Showing posts with label Room IV. Show all posts
Showing posts with label Room IV. Show all posts

Sunday, 22 June 2025

Session 48-51

AGAINST THE BAT CULT

Harvestime 5 - Goodgrove 18, 4433

Characters:

Daqqa-Jin, barbarian 5
Robert, fighter 5
Xénos, assassin 5
Uriah, paladin of Seker 3
Young Joe Spruce, druid 4
Finrod, elf 4
Lord Fesgate, fighter 4 (NPC)

After the garden party, the group returns to Viridistan and catches up on a few things: 

- Salzige is retrieved from the clutches of the Inquisition in a surprisingly cordial meeting. The guards with him didn't ask for anything. The sorcerer is missing a finger now, and tells the party about his harrowing captivity and what the Inquisition wants from the group. 

- The party blows some money carousing with their noble acquaintance Vasu Cervantes. A few mistakes are made: Xénos acquires expensive tastes and carousing now costs double for him. Cassia wakes up in the middle of Ugtargnt's temple, incensing the uptight priests with her inebriated blasphemy!

- Information is gained from two sages at the Shadow Market.

- The group spends time training and gets details on interesting quests from their mentors (more later, we wanted to jump right into the action on game day).



The Guild Quest

Robert and his comrades return to the Night Wolf Inn for their first Guild Quest. They meet up with Ms. Haven, a scarred veteran of many battles and high ranking Guild member. She lays out the situation for the party: the Guild group A Motley Crew have gone missing in Room IV and somebody needs to find out what happened to them and mount a rescue if possible. If the Wretched Company can solve the problem the first group were sent in to deal with, so much the better.

Before they leave, she gifts them some items that may be useful: a few potions and two amulets of tongues, used to speak with the room's denizens.

The party enters Room IV and searches the furniture, discovering two finely-made cutlasses which they take. Using the small sailboat provided they head north, seeking a huge island and the village of Tanaroa.

They reach Tanaroa on the second day of sailing and meet the friendly islanders who address them as "Wolfclan." The Guild has managed to foster friendly relations with the locals here. The party rests, buys supplies and gathers information about their quest and the members of A Motley Crew.

In the morning they set out with a local guide who takes them as far as the tar pits, a day's travel past the Great Wall. Daqqa-Jin's tracking skills come in handy and he picks up the trail of a group who passed through recently. It leads north into the hills, and eventually to a mist-shrouded cave entrance. The group descends!


The Cave of Mists

The company explores the cave and rapidly gets stuck into a huge pitched battle with bloodthirsty primitive cultists, accompanied by giant scorpions and a few members of A Motley Crew, now turned to evil!

Use of the Four Winds Bar and Entangle spells turns the battlefield into a giant area-denial zone, and even a pincer attack from behind cannot stop the group. They are able to capture Sebastian the assassin, and rescue most of the other captured Guild members before they can be sacrificed to the crude bat idol. Conylt the cleric does not survive, after fleeing into the lair of a demon deeper into the caves.

The party encounters THE LIZARD-LORD, a strange talking green statue, and pilfers a few gems, but the being seems unable to pursue them. Later, they will sneak around it to pilfer all its treasure.

After resting, burying some of their treasure and sending the survivors of A Motley Crew back to the Tanaroa with their guide. The sorceror Usucachi attacks the group at night with a summoned earth elemental, but is defeated (thanks to Young Joe Spruce's Call Lightning spell, which blows up the pistol he was carrying - oops!).

The party delves deeper into the caves. Bypassing the fly-demon with a holy symbol of Camazotz, they open the great doors into the lower level and enter... 


The City of Bats

The party explores the ruined city. They encounter degenerated, pale lizardmen and interrogate them. 

Many ghouls, mummies and giant bats are fought and much treasure obtained. Several similar-looking bat idols are taken - one from a giant scorpion, one from a mummy, another from a replica of the city. There are some close escapes but the group does well against their foes, deploying all kinds of tactics and avoiding traps with careful observation.

They cross a river of blood, explore ruined buildings, see a room filled with lava, and climb some pyramids. They find a man frozen in a block of ice, but can't think of a way to get him out. They fly over a (probably) trapped floor using the Four Winds Bar.


Young Joe Spruce catches some ghouls in an Entangle.


Thinking quickly, Daqqa-Jin kicks a sneaky mummy into a pit.


They meet a nereid named Ixcacolel, trapped in a pool of water, and give her the Bat Crown so she can escape her confinement.

Finally placing all four bat idols atop the great pyramid, the gate is opened to the inside. The group battles the final guardians of Camazotz, the DEATH BATS!


Xénos lines up a backstab on the biggest bat he's ever seen.


After a tense battle, these final guardians are slain and the sanctum of Camazotz is ripe for plunder. Uriah and Finrod feel ill simply entering this evil place, where reality itself distorts in a dizzying undulation. Ever bold and greedy, Robert the Swift pries the ruby-studded golden eyes from the great idol of the bat-god, and takes its obsidian teeth as well. 

Upon a sinister blue altar lies an artifact of great evil: the Book of Dreams, which describes the granting of wishes by human sacrifice. The group decides to take it and bury it, for now. Returning to the surface, the Wretched Company plans to rest and recuperate, and then perhaps the City of Bats holds a few more mysteries?


The Return & The Treasure Map

The group took up most of the treasure, buried the rest, and headed back to their boat. Scouting ahead of the group, on the second day Finrod spotted a strange nest of two giant spiders. Dropping flaming oil from above drove them from their nest, and then a barrage of ranged attacks caused them to speak, begging for mercy from the group. They were driven away and their gold coins looted.

Returning to Tanaroa, the Wretched Company was greeted by the locals, overjoyed that the cult of the Bat God was broken, and the grateful members of A Motley Crew, including Sebastian, whose domination by the forces of evil was finally over! The assassin was a bit miffed to see Xénos wearing his magical armour, but he reluctantly accepted that such was the price of fighting for the bad guys and - not dying about it.

Loading everything on the boat, they took an alternate route inland and returned to take the rest of their buried treasure, passing a few zombies along the way.

After loading up their boat so it was almost ready to sink under the treasure's weight, they scouted out the location marked on their snakeskin treasure map. In the wastelands stood a plateau with a crumbling temple to some forgotten god: scouting it out invisibly, Finrod spied a great black dragon resting in the courtyard, and flew away with all haste!

Returning to the Inn, the group got a message left by the Behringer knights: they have discovered a gateway to a ruin of the ancient world, and want the Wretched Company's help exploring it. Also, the war against the Mad King is escalating, and they need all the help they can get!

Their new weapon passes allowed them to stroll through the Great Wall checkpoint with ease. Thanks, Inquisitors! In Viridistan the group sold off their mountains of treasure, had their money changed to gold coins and identified their raft of magic items. Many future plans are being made. Many characters reached level cap. Lord Fesgate needs to rest and recuperate after the shock of too many fights with the undead.

What's next for the Wretched Company?


Some Weeks Ago:

A group of young and reckless adventurers disembarked from the Sea Ghost in Viridistan and sold off a mountain of trade goods and contraband, gaining much experience in the process. After training, they plan to investigate the Crimson Curse plaguing the city...


From The DM:

When I told everyone to come over for a one-shot game on Halloween 2019, I never imagined this game would make it to 50 sessions! Thanks for coming back again & again boys. We have plenty more thrills & spills coming up in the future!


Monsters Defeated (11642 xp):

2 sabretooth tigers (1020 xp)
6 giant bats (120 xp)
Pumacaja (AKA "bat-boy,") antipaladin (290 xp)
Sebastian, assassin (660 xp)
Usucachi, M-U (290 xp)
Conylt, cleric (660 xp)
42 primitive cultists (840 xp)
2 giant scorpions (380 xp)
earth elemental (2800 xp)
3 lizardmen (141 xp)
2 mummies (1720 xp)
13 ghouls (611 xp)
giant black widow spider (80 xp)
giant scorpion (190 xp)
5 giant bats (100 xp)
6 DEATH BATS (1740 XP)


Treasure Obtained (Total value something like 35,000 sp):

pile of silver coins (in chest)
pile of copper coins (in chest)
bronze shield
gold armlet
gold scepter
fire opals x5
lava rock heart of the bat idol (4500 sp)
Usucachi's spellbook (spider climb, magic missile, summon familiar, invisibility, darkness globe, locate object, ESP, stinking cloud, blink, water breathing, haste, wall of ice)
headband studded with pearls
golden ore chunk
marble urn
electrum ore (4x)
bag of pearls (11x)
gold and jade amulet
golden torc necklace
amulet of Camazotz (2x)
treasure map scrawled on a tattered snakeskin
potion (violently bubbling scarlet, with a tiny iridescent feather floating in it)
scroll of Neutralize Poison
Blizzard Bag
priest scroll (from Conylt)
assorted jade items: jaguar, egg, nose plugs
coins (500sp, 900 copper) (Xénos picked up)
granite bust w jewelry
57 gold coins (already split up)
potion (bright amethyst fluid with dark indigo specks) 
assorted jewelry (11 pcs)
priest’s bat mask 
golden goblets (2)
onyx skull 
magic sword w/ bat wing handles 
Bat Crown (given to Ixcacolel)
Bat Idol's gold & ruby eyes (5000 sp each!!)
Bat Idol's onyx teeth (16)
Book of Dreams [placed in storage]
Assorted magical weapons, armour & shields looted from foes


After fighting many undead, the group have gained 3 fear points each. Lord Fesgate seems to be acting erratically after so many harrowing encounters, and needs to rest!


Tuesday, 5 April 2022

Session 24

 A SAILOR'S LIFE FOR ME...

Sunstrong 3-7, 4433

Characters:

Gorr, ranger 5
Robert the Swift, fighter 4
Suba-Jin the Three-Handed, cleric 4
Xénos, spy 1


Late Night in the Hood

The group lurked on The Bridge, one of Viridistan's rougher neighbourhoods. They had subdued a thug from the Coffin Masters gang and browbeat him into showing them his hideout, in the hopes of finding the missing stonemason Sesto

Suba-Jin convinced a local drunk to let them into his home, and from that vantage the group surveyed the alley for the rest of the night, tracking the gang's activities. In addition to groups of thugs coming and going, some strange characters passed by:

- a tall, fat Orichalan whose breath fogged in the warm night, with 5 cloaked & masked figures following in lock-step;

- a tough-looking adventuring party (two fighters, two thieves, an M-U & probably a cleric) led by a tall, steely-eyed Skandik warrior in plate armour with piercing blue eyes and a frightening countenance;

- a short, wiry fighting-man covered in a cowl, with scaly reptilian skin.

The night passed fitfully for Robert, who couldn't sleep properly and was left tired and edgy [-1 to all rolls]. After watching this procession of strange characters throughout the night, the group decided that Sesto wasn't actually that big of a priority and they had business elsewhere.


Back to the Night Wolf Inn 

The group returned to the inn outside the Great Wall, bringing the recuperating Eric Withakay and Lord Fesgate along in their wagon. The tavern was packed full of patrons in the midafternoon: 

- snow-white warrior women with wild hair, black war-paint & minimal clothing [first met back in Session 7

- red-skinned, bare-chested Altanian barbarians from the edge of the Empire; and 

- a group of men wearing polished, elaborately fluted plate armour, sort of resembling Avalonians, with solar iconography on their equipment.


A floor show was absorbing the whole tavern's attention: a blue-haired elven woman of spellbinding beauty was singing ballads in a foreign language, accompanied with her mandolin. Her playing was masterful, even if many patrons were only enraptured by her looks.

The group mingled for a while. Gorr searched through the brick storage room behind the bar and found liquor bottles of every type & description, most of which he had never heard of before. He snapped up one that interested him, deciding not to explore down the spiral staircase to the cellars below.


When the bard's set was done to raucous applause, she left the stage to speak with the concierge. Robert and Suba-Jin joined their conversation. James introduced her as Rain, and the group noticed that her hair wasn't just blue but changed colours as the conversation went on, sometimes turning scarlet or pink.

Talk turned to a few odd events or characteristics of the Inn. Rain mentioned two points of interest:

- a trapdoor in the floor of the stage that led to something dangerous below, and

- some non-guild members who had attempted to force the eastern tavern door, not understanding that the Inn prevented unauthorized entry that way.

At this point Robert & Suba-Jin decided to come clean about the Inquisition's pressure on them to spy around the Inn. James was keenly interested, but didn't seem too worried. He appreciated the group's candour and told them to simply tell the Inquisition the truth - the guild was an adventurer's organization dedicated to mutual benefit, with no political goals. Whether High Inquisitor Phaidros would be satisfied with that is another matter...

Before she left, Rain mentioned that she was looking forward to the Midsummer garden party, mentioning some sort of card game called Evocation. The group decided to search for a book on the subject in the Inn's library.

They wandered through a few strangely decorated rooms, marvelling at the odd iconography of wolves, stars, and other features. They found the two-story library piled high with tomes of every possible description. Gorr spotted the statue of an exotically-dressed woman labelled "Nisbal the Immortal, luthier of the Sunset Palace." Suba-Jin managed to grab a book on card games which mentioned Evocation.


From there the group proceeded to:


Room IV - Restful Seas

Cyan & copper clouds scudded through a pale pink sky. Beneath, a bright turquoise ocean stretched in all directions. Searching the room uncovered some pirate costumes, a few cutlasses, more powder & shot for Suba-Jin's revolver - and a travelogue scrawled on weathered paper:

"We had been searching for sunken treasures in the gray sandbars that surround the room's furniture, following a rumour overheard in the tavern. A great storm came up from the ocean and drove us far off our course, to the north. During the storm, the huge glass lens Olayinka had picked up in the attic was swept overboard. She had been using it to study the stars, and was bitter about the loss.  

When the gale finally ended we found ourselves far outside the sandbars, in deep ocean. We patched up the ship, and traded our remaining goods at native villages along the shores of several islands. Some villages were friendly, but others were hostile and the natives attacked on sight. I suspect the hostile villages were filled with cannibals.

We skirted the coastline of a vast island, until we reached a peninsula cut off from the main island by a massive stone wall. We were well received by the natives of Tanoroa, the small village that guards this wall. The villagers call the larger island The Isle of Dread. Their own peninsula is known simply as "Home."

The villagers told us a tale about an ancient city in the central highland of the isle that was built by the same people who built the wall. The villagers call the builders "the gods", but I noticed that the names of the gods and the personal names of the clan ancestors were often the same, so I suspect that their ancestors and the builders were one and the same. I believe that the natives once possessed much more advanced culture and that the descendants of the builders have returned to a more primitive state.

The inland city is rumoured to be filled with treasure beyond imagining. In particular, I heard persistent tales concerning a great "black pearl of the gods" that still remains in the inland city. The island waters abound with excellent pearl beds, so the rumour of the black pearl may well be true.

The village contains a number of huge life-like statues of iron, bronze, and stone. Since no villager currently has the skill or the craft to make such statues, the tale of a lost city built by 'the gods' seems reasonable. I would have liked to explore inland to verify the rumours, but too many of my fellows died in the storm or by cannibal spears. Only five of us are left. I am the only experienced adventurer, the others are only hirelings. We can sail the small catamaran well enough but on land, in hostile territory, we would be helpless.

Once back at the Night Wolf Inn I should be able to recruit a party of professional adventurers, then I will return to claim the great black pearl.

One thing I managed to do before leaving: we sailed around the peninsula & the southeastern edges of the island and made the best map we could. We were afraid to land, since village fishermen had warned us that it was extremely dangerous to land anywhere on the main island and the coasts were rocky with no beaches. As a result, the map only shows the coastal areas we could chart from the ship. But it is better than nothing."

- Rory Barbarossa

A crude map was included:


After a night's sleep, the group took the catamaran and headed north to this mysterious and vast island. [It was around this time that my computer crashed.]

After most of a day sailing north, a few small islands came into view. Perhaps they were the southern islands shown on the map? The group made landfall at the smallest one and entered the jungle.

They encountered a group of svelte, ethereal women in the jungle with greenish hair and bark-like skin, speaking an unknown language. The group attempted to communicate. The women led the way to a cave in the jungle, indicating the group should enter.

Inside the cave, old dusty bones lay on stone blocks. In a low-ceilinged chamber decorated with violent cave-paintings, two smooth stone slabs covered ancient graves. Pulling the slabs aside revealed shriveled, mummified bodies wearing jewelry of beaten gold. The party looted these treasures and all was well for a moment - until a cold & sinister light shone in the mummies' eyes, paralyzing the group with supernatural terror!

One of them seized Suba-Jin and rapidly drained the life-force from the unfortunate cleric. Robert was struck by the other. The group beat a hasty retreat and fought a running battle, Gorr showering the mummies with holy water & burning oil from a tree. At the beach beside their boat, the final blows were struck and the last of the restless dead fell beneath the ranger's darkly glowing axe.

The party had obtained some treasure from the ancient graves, but at a heavy price: Suba-Jin was one of their most dedicated and experienced members. Standing on the beach, they pondered their next move.


Monsters Defeated:

2 mummies (1720 xp)

Treasure Obtained:

circlet, goblet & bracelet of beaten gold
gold earring w/ ruby chips


Updates:

- There is a lot of information to read through around here! To make things easier I created a new tag called 'message from the concierge' which collects informational posts about the Night Wolf Inn so they're easier to find!


- Suba-Jin was killed in melee combat, and by an undead creature.
That means 2 new character classes are available:

The Barbarian - halfway between fighter and ranger. 1d12 hit points per level, wilderness skills and better saving throws make him hard to kill, but begins the game illiterate and gains levels slower than a fighter.

The Necromancer - Raise an army of skeletons, but the whole Empire probably hates you!

There is a new version of the Auto-Filling Character Sheet that includes these classes and a few other bug fixes. You can get it in the usual place (on the sidebar).