Showing posts with label Undercity. Show all posts
Showing posts with label Undercity. Show all posts

Monday, 25 May 2026

Session 59

THE PORTAL OF DARKNESS


Blackmoon 6, 4433

Characters:

Tardif, ranger 2
Lothryk Bjargson, cleric of Njord 3
Tarr the Younger, archer 2
Krom, fighter 2
Veythar Varros, incantor 2
(NPC) Zhalgas, fighter 3




The Final Confrontation!

The group continued their exploration of the temple of Set in Viridistan's undercity.

DM: "You might fight magically Jacked Cobras!"
Player: "That sounds like a brand of pre-workout."

After destroying an invisible imp (last session), the party explored the dusty old library, discovering it was a repository of forbidden and evil lore. They looted a few tomes and scrolls that looked interesting and began to search for hidden doors.

This precipitated the final conflict when Tarr opened a secret door. An ominous chanting could be heard in the room beyond, where black and purple mists poured forth from an inky black archway. Two lumpen and misshapen humanoids moved to attack, while a cloaked figure accompanied by two giant constrictor snakes cast spells from the center of the room. They were in danger, but there on the altar of Set was their goal: the Chalice of Aldren!





A pitched battle was waged in the secret passageway against the un-men, most of it fought inside a globe of magical darkness cast by the evil priest. 

While Tardif held the line against these horrors backed up by Zhalgas and Tarr, the rest of the group (Lothryk, Krom and Veythar) circled around to the front door of the high priest's chamber and attempted to open the door covered with magical runes.

[At this point, an offhand comment from the DM sent the players off in the wrong direction. That one was kinda my fault guys, oops!]

Touching the door with his torch, Lothryk found it transformed into a hissing cobra right in his hand, along with a handful of his arrows. This group was embroiled in a battle for their lives against (possibly) venomous snakes! Veythar sensibly decided to cast invisibility.

Tardif, battling for his life, heard the ominous words "embrace... death!" uttered in the darkness. However, the black hand of Set did not descend on him that day and he fought on, pushing his foe backwards.

[The DM rolled like shit, and the priest's death touch couldn't hit even a blinded and constricted victim. Lucky you!]

At about this time, both parties pushed forward into the room in a two-pronged assault. The Setite priest snatched up a magical spear from the altar and prepared to battle to the death - but Veythar, using the sneaky tactical thinking typical of Incantors, crept forward invisibly and snatched the Chalice from its resting place! 

The priest was too late, and was more or less helpless against two waves of plate-armoured death descending on him - he was slain, fittingly, in a final stroke by Zhalgas, the pious warrior finally delivering his revenge against the serpent-cult and fulfilling his sacred oath. The magical spear was snatched up by Tardif, whose eyes immediately began to glow ominously, as if reflecting distant furnaces.

After that it was all a mop-up operation. The group messed with the black archway a little bit (it healed Tarr but others declined to touch it), explored another secret room and looted the priest's personal chambers, left alone an ominous icon of Set, and distracted a giant snake with some cultists' corpses.

Climbing up a spiral staircase, they broke through an old wall to find themselves back in The Sequence! The cult of Set had been operating right under their enemies' noses in the Undercity this whole time.

Handing off the Chalice of Aldren, the group were cured of the Crimson Curse and treated as the saviors of the district. 

The rich and powerful of Viridistan may not take note of their actions this day, but among common people and the servants of good, the group will be noted as men and women of great merit for this deed. Return to The Sequence later as they may be willing offer you magical healing, sell you items, give you information, or point you towards more adventures to advance the cause of good and help the poor and downtrodden of the city.






























* Potions and simple magical items have been identified and costs deducted. The snake venoms cost so much to identify because they all look the same and none were labeled. Thus, the alchemist had to test each in turn - a small price to pay for not playing Russian Roulette with the one dose of lethal asp venom in the bunch!


Payouts *added to your sheets already*

Lothryk, Tarr, Krom, Veythar - 450 sp
Andras, Katamtaman, Gaddock, Tardif - 225 sp

* You'll note this isn't a lot of money. This is the tradeoff for going into a dungeon with a huge party of adventurers - it's nice to have the extra muscle, but shares are smaller. Remember, the best treasures are hidden...



NOTES

Hero points were awarded all round! 
This is the current state of experience points, hero points, etc. so update your sheets accordingly.










You guys elected to go on an adventure with capped characters instead of training due to the Crimson Curse. This means a fair chunk of experience points are wasted, but there was really no good option available. These are the kind of difficult situations that AD&D presents you with - sort of like real life! 

We will deal with training and identifying items in downtime, but for now enjoy your success!


Monday, 29 December 2025

Session 58

CRIMSON CURSE IV

Blackmoon 6, 4433


Characters:

Lothryk, cleric of Njord 3
Andras, druid 1
Tarr the Younger, archer 2
Krom, fighter 2
Katamtaman Toxotai, archer 2
Gaddock the Inebriated, fighter 2
Veythar "The Dartist" Varros, incantor 2
(NPC) Zhalgas, fighter 3












Return to the Undercity

Group 3 recuperated and took the fight back to the Temple of Set, hoping to cure the Crimson Curse quickly before any of their number succumbed to the disease.

The party carefully passed the chamber of poison, climbed over a pit of snakes and carefully ducked past a hallway of dripping acidic fangs.

In a chamber filled with dead rats, they fought a hideous bat-snake hybrid creature with a lethal gaze attack. Tarr weathered this assault with great luck and the creature was destroyed swiftly.


DM: "It's always gotta be something with you guys, huh?"
DF: "No, it's always something with YOU!"


The party entered the cultists' temple proper, attempting to avoid contact with the Setites with mixed success. The situation devolved into a series of smaller combats throughout the temple as cultists and acolytes came upon the group at various times. Particularly strange were the cultists with ragged robes and madness in their eyes - snake venom addicts who feared neither injury nor death!


Player: "It's YOUR fault... that we're breaking into your evil lair!"


The group explored some old catacombs lined with burial niches and filled with wandering zombies, mostly turned away easily by Lothryk. Some treasures were recovered here and a few strange things observed. Andras fell into a pit trap in a hallway smelling of charcoal and did not want to use the helpfully provided ladder to escape. Instead, Tarr let down a rope for him.


DM: "I may as well tell you. The ladder also had a trap on it."
Player: "The old double-double!"


The group explored some monks' cells, passed some strange doors, and fought cultists in a room filled with odd tubes which piped sounds down from the surface! They heard the voice of Haroun, a monk at The Sequence. Apparently the Setites are eavesdropping on the very agency that opposed them? A powerful advantage!

The group recovered some strange vials, passed through a misty great hall graven with murals, and discovered a room occupied by... someone. After a tense conversation at the door, the group entered a library, apparently empty of foes. Thinking quickly, Andras cast faerie fire and outlined a small creature with bat-wings, which immediately fled! Katamtaman was not about to let this happen, chasing the tiny glowing imp outside and shooting it down with the enchanted arrows he found earlier.


DM: "The mural is bizarre and vaguely unwholesome."
Player: "It's AI slop!"
Player: "By Shakkur's hairy homeless balls!"

The party is currently in the library contemplating their next move. There seem only a few unexplored rooms in the temple, primarily one engraved with glowing runes...


Hero Points:

Tarr gets 1 for his clever idea to get past the dripping fangs, and 1 more for roping Andras out of the pit trap.

Krom gets 1 for being quick on his feet distracting the cultists, setting them up for a surprise attack.

Andras and Katamtaman each get 1 for their team effort and good luck with the library imp.

[Remember: a character cannot hold more hero points than their level. Excess points are wasted.]


SUMMARY

Note - Turned undead don't give experience points as they might come back and fight you another day. No great loss, as you can see most of these weak monsters give very little experience, so let's hope some of this loot is valuable!



















Monday, 1 December 2025

Session 57

CRIMSON CURSE III

Blackmoon 2, 4433


Characters:

Tarr the Younger, archer 2
Berit, thief 2
Krom, fighter 2
Lothryk Bjargson, cleric of Njord 2
Gaddock the Inebriated, fighter 2
Katamtaman Toxotai, archer 2
Tardif, ranger 2
Zhalgas (NPC), fighter 3


The Hunt for Imin

Group 3 continued their exploration of the Undercity following some clues to the Chalice of Aldren

The group explored this fortified section of the undercity, which seemed closer to the seat of the Setites' power. Strange relics, an old mysterious shrine, odd tombs and enigmas were discovered. A few characters dug in some trash and luckily avoided a Rot Grub infestation.

Berit avoided being strangled and suffocated by an animated black hood left by an ancient torturer, and later managed to deal with another animated carpet with some quick thinking and preparedness.

The delve got bizarre when a magical door was discovered which revealed a different room depending on how it was opened. The two rooms each held a statue holding a treasure. Tarr seized a blue gem and was Polymorphed into a cat, while Tardif took a two-handed sword and was Polymorphed into a badger!

[Point of order: I completely forgot that being the victim of a Polymorph requires a system shock roll to avoid death! You guys got a free one this time, don't rely on it happening again.]

Undaunted by these setbacks the group pressed on and, solving the riddle of the door, used it to open a new pathway. They came upon a strange jackal-headed creature (surely a servant of Set) and his two bodyguards. The fight was short and brutal, and Tarr's feline form was invaluable in helping downed party members and distracting the foe, providing the group more combat opportunities. The jackal-man lost his stomach for the fight rapidly, so the party closed in and finished him off. 




The group followed the only lead left: a tunnel leading further into the Undercity. They discovered a crumbling chamber filled with giant snake statues. The bloated corpses of two thugs attested to the dangers. Berit and Tarr discovered that - yes - this room was filled with pressure-plates releasing poison gas. Luckily, nobody was killed!




At this point the group was low on spells and hit points, electing to retreat, sell their treasure and identify some magic items, and get Tarr and Tardif un-Polymorphed.

They spent a pile of money at Seven Visions (including some provided by grizzled veteran and company patriarch Robert the Swift) to reach the top of 2nd level!


Hero Points

Tarr: brave cat antics
Berit: good thinking and stepping into the line of fire


SUMMARY

Monster and treasure XP already awarded, money already divided.



















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, 31 May 2021

Session 15

THE PLOTS THICKEN

Longrass 17-20, 4433


Characters:

Gorr, ranger 4

Suba-Jin, cleric of Hextor 4

Robert the Swift, fighter 3

Eric Withakay, cleric of Solaris 4

Meep, dwarf fighter 3

Lord Fesgate, fighter 3


Seven Visions

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

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

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

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

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


A few rumours were gleaned in the night: 

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

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


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

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


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

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

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


Around Town

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

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


Uugen's Market, Old City

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

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

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

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

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


The Realm of Kadurghán

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

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

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

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




Back in the Theater 

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

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

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

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




Fort Penitence

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


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

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

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

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

His questions included:

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

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

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


*****

Monsters Defeated:

3 horned ghosts (240 xp)

Treasure:

silver & gold coins (divided amongst the group)

a gilded theatre-mask

some bloody clothes


Experience Totals:






Sunday, 22 November 2020

Session 10

MORTHEVOLE'S CELLARS

3rd Longrass, 4433

Cast:

Gorr, ranger 3
Suba-Jin, cleric 2
Robert the Swift, fighter 2
Tullius Jr./Sir Karavon, fighter 3
Eric Withakay, cleric 3
Young Joe Spruce, druid 1
Ted, Fred & Ned, men-at-arms


New Friends & New Adventures

The group followed up a lead from the Church of Hextor: a down-on-his-luck merchant was asking for help. Joined by Young Joe Spruce, a druid in the city for the first time. Accompanying him were three men-at-arms, bound into servitude for a month for trespassing in the forests (for two of them, the servitude would be much shorter than that!).

The group met Morthevole the merchant and asked for information. He gave them the key to his shop and a crude map of part of The Nest. Gorr took a short detour to the pleasure-parks and boulevards in the south of the city to plant one of Grandfather Tree's acorns.

Entering the Nest is like walking into a dungeon. The borough is almost completely sealed off, with only three well-known entrances. Buildings stack on top of each other, blocking out the sun and rendering it a dark & confusing three-dimensional maze. The group startled a few prostitutes as they wandered, but saw no other living beings. They were able to follow their map and not get lost.



The Tunnels

The group explored Morthevole's dingy pawn-shop which had been cleared out in a hurry. They found a crack in the basement wall, leading into some rough limestone caverns, hewn into the very rock the city rests on. These tunnels were low & cold, filled with ancient calcifying skeletons stowed here long ago for unknowable reasons.

The first encounter was with some feral, emaciated humans resembling ghouls or vampires, with yellow phosphorescent eyes and sharpened canines. These ragged beggars lost their nerve after a few casualties, and were chased down & slaughtered to the last. The group descended further and searched through many rooms, fighting some undead priests with knives instead of hands, and turning over many ancient skeletons slick with minerals, stacked or sitting or sometimes piled haphazardly wherever they would fit. 

In a small shrine, they found a bronze statue of a buxom woman called Shriwar the Slicer. Behind it stood a chart of the world's three moons (Sky-King, Vanis & Howla) in relation to each other, showing certain conjunctions and alignments. Robert the Swift narrowly avoided death when he attempted to gain the trapped statue's treasure, but with Tullius Jr's assistance a glittering ruby was recovered from its chest.

At the bottom of the vaults, the group lit two skull-lamps with scented oil to open a great iron door. Inside, they disturbed a group of 12 knife-skeletons and were set upon by a strange foe: a skeleton with glowing crystal bones, which drew the very breath from poor Ted and Ned.


A Conversation with Morthevole

Returning to the merchant led to a few clues. He was endlessly grateful for the party's help, and they learned that the tarry substance found in his shop was called BLACK, an addictive substance rubbed on the throat, producing an energetic high and sense of self-confidence. He kept it in case of shakedowns: when black-throats come visiting, one had better be prepared to give them something

Gorr asked about the myserious amulet recovered from Eralion's keep: Morthevole recognized the symbol as one used by a local gang called the Coffin Masters to mark their territory.

The group pressed Morthevole to keep his shop open to them if they needed to fence stolen goods, or find a place to hide out. He seemed nervous about the prospect but reluctantly assented. He recommended a few out-of-the-way places to lay low for a while, since the group were nervous about the wanted posters they'd seen around town.


Night in Viridistan



The party visited the burning-ghats, at the base of the great bridge. Priests of the fire-goddess Kale Kala with sooty orange robes conduct cremation rites there for a fee. Joe Spruce paid 40 silver each for Ted and Ned to be prepared, while Suba-Jin and Eric administered a warriors' last rites - the latter stumbling over the liturgy, as he had only learned it a few days prior.

From there, they took back streets to Seven Visions. It turned out to be a well-appointed, upscale whorehouse. Soft music, plush carpets and incense pervaded inside. The madame, an elegant Tharbrian named Zvezdana Ozi whose office was decorated with appalling pornographic paintings, said she could rent rooms & provide any entertainments desired - and was herself a sage, well-versed in many topics of inquiry. The gang laid their money down and got ready to enjoy themselves while hiding out!




Monsters Defeated:

14 feral beggars (70 xp)
2 knife-ghouls (142 xp)
12 knife-skeletons (156 xp)
1 glowing crystalline skeleton (350 xp)

Treasure: 

270 gold coins (divided during the session)
silver comb (650 sp)
scented lamp-oil (240 sp)
ancient amphorae of camphor oil (1440 sp)
old ritual headdresses (nobody seems interested in buying these)

Total - 388 sp each


Treasure Kept: 

hammered gold shield (Suba-Jin kept)
crystalline bones (still glowing faintly)
corpse's hair (detects as magical)
Shriwar the Slicer's ruby "heart"


Carousing:

Robert - girls 100 sp
Suba-Jin - carousing 270 sp
Eric - carousing 300 sp
Gorr - carousing 1000 sp
Joe Spruce - carousing/girls 400 sp

The results of carousing will be detailed next session.


EXPERIENCE TOTALS:





Party To-Do

-Suba-Jin reached 3rd level, Eric Withakay reached 4th. A few other characters are spitting distance of leveling as well. Gorr might be close to leveling, but I don't know how much XP he needs (Chris, please send me a chart).
-The first 3 people to contact me with the passphrase "Yredelemnul" will get 250 bonus xp. [Expired]
-For each encounter with undead, your character's sanity is affected. Many members of the group have accumulated 2 or 3 fear points by now.  Once your Fear equals your WIS score, you suffer a blow to your sanity.  These points are not easily removed: for 20 days (one Imperial month) spent in a calm, civilized setting without any danger or strenuous activity, you may remove 1 point.  How you manage this mechanic is up to you.