Showing posts with label Sesto. Show all posts
Showing posts with label Sesto. Show all posts

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).

Thursday, 10 March 2022

Session 23

FOLLOWING IN SESTO'S FOOTSTEPS

Warmshade 20 - Sunstrong 3

Characters:
Gorr, ranger 5
Suba-Jin the Three-Handed, cleric of Hextor 4
Robert the Swift, fighter 4
Xénos, spy 1
Lord Fesgate, fighter 4


Leaving the Mansion

The party emerged from the garden hedges to see a group of 10 mandragoras between them and the exit. With Lord Fesgate badly hurt, low on hit points and spells, drastic measures were required:

"That's it" Suba-Jin growled, brandishing a bottle of herbicide in one hand and his pistol in the other. "Every one of you get outta my way!" The short little plant-men were so baffled that they didn't even move. Hustling through the statue garden, he tossed a handful of the brown powder in one's face and it collapsed, shrieking in its vegetable-y way.

On the way out, Sesto's work crew wanted to know how things had gone. The party showed them a golden disk they had looted [last session]. They left Lord Fesgate to recuperate at the Dragon's Eye, then proceeded to Seven Visions for some much-needed R&R. They spotted a surly pimp and a few cruel-looking guards selling foreign dancing-girls in the Bazaar on the way.

They showed the golden disk to Zvezdana, who identified it as a type of odd-shaped trade bar used by rich families in the past. She took it off their hands for 2000 silver pieces!

The group spent a few days healing and partying at Seven Visions (and everyone failed their carousing saves) - Suba-Jin remembers destroying something in the night, but not what it was or where. Gorr recalls letting some important information slip while in his cups. Xénos got a nasty surprise when he awoke one morning with a dead elf in his bed! After some deliberation he brought this to management's attention, and Zvezdana agreed to handle it for him, saying only "You arr varry lucky you arr such goot cahstomers,,,"

The only clue to the elf woman's identity was a halved skull tattoo: the symbol of Galishma, a goddess of dark places & hidden things as well as protectress of women. The group had their suspicious but without much to go on they decided to drop the subject for now.


Disappeared!

The party met up with Sesto's crew, ready to brave the mansion again. But nobody had seen him for several days! The crew was getting worried, and the party decided to look into it.


Life in the Old City


There was no information at the Dragon's Eye, so the party ventured into Old City to look for Sesto's neighbourhood. They stopped into Eternal Flame, the bar where they'd first met him [a few sessions ago]. A rose-gold metallic building sized for beings much taller than humans, it was kept quite warm by a cheery ever-burning fire, now used as an oven. The barkeep hadn't seen their quarry for almost a week which was unusual since Sesto stopped in for an after-work drink most days. The party managed to learn where he lived (amusingly, on the Street of Stones).

At the corner of the Street of Stones, Robert spoke to an old man selling pickles out of a barrel. The vendor had noticed a few cloaked, shady types asking around for Sesto and one of them had a strange tattoo on the back of his neck:




Then the old pickle-monger pointed out the Sesto family's residence on the second floor of a nearby brick & concrete apartment block, of the run-down style commonplace in the Old City. 

The dwelling had been ransacked, and there didn't seem to be any clues to the perpetrators. Mattresses were slashed, boxes opened up, all the poor family's meagre possessions were thoroughly rifled.

Suba-Jin interviewed a frightened neighbour (who wouldn't even open her door) and got some interesting gossip. A few nights back, the woman had heard men's voices raised in anger, and the sounds of breaking furniture. "I thought it was a domestic. Common around here, you understand. Then one of the men said some funny things - 'Ah, you'll be fit for a coffin after this! We'll get the iron toads on it, you wait' and then 'By yurdle-murdle'... or maybe it was 'yer-doomlel'? Some funny word, anyway." With a sinking feeling, Suba-Jin thought he knew the word she had overheard...

They party headed to the Bridge district to find evidence of the Coffin Masters gang, thinking that was who had grabbed up Sesto and his family.

The run-down shacks on Bridge were usually covered in graffiti, most of it not relevant. Symbols of gangs & local crews. Occasionally the logo of a deity, like Galishma's half-skull. Occasionally a strangely clean and well-written message saying "THE SEQUENCE - ALL WELCOME - OTHERSIDE."

After an hour of searching they noticed a familiar horned logo in white paint. They made the acquaintance of a local salt vendor named Thando who was ready to leave the city and seek his fortune elsewhere. He was tired of paying protection money to the Coffin Masters. The party bought his entire stock for cheap and sent him off with a magic acorn in his pocket for good luck.

The party spread news among the locals that a new salt vendor was in business! Xénos posed as the vendor and the rest of the group hid in ambush. As the night wore on, the group awaited the Coffin Masters' arrival.

Just before midnight, a group of six thugs showed up and tried to shake down the "helpless merchant." Xénos played dumb and then ran off down an alley, leading the thugs a merry chase. Just as they cornered their "victim" Suba-Jin, Gorr and Robert fell upon them from behind and slayed five quickly. Their leader surrendered after he saw his crew cut down. 

The group sweated him for information on Sesto and the location of the Coffin Masters' home base. "I can't tell you that. You know what they do to traitors? I'll get flayed alive!" Suba-Jin indicated the corpses of the underlings being tossed off the side of the Bridge, plummeting hundreds of feet to the Nereus Firth below. The man realized his predicament. He claimed to know nothing of Sesto but agreed to lead the group to the gang's hideout and teach them the 'secret knock' in exchange for his life and a small payout - 100 silver, enough to leave town. He led them deeper into the Bridge district, walking for almost an hour through winding alleys.

We left the group debating their next move - they are standing on a darkened corner, looking at a dead-end alley. According to their prisoner, the building at the end covers a passage downwards into the semi-mythical tunnels inside the Great Bridge!


Enemies Defeated:

1 mandragora (39 xp)
6 thugs (335 xp)

Treasure Obtained:

none

Treasure Sold:

golden disk

Money:

Gorr, Suba-Jin, Xénos, Robert, Lord Fesgate: noted during play

Young Joe Spruce: 333 silver, 33 copper

Tuesday, 22 February 2022

Session 22

A TRADE IS MADE, AND FURTHER GARDENING

Warmshade 18-20, 4433
About a day and a half passed during the session.

Characters:

Gorr, ranger 4
Robert the Swift, fighter 4
Suba-Jin the Three-Handed, cleric of Hextor 4
Young Joe Spruce, druid 2
Xénos, spy 1
Lord Fesgate, fighter 3 (NPC)


The Hand Off

Eric Withakay was resting up after his brush with death. In the meantime, the group met up with a Viridian named Xénos, a distant contact of their old companion Two-Faced Humphrey.

After getting a letter from Lothos at the Dragon's Eye Inn [last session], the group debated their next move. Should they inform the Inquisition, or lead them astray? Finally they left a message scheduling a meet with Lothos the next day at a nearby dive bar amusingly called Cold Beer. At 9 bells the group sat down in the taproom smelling of coffee & local brews. The proprietor Dirman Green-Hand bustled between tables, telling stories & laughing with his customers as he delivered their drinks.

A cloaked figure sat down near them, garbed & masked as a priest of Nephtlys. He introduced himself as Daetris and seemed to be elven. After confirming that the group had recovered the treasures from the sacred mountain [a few sessions ago] he passed along an envelope and left as quickly as he arrived.

In the letter, Lothos asked them to meet at sunset in the center of the Bridge district, in a beer hall called Metod's where the exchange would take place. Meanwhile, Xénos tailed Daetris back to the Street of the Gods and into Nephtlys' temple, a great black stone sphere. Inside were many priests all dressed & masked alike, making it impossible to tell who was who.

Suba-Jin & Gorr went to Seven Visions and asked Zvezdana to identify his strange metal weapon [obtained last session] and get a history lesson. 

They gleaned a few clues:

- Demonology in the Empire has a long history. It has come in & out of favour over the years with the ruling classes and the sorcerors of the Gloaming Tower. Currently it is suppressed by the Inquisition who attempt to block magic-users' political power at every turn. Still, it is never clear what the nobility are up to, especially since every Viridian Emperor is usually a powerful sorceror - Emperor Hautulin Seheitt being no exception!

- The monster with two ape-like heads and tentacles for arms is the demon lord Ahmon-Ibor. The last time it appeared in the mortal realm was a battle called The Demon Siege, a millennium ago: Tharbrian raiders and hosts from the City-State of the Invincible Overlord were stopped by the Imperial Legion assisted by Gloaming Tower wizards. They summoned a horde of demons led by Ahmon-Ibor, who so devastated the enemy that the City-State resumed paying its tribute and the Tharbrian hordes never again rose to challenge Imperial dominion.


Ahmon-Ibor

That evening, the group walked through the poverty-stricken slums on the Bridge. They almost collided with an ugly old crone pushing an evil-smelling cart of ancient jars, but let her pass on by without incident.

The centre of the Bridge was a wide-open square with no buildings across its entire 200' width. Hustlers, gang members, drug addicts, panhandlers, mutants & other lowlifes clustered around the area under the uneasy peace enforced by the vicious Bridge Gangs.

Metod's was a loud, dim beer hall frequented by poor Tharbrians. Long trestle tables ran the length of two floors. Songs & clanging cups rang out from the already-drunk patrons. The group posted up in a back corner and ordered a few strong brews - the local favourite "Centaur Melter" was particularly potent!

After half an hour, the party was joined by a group of four armed elves. The leader wore chainmail and a holy symbol of Nephtlys. After some curt greetings and a few questions (which Robert declined to answer) they got down to business, paying the agreed sum and a bonus. Suba-Jin also sold off the two glass globes filled with liquid time essence.

Before departing, the elves' leader relayed a rumour heard from Targnol port: a distant contact named Komang who put the group onto the robbery of Philotheos Sten's mansion [way back in session 2!] had been found dead in the gulf, his body horribly beaten & scarred. Whoever did it had clearly tortured him beforehand. Who knows what this means?

The sound of a brawl beginning downstairs could be heard and both groups decided to make their exit.


Back To The Mansion

The next morning, the group met Sesto and shuffled into Cliffside with his crew. They resumed exploring the gardens surrounding Issachar Dimorites' mansion.

They battled a large pack of mandragoras in the garden passages. After striking down many and entangling the rest they interrogated the survivors, demanding treasure in exchange for their lives. The mandragoras pointed to their statue: a broken & defaced noblewoman holding a child, garlanded with flowers. Gorr searched it and found a silver necklace with a peridot gem under the garlands. One prisoner led the group to a root-choked sinkhole in the ground, indicating more treasure was down below before Robert shooed it away.



The group climbed down and began exploring the tunnels beneath the gardens. They investigated an unfinished tunnel with a bricked-up doorway, and met a group of 12 plant-women searching through the rubble of a storage room. They claimed that Issachar was their master and demanded to know the group's purpose here. The party's excuses fell on deaf ears. After protesting their good intentions, the plant-women gave them something else to do: their mistress Eilitheya (one of Issachar's wives) was a prisoner of Dushan's Dervishes. If the group could free her from captivity, the strange women would be grateful.

In a tunnel smelling of decay & rotting meat, they were set upon by surprise. A blur of white limbs & flesh struck down Lord Fesgate before anybody could react! It was a mountain of corpses raised into foul unlife, striking with its poorly-assembled limbs in all directions. Suba-Jin attempted to banish it with Hextor's power but the creature was too strong. A tense pitched battle was waged with Gorr and Robert swinging their axes and Joe Spruce throwing holy water while Xénos dragged Lord Fesgate to safety. With a deafening crash and a blast of smoke, Suba-Jin drew his Dragoon and blasted the abomination (only four shots left...). With a ringing in their ears the party saw it collapse under their assault into its component parts.



The group shook off the sense of doom that the undead monstrosity had induced (+1 fear point). Searching its disgusting lair revealed a heavy golden disk stamped with the word "DIMORITES". With one of their number badly hurt they decided to withdraw. On their way out they encountered another pack of mandragoras in the shadowed statue-garden, between them and the exit... 


A gentle word of caution from your DM:

I obviously use some well-known monsters, magic items, etc. in this campaign. Still, few things are as they seem. Don't assume that well-mined gaming tropes and old familiar D&D standbys will be the same in this campaign world. If you don't focus your attention on the clues you get at the table you may go astray and reach the wrong conclusions! Players to PM me the phrase "Fifth Head of Cerberus" will receive 300 bonus xp for reading this. [expired] Carry on!

 

Monsters Defeated:

9 mandragoras (351 xp)
1 mass of corpses (1060 xp)

Treasure Obtained:

silver peridot necklace
golden disk

Treasure Sold Off:

strange magic painting & golden cup (300 gold)
2 crystal spheres of time essence (80 gold)

Robert: 63 gold, 3 silver
Suba-Jin: 63 gold, 3 silver
Gorr: 63 gold, 3 silver
Regetus: 42 gold, 2 silver
Meep: 21 gold, 1 silver
Eric Withakay: 63 gold, 3 silver

Eric Withakay has reached 5th level!
Lord Fesgate has reached 4th level!




Sunday, 23 January 2022

Session 20

THE WIZARD'S GARDEN

16 Warmshade, 4433
A few hours

Characters:

Gorr, Ranger 4
Robert the Swift, Fighter 4
Eric Withakay, Cleric 4 of Solaris
Suba-Jin the Three-Handed, Cleric 4 of Hextor
Young Joe Spruce, Druid 2
Lord Fesgate, Fighter 3 (NPC)


The Aftermath

The group was exploring the gardens of Dimorites the sorceror, overgrown with carnivorous plant creatures and other strangeness.

They headed north from the koi pond through narrow passages in the hedges. They first came across the remains of a battle: seven human corpses being picked through by a dozen of the gnarled root-men, who jumped to attention when the party arrived.

"We Mandragoras! This is our meat! You stay away!" one of them buzzed.
The group was trying to defuse the situation when Eric Withakay heard a faint, pained groan coming from the pile of bodies. One of them wasn't dead yet! While Young Joe Spruce attempted negotiations, Eric crept towards the sound to investigate.

One of the Mandragoras stood next to the body, guarding it from Eric. It seemed worried he would take its dinner.
"This is bad meat, fire-meat. If you eat it, it'll burn you!" warned Eric, and cast Light on the body.

Pandemonium erupted as the flash of light terrified the Mandragoras, who ran into the hedges with a chorus rasping cries and the shuffling of leaves. In moments, the group were alone with the corpses. They began a search and found a sack of 500 silver coins with strange markings: a woman with a crown on one side, a snake and a mask on the other, and the word Zur'Gonath. A few assorted low-value gems were found as well, and a spinel gem that seemed of decent value. All the dead men wore leather armour and had simple hand weapons. Strangely, they all had crude masks made of Papier-mâché or even twigs & leaves.

Eric assisted the groaning man who was only barely alive. After some healing magic the fellow managed to sit up and talk. He introduced himself as Joktan and asked the group what they were doing here:

"We're the backup. We just arrived, they said you would fill us in" prodded Gorr.
"With a priest of Hextor?" He looked skeptical. "Well, all right..." Joktan groaned out his tale of woe. "We got in here a few weeks ago with the magic door, from the neighbours' lot. We didn't expect all the monsters. We got pinned down in the baths and can't leave, because Petemnesthes the Lunatic has the key and nobody can find him! Sandar and Behrouz can't agree on anything, and we're being picked apart by the mirror-men!"
"What are those?"

"Didn't your mother ever tell you the story? They live on the other side of the mirror, and if you're bad they come for you. Never thought it was real... until now. They only hunt humans, that's why we wear these." He indicated his mask.

Joktan was able to walk, and offered to lead the party to his gang's hideout since they helped him. They were called Dushan's Dervishes, from the Bridge neighbourhood.

They didn't have to travel far. Back on the lawn, the party ran into a dozen armed thieves. They put their weapons down and stopped to talk once they spotted Joktan with the group. They confirmed what he'd said: the Dervishes were stuck in the gardens after their break-in went terribly wrong, and had barricaded themselves in the sorcerer's opulent bath-house.

The party offered to show them an exit and they followed along with interest to the grotto of sad black stone statues [see last session]. Robert the Swift insisted they blindfold themselves, which they were unwilling to do. After a tense moment that almost came to blows, the Dervishes shrugged and turned around, leaving the way they came.

"I never liked those guys anyway," said ME the piglet. "They're the ones who locked me in that shed in the first place."

Just to cover their bases, the group backtracked and warned Sesto's crew that others might be coming out the way they came in. Suba-Jin wrote on the wall above the stairs: "Go down the stairs, talk to the lookout, he'll get you out."


Exploring Further

The party progressed southwards toward the huge mansion (more like a palace) looming over the hedges. They entered an overgrown, scented garden, crammed with plants of every type colour & description. The trees and undergrowth obscured visibility except for a few narrow paths. The sounds of bees & tropical birds could be heard.

They immediately spotted a dark green statue of a bearded man holding a book, wearing the fine robes of a Gloaming Tower wizard. As they approached, a voice boomed: "Welcome visitors, to the manse of Issachar Dimorites!" Getting closer, they saw carvings around the base that someone had tried to scratch out: "Lord Issachar Dimorites, 4261."

They came to an artificial river of clear water running in a stone trough. Young Joe Spruce took the opportunity to look around for any plants that might be useful: he found a day-lemon tree, and harvested 15 of the fruits. When cut open they glow with a soft inner light, and are worth a few silver each. The others planted various seeds they were carrying with them.

A feline snarling from the south interrupted them. Two strange beasts emerged from the undergrowth: black & green panthers with huge bat wings and scars zig-zagging down their heads & backs. The group formed up for battle, and Joe Spruce's entangle spell caught the rear panther in its tracks. Meanwhile, Lord Fesgate was almost swallowed whole when the lead panther split almost completely in half, revealing itself to be a giant toothy mouth on legs! This one fled and the entangled one was dispatched, and the group was able to move on.

Next they came to a marble pavilion with a birdbath in the centre. Three giant butterflies flapped around, drinking from the birdbath or settling on the furniture. Suba-Jin approached and managed to distract one with a divine cherry [from back in Session 4]. The other two flew at him and he was paralyzed by the sparkling dust from their wings. One settled on him, licking his face with its poisonous tongue! The group came to Suba-Jin's rescue, shredding the butterflies with a hail of arrows & stones. After a few minutes the feeling came back into his limbs and he could move again.

The pavilion itself was held up by carved pillars. The floor was arranged into a mosaic of cavorting monsters, while the roof depicted a stern wizard launching blasts of lightning & fire from his hands and the word DIMORITES underneath.

Suba-Jin investigated the birdbath. It was dark green & yellow marble with a small jet of crystal-clear water bubbling in the center. He was the only one of the group willing to take a drink - immediately turning invisible! He bottled some of the water for later.


Outside The Mansion

The group decided to venture south, since the main structure was now very close. Passing through a narrow gap in the overgrown plants they were finally beside the huge mansion, over four stories high. They could see a wide pillared porch facing them, and another above it on the second floor. From nearby, they heard... singing?

An 8' tall blue man in voluminous robes was walking back & forth on the porch, strumming an oud and singing. His powerful baritone carried an otherworldly song, the melody and the language both alien to the group's ears. He stopped when approached and introduced himself as Marzaman of the East Wind. He said he had been summoned here to bless a wedding between Lady Lorca Dimorites and Lord Aeolus Adrestus. Something had gone wrong and the wedding could not be completed. As a result, he had been stuck here for one hundred years! 

"Look for yourselves," he indicated the grand doors behind him with a wave of his hand, holding a glittering gemstone plectrum. "Through the chapel, in the grand hall is the wedding reception. You'll see what I mean."




Who is this enigmatic blue man, and what secrets does the mansion hold?

Monsters Defeated:

1 winged panther-thing (820 xp)
2 giant butterflies (142 xp)

Treasure:

500 silver coins w/ odd markings
4 assorted small gemstones
1 nice spinel gem
15 magical day-lemons


Sunday, 12 December 2021

Session 19

THE MANSION

Warmshade 15-16, 4433

Characters:

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


Late-Night Escape

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

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

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

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

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


Into the Gardens

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

ME (and an unrelated monke) - thanks Chris!

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

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

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

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

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

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

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

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


Dungeon notes - thanks Chris!

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

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

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

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

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


Explored Areas

Monsters Defeated:

7 mandrake-men

Treasure:

1 electrum crescent coin
15 gold
32 silver

Wednesday, 1 September 2021

Session 18

ESCAPE THE DOOMED MOUNTAIN!

14-15 Warmshade, 4433

Characters:

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




A Sticky Situation

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

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

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


Back to Viridistan

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Searching for Sesto

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

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

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

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


Monsters:

none

Treasure:

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

Robert the Swift: 1910 silver

Suba-Jin: 1910 silver

Regetus Rex: 1065 silver

Meep: 845 silver

Gorr: 1910 silver

Eric Withakay: 1910 silver


Experience Totals:

Robert the Swift has reached 4th level!

Regetus Rex has reached 3rd level!