THE PORTAL OF DARKNESS
Monday, 25 May 2026
Session 59
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.
Saturday, 15 November 2025
Sessions 52-53
HOLIDAY IN VIRIDISTAN
Blackmoon 1-2, 4433
Characters
Tarr the Younger, archer 2
Lothryk Bjargson, cleric 3 of Njord
Krom, fighter 2
Tardif, ranger 2
Berit, thief 2
Katamtaman Toxotai, archer 2
Gaddock the Inebriated, fighter 2
(NPC) Zhalgas, fighter 3
Bargains with Snakes
Group 3 of the Wretched Company had finally arrived in Viridistan! They sold off the trade goods from the Sea Ghost and paid their first mate Bloody Bjorn to watch the ship in their absence. He was also ordered to remodel it so the authorities wouldn't recognize it as a smugglers' ship, christening it anew as the Miserable Maid.
After making contact with Uriah and speaking to the Church of Seker, the group was keen to help the locals with the Crimson Curse currently rampaging through Otherside and track down the Chalice of Aldren, the holy relic Zhalgas was searching for. They had spoken to the monks of The Sequence to get more information, and tracked clues left by the smugglers to a tavern called the Smiling Sultan.
Lothryk and Berit managed to bluff their way inside and have a conversation with the person in charge: a bizarre amalgam of snake and human named Sasha. She had ties to various criminal enterprises including the gang of smugglers the group destroyed in their introductory adventure [see the Village of Braddol]. The duo explained that they had replaced Captain Sigurd and she would have to deal with them now, but their agenda was different and they sought to speak with the cult of Set. There were some tense moments of improvisation based on the meager clues the party had about all the players in this situation, but they made it out with some useful information [the hefty shares of the smuggling operation they paid surely went a long way].
The cult of Set had a base underneath The Morass, a crumbling muddy sinkhole in a neighbourhood near the river. Exploring it got the group accosted by leprous beggars, starving and drug-addicted, who wanted all their nice expensive gear! This turned into an unbridled slaughter as the beggars were cut down mercilessly.
After driving these urban scum off, the party explored the ruins at the bottom of the Morass. They found a secret passage under some debris leading to a tunnel below...
The Undercity of Set
Immediately as they began to explore below, the party were set upon by a pack of thugs and a cultist of Set! Things got vicious as the cultist deployed a wand to blast the group with fire, but was unable to handle the sheer number of attacks the group brought to bear.
The party began to explore the underground complex, scooping up some trade goods and a few curious items. They spoke to the cook (who knew nothing) and fought a tough battle across a rope bridge against some crossbow-wielding thugs. During the fight, Gaddock the Inebriated fell off the bridge into the water and had to be rescued with some quick thinking and a rope (lucky for him!).
Battling across the bridge put the group face-to-face with a pack of jackals who were also dispensed with rapidly. From there, the party descended to a lower, more open level and continued exploring.
They found a long-abandoned forge where they were attacked by an animated carpet and two daggers, which also proved a tense fight. After destroying the objects, the party found the blacksmith's concealed treasure - a masterfully made silver longsword and some gold.
someone: "This is just like in Aladdin!"
someone: "I used to have a rug like this."
Justin, probably: "We sent that bitch to a Whole New World!"
In an abandoned temple, they fought a zombified fish-man and then dredged its pool of muck to find an old and macabre icon. On the walls of this blue and green edifice the party saw the following disturbing message carved:
"Dark lord, baron of the unholy tide, we implore you to fill our gills with your retched slime so we may do your accursed bidding until the black waters cover all dry ground and you return to your people."
They passed on towards a great gate and engaged a group of turbaned fanatics with crossbows and swords. Fighting at range through the portcullis proved tricky but with some luck they won, and we left the party here debating what to do next...
Tarr: "Don't bend over too low, snake worshippers, or your master will swallow you whole!"
[Welcome back boys, sorry this one took a while, preparing for the convention and other things took precedence earlier in the year. I'm excited to get back to some blood & guts adventures in the Undercity very soon!]
Summary:
Thursday, 13 November 2025
Session 56 - Treasure & Magic Items
Here is a summary of treasure obtained in the last three sessions:
IDENTIFYING ITEMS [1400 sp]:
2 Javelins of Lightning [400 sp]
Single-use item. Range of 90'. On a strike, becomes the end of a 5' wide, 30' long lightning bolt. Deals 1d6 damage to the target. The target and any creatures in the bolt's 30' path take 20 lightning damage, save vs. spell for half.
- The Blank Mask [400 sp]
Mutes the emotions, giving the wearer +4 to saves vs. fear, charm, suggestion, confusion, emotion, etc. It also changes alignment to Lawful Neutral and reduces CHA to 9. Daqqa-Jin refuses to take it off.
- The Bleeding Cross [0 sp]
Zvezdana takes one look at this thing and explains that it is a unique and strange relic of the ancient world. Her sagely knowledge won't help. You will have to find out what it does through further research, other magical spells or experimentation.
- Queen's Lorgnettes [400 sp]
These shaded, gold-rimmed spectacles are held with a long handle instead of sitting over the ears & nose like most eyeglasses. In normal light they are useless and cannot be seen through. Against bright lights (spells, staring at the sun, etc) they can protect the wearer’s eyes from damage, granting +2 to saves and reducing effect lengths by half while worn – of course this will occupy one of the users’s hands for the duration.
- Potion of Extra-Healing [100 sp]
A bubbling purple-black syrup, smells like bananas and cinnamon. Heals 3d6+3 hp.
- Potion of Levitation [100 sp]
A thin, cadaverous-yellow fluid with threads of bubbles rising from the bottom. Smells like buttered rum and hashish. Levitate as the spell, 1d6+6 turns.
BOOKS:
Plain brown book, old and weathered, with a red cross on the cover. No title
Black book with nine-sided geometric figure embossed in gold on the cover. (magical)
Book - "The Last Opus"
Book - "Primacy"
Book embossed with images of cavorting women & satyrs. "Beyond Good & Evil" (magical)
Book covered in dust, bound in heavy rusted black metal plates. "On Coming Forth By Night"
NET WEALTH GAINED:
Daqqa-Jin, Robert the Swift - 3660 sp
Xenos, Getorix, Uriah - 4233.9 sp
Young Joe Spruce - 2002.3 sp
Cassia, Salzige, Finrod, Owen - 574.2 sp
EXPERIENCE TOTALS:
DOWNTIME CONCERNS:
- Xénos is capped and will need to train before he can gain more experience points. Level 6 awaits buddy!
- Owen the Vitalizer requires 7 days bed rest before he can go adventuring again.
Fear Points:
Recall that for every 20 days of uninterrupted rest with no activity, a character recovers 1 fear point.
- Robert the Swift has fought too many undead, and has slipped into a catatonic state! Until he recovers some fear points, there is a 50% chance he is simply uninterested in anything happening around him. [14/14]
- Xénos is teetering on the edge, 1 fear point away from madness! [10/11]
- Young Joe Spruce is looking haggard after the last few encounters. [12/14]
- Finrod is coming close to the edge of his limited mental fortitude. [7/9]
- Daqqa-Jin is tough, but has been through quite a lot recently. [10/14]
- The rest of the party is doing well:
Owen [2/16]
Salzige [3/12]
Getorix [4/16]
Cassia [3/9]
And of course Uriah is immune.
Monday, 23 June 2025
[Setting Info] The Temple of Nephtlys
Sunday, 16 February 2025
Somewhere in Viridistan
Unknown date, 4433
Three other people enter the room. Two are clearly guards, tough looking Viridian veterans who stand at attention on each side of Salzige. The third is an old Ghinoran woman: she wears an ornate gown of foreign design, a circlet studded with gems around her brow, her fingers covered with gold rings of various sizes and shapes. Her walnut-coloured hands shake with weakness. Phaidros holds her arm and helps her into his chair, and Salzige sees that she is blind - her eyes are blank and white.
"Allow me to present Lady Metztli, of the distant south," intones Phaidros. "My lady, the subject is before you."
Lady Metztli grabs Salzige's hand and flinches visibly. "Aah! Much darkness I see, in the land beyond shadows! We will purge you of this blight now... Hold him!" The guards each clamp down on Salzige's shoulders and hold his head still. Lady Metztli's sightless eyes stare directly into his and again he gets the sense of having his mind and soul scrutinized -- but this time, the pain is immense!
The agony burns every nerve ending in Salzige's body, as if he were immersed in boiling magma. It seems to last for eternity... at a certain point he begins to hallucinate, entering a waking dream. He hears Lady Metztli's voice echoing in his mind:
"We will rewrite his future for him..."
Salzige's Dream
The face of the moon was the Hideous Monkey Statue, mocking as it leered down from the sky. Below, Zalan schemed and cursed in a graveyard, calling up the dead for his vengeance. An army of undead rose, devoured their maker, and swept across the land in a great holocaust of blood. A few terrible figures led the charge: at the forefront were a vampire in a jagged pointed crown; and a floating, legless skeleton with a circlet and a staff.
Against them was arrayed a strange army: in the front were the wood elves, painted savages with spears and rocks. Beside them walked more bizarre examples of elfkind: some ghoulishly pale and tattooed, others with night-black skin. Behind these were shadowy creatures, almost like elves, their very skin the stuff of darkness and dream. Behind these, driving the charge, were tall ethereal beings with glowing skin and shining armour, blasting their foes with terrible eldritch forces.
These two armies met in a titanic conflict, a war which spread to every corner of the world. Even the Emerald City was consumed with flames!
The fires died down and acrid winds scoured the dust of the city away until nothing remained. Over the ruins of the Empire rose a massive horned monument to evil: a statue of Yredelemnul, the goat-demon, lord of death!
Lady Metztli's voice echoes: "This is as it may be, not as it must be..."
...
An androgynous figure in black clothes walks down darkened tunnels. It passes a huge, glowing red ruby on a marble platform, then walks down a white staircase, passing beneath three golden gates.
Later, this same being stands in a dark room before an ancient, weathered book written in blood-red inks. On a stone block rest a plain golden cup, an oddly-shaped skull, and a jewelled spear. The cloaked figure intones unpronounceable words from the book, and ripples of darkness flow from the walls, plunging it into a sea of liquid black. From this sea of darkness rise humanoid shapes, bodies of pure blackness which climb the walls, drag it under, and flow out of the room in a flood...
An ibis bird floats on a vast lake dotted with rushes. It is peaceful. The bird speaks, and its words bring a sense of serenity and wisdom, but afterwards they cannot quite be recalled...
A great set of golden merchant's scales...
A floating fortress inside a storm cloud...
A crumbling white dome, set amongst the mountain peaks...
A distant glowing star, streaking blue and pink trails across a silvery-grey void...
A frozen city beneath an enormous glacier, with a blood-soaked gate guarded by a demon..
...
...
Monday, 15 April 2024
Shopping at the Shadow Market
LANDMARKS
These locations & businesses are fixtures of the Shadow Market.
Large Mansion - This building dominates the center of the marketplace.
Shrine of Bells - Silent monks ring bells
Dreamsending - run by Gabrijela, trips to the Astral plane are available (per person: 25 sp setup, 25 sp/day)
Shrine of Kèttki - a minor deity of luck in the shape of a dancing armadillo. Donation box.
Green Steel - Blacksmith. Out of business. Tolvaj is a drunk who owes the Cockatoo Club 50,000 silver. A gang of criminals took his special forge stone.
The Celestial World - Sage. Nice old lady Palesa can answer questions about the planes, religions, etc. for a fee.
The Five Brothers - Tavern
Temple of Nephtlys - Clerical services, loans, moneychanging, fencing.
Hall of Zegor - Storage facility. Sir Barthas is an energetic salesman. A locked gate with an image of a tiger inside. (2,000-4,000 silver per year. Guaranteed proof against break-ins)
Life after Death - Sage. Vydmantas walks with a limp and is a bit creepy. Can answer questions about the gods, the occult, undead, or similar. Sells Ghostdust (50 sp/dose).
The Minisculator - ?
House of the Sun - Inn/Rooming House. Proprietor Othimon follows Velkat Melnar, minor god of travellers. (25-100 sp/night)
House with No Door - Dark building, obscured windows. A keyhole-shaped depression in one brick
Lor Apartments - upstairs apartment halls, seems quite large.
The Cockatoo Club - heavy iron door. Password for Waterdays is "barbaric gelatin."
PASSING FOLK
The Night Market's merchants are a taciturn lot, who tend to say little about the methods they had employed to procure their wares, or where they may hail from – questions considered too gauche and intrusive to answer. They come and depart as is their wont, and once gone, they are rarely seen again for a while.
- Imodian the Wessene - Bizarre white flowers from the Highlands of the Talaiotes (450 sp) that bring strange dreams.
- A tough-looking Skandik selling tour packages to exotic places.
- A Viridian in dirty robes who has ancient cadavers for sale.
- Phandascar - An old Antillian in a rich cloak, an expert on earthly and heavenly measures who can lay out a personal horoscope: 500 sp for a minor prediction, 2,250 sp for a major destiny, or 5,500 sp to know the hour of your doom.
- A shifty Ghinoran in a turban selling strange fossils and pieces of amber.
- Brother Yiag - A shaven-headed Viridian wearing ominous black & red robes decorated with pentagrams, selling bottles of glowing blue liquid. Bottles are a rare drug called called Blue-22 (1300 sp). Claims it is the hot new thing and everybody's doing it.
- Ms. Le Rouge - Tattoo artist in expensive eveningwear. ("Living tattoos" start at 3,000 sp - Magically imbued tattoos start at 5,000 sp)
Almost always available:
street drugs (Oid, BLACK, opium, hashish, others)
spell components (% chance based on spell level)
Ask your DM!
[As the vendors come and go, this page will be updated with new information.]
Session 41
THE SHADOW MARKET
Friday, 7 April 2023
Session 40
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!
(more about the rest in downtime)
Congratulations for finding a huge amount of treasure in this area!
278 electrum
124 silver (310-186 for identifying magic items)
Cassia is now level 3!
Congratulations gang on reaching session 40!
Most D&D games last about 10% as long as this.
Gaddock the Inebriated made a lucky roll on the Random Items table, and began play with a Potion of Levitation! We'll just say that he forgot he had it in his confusion after being stuffed into the closet. Mike, let me know if you'd like me to roll for a chance that Gaddock is psionic.
Monday, 6 March 2023
Session 39
Black Phalaris, necromancer 3
![]() |
| Coach Avenue |
My Dear Mister Demazien -
You should cease your investigations at once. You know, as we all do, that delving into those mysteries beneath our streets is forbidden by strict decree of our Emperor. Should you become involved further, my servants would surely be moved to inform the Guard, and the consequences could be dire. Stay away from The Black Eel and my House.
Yours,
- H. S.
Wednesday, 1 March 2023
Session 38 DOWNTIME & UPDATES
Thistleburn 11, 4433
The Wretched Company celebrated their new expanded membership roster by whooping it up at The Sign of Olive & Lotus, spending well over ten thousand silver pieces! Even the normally impassive eunuch Merinius is impressed - the group is moving into the ranks of the Emerald City's most decadent.
Clif hit the house spending limit last night (4000 silver pieces!), hoovering up liquor, throwing dice, grabbing the girls, sniffing powders and buying rounds for everyone. Somehow in this state he gambled especially well, winning some extra money [already added]
Finrod gambled especially poorly, losing extra money [already deducted]
Black Phalaris was in his cups and said something rude to an officer of the City Guard! This will surely cause problems for the group later...
Xénos drunkenly invited a young man named Vasu Cervantes on the group's next adventure! He seems to be the third son of some noble house and if he comes to any harm there will surely be trouble. [He will come along on the next session that Xénos plays in]
Hirath, the city guard sergeant who Finrod charmed, actually showed up to have a few drinks with the group. He hung out for a while and left at some point, you don't really remember when. He seemed pretty chill for a guard, anyway.
Machado, Tafari & Kelci have all spent some of their shares on carousing and each gained a level.
Rumours & News:
When the characters go carousing they will automatically get cool rumours based on money spent. It's assumed that they are buying people drinks, chatting folks up, etc. What you hear might change depending on where you carouse (nobleman's chatter at expensive places, the 'word on the street' in dive bars, etc). If you want to just ask around town, the rumours will be the more generic news of the day in the marketplace or whatever.
***
- The undead war is still on, troops are mustering but there have been no decisive moves made yet. What is the Emperor waiting for?
- An elf over in Otherside is bragging that he has explored the legendary lost Temple of Esma and returned alive.
- Clif's mentor, the powerful elementalist Unazhon Conchobar told him a strange tale: long ago a lich-lord named Shodredh Dachod built a flying sanctum on the astral plane. Many treasure-hunters have sought the wondrous wealth inside, but a strange magic protects the place: the more powerful the searcher is, the harder the sanctum is to find! Unazhon himself cannot reach it; perhaps Clif and his friends will be able to?
- The church of Seker may have a task for Uriah in the near future, he should check back soon.
- Overheard at The Sign of Olive & Lotus: a man with a military bearing, perhaps an off-duty Legion officer was speaking about the undead war: "The vasthosts are ready but we haven't marched yet! The Emperor is going to let Shah Kijdawr deal with himself - and when the restless dead have wrecked all of Smyrsis Province, it'll be all the reason necessary to depose him and install someone new in Tell Qa. The two have never seen eye to eye."
- The necromancer Zalán has a request for his two apprentices, Black Phalaros and Salzige: find the mysterious Shadow Market. This enchanted location can only be found at night, by secret alleys & passages unknown in the daytime. The precise route is obscure, but a sorcerer named Rogat has been overheard discussing the matter - perhaps you can ask him?
- Finrod's mentor is an elf woman named Melpomene. She is something of a local figure in Elftown, wearing a simple black & white robe resembling a nun's outfit. She is concerned about rumours of a new criminal gang popping up called the Night-Born. Apparently they are exclusively elven and have access to strange magics that nobody else recognizes.
Downtime Activities:
Finrod read the Libram of Silver Magic, raising himself from 2nd to 3rd level! A precipitous increase for the elf.
Salzige read the Libram of Gainful Conjurations, raising himself from 3rd to 4th level! He also left the mysterious stone idol with Zalán, hoping his mentor could understand more about it.
Daqqa-Jin and Salzige have been overcome by the darkness of the Moonlit Zones! They have developed neurotic lassitude & are plagued by doubts and fears. This causes them to hesitate in battle. They will be surprised 50% of the time and suffer -1 to initiative rolls.
Uriah cannot carouse due to his paladin's code, but he may spend money on philanthropy. He decides to spend 338 silver on a worthy cause and donates to The White Hand, a tradesman's group that focuses on neighbourhood improvements in the Old City and Dockside. It goes well for a first attempt and although he is an unknown adventurer, a few folks take notice of him and are enthused to see a real-life paladin involved in their cause.
Philanthropy:
Donating money to various causes. Anyone can attempt this but it is (right now) the only option for paladins and others similarly restricted by a special code of conduct. It includes donating to various causes around town, attending events, or even giving out meals to the poor by hand.
Philanthropic donations are capped by the character's social class. Right now everyone's is low (since they are mercenaries and assorted lowlifes). Although temples are powerful social forces, individual priests & paladins (especially those that go on adventures) can still be of low social class.
At your current class we will try out a cap of 1000 sp for doing philanthropy between adventures. After engaging in this activity and spending silver, make a save vs. spells and we'll see if anything special happens - there may be bad or good events, just like with carousing!
Cost of Living:
Prices have gone up with the undead army spreading from the Starrcrag Mountains. Suppliers of all kinds are finding lucrative deals with the troops so getting good stuff in town is becoming a bit difficult. Standard cost of living is up, which is reflected in the totals below.
I will remind you of these next session but here they are for now.
Experience Totals:
After carousing and using magic books, the party's experience totals are here:
Sunday, 26 February 2023
Sessions 37-38
THE SLAUGHTER AT THE TOWERS
Thistleburn 6-11, 4433
5 real days passed during the sessions, including 10 subjective days in the Forest of Dreams
Characters:
Gorr, ranger 5
Daqqa-Jin, barbarian 4
Robert the Unconscious, fighter 5
Salzige Brauen, necromancer 2
Xénos, spy 2
Uriah Sunstrife, paladin 1
Cassia Tannin, fighter 1
Black Phalaros, necromancer 2
Finrod, elf 1
Clif, elementalist 3
Lord Fesgate, fighter 4 (NPC)
The party was trapped in a moonlit zone prison tower, surrounded by a small army of gnolls and their leader the moon-giant Kucmalog.
Investigating the ground floor brought the attention of two animated statues. Their stone surfaces were hard to crack, and Robert shattered his magical Executioner's Axe during the fight! The group opened up another prison cell and fought two werewolves. They rescued five knights of the Behringer family in the process, swelling their army's numbers further.
The party negotiated with the moon-giant and convinced him to open the doors of the prison. At that point, battle was joined! Kucmalog laid down terrible strikes with his enchanted sword and called curses on the group, blinding Daqqa-Jin and Hamon and turning them invisible. His gnoll squads swarmed around the tower and a pitched two-rank battle was joined at the doorway.
The slaughter was terrible! Almost 30 gnolls driven mad with hunger, fear and rage, pressing forward with halberds. Occasionally one would stop to chew on a downed foe, or even one of their own number. The party led them into a trap with flaming oil, blinded them with the fireworks of the Four Winds Bar and then battled them nose-to-nose with the help of the Behringer family knights.
One by one the party members were knocked out, blinded or otherwise incapacitated until only Uriah was still fighting. Just when it seemed like the gnolls might push through, the rest of the shades arrived from deep inside the tower, alerted by a flying Xénos. Picking up the fallen gnolls' weapons, the 100-strong rebel army pushed forward, slaying the ravenous beasts to the last.
The group was in possession of the field, but still in a tricky position - most of them were knocked out or crippled, the clerics were out of spells and several Behringer knights and shade soldiers had been killed in the battle.
Even so, fate was with them. Other than a small pack of snarling gnolls who did not attack, the party was not molested on their way out of the Moonlit Zone and back to the rebel camp by the lake.
Rauffe welcomed the group with all the hospitality he could manage. A great meeting took place with the rebel leaders and the party, with everyone sharing their stories and trying to piece together events. Reymund the Pale agreed to make an extraordinary bow for Gorr, as soon as a workshop can be assembled for him (costing about 8000 silver). Rauffe happily presented Daqqa-Jin with a glass lantern filled with ethereal fireflies as a gift for rescuing so many of his men.
The party was asked to assist the rebellion further:
-- The surviving Behringer knights want to recapture their ancestral home from the gnolls, but they need help.
-- The two priestesses are convinced something is wrong with the Sage of Lune - she has gone mad, or been possessed, or something! They want to cure this ailment and turn her back to the path of good, rather than destroying her for allying with the Mad King.
After being outside the moonlit zone for a day or so, the moonlight curse faded from Daqqa-Jin and Hamon. The party rested up, dealt with some logistical issues, brought some equipment in for the rebels and then headed out.
Back in the Night Wolf Inn tavern there were some interesting people. Uriah signed up to the guild for cheap, because he was broke. A ventriloquist was doing a spicy act about the Emperor. Some guild members were mourning a fallen comrade, others were preparing for a mission. A blue-haired elf in black chain named Karakaël was friendly and voluble. He was interested in the party after hearing they had found their Four Winds Bar behind the clock in the library. News of the group's success seems to have spread amongst other guild members.
The group returned to Viridistan to sell their loot, train, identify items and carouse.
New Arrivals
Meanwhile, the party who had recently raided the Vault of the Warlord in the distant north [see the special play report a while back] finally made it to Viridistan with their revived friend St. Nolan, patriarch of Seker. After Black Phalaris gave him back his Staff of Healing, he was so happy that he removed the curses afflicting the group from Warlord's gold.
After then paying to have the cursed gold itself un-cursed, the Vault crew still had 50,000 sp of trade bars left (!!!) which they split up into equal shares.
Other details were figured out: Gorr had his madness healed with a Cure Disease spell and a cursed item removed by the church of MAN-PAC. Spellcasters dealt with their mentors and got new spells. Party members identified items, traded equipment and sorted out who could use which intelligent weapons.
With new alliances formed, the group agreed they would call themselves THE WRETCHED COMPANY.
To carouse as much as they wanted the group headed up to the Cliffside district, to the Sign of Olive & Lotus. Finrod charmed the gate guard, who was happy to let them pass with an invitation to join them for a drink later. At one of the most expensive joints in town, the group got ready to take some richly deserved R&R...
[More details on rumours, mentors etc. coming in DOWNTIME POST.]
Monsters Defeated:
28 gnolls (1316 xp)
1 needlebeak (190 xp)
2 werewolves (380 xp)
2 caryatid columns (560 xp)
Treasure Gained:
firefly lantern
friendship
Treasure Sold:
topaz eye gems (2*1400 sp)
sapphire eye gems (4*900 sp)
robes with gold thread (1800 sp)
cursed mace -1 (0)
vacuous grimoires (2*1000 sp)
Money Gained:
most players noted already
Xénos - 585 sp gained after carousing costs [see next post]
Wednesday, 14 September 2022
Session 32
RUMOURS OF WAR
Sunstrong 15 - Thistleburn 5, 4433
10 days passed during the session
2 subjective days passed in your most recent trip into the Forest of Dreams
Characters:
Gorr, ranger 5
Daqqa-Jin, barbarian 4
Robert the Unconstitutional, fighter 5
Eric Withakay, cleric 5
Salzige Brauen, necromancer 2
Lord Fesgate, fighter 4 (NPC)
Smuggling
The group headed out of the Forest of Dreams, ready to sell their ill-gotten gains in Viridistan. The Night Wolf Inn was as normal: some red-skinned Altanians and pale, fiercely painted Amazons were drinking in the tavern. Salzige attempted to interact with the warrior-women but was rebuffed, amidst the jeers of the eastern barbarians.
On the way back to Viridistan, a great traffic jam of farmers, merchants & travellers had formed outside the Great Wall. Daqqa-Jin went up to the gate and learned that due to a distant war, Emperor Seheitt was instituting new taxes.
The party split up. Gorr, Fesgate and Salzige remained in the Forest of Dreams for a few days. Fesgate still had a broken leg, and Gorr's sanity was beginning to fray after many battles with the undead! Robert and Daqqa-Jin went through the gate on foot and proceeded into Viridistan.
In the Emerald City, everyone was talking about THE WAR! It was clear that news of the disaster on the sacred mountain [Session 18] had finally reached the general populace. Many rumours swirled. The most significiant: Shah Kijdawr is stretched thin and has few troops available to counter this new threat. Everyone is waiting for the Emperor to step in and send one of the Vasthosts north, but so far this has not happened.
Prices are up! Metal ores, lumber, wine & other goods have increased in price, leading to overall higher cost of living. Temples are sending priests & magic to help deal with the threat, increasing prices for religious services, spellcasting, scrolls, etc.
At Seven Visions, mistress Zvezdana Ozi had news. If the group wanted, she could call in that favour and put them in touch with some 'scary characters' who would be happy to buy some of the strange magical items they had recovered a few sessions ago. They decided to table this for now, and worked out a plan to smuggle their treasure into town.
The party brought their treasure to Targnol port [last seen in Session 2] where they contacted a shady character named Tilki who put them in the hold of a logging boat with a nice bribe to the captain. When they got to Viridistan they were picked up in a small dinghy and brought into town by one of the boat-people, a strange folk who live their whole lives in connected networks of boats & rafts on the waters of the Nereus Firth. This got them into the heart of town and past the guards at the Great Wall, for a simple 10% cut to their patron, Zvezdana.
She identified some of the group's items (including a robe of eyes, sweet) and they did a few errands in town & caught up on the news. Patchey, the proprietor of the Dragon's Eye Inn, gave them a letter that arrived a few days prior, which said only:
Meet me at the Green Lion statue at mid-day this week. The pelagic argosy sights land.
Knowing this was their Inquisition contact, Daqqa-Jin and Robert went to the meeting by the Green Lion, an ancient statue in the middle of a wide plaza by the sea. A shifty viridian who called himself Bolivar greeted them. He wanted to know what they had discovered about the Night Wolf Inn, but Daqqa-Jin didn't tell him anything he really liked. Some haggling (and subtle or not-so-subtle insinuations) followed. Bolivar said if they could give him something really useful about the Inn Master, or the overall agenda of the Guild, he could maybe see about helping them with a special gate pass to bypass the tax-collectors at the Great Wall.
Return to the Moonlit Zone
The group caught up with Rain in the Night Wolf Inn's smoking room. They saw a strange enigma - the animal heads on the walls animated and chanted in an unknown language.
The elven bard explained the workings of the magical Four Winds Bar and the command words to activate it. She once owned one of these rare & powerful magic items, but traded it many years ago for her magical mandolin. The finding of this item seemed a respectable achievement. Rain listened with interest to the group's plans for the future and offered advice about the Inn's cellars.
Back in the Forest of Dreams, the group progressed further into the Moonlit Zone. They passed through the ruins of an old town now overgrown with trees. They passed by an old structure decorated with the sign of a red cross and two snakes, only glancing inside briefly.
Coming to a clearing littered with buildings, they were spotted by a group of tall humanoids with the heads of snarling jackals & black eyes, covered in silvery fur. Battle was joined! The humanoids charged while a few of their fellows fired bows from cover.
Justin: "Just call me Michael Vick!"
DM: *laughs in horror*
Chris: "Not exactly, you didn't cast charm on them and make them fight each other!"
It didn't take long for the group to defeat their foes, with the last two jackal-men casting themselves on the group's mercy.
Jackal-man: "We surrender! No kill!"
John: "This isn't a no-kill shelter..."
Chris: "I'll fire at the fleeing archer." *volley of arrows hit, the jackal-man dies*
Justin: "Gorr's arrows sent that one to a farm upstate!"
The group interrogated the survivors, learning a handful of details about the region and the name of their master, a moon-man named Kucmalôg.
Other Things That Happened
Gorr rested in the Forest of Dreams in the boughs of Grandfather Tree for a subjective 5 months! [recovering 5 fear points in this time] The wise tree spoke of many obscure & ancient things through the sighing of branches and the whistling of the wind. The ranger can't remember much, but perhaps in time this lore will come back to him...
Gorr is still suffering from madness at this time - he is capable of fighting at a distance with a bow but if things get too stressful or monsters/strangers get too close, I will have to make a roll to see if he loses his composure!
Salzige has been learning spells! The stone idol of a winged, monkey-like humanoid speaks to him in his dreams. After a few weeks, he awoke feverishly one morning and transcribed the spell chill touch into his spellbook. A few days later, he had terrible nightmares. Although he could not afterwards recall them, he was so shaken that for two days, even ordinary tasks were quite difficult [if he had been adventuring some penalties would have applied]
Monsters Defeated:
10 white gnolls - 8 killed, 2 surrendered (470 xp)
Treasure Found:
none
Treasure Turned In:
giant gold statue of Ahmon-Ibor
2x purple gemstone eyes (Robert kept these)
2x crimson incense (Eric kept for tithing)
silver grave trinket
silver plate set
2x silver scimitars
9x jewelry from Tannoch crypts (Gorr kept a red cross medal, Daqqa-Jin kept a gold chain)
glass-fronted scroll case (magic scrolls inside were kept)
scroll of sanctuary
Money Awarded:
Young Joe Spruce: 801 sp
Cost of Living:
[I didn't want to spend time calculating this during the session. I will remind each of you next time]
Gorr: 235 sp
Daqqa-Jin: 97 sp
Eric: 163 sp
Robert: 168 sp
Salzige: 40 sp
Cassia: 11 sp
Xénos: 27 sp
Joe Spruce: (already deducted above)
Experience Totals:
Daqqa-Jin has reached level 4!
Robert the Swift has reached level 5!
Young Joe Spruce has reached level 3!

















