turning purple, the party had little time to help. Salzige recalled an alchemist's shop nearby [with a combination of quick thinking and a lucky roll] and the group carried Clif there. They purchased a potion of Neutralize Poison and spoke to the proprietor a little bit, a strange old man named Hooktong Ash.


Next Door

After a badly-needed rest, the group returned to the Old City the next day.

They crossed from one house to the next, breaking their way into the neighbouring building through a bricked-up doorway. There were a few signs of habitation but nobody was around. They explored this dusty, abandoned building decorated everywhere with an aquatic theme. A few clues and some thorough searching revealed hidden treasures like gold coins, a bar of white metal (platinum!) and a strange potion decorated with eyes.

Again, they descended into the building's basement and explored. It was obvious they had entered a section of the Undercity! They passed through a temple room with a massive stone stele, by a fountain with an old inscription, and through a windowed passage that looked out over a huge chamber below. 

Beneath them they could see a hive of beggars & madmen dressed in rags, living a degenerated existence beneath the city. Passing along they discovered a fresco of a strange door, but decided enough was enough - it was time to leave before getting into a dangerous confrontation!






Monsters Defeated:

cloud of darkness (345 xp)
gargoyle idol (555 xp)

Treasure Found:

black cat coat
silver seal
bat amulet
silk cloak
silver ore pieces
electrum coins (1950)
potion
scroll
silver lantern
gold coins (200)
platinum ingot
vial decorated with eyes
everburning brazier (keeping)
rainbow crystal in wooden box

Treasure Sold:

silver seal (600 sp)
silk cloak (50 sp)
silver ores (250 sp)
silver lantern (225 sp)
platinum ingot (1000 sp)

(more about the rest in downtime)

Congratulations for finding a huge amount of treasure in this area!


Each PC gets this payout:
This is a combination of coinage shares & selling off treasure.

28 gold
278 electrum
124 silver (310-186 for identifying magic items)


Clif is now level 4!
Owen the Vitalizer is now level 2, and his experience total is capped at 3,124, one point away from 3rd. (You can't gain two levels at a time)
Gaddock the Inebriated is now level 2!
Cassia is now level 3!


NOTES

Congratulations gang on reaching session 40!

Most D&D games last about 10% as long as this.

As discussed, we are taking a short break while your long-suffering DM rations his limited mental faculties towards school. Please see the #downtime-activities page on Discord for downtime notes, identifying items, town activity between sessions, etc. This will be updated sporadically as I have time.

Gaddock the Inebriated made a lucky roll on the Random Items table, and began play with a Potion of Levitation! We'll just say that he forgot he had it in his confusion after being stuffed into the closet. Mike, let me know if you'd like me to roll for a chance that Gaddock is psionic.




Monday, 6 March 2023

Session 39

IN SEARCH OF THE SHADOW MARKET

Thistleburn 12-13, 4433
Happy birthday to Owen The Vitalizer, now 24!

Characters:

Cassia Tannin, fighter 2
Salzige Brauen, necromancer 4
Black Phalaris, necromancer 3
Finrod, elf 3
Clif, elementalist 3
Owen the Vitalizer, cleric 1




It was a hot day in Viridistan. A summer monsoon had just blown in off Trident Gulf and anybody who could manage it was indoors. While some of The Wretched Company returned to the Night Wolf Inn, others stayed in the city to follow up on a request by the necromancer Zalán to find the elusive & mysterious Shadow Market.

They began searching the Old City for a magic-user named Rogat, who was their only lead. They asked at a few places like the Eternal Flame Bar, learned a handful of clues, spoke to a snake-charming fakir, shopped around at Uugen's Market and ended up in a little alleyway called Coach Avenue at what they presumed was Rogat's home.


Coach Avenue


Nobody answered the door and the rain kept prying eyes off the streets, so Finrod climbed up to the 3rd floor balcony with some rope and the immovable rod. They were inside!

They explored the building, from the 3rd floor down to the first. They found a mix of abandoned & dusty rooms, rich living areas & magical enigmas. A font of water that reflected the moons' light almost hypnotized Phalaris. Areas of magical darkness obscured their vision. An ever-burning brazier gave off pungent incense. Some darkened hallways were strung with wispy spiderwebs, and ethereal voices could be heard in the distance.

In the study they found various celestial observations & love letters, and a strange threatening note crumpled up in the brazier, unburnt:

***

My Dear Mister Demazien -

You should cease your investigations at once. You know, as we all do, that delving into those mysteries beneath our streets is forbidden by strict decree of our Emperor. Should you become involved further, my servants would surely be moved to inform the Guard, and the consequences could be dire. Stay away from The Black Eel and my House.

Yours,
- H. S.

***

Several squat & ugly stone idols were scattered around the house, apparently carved by the owner himself. As soon as the group picked up the rainbow crystal on the top floor, one sprang to life and attacked! It emitted a field of silence and was resistant to mundane weapons, making the battle really tough. At the same time, Black Phalaris got controlled by a force which compelled him to attack his companions. Things looked dire for a moment, but the careful coordination of spells saved the day - Clif's Tidal Force and a Web and Sleep by Finrod got the group out of trouble.

Exploring the house further, one of the gargoyles had a powerful psychic attack which nearly killed Cassia. The use of Clif's elementines saved the group more than once from a stony doom!

After fighting a few gargoyles, picking up some treasure and investigating a few enigmas the party headed back to the Dragon's Eye to heal up, sell loot and return the next day.




Returning to the house, everything was as they left it. They found the corpse of a thief clutching a bat amulet below the staircase up to the roof. They destroyed another gargoyle with an elementine and Clif's magic but not before its evil gaze knocked the elementalist unconscious.

They used an elementine to open the sealed wardrobe in the magically-darkened room and a malevolent black cloud emerged, pushed past their water elementine and is now descending on the group, its inky tendrils reaching towards them...






Monsters Defeated:

3 gargoyles (1665 xp)

Treasure Obtained:

well-made robes
jeweled hat pin
purple carpet
rainbow crystal in a fancy box

Treasure Sold:

well-made robes (500 sp)
jeweled hat pin (500 sp)
purple carpet (600 sp)

(money already divided up)

Notes / Player To Do:

Owen and Clif have enough xp to level up as soon as they get to a safe area for a day (ie. not in the middle of combat where we are now).

Owen needs to pick a religion, do you have any questions about this or want a suggestion? Do Finrod and Owen want to roll for a chance of psionic powers? It's up to you. The first 3 players who PM me the phrase 'wiz biz' along with any information I've asked for will get 300 xp to the character of their choice. [offer ended]

Wednesday, 1 March 2023

Session 38 DOWNTIME & UPDATES

Thistleburn 11, 4433



The Wretched Company celebrated their new expanded membership roster by whooping it up at The Sign of Olive & Lotus, spending well over ten thousand silver pieces! Even the normally impassive eunuch Merinius is impressed - the group is moving into the ranks of the Emerald City's most decadent.

Clif hit the house spending limit last night (4000 silver pieces!), hoovering up liquor, throwing dice, grabbing the girls, sniffing powders and buying rounds for everyone. Somehow in this state he gambled especially well, winning some extra money [already added]

Finrod gambled especially poorly, losing extra money [already deducted]

Black Phalaris was in his cups and said something rude to an officer of the City Guard! This will surely cause problems for the group later...

Xénos drunkenly invited a young man named Vasu Cervantes on the group's next adventure! He seems to be the third son of some noble house and if he comes to any harm there will surely be trouble. [He will come along on the next session that Xénos plays in]

Hirath, the city guard sergeant who Finrod charmed, actually showed up to have a few drinks with the group. He hung out for a while and left at some point, you don't really remember when. He seemed pretty chill for a guard, anyway. 

Machado, Tafari & Kelci have all spent some of their shares on carousing and each gained a level.


Rumours & News:

When the characters go carousing they will automatically get cool rumours based on money spent. It's assumed that they are buying people drinks, chatting folks up, etc. What you hear might change depending on where you carouse (nobleman's chatter at expensive places, the 'word on the street' in dive bars, etc). If you want to just ask around town, the rumours will be the more generic news of the day in the marketplace or whatever.

***


- The undead war is still on, troops are mustering but there have been no decisive moves made yet. What is the Emperor waiting for?

- An elf over in Otherside is bragging that he has explored the legendary lost Temple of Esma and returned alive.

- Clif's mentor, the powerful elementalist Unazhon Conchobar told him a strange tale: long ago a lich-lord named Shodredh Dachod built a flying sanctum on the astral plane. Many treasure-hunters have sought the wondrous wealth inside, but a strange magic protects the place: the more powerful the searcher is, the harder the sanctum is to find! Unazhon himself cannot reach it; perhaps Clif and his friends will be able to?

- The church of Seker may have a task for Uriah in the near future, he should check back soon.

- Overheard at The Sign of Olive & Lotus: a man with a military bearing, perhaps an off-duty Legion officer was speaking about the undead war: "The vasthosts are ready but we haven't marched yet! The Emperor is going to let Shah Kijdawr deal with himself - and when the restless dead have wrecked all of Smyrsis Province, it'll be all the reason necessary to depose him and install someone new in Tell Qa. The two have never seen eye to eye."

- The necromancer Zalán has a request for his two apprentices, Black Phalaros and Salzige: find the mysterious Shadow Market. This enchanted location can only be found at night, by secret alleys & passages unknown in the daytime. The precise route is obscure, but a sorcerer named Rogat has been overheard discussing the matter - perhaps you can ask him?

- Finrod's mentor is an elf woman named Melpomene. She is something of a local figure in Elftown, wearing a simple black & white robe resembling a nun's outfit. She is concerned about rumours of a new criminal gang popping up called the Night-Born. Apparently they are exclusively elven and have access to strange magics that nobody else recognizes.


Downtime Activities:

Finrod read the Libram of Silver Magic, raising himself from 2nd to 3rd level! A precipitous increase for the elf.

Salzige read the Libram of Gainful Conjurations, raising himself from 3rd to 4th level! He also left the mysterious stone idol with Zalán, hoping his mentor could understand more about it.

Daqqa-Jin and Salzige have been overcome by the darkness of the Moonlit Zones! They have developed neurotic lassitude & are plagued by doubts and fears. This causes them to hesitate in battle. They will be surprised 50% of the time and suffer -1 to initiative rolls.

Uriah cannot carouse due to his paladin's code, but he may spend money on philanthropy. He decides to spend 338 silver on a worthy cause and donates to The White Hand, a tradesman's group that focuses on neighbourhood improvements in the Old City and Dockside. It goes well for a first attempt and although he is an unknown adventurer, a few folks take notice of him and are enthused to see a real-life paladin involved in their cause.


Philanthropy:

Donating money to various causes. Anyone can attempt this but it is (right now) the only option for paladins and others similarly restricted by a special code of conduct. It includes donating to various causes around town, attending events, or even giving out meals to the poor by hand. 

Philanthropic donations are capped by the character's social class. Right now everyone's is low (since they are mercenaries and assorted lowlifes). Although temples are powerful social forces, individual priests & paladins (especially those that go on adventures) can still be of low social class.

At your current class we will try out a cap of 1000 sp for doing philanthropy between adventures. After engaging in this activity and spending silver, make a save vs. spells and we'll see if anything special happens - there may be bad or good events, just like with carousing!


Cost of Living:

Prices have gone up with the undead army spreading from the Starrcrag Mountains. Suppliers of all kinds are finding lucrative deals with the troops so getting good stuff in town is becoming a bit difficult. Standard cost of living is up, which is reflected in the totals below.

I will remind you of these next session but here they are for now.


Experience Totals:

After carousing and using magic books, the party's experience totals are here:









Sunday, 26 February 2023

Sessions 37-38

THE SLAUGHTER AT THE TOWERS

Thistleburn 6-11, 4433

5 real days passed during the sessions, including 10 subjective days in the Forest of Dreams

Characters:

Gorr, ranger 5
Daqqa-Jin, barbarian 4
Robert the Unconscious, fighter 5
Salzige Brauen, necromancer 2
Xénos, spy 2
Uriah Sunstrife, paladin 1
Cassia Tannin, fighter 1
Black Phalaros, necromancer 2
Finrod, elf 1
Clif, elementalist 3
Lord Fesgate, fighter 4 (NPC)




Battle For the Towers

The party was trapped in a moonlit zone prison tower, surrounded by a small army of gnolls and their leader the moon-giant Kucmalog

Investigating the ground floor brought the attention of two animated statues. Their stone surfaces were hard to crack, and Robert shattered his magical Executioner's Axe during the fight! The group opened up another prison cell and fought two werewolves. They rescued five knights of the Behringer family in the process, swelling their army's numbers further. 

The party negotiated with the moon-giant and convinced him to open the doors of the prison. At that point, battle was joined! Kucmalog laid down terrible strikes with his enchanted sword and called curses on the group, blinding Daqqa-Jin and Hamon and turning them invisible. His gnoll squads swarmed around the tower and a pitched two-rank battle was joined at the doorway.

The slaughter was terrible! Almost 30 gnolls driven mad with hunger, fear and rage, pressing forward with halberds. Occasionally one would stop to chew on a downed foe, or even one of their own number. The party led them into a trap with flaming oil, blinded them with the fireworks of the Four Winds Bar and then battled them nose-to-nose with the help of the Behringer family knights. 

One by one the party members were knocked out, blinded or otherwise incapacitated until only Uriah was still fighting. Just when it seemed like the gnolls might push through, the rest of the shades arrived from deep inside the tower, alerted by a flying Xénos. Picking up the fallen gnolls' weapons, the 100-strong rebel army pushed forward, slaying the ravenous beasts to the last.

The group was in possession of the field, but still in a tricky position - most of them were knocked out or crippled, the clerics were out of spells and several Behringer knights and shade soldiers had been killed in the battle. 

Even so, fate was with them. Other than a small pack of snarling gnolls who did not attack, the party was not molested on their way out of the Moonlit Zone and back to the rebel camp by the lake. 

Rauffe welcomed the group with all the hospitality he could manage. A great meeting took place with the rebel leaders and the party, with everyone sharing their stories and trying to piece together events. Reymund the Pale agreed to make an extraordinary bow for Gorr, as soon as a workshop can be assembled for him (costing about 8000 silver). Rauffe happily presented Daqqa-Jin with a glass lantern filled with ethereal fireflies as a gift for rescuing so many of his men. 

The party was asked to assist the rebellion further: 

-- The surviving Behringer knights want to recapture their ancestral home from the gnolls, but they need help.

-- The two priestesses are convinced something is wrong with the Sage of Lune - she has gone mad, or been possessed, or something! They want to cure this ailment and turn her back to the path of good, rather than destroying her for allying with the Mad King.

After being outside the moonlit zone for a day or so, the moonlight curse faded from Daqqa-Jin and Hamon. The party rested up, dealt with some logistical issues, brought some equipment in for the rebels and then headed out.


Back in the Night Wolf Inn tavern there were some interesting people. Uriah signed up to the guild for cheap, because he was broke. A ventriloquist was doing a spicy act about the Emperor. Some guild members were mourning a fallen comrade, others were preparing for a mission. A blue-haired elf in black chain named Karakaël was friendly and voluble. He was interested in the party after hearing they had found their Four Winds Bar behind the clock in the library. News of the group's success seems to have spread amongst other guild members.

The group returned to Viridistan to sell their loot, train, identify items and carouse.


New Arrivals

Meanwhile, the party who had recently raided the Vault of the Warlord in the distant north [see the special play report a while back] finally made it to Viridistan with their revived friend St. Nolan, patriarch of Seker. After Black Phalaris gave him back his Staff of Healing, he was so happy that he removed the curses afflicting the group from Warlord's gold.

After then paying to have the cursed gold itself un-cursed, the Vault crew still had 50,000 sp of trade bars left (!!!) which they split up into equal shares. 

Other details were figured out: Gorr had his madness healed with a Cure Disease spell and a cursed item removed by the church of MAN-PAC. Spellcasters dealt with their mentors and got new spells. Party members identified items, traded equipment and sorted out who could use which intelligent weapons.

With new alliances formed, the group agreed they would call themselves THE WRETCHED COMPANY.

To carouse as much as they wanted the group headed up to the Cliffside district, to the Sign of Olive & Lotus. Finrod charmed the gate guard, who was happy to let them pass with an invitation to join them for a drink later. At one of the most expensive joints in town, the group got ready to take some richly deserved R&R...

[More details on rumours, mentors etc. coming in DOWNTIME POST.]


Monsters Defeated:

28 gnolls (1316 xp)
1 needlebeak (190 xp)
2 werewolves (380 xp)
2 caryatid columns (560 xp)

Treasure Gained:

firefly lantern
friendship

Treasure Sold:

topaz eye gems (2*1400 sp)
sapphire eye gems (4*900 sp)
robes with gold thread (1800 sp)
cursed mace -1 (0)
vacuous grimoires (2*1000 sp)

Money Gained:

most players noted already

Xénos - 585 sp gained after carousing costs [see next post]


Monday, 14 November 2022

Session 35

LIGHTNING IN A BOTTLE

Thistleburn 5, 4433
A few hours passed during the session.

Characters:

Gorr, ranger 5
Robert the Swift, fighter 5
Daqqa-Jin, barbarian 4
Salzige Brauen, necromancer 2
Xénos, spy 2
Lord Fesgate, fighter 4 (NPC)


The party continued their talk with the Carrion King. It explained a few more details about the moon-headed giant Kucmalog & discoursed on his magical items. A flaming sword and a magical mirror, apparently one of many that exist in the kingdom. Then it gave a dire warning about a dangerous location in the moonlit zone. The creature also offered to trade any one of his magic items in exchange for Salzige's hideous, nightmare-inducing idol.

The group moved on, following the Carrion King's directions. They came upon a guardpost with moon-gnolls who were willing to negotiate and were interested in the group's plan to open up the prisons. The leader of the gnolls agreed to take the party to the prison towers in exchange for eating anybody they found inside!

Gnarg the gnoll and five of his troops accompanied the group, with one needlebeak. They ran into another gnoll patrol at a circle of standing stones, and there was a standoff. A few of these gnolls joined the group looking for easy food, but the others wouldn't come along - they declined to attack their comrades, letting the group leave after a tense moment.


The Prison Towers



After Gnarg helpfully relieved the gnoll patrol that was circling the towers,  the group had the run of the place. The front doors could be easily opened, but the group used the Four Winds Bar to fly up to the floating mini-tower. 

They saw a symbol & altar of Uthummaos and an investigated an old stone coffin, decapitating a corpse in there and taking some treasure. Then they were accosted by a terrible wraith, demanding they swear fealty to King Wakelinus and Lord Uthummaos! Gorr was having none of that, and struck the altar with a mace.

Gorr: "Fuck Uthummaos and fuck You!"

For his defiance, the ranger was blasted by yellow laser-beams from the sinister wall carvings!

As the guardian spirit attacked, Daqqa-Jin spoke the command word "Azerix" to activate another power of the Four Winds Bar, unleashing a blast of deadly lightning in every direction! It did terrible damage to the insubstantial creature but harmed the group as well: Xénos, Salzige and Lord Fesgate were all knocked flat! Gorr managed to grit his teeth through the pain (and pass his WIS check, keeping a tight hold on sanity for the moment) enough to splash the monster with holy water.

The creature was defeated, but at serious cost: Lord Fesgate got knocked unconscious but was alright with a bit of healing. Xénos barely survived a lightining-induced heart failure, and would be near-useless in a fight from now on. And Salzige lay in a coma, totally unresponsive...

The party unlocked the nearby cells, rescuing many shades from the time-prisons. They met a nobleman Lord Almery IV and his entourage: Hamon, Ranulph and their quarry, Reymund the Pale! They had to battle some giant snake-creatures called Jaculi to rescue some of the rebels, who suffered a handful of casualties. They threw down the Jaculi's corpses for Gnarg and his friends to eat.

Lord Almery was overjoyed at the rescue. He suggested they clear the tower in case more rebels were imprisoned further below.

Inside the smaller tower, Daqqa-Jin destroyed mounds of crystal with his horn of blasting, which shivered and broke apart from the stress. From the remnants of the crystal formations crystal golems emerged, blasting at the barbarian with scintillating energy beams. The whole group retreated back up the stairs, pouring lamp oil to cover the retreat. 


The situation as it stands:

7 crystalline men inside the tower are chasing after Daqqa-Jin
8 gnolls and 1 needlebeak led by Gnarg wait on the ground for more food
a handful of rebel troops have weapons, the rest are unarmed



Rebels Rescued:

40 rebel soldiers (5 died)
Hamon, the Unbreakable
Ranulph, the Silent
Lord Almery IV
Reymund, the Pale

Monsters Defeated:

13 Jaculi (247 xp)
1 Uthummaos' guardian (300 xp)
9 giant moths (342 xp)

Treasure Obtained:

2 topaz "eye" gems
robes embroidered with gold thread
ornate mace of strange aspect

Wednesday, 9 November 2022

Session 34

I SURVIVED A MOONLIT ZONE...

Thistleburn 5, 4433
7 subjective days passed inside the Forest of Dreams

Characters:
Gorr, ranger 5
Daqqa-Jin, barbarian 4
Robert the Hard Pressed, fighter 5
Salzige Brauen, necromancer 2
Xénos, spy 2




The party fled from the disastrous attack on Fort Behringer [last session], pursued through the moonlit zone by a pack of gnolls led by a half headed moon-giant! After several gambits and tricks including some airborne hijinks with the Four Winds Bar, the group escaped the gnolls' pursuit and reunited with the lake men and the bandit Rauffe, who was sad to hear of Eric's demise.

They returned to the Forgotten Village, where things seem to have declined. Arlen the magistrate was slowly degenerating, Baran the guard-captain was nowhere around and Lauriel the paladin had fallen in combat. Shandril the priestess of Solaris was the de facto leader of the village now. 

They held a sad funeral ceremony for Eric Withakay. The last original member of the party, the silver-tongued orator (or maybe he just got lucky) who had rallied the citizens of Drydale against the witches [yep, all the way back in session 1, three years ago] was dead. A crusader for good who had sworn his oath to a deity from this strange realm and championed its people. After being poisoned in Issachar Dimorites' mansion months ago, death held no mystery for him anymore. At the end of the ceremony, a blinding light flared from the Crucible of Solaris, and Eric's body was gone - transported to the arms of Solaris for his final repose.

After reuniting with their shifty pistol-wielding ally Xénos, the group rested, re-supplied and turned right around towards the moonlit zone, not even stopping to chat in the Night Wolf Inn.

They entered the forest through a different route, passing over a swift-flowing river of fog. They fought some giant carnivorous flies, and progressed towards a ruined tower nearby.

Outside the ruined tower, they spoke to a strange sickly-looking bird with a glowing white aura, like the ones the moon-gnolls kept caged. It called itself Ip-Ip, asking for food. It explained that the tower was the domain of the Carrion King, who lived there with a swarm of giant flies. The party fed it more and told it where to find some giant fly carcasses to feed on further, and it hopped along.

Daqqa-Jin entered the tower, and met the Carrion King himself.


This bizarre and unsightly creature was friendly & civil, eager to talk and bargain. He offered to trade with the party for gems, magic items, living captives, or secrets. The group traded him two secrets:

1 - The story of the magical book Pheldrazash, carried by their old friend Lothos who is being unduly influenced. Lothos is now a member of the Gloaming Tower.

2 - The story of Magrometh the Piper, and how the group released the horde of undead on top of the sacred mountain above the dwarven village Mishell.

For these secrets, the Carrion King told the party where to find Reymund the Pale in a nearby prison, and began a discourse on the kingdom's moonlit zones...



Monsters Defeated:

3 giant flies (87 xp)

Treasure Obtained:

none


Friday, 7 October 2022

Session 33

ASSAULT ON THE FORT

Characters:

Gorr, ranger 5
Daqqa-Jin, barbarian 4
Salzige Brauen, necromancer 2
Eric Withakay, cleric 5
Lord Fesgate, fighter 4 (NPC)


Battles with the Gnolls

The group had enough information from the two surrendered gnolls [last session]. The captives were tied up and left in an abandoned building while the group moved on, following the same tracks of looted objects as before. They saw more ruined buildings, crumbling and abandoned, and an old well.

The group came to a clearing that was bisected by a crude 10' high wall, built from loose and crumbled stones. A snarling gnoll popped up over the top and trained a bow on Daqqa-Jin, while Gorr climbed a tree to get a better view. Daqqa-Jin brought some food for the hungry creature, jumped up on the wall and saw a whole group of gnolls lying in wait. A fight began! Two large birds with glowing white auras were released and seemed to attack at the gnolls' command, but were shot out of the sky by Gorr and Salzige. Eric was hit in the leg and began bleeding out but used a scroll to stop it before he lost consciousness.

After the fight, Dawn Bearer delivered an electric shock to Daqqa-Jin with a "Sorry old chap, really need somebody more compatible, what?" and the barbarian was forced to drop the magic weapon. 

[DM Note - This was my mistake. I actually forgot this rule for intelligent magic weapons several sessions ago. Daqqa-Jin should never have been able to wield Dawn Bearer at all, so I hope you enjoyed your bonus use of this magic item!]

They came to a crossroads with a big stone mile-marker pointing in four directions:
Back the way they came it said Single Tower
To the left, Greater Towers & Red Shrine
To the right, Lesser Towers
Forward, Fortress Behringer

They asked Lord Fesgate about the Behringer family. He said that many of them fell out of favour with Raeldus I around the time he was imprisoned, but he knew not why. The tracks led towards the fortress, so the group progressed that way.


Fort Behringer



The trail led to a walled fort on a hill. The party approached up a winding path but were stopped by some warning bowshots. A crew of gnolls snarled from over the wall: 

"Man-things, you shall not enter here! We will feast on your tender flesh..."

The group weren't sure what to do but decided on the direct approach, charging forward under a storm of arrow fire! Using the Four Winds Bar, Eric blasted a cloud of choking black smoke in front, with paralyzing dust that Gorr had harvested from some magic butterflies - it didn't reach the gnolls, but Daqqa-Jin used his horn of blasting to push it forward over the fort's wall. 

Still using the Four Winds Bar, Eric flew up and spotted a horde of gnoll archers on top of the keep. He flew back down, grabbed the horn of blasting and flew back up at point-blank range, attempting to disable all the gnolls in one swoop. 

The gnolls were alert, their canine eyes keen. An absolute hail of arrows struck Eric while he activated the horn, and the few that remained un-stunned after the blast were able to hit him a few more times. Bleeding from a dozen wounds, he plummeted to earth - stone dead before he even hit the ground [-6 hit points and a roll of 2 on the "Death Table" - nobody can survive that!].  

With barbarian courage, Daqqa-Jin climbed up to Eric's body at the foot of the keep's walls, backed up by Gorr and Salzige's missile fire. Braving arrows and flaming oil, he grabbed the Four Winds Bar and desperately flew away with his comrade's body.

On the slopes beneath the fort, Lord Fesgate gritted his teeth and attempted to shield his friends from arrows as best he could, but several shots made it through his antique platemail [he is at 4 hit points]. A general withdrawal began.

The sound of a windlass & chain cranking can be heard - the fort's gate is opening, and what fresh hell will be unleashed from within??


Monsters Defeated:

11 gnolls (517 xp)
2 birds with glowing auras (380 xp)

Treasure Obtained:

none


Wednesday, 14 September 2022

Session 32

RUMOURS OF WAR

Sunstrong 15 - Thistleburn 5, 4433
10 days passed during the session
2 subjective days passed in your most recent trip into the Forest of Dreams

Characters:

Gorr, ranger 5
Daqqa-Jin, barbarian 4
Robert the Unconstitutional, fighter 5
Eric Withakay, cleric 5
Salzige Brauen, necromancer 2
Lord Fesgate, fighter 4 (NPC)


Smuggling

The group headed out of the Forest of Dreams, ready to sell their ill-gotten gains in Viridistan. The Night Wolf Inn was as normal: some red-skinned Altanians and pale, fiercely painted Amazons were drinking in the tavern. Salzige attempted to interact with the warrior-women but was rebuffed, amidst the jeers of the eastern barbarians.

On the way back to Viridistan, a great traffic jam of farmers, merchants & travellers had formed outside the Great Wall. Daqqa-Jin went up to the gate and learned that due to a distant war, Emperor Seheitt was instituting new taxes. 

The party split up. Gorr, Fesgate and Salzige remained in the Forest of Dreams for a few days. Fesgate still had a broken leg, and Gorr's sanity was beginning to fray after many battles with the undead! Robert and Daqqa-Jin went through the gate on foot and proceeded into Viridistan.

In the Emerald City, everyone was talking about THE WAR! It was clear that news of the disaster on the sacred mountain [Session 18] had finally reached the general populace. Many rumours swirled. The most significiant: Shah Kijdawr is stretched thin and has few troops available to counter this new threat. Everyone is waiting for the Emperor to step in and send one of the Vasthosts north, but so far this has not happened.

Prices are up! Metal ores, lumber, wine & other goods have increased in price, leading to overall higher cost of living. Temples are sending priests & magic to help deal with the threat, increasing prices for religious services, spellcasting, scrolls, etc.

At Seven Visions, mistress Zvezdana Ozi had news. If the group wanted, she could call in that favour and put them in touch with some 'scary characters' who would be happy to buy some of the strange magical items they had recovered a few sessions ago. They decided to table this for now, and worked out a plan to smuggle their treasure into town.



The party brought their treasure to Targnol port [last seen in Session 2] where they contacted a shady character named Tilki who put them in the hold of a logging boat with a nice bribe to the captain. When they got to Viridistan they were picked up in a small dinghy and brought into town by one of the boat-people, a strange folk who live their whole lives in connected networks of boats & rafts on the waters of the Nereus Firth. This got them into the heart of town and past the guards at the Great Wall, for a simple 10% cut to their patron, Zvezdana.

She identified some of the group's items (including a robe of eyes, sweet) and they did a few errands in town & caught up on the news. Patchey, the proprietor of the Dragon's Eye Inn, gave them a letter that arrived a few days prior, which said only:

Meet me at the Green Lion statue at mid-day this week. The pelagic argosy sights land.

Knowing this was their Inquisition contact, Daqqa-Jin and Robert went to the meeting by the Green Lion, an ancient statue in the middle of a wide plaza by the sea. A shifty viridian who called himself Bolivar greeted them. He wanted to know what they had discovered about the Night Wolf Inn, but Daqqa-Jin didn't tell him anything he really liked. Some haggling (and subtle or not-so-subtle insinuations) followed. Bolivar said if they could give him something really useful about the Inn Master, or the overall agenda of the Guild, he could maybe see about helping them with a special gate pass to bypass the tax-collectors at the Great Wall.




Return to the Moonlit Zone

The group caught up with Rain in the Night Wolf Inn's smoking room. They saw a strange enigma - the animal heads on the walls animated and chanted in an unknown language. 

The elven bard explained the workings of the magical Four Winds Bar and the command words to activate it. She once owned one of these rare & powerful magic items, but traded it many years ago for her magical mandolin. The finding of this item seemed a respectable achievement. Rain listened with interest to the group's plans for the future and offered advice about the Inn's cellars.

Back in the Forest of Dreams, the group progressed further into the Moonlit Zone. They passed through the ruins of an old town now overgrown with trees. They passed by an old structure decorated with the sign of a red cross and two snakes, only glancing inside briefly. 

Coming to a clearing littered with buildings, they were spotted by a group of tall humanoids with the heads of snarling jackals & black eyes, covered in silvery fur. Battle was joined! The humanoids charged while a few of their fellows fired bows from cover.

Justin: "Just call me Michael Vick!"
DM: *laughs in horror*
Chris: "Not exactly, you didn't cast charm on them and make them fight each other!"

It didn't take long for the group to defeat their foes, with the last two jackal-men casting themselves on the group's mercy.  

Jackal-man: "We surrender! No kill!"
John: "This isn't a no-kill shelter..."

Chris: "I'll fire at the fleeing archer." *volley of arrows hit, the jackal-man dies*
Justin: "Gorr's arrows sent that one to a farm upstate!"

The group interrogated the survivors, learning a handful of details about the region and the name of their master, a moon-man named Kucmalôg.


Other Things That Happened

Gorr rested in the Forest of Dreams in the boughs of Grandfather Tree for a subjective 5 months! [recovering 5 fear points in this time] The wise tree spoke of many obscure & ancient things through the sighing of branches and the whistling of the wind. The ranger can't remember much, but perhaps in time this lore will come back to him...

Gorr is still suffering from madness at this time - he is capable of fighting at a distance with a bow but if things get too stressful or monsters/strangers get too close, I will have to make a roll to see if he loses his composure!

Salzige has been learning spells! The stone idol of a winged, monkey-like humanoid speaks to him in his dreams. After a few weeks, he awoke feverishly one morning and transcribed the spell chill touch into his spellbook. A few days later, he had terrible nightmares. Although he could not afterwards recall them, he was so shaken that for two days, even ordinary tasks were quite difficult [if he had been adventuring some penalties would have applied]


Monsters Defeated:

10 white gnolls - 8 killed, 2 surrendered (470 xp)

Treasure Found:

none

Treasure Turned In:

giant gold statue of Ahmon-Ibor
2x purple gemstone eyes (Robert kept these)
2x crimson incense (Eric kept for tithing)
silver grave trinket
silver plate set
2x silver scimitars
9x jewelry from Tannoch crypts (Gorr kept a red cross medal, Daqqa-Jin kept a gold chain)
glass-fronted scroll case (magic scrolls inside were kept)
scroll of sanctuary

Money Awarded:

Young Joe Spruce: 801 sp 

Cost of Living:

[I didn't want to spend time calculating this during the session. I will remind each of you next time]

Gorr: 235 sp
Daqqa-Jin: 97 sp
Eric: 163 sp
Robert: 168 sp
Salzige: 40 sp
Cassia: 11 sp
Xénos: 27 sp
Joe Spruce: (already deducted above)

Experience Totals:

Daqqa-Jin has reached level 4!
Robert the Swift has reached level 5!
Young Joe Spruce has reached level 3!



Tuesday, 9 August 2022

Session 30

THE RUINED TOWN

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

Characters:

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


Exploring

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

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

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

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



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


The Shrine

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

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

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

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


Monsters Defeated:

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

Treasure Obtained:

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

Monday, 8 August 2022

Sessions 28-29

RUINS OF TANNOCH

Sunstrong 13, 4433

Characters:

Gorr, ranger 5
Daqqa-Jin, barbarian 3
Robert the Impetuous, fighter 4
Salzige Brauen, necromancer 2
Eric Withakay, cleric of Solaris 5
Young Joe Spruce, druid 2
+ Lauriel, paladin of Solaris 2 (NPC)


The Crypts



Wraiths of long-interred sorcerors emerged from their funeral urns amongst an unearthly howling. Battle was joined and the group desperately attempted to hold their own against silver blades and magic. Lauriel the shade was brought low by a scimitar, dissolving into the shadowy substance of her world. Coughing from a stinking cloud spell, the group fled back up the stairs into the tower.

With Daqqa-Jin's sneaking and some tricky tactics, the party managed to not only retrieve the sword Dawnbearer but evade the rest of the wraiths and defeat two wandering, dog-faced gargoyles that had come to investigate the noise.

With these foes dispatched, a friend was revealed - Marta, the last member of the Order of Tannoch. The sharp-tongued nun insisted the group destroy the remaining monsters infesting the crypts beneath, else they would be deemed looters & bandits. Reluctantly the group agreed.

At the same time, another wanderer arrived: a robed Orichalan named Salzige Brauen, an explorer who got lost inside the Night Wolf Inn and found himself on the fog lake! He swiftly joined the crew and put his magical powers to use. 

Searching for the remaining enemies, the group explored the tombs beneath Tannoch island. An assortment of funeral goods were scooped up, including a nice red & white cross medal, which Gorr jauntily pinned on.

Parts of the dungeon were suffused with a distant, warbling song, though its origins were unclear. Many passageways were blocked with rusted iron bars, and sometimes Daqqa-Jin would use his barbaric strength to bend these out of the way with a metallic screech for the group to continue on.

DM: *in a falsetto* "The bars bend with a creeeeeak!"
Player: *laughs* "Please do that sound again!"

The group discovered the tomb of Raeldus I, the old king who had built many of the structures throughout the land. They didn't disturb it, perhaps thinking of the many other undead they've found in tombs in the past.

Various crypts were littered with the bodies of intruders and dead adventurers. Some were old skeletons, (each missing a hand) while others were newer and still carried some equipment. From these latter bodies the group took some scattered notes, a crude map of the forest, and a silver & jade key carved into a skull motif.

The tomb of Raeldus II was found, past a hallway filled with displayed armour. This tomb was already looted, and graffiti of every kind splashed about with paint or scrawled into the stonework.

Past a broken mist-filled room and an old knocked-down wall, the group found a strange statue or shrine: a faintly glowing red cross held up by winged snakes. It didn't seem to do anything, but more one-handed skeletons were found nearby. Through another set of bars, Salzige Brauen found an ugly stone idol, depicting a humanoid with wings and monkey's paws. It felt uncanny in his hands, but he liked it and took it with him.

They found a domed room decorated with a celestial motif of sun, moon & stars. The words "chant the song of the cosmos" were carved on the wall. Daqqa-Jin climbed up to touch one of the sparkling stars on the ceiling, and they came to life as sparkling motes of energy that zapped him with electricity, so the group fled!


Recovery & Success

The twinkling stars and a few more encounters with magic-wielding wraiths had put the group in rough shape. They rested up above in the ruined tower, asking Rauffe the lake-bandit to return for them with his boat in a few days' time.

They kept exploring the tombs, fighting a group of fiery bats in a cave, and exploring the mist-filled tunnels beneath the island. Salzige's help proved invaluable when his skeletal servitor fell into a crevasse to the bottom of the lake bed!

Returning to the dome of animated stars, Eric sang a hymn to Solaris while the rest of the group watched nervously. A distant grinding sound could be heard, and the mysterious music heard earlier was now louder. Wandering through the halls, the group found a secret door had now opened. Inside was a shield decorated with knights, resting inside a magic circle. It was definitely the source of the eerie melodies. When Robert brought it out of the circle, the song became more coherent - it was clearly many voices chanting in unison, and as he held it the music slowly faded away.

Player: "Yeah that was in the back of the hymn book, under one-hit wonders!"

Returning to Marta the nun, she confirmed that all the monsters in the dungeons had been eliminated. She offered one more challenge: if the group could bring new recruits to the Order of Tannoch so the order could perpetuate itself, she would offer them an oracle from the magical Oak of Cicollus. The yellow-leafed tree on the island was magical, and once every seven years it was able to answer one question with all the gods' knowledge.

Rauffe ferried the group back to shore and said they were always welcome as rebels against the Mad King. He pointed out another location to the east, past the lake: a ruined city beside a Moonlit Zone that might be interesting to the group.


Monsters Defeated:

2 gargoyles (1000 xp)
5 wraiths (875 xp)
10 firebats (380 xp)

Treasure Obtained:

25 gold (already distributed)
9 pieces of jewelry, some very nice
4 silver scimitars
grotesque idol
singing shield
various notes, a map & a key from dead adventurers