Monday, 17 May 2021

Tracking Treasure

Last session the question was asked:

"How do we know what treasure has been sold? Who has which items? What are their plans for these items? What about treasure picked up a few sessions ago by players who aren't here today?"

These are good questions. Now that we have more players and this campaign is not just a handful of one-shots like it was when we started out (back in Halloween '19), they are more difficult to answer.


First of all.

- Your DM has limited time & energy. I would rather spend it developing exciting adventures and not add even more bookkeeping than I already do.

- Encumbrance (who is carrying what) is a vital factor, but it's different from dividing up the loot (who is owed what). It's easy to get these confused.

- I'm Not Bloody Psychic. Most of you keep your own character sheet on your computer that I don't even look at. I can't very well help you with shit I can't see.





With the above caveats in mind, 


*** What I Do For The Players ***


- Track the value of all treasure, monsters, cash, etc. Both for money and XP purposes.

- Track who was present when the treasure was recovered, ie. how much money & experience points your character is "owed" if that item is brought back to civilization and exchanged for hard cash. I can thus deal out treasure & experience for you based on who was where, when.

- Do the math when the group returns to town and sells off treasure. Then write up everyone's payouts in the play report. 

If someone wants to keep a particular piece of valuable treasure as their own share, I will work the numbers for you. However: if this results in an unequal distribution I will need everyone involved to communicate their agreement. 


*** What You Must Do For Yourselves ***


 - Keep track of your inventory. This is one of the few things I expect the players to handle on their own. If keeping track of encumbrance is too hard, try managing an entire game world. 

Then, try the Automatic Character Spreadsheet I wrote just for you. Your character sheet is the only thing you're responsible for. Please make sure it's accurate.


 - Decide to sell off your treasure. I only post up the values and distribute coinage for treasures you choose to sell! I reminded you guys of a few outstanding items last session, but I will not be doing so again. If you aren't interested enough in the cash or XP to mention a piece of loot, it can sit in your backpack forever for all I care. I can't play the game for you, and if I could it'd be rather pointless.


 - Keep track of coinage. Both carried (encumbrance) and stored (where and how). 

Let's say you pick up a sack of 100 coins during an adventure. Weeks later, how am I going to remember what you did with it? This is impossible for me to supervise even if I wanted to. Obviously I distribute XP for those 100 coins (because I know who was there when it was found) but I don't know who is carrying it or what happened to it.

You have to communicate with each other (does anyone remember how to do that?) so that each player gets their fair share. Make notes, write out IOUs, do whatever the fuck you must. If the players aren't careful, it is easy for some characters to be carrying huge sums of cash that are not actually theirs, but belong to everyone. How you resolve this problem as a group is up to you.

I am sometimes able to remind you of things like "you guys found that 250 gold in the Orc caves" but I delete my treasure records after all experience has been awarded, so don't wait too long!

***

I hope that clarifies a few things. As always if you need help or have questions, just drop me a line and I will answer any rules questions you may have, walk you through how encumbrance works, or teach you how to use the character spreadsheet. Have a blessed day.

Session 14

THE ENCHANTMENT OF VASHUNDARA - Part II

12-16 Longrass, 4433
Several days passed while travelling between worlds, but this was hard to judge at the time.


Characters:

Gorr, Ranger 3

Suba-Jin, Cleric of Hextor 3

Robert the Swift, Fighter 2

Eric Withakay, Cleric of Solaris 4

Regetus Rex, Illusionist 2

Lord Fesgate, fighter 3 (NPC)




Karttekeza's Mansion

The party was in the midst of exploring the mansion of the giant god Karttekeza. Everything was far too large for them, and the giant animals all seemed intelligent and talkative.

Investigating the steam room, the group found a prisoner inside - a Viridian in a shabby-genteel toga named Regetus Rex. He had also been brought to the manor on a flying peacock, but barely survived being stuffed into the steam room and left to die by a few of the spectral guardians who infested the area. With his other friends, he agreed to join the party in their journey to free Karttekeza.

The group spotted a glint of metal at the bottom of the swimming pool - it looked like the brass key. Robert took off his armour and swam down to get it. At the last second he realized he was swimming right towards a gelatinous cube concealed in the water! He swiftly reversed course and came up to the surface. The group managed to lure the cube out of the water, where it was swiftly defeated with missile fire and the key obtained.

Upstairs, the group got into a skirmish with the moaning guardians. One was destroyed and the other fled into a nearby room where Vashundara lay sleeping. Several plans were concocted. The group decided to lure two of the guardians out with an illusion cast by Regetus. They spotted the ambush and attempted to flee. A protracted battle ensued with the characters nervously looking over at the demoness, wondering if she would wake up!

At one point during the fighting on the 2nd floor, one of the spectral guardians pushed past the front rank of fighters and singled out Eric. The cleric had the momentary sense that some force was singling him out for ill-treatment as the damned soul's scimitar struck home. What could it mean?




Luckily Vashundara slumbered soundly while her troops were mopped up. Very... carefully... Robert and Gorr managed to creep up beside her on the giant bed and unclasp the necklace holding the gold key. They only needed one more to free the imprisoned god!

They inspected a locked door with a poem on it and debated a few courses of action, but elected to leave it alone and proceed to the third floor, consisting of a huge hanging garden with pillars holding up a domed roof. A vast statue of a giant fighting a snake poured water into a small pond filled with rushes.

On the floor of the pavilion lay the giant peacock Amrita, mate of the one that had carried the group here. He was sickly and weak after suffering Vashundara's poison bite! A Cure Light Wounds spell seemed to help a little bit.

At that moment the party was accosted by four huge ravens, who demanded "shiny things". Robert attempted to negotiate with them, offering shiny things if they knew where the silver key was. They weren't inclined to debate, and insisted they knew nothing about a key and wanted a payout. Just when a confrontation seemed imminent, Amrita stood up and whistled at the ravens. They flew away amid protestations about not wanting to trouble the master of the house!

Although Amrita couldn't speak, he could gesture with his beak. When the players asked about the silver key he directed them to the lotus pond on the 2nd floor.

Returning to the pond and the picturesque island in its middle, the group caught the attention of a snapping-turtle living inside. It was almost big enough to swallow a man whole. Before the turtle could answer their questions, three giant crabs emerged from the water attracted by the commotion! They didn't bother talking and scuttled to the attack. Lord Fesgate was dealt a stiff blow from their claws, but Regetus' colour spray and a spirited defense by the group routed them.

When they convinced the turtle to come back, he said that perhaps he had seen the silver key - when he ate it! There was some debate about what to do - induce vomiting? Wait for him to poop it out? Eric even Command-ed the turtle to vomit, but it didn't work. Then Suba-Jin suggested looking into the turtle's throat - and there it was! They propped its mouth open with Retegus' quarterstaff and a tense moment ensued while Robert the Swift reached in with his mining pick to pull out the key - the turtle gagged and almost closed its mouth, but the staff held and Robert was safe.

With all three keys secured, the group left to unlock Karttekeza and secure Vashundara's final defeat.


The God's Gratitude

Eighteen feet tall, six-armed, six-headed, with glowing golden skin. Karttekeza was a terrible sight once freed. He stormed through his mansion to his bedroom and accused Vashundara of tricking him. She awoke and began to protest, but a storm of fire & lightning issued from the god, erasing the demoness from existence. The second of Uthummaos' shadowy demons was defeated!

Karttekeza offered the party a choice of several rewards for rescuing him:

Eric opted to have his crippling back injury healed.

Robert selected a small mechanical peacock, which sings and warns its owner of danger.

Suba-Jin received a third arm, which grew from the left side of his body.

Regetus accepted a favour from Praveena, the giant peacock which carried them here. In the future, she would come at one time of his choosing and carry the group anywhere they wished (including other worlds & dimensions).

Gorr asked for some special spider-silk rope made by the giant spiders in the mansion gardens.

Lord Fesgate accepted Karttekeza's magical wave-bladed dagger (a two-handed sword for him).


A few other topics were mentioned.

Uthummaos' other demons:

 
"I don't know where they are, but they must lurk near Uthummaos' centres of power. They are powerful beings of shadow, and battling them in darkened places would be near-suicide."

A request:

 
"If you find the ruins of my houses of worship, would you restore them for me? Few even remember Karttekeza anymore, for courage and beauty and poetry are nearly gone from that gloomy realm."

Best advice for the future:


"Uthummaos' influence is vast,
you may find him close to home.
Paths found in dreams may lead you to him -
but who points the way for you?
The watcher by silver light may help your cause
but the bars of time hold fast,
and much should stay locked in.
In a place of cold & terror,
beware the song and heed the clock.
Hold true the covenants you have made, 
for in time old friends may become new enemies.
And take the chance to speak
with someone who floats by evening."


Return To Viridistan

On Praveena's back, the group flew through the mists between dimensions. They emerged in the skies high above Trident Gulf, the emerald city glittering beneath them. Praveena set them down in a somewhat quiet section of the river, but they were spotted by several townspeople and riverboats. Rumours will likely circulate in the future.

Their next destination: the marketplace to sell their treasure, then Seven Visions for some carousing!


***

Asking Karttekeza for advice about the future was a great idea. He is a deity after all, and sees much. Since he is a god of poetry among other things, his predictions come in obscure phrases. Interpretation is left up to you. -DM


***


Memorable Lines:

Regetus: "I'm an illusionist. Large mansions are part of my specialty."

Robert the Swift: *throws down four silver coins*
Giant Raven: "You don't think much of me, do you pal?"

DM: "Ok, You reach into the turtle's mouth. There is a small chance something goes wrong... Oh no, I rolled it!"
Players: *chorus of boos, laughter*
DM: "It's all right, the staff will only break on a-"
Player: "Don't say 'small chance' again!"

Sunday, 2 May 2021

Session 13

THE ENCHANTMENT OF VASHUNDARA

About 12 Longrass, 4433
You spent around 2 subjective days in the forest.


Characters:

Gorr, Ranger 3

Robert the Swift, Fighter 2

Suba-Jin, Cleric of Hextor 3

Meep the Dwarf, Fighter 2

Eric Withakay, Cleric of Solaris 4

Lord Fesgate, Fighter 3


Fesgate Cemetery




After resting in the ruined village of Fesgate and searching for valuables, the group moved along the Moonlit Zone forest path. Their friend Lord Fesgate knew the area of old, but the kingdom's curse had changed many things. They came to a large graveyard and he searched among the headstones for his family name. Finding his children and grandchildren buried here but nothing after that, the party supposed that whatever curse turned the land's people into shades happened around that time, two generations after First Lord Raeldus.

A large crypt marked "Estieveran" and decorated with heraldry of a black shield & three yellow swords beckoned with an open door. Fesgate said the Estieverans were a pious family, thought well of in his day. Their eldest sons usually entered the service of Solaris as priests or paladins.

The main floor of the crypt held only smashed & looted burial niches, their nameplates pried off. A corpse lay on the stairwell, wearing burnt leather armour. Robert found a bundle of notes in its backpack, but nobody could read them.

The bottom floor held four burial chambers with their nameplates intact, marked Adinet, Muriel, Manard and Alart. Gorr investigated an old urn meant to hold ashes, finding some black sludge and a few gold coins at the bottom. Entering the rooms, each held a sarcophagus carved with the likeness of its occupant. Opening up Muriel's, the desiccated corpse of the noblewoman reached out, its eyes glowing with a sinister light!

Although Muriel's risen corpse was dispatched quickly, Manard and Adinet rose from their coffins also and attacked the group. Robert was bitten and briefly paralyzed before Suba-Jin cured him and the cleric's divine force drove the undead into a rout. Alart's burial chamber was found empty. The sarcophagus was carved to represent a fighting-man, but the face was left blank - perhaps Alart was still alive when this tomb fell into ruin, or died in a faraway place?


Return to the Forgotten Village

Finishing their circuit through the Moonlit Zone, the group passed back through Eralion's keep. Silent and deserted, the satyrs pressed into his cause had long ago fled. They heard a pack of hounds baying elsewhere in the forest, but did not see them.

The village was in disrepair when they returned. The hounds had attacked and killed a few of the villagers. The consensus was that these "devil-dogs" were sent by Eralion to cause trouble. Everyone was happy to hear that the group had defeated the wizard, and hoped that the pack of hounds would remain in the Moonlit Zone without his evil intelligence directing them.

While the group rested, a few conversations happened:

-The priestess Shandril reminded Eric that as a champion of the god Solaris, he had an obligation to fulfill: donations of valuables like sacrificial animals, holy incense, treasures, art objects or other such things must be made. [500 sp value immediately, and 1500 in the next month. These sacrifices are normally offered at a designated temple or other holy place.]

-The group asked about Alart Estieveran, wondering if he might have a connection to Sun-Eater, the legendary flail once held by a fallen paladin. Shandril said he was the most powerful knight serving King Wakelinus, and roamed the kingdom on quests when the curse fell upon the land. She didn't know where he might be nowadays. [see also Session 7]

- Shandril identified the pouches of sparkling powders as flower extracts. One was a healing dust [1d6+1 hp], the other unknown. She suggested visiting an alchemist who knew more on the subject, and lived further north.

- Shandril also mentioned two other ancient sites of interest: one contained a healing spring, largely safe the last time she visited but a far distance to travel. The other was a ruined city with a shrine to Solaris. It was closer, but guarded by powerful enemies so she left it alone.

-Lord Fesgate and Shandril put their heads together, trying to draw on Fesgate's knowledge of the area in ancient times to create a map of the region the group could use.




Ride to Giantland

The next day (if day & night could be said to mean anything in this region of perpetual twilight), an oddity appeared outside the village. A peacock the size of a house, its feathers glittering and shining. The group approached it with some food, and it bent its head to the ground. Quickly taking its meaning, they all climbed up and sat on its back. It took to the air, carrying them to places unknown!

Flying high over the forest, the group could see many far-away things: a river & lake covered in mist, a distant pastel-coloured field, many moonlit zones which appeared as inky blots on the horizon. Flying west, they left land behind and flew over a vast ocean covered in grey clouds. 

Eventually they came to an island covered in jungle of strange proportions: everything was four times their size! The trees, vines, plants and even animals were colossal. The peacock set them down near an opulent manor-house sized for a giant, surrounded by a lavish walled garden.

A few ghostly creatures guarded the gate. Clad in black metal armour, shrouded in faded grey cloaks. Their faces were not visible, but once in a while they let out a tortured moan or wail. The party took down the two guards with a barrage of ranged attacks and explored the compound.

Gorr climbed a tree inside the wall and surveyed the house. He saw a lake on the 2nd floor, and a garden on the 3rd with another giant peacock lying still.

While exploring the grounds, the group ran headlong into a pair of giant colourful chickens, pecking in the ground for bugs. These animals were quite talkative, and explained that "the Master" had been imprisoned and the grounds overrun with demons & monsters. They were too scared to do anything about it, being only simple chickens.

The group launched an assault on four of the moaning guardians in a covered pavilion at the corner of the manor. They were guarding a six-headed & six-armed giant. Three of the enemies fell to missile fire while the fourth tried to run away. Eric was closest and charged after it, managing to slam a door on its retreat. The spirit turned and desperately retaliated, striking Eric in the spine with its scimitar & paralyzing the whole right side of his body! Luckily Meep the Dwarf was right behind, and struck the spirit down before it could do any more damage.

Meanwhile Gorr examined the giant, bound in heavy chains. His six heads were asleep or unconscious and wouldn't wake up. Three padlocks hung on the chains - one gold, one silver and one bronze. Gorr's attempts to break the chains or dig up the anchor points seemed fruitless for now. 

Exploring the villa further they found a granary, a weapon room with colossal blades hanging on the walls, and a statue of the six-armed giant riding a chariot - in his hands were two curved swords, a bow, a rabbit, a curvaceous woman and an open book.

Coming out of the granary, they were accosted by a huge scorpion scuttling out from under the water-trough. It demanded satisfaction for its hunger, suggesting they leave Eric for it to eat. "He looks sick anyway, you won't missss him..." Robert held it at bay while the clerics cast a Command for it to run away, and the party hustled through a door before it could return.

Gorr: "Can you also Command the right side of your body to work?"

In the wine cellar they met Sheela, an orange housecat the size of a lion! He told them his master was named Karttekeza. The demoness Vashundara [see Session 9] had entrapped him, eaten one of his great peacocks and poisoned another. She was probably in the bedroom upstairs, but her demonic servants were all over the house. Sheela was too afraid to help, and stayed in the wine cellar.

Exploring further, they found the bath: a vast room with a huge pool of clear water. Frescoes of Karttekeza's famous battles decorated the bottom. In the corner was a steam room. The group wondered whether they should take a break and have a soak?


*****

Everyone gained 1 fear point during the battle in the crypt.

[Eric is currently gimping around. He can move at half speed and cast spells with difficulty if he is held up by a friend, who also must move at half speed. Fighting is right out for both of them while Eric is upright. Other penalties may be assessed when I think of them. Justin can play Lord Fesgate for the duration.]

Lord Fesgate

Fighter 3
HP 18
AC 18 (plate, shield)
STR 13, CON 13
Base attack bonus +3
Scimitar +4 (1d8+1)


Enemies Defeated

Manard, Muriel & Adinet - 204 xp
6 moaning guards - 570 xp

Total: 774 experience


Treasure

pouch of off-white dust (healing)
pouch of deep purple dust (unknown)
bundle of notes, unknown language
10 gold coins
Estieveran family signet ring (black shield with 3 gold swords)
gold chain



Monday, 19 April 2021

Wishery: Sessions 1 & 2

THROUGH ULTAN'S DOOR

16-17 Meadowlark, 4433


Characters:

Two-Faced Humphrey, human spy 1 (Tim)

Avala, human elementalist 1 (Brielle)

Octavian the Bloody Fist, human spy 1 (Tim)

Krull the Barbarian King, human fighter 1 (Brielle)


*****


Two-Faced Humphrey and Avala, shaken by their bizarre experiences in the Drydale monastery [way back in Session 1] returned to Viridistan for a while. Humphrey spent his time greasing palms & trying to start criminal schemes, none of which panned out. Avala worked on artistic endeavours. Soon they craved further adventure and joined with a sinister spy named Octavian and a buff fighting-man named Krull with the grandiose title "The Barbarian King." They all decided to investigate rumours circling in the Bazaar of a magical door to Wishery, the land of dreams, beneath a printmaker's shop.

Finding the shop in the shadow of the Great Aqueduct on Market St was no problem. The owner Ultan was a stooped & ancient man with ink-stained fingers. The shop was cluttered with tools, wood blocks, and handsome framed prints on the walls. Ultan demanded 10 silvers up front per person before anyone could even see the door. Avala tried to haggle but the old man stood firm on his price. After business was concluded, Ultan's nephew Samir conducted the group into a back room. In a narrow basement closet beneath the stairs was the door:




Painted sky-blue and adorned with gold leaf in swirling, elaborate patterns. Its handle carved into an elegant, arching swan's neck. Nothing like this door is known anywhere else in the Viridian Empire. Now convinced the stories were true, the party proceeded through into the land of Wishery!


The First Expedition

They entered Wishery in a dark room that smelled like a sewer. A hallway led to the left into a larger circular space, and a door to the right was blocked by something. Octavian and Krull pushed hard against it, and with a mighty heave they shoved through!

Inside were two pale, emaciated men with white hair and black-stained mouths, accompanied by a hideous doglike creature with a horse's skull for a head. One of them ran away while the other reached for his weapon. The group offered food to the strange man and attempted to parley. He turned out to be mute, which made communication difficult. He could understand the party's questions, but only gesture with his hands and make "uh, uh" noises.

At this point they heard a flapping sound behind them. From the other direction, two black bundles of feathers & wings flapped into view, like scrambled ravens with one large, central eye. The odd beasts flew towards the group, and even meeting their monocular gaze caused deep cuts to well up on Humphrey's face!


The whole group piled through the door over the mute's protests, slamming it behind them. Another tense stand-off occurred when a crew of five more pale mutes arrived to investigate the commotion. Offering more food, the party managed to avoid hostilities. They gleaned some clues with more charades:

-These mutes are outcasts of some kind, accursed by their society.
-It was shocking to the mutes that the group didn't wear masks, which are commonplace here for everyone except them. But, mask-wearers are dangerous.
-There is a city far away, and high above their heads.
-Pig-nosed bipedal creatures infest the area, and the mutes want them destroyed or driven out.

After the conversation, the mutes made it clear that the group couldn't pass through their territory. Hoping the winged eyes were gone, the group left the way they had came, and proceeded back through the door to Viridistan.


The Second Expedition

After Humphrey had recovered from his wounds, the group went to Hightown to buy masks for themselves. In a store called Hawk's Antiques they found four for sale: two hideous ghoul's faces, an elegant feathered domino, and a squid with tentacles for a beard. Prezerus Hawk the proprietor said they were all the rage at social events this season. He also had an elegant carved urn for sale, made by the Mycretians living in the distant Holy Cities of the desert. Nobody was really interested, and the group returned to Ultan's.

Avala tried to negotiate again, but Ultan was having none of it and demanded his 10 silver, the group grudgingly paying.

This time they explored a larger domed room, finding hanging corpses wearing robes and hooked plague-doctor masks. They brought the corpses down to search, narrowly avoiding the rusted bear-traps hidden in the straw beneath. Searching through ruined bedrooms, they found a small gold pin in the design of a web.



They followed a red-tiled hallway lined with broken stained glass screens, came through a rusted portcullis and saw the source of the smell: the sewer river. A handsome boat was moored at the wooden dock, but Octavian fell through the rotted boards into the foul water before he could reach it! Only quick rope-work on the group's part saved him. 

While Octavian was stripping off his filthy armour, another group of pale & stained mutes surprised everyone, emerging from a locked door. These were hostile, so the group hurriedly jumped in the boat and floated downstream.

The sewer river was an old brick tunnel about 50' across. Metal pipes discharged effluent at intervals. The smell was horrible. After about an hour, they heard buzzing up ahead: on the sewer's surface three huge flies skipped, their eyes glittering like jewels. They doused their lights to avoid the flies, which still followed the party at a discreet distance for a while.

Soon, a light up ahead revealed a slick of viscera, blood & fat on the water's surface. Giant flies and moths buzzed around it. The stench of death was near-unbearable. Regular bursts of gore flowed from three huge gaping faces carved into the tunnel wall. Between them, two staircases led upwards and into the sinister red light.

"There's NO way we're going up there!" Avala said.

The group turned their boat around immediately. They paddled back upriver past the dock and still further, seeking a way upwards into the city they'd heard of. Another hour of rowing past a few side branches brought them to a stone dock and a wide cavern opening above them. Distantly, they could see a bright point of light in the cavern's ceiling. Could it be daylight?


The Leprosarium

The cavern was huge, but illumined faintly by the light from above. It held some kind of ruined underground city. The houses were once fine, with multicoloured paint now dusty and chipping. Nearby the group heard the sounds of conversation and chains creaking.

Humphrey and Octavian snuck forward amongst the buildings to see what was happening. Some people were gathered around a wooden platform with an open-fronted cage on it. All wore masks. A few armoured men stood guard, while a huge shirtless laborer cranked some kind of windlass attached to chains that hung from high above. A woman in robes was climbing into the cage, which was lifted off the ground by the chains. They watched the elevator dwindle high into the distance, towards the light at the roof of the cavern. This was definitely a way out!

The guards were baffled at seeing strangers here that they hadn't brought down on the elevator. They asked to see the group's tongues, and didn't like what they saw. "First time down here?" asked a guard. "No way you're getting back up to Zyan without a dose of Bluetongue. Get it at the Temple, and don't come back to me until you do." He indicated the a huge stone building at the back of the cavern.

The temple was guarded by silent armoured soldiers with smooth, eyeless helms. Petitioners in filthy rags crowded the entryway outside, begging admittance. The guards must have liked the look of the party though, and stepped aside to let them in.

Inside they spoke to the proctor, a man with leprous skin and red robes. He explained this place was a colony for those afflicted with the Walking Plague. Without a dose of the blue medicine, visitors could not return to the city for fear of spreading it. Humphrey tried to bribe him, but didn't have nearly enough money.

In the Leprosarium's small marketplace, a half-dozen infected men sold strange medicines:
 - Bluetongue - 100 gold - inoculates against exposure to the plague in the last 24 hours
 - Graydream - 100 silver - brings pleasant dreams of dead relatives
 - Hole - 100 copper -  relieves feelings of grief

None in the group could afford the Bluetongue necessary to pass up to the city. However, Octavian managed to convince one of the lepers to gamble him for it, and won with his set of loaded dice! They got what looked like a pot of blue paint, and each party member slathered some of the sparkling paste on their tongues. 

Returning to the elevator, the guards now allowed them passage upwards. After a slow ride, they emerged into daylight. They were finally in Zyan!


Treasure:

Golden web brooch

Enemies Defeated: 

none


Sunday, 18 April 2021

Session 12

ERALION'S END

12th Longrass, 4433
You aren't sure how long you spent in the forest.

Characters:

Gorr, ranger 3

Suba-Jin, cleric 3

Robert the Swift, fighter 2

Meep, dwarf 2


*****


In the Keep

The party had just defeated a red fire-spirit when the doors of the chapel beneath them opened. They saw a satyr emerge that looked just like the revellers they met long ago, or the ones they had gambled with in the Sage's temple. They hoisted him up with a rope and pumped him for information before letting him down. They learned that the shadow-mage Eralion himself was below in the chapel!

They made a plan, and climbed down the tower stairs. Wielding their magic weapons, the group swarmed the wizard shade. Despite his protective aura of darkness, their attacks hit home and Eralion fled at top speed. A chase throughout the ruins ensued and Eralion seemed about to escape into the woods when he was brought low with a trick shot by Robert the Swift [a lucky hit at a penalty, with a vial of holy water tied to his arrow]. The shade vanished, leaving only his two-crescent pendant and engraved copper bracers behind.

One of the four demons of the realm mentioned by the Sage of Lune had been destroyed. Where were the other three to be found? It was unclear at this time. The group was now free to loot Eralion's ancient tomb, finding some loose papers they couldn't read, a broken flask, and a pile of loot in his sarcophagus.

Gorr planted an acorn from Grandfather Tree in the courtyard of the ruined keep.


Exploring the Moonlit Zone

A path beckoned from the ruined fort, leading deeper into the dark & crowded forest. The group decided to press further and see what could be found. At a T-intersection, they found a signpost pointing to Fesgate in one direction and Fesgate Tower in the other. They opted for the tower, along the way sneaking past another fire spirit which was chasing around some forest wildlife.

The tower itself was a simple affair, circular and about six or seven stories. Against the starless sky, outlines of strange structures could just be seen around the peak. The group climbed the inside of the tower, sealing another fire spirit inside a vault on the way, and passing by rooms guarded with carved runes, some still glowing with magic.

In a room of hanging cages they found a dead knight with a broken sword, his plate mail pierced through the heart. He carried a journal, but nobody could read the language.

At the tower's peak, narrow bridges stretched outside, connecting to smaller towers floating out in the open air with no support structure. A few shrivelled bundles wrapped in silk hung from the ceiling, and the corpse of a dog-sized spider rested in the dust. Gorr wanted to try and harvest poison from it, but changed his mind.

The group avoided two of the bridges: one covered in spiderwebs, and another leading to a room of glowing green crystals and sleeping giant moths. In the third tower they found a few prison cells full of bizarre creatures, and rescued a man. Wearing rusted full plate and a closed helmet, he identified himself as Lord Fesgate. He seemed not to know how much time had passed since his imprisonment. He had no knowledge of the state of the kingdom or its curse. The group reasoned that the tower cells froze their occupants in time, so to the prisoner only moments would elapse between incarceration and freedom, even though it might have been centuries.

Fesgate told them a few facts:

 - The tower prisons were built in the moonlit zones in ancient times to contain monsters & enemies of the realm. They were commissioned centuries ago by First Lord Raeldus, with the help of the Immortal Sage. (Is that the same as the Sage of Lune? It is unclear.)
 - This tower once imprisoned great numbers of needlemen, gryphs, giant spiders and monstrous hounds, among other monsters.
 - He was thrown into his cell by First Lord Raeldus on some trumped-up charge.


by Chris


Fesgate joined them for now. On their way back down the tower they met an even stranger being. Surrounded by a swarm of moths (and trailed by six of huge size), a giant with a head like the moon confronted them at the top of the tower. He introduced himself as Howroch, the Full-Headed. He said Fesgate was a traitor and it was foolish to let him out (the Lord denied this). He seemed sad, and didn't feel inclined to fight about it after all these years. 

The group learned more interesting facts:

 - The moonlit zone prisons are weakening after all these years, and many dangerous monsters have escaped already. Some "much more dangerous than these common spiders."
 - Each prison was guarded by a Moon Giant. Not all Moon Giants are strict and Lawful like him: there are also Half-Headed (Neutral) and Eclipsed (Chaotic and dangerous).
 - He would help in the fight against Uthummaos if he could. He told the group about two mighty weapons of legend lost in other moonlit zones: Sun-Eater, a flail that absorbs light once held by a fallen paladin. The Moonlight Sword, rumoured to be a powerful wizard's weapon.

Howroch accompanied the party back down the tower and let them out. They proceeded away from the tower in the opposite direction from whence they came. Howroch parted ways with them and they found what was left of Fesgate Village, long since deserted. After fighting a pack of huge, six-legged black birds in the main meeting hall, Lord Fesgate finally seemed to accept that things had changed in his homeland, and might never be the same again...


*****

Enemies Defeated:

Eralion the shade - 1260 xp
black six-legged bird - 121 xp

345 xp each

Treasure:

Eralion's treasure hoard:
  27 gold
  200 silver
  156 copper
  eight gems
  six pieces of jewelry
  1 scroll
  1 potion
  ceremonial dagger
  Eralion's copper bracers

broken sword
8 gp
knight's journal (foreign language)

sack of 100 silver


Wednesday, 27 January 2021

Session 11

A RUDE AWAKENING

3rd-12th Longrass, 4433


Characters:

Young Joe Spruce, druid 1

Gorr, ranger 3

Robert the Swift, fighter 2

Suba-Jin, cleric 3

Meep, dwarf 2

Eric Withakay, cleric 4


*****

[DM's Note - Sorry guys, I waited too long to write this report because of the holidays & assorted things. My memory of the session is now a bit hazy. If I missed anything or got any details wrong, let me know and I'll correct it.]


A Night at Seven Visions

The gang blew a ton of money on gambling, wine, women & song. Most held their liquor, except for Robert and Joe. Their encounters with the courtesans of Seven Visions were bizarre & psychedelic, becoming ever more dreamlike and surreal as the night progressed, eventually becoming terrifying psycho-sexual dramas - their innermost fantasies come to life. Each was thoroughly scarred by the experience [gaining 1 fear point] and afterwards could never be sure how much was real and how much a bad dream, nor exactly how things ended.

During the night Fred, the last man-at-arms in the service of Young Joe Spruce, was overcome with fear at his companions' deaths and deserted the company.

In the early hours of the morning, while sleeping off their night of partying the group was ambushed in their beds by knife-wielding assassins. These rough-looking men with faces covered, wrapped in layers of ragged finery could take serious punishment. They were high on a drug called BLACK, the same tarry substance found hidden in Morthevole's shop. One of them was subdued and gave up Morthevole's name before he died of his injuries when the drug's effects wore off. Robert's arm was injured badly in the fight and would require a few weeks of bed-rest to heal.



The establishment's madame Zvezdana Ozi apologized for the mistakes of her security force and told the group she would compensate their next stay. Women, drinking, drugs, whatever they wanted. She used her occult knowledge to identify the ancient golden shield Suba-Jin found [a shield +1].


About Town

The group ran a few errands. First they found a jeweller in Hightown named Tibor Stefandis, who was wealthy enough to buy the ruby they found in Morthevole's basement. They settled on 370 gold pieces, a princely sum for a single gemstone! Stefandis recognized the ruby's design, and told them a strange story about it:

"This is a legendary gemstone. The Ruby Heart of Sanghé Shriwar the Slicer, a goddess long-ago fallen out of favour in the city. She was sometimes depicted as a beautiful dancing-girl in an overgrown garden, sometimes as a multi-armed vision of terror & destruction. She was associated with the moon, and vengeance. The center of her worship was in the Riverside district amongst several noble families. They may yet live in that area, but their fortunes have now fallen along with hers."

The group visited Morthevole at his shop in the Nest and sweated him (after fighting some albino monkeys on the way). He admitted that the "blackthroats" (as such addicts are called) came to his shop, and he sent them after the group for an easy score. Suba-Jin rubbed the last does of BLACK on his neck, and the group swept his shop before leaving him thoroughly terrified. 


To the Night Wolf Inn

Reasoning that it would be a great way for Robert to recover, the gang headed for the Night Wolf Inn, to rest up in the Forest of Dreams where time passes more swiftly than in the normal world. After a cramped (subjective) month in the Inn room, Robert's arm had healed up and the gang had mostly recovered from their encounters with undead in the crypts below the city [everyone lost 2 accumulated fear points].

At fighting strength, the group pressed on further into the forest. With Young Joe Spruce in their group, navigation was easy and travel swift. 

Returning to their allies in the Forgotten Village, they learned of more activity in the ruined castle of Eralion the wizard: a pack of ravenous shadow-hounds had been raiding from within the Moonlit Zone!

Venturing back inside that dark & cryptic region, they heard the baying of these spectral dogs in the distance but never encountered them. Creeping into Eralion's keep once more, they spied a man of elemental fire dancing madly in the courtyard. Defeating it with a combination of magic weapons and holy water, they suddenly heard the great doors of the chapel below their feet begin to creak open...


*****

Monsters Defeated:

Man of Flames - 370 xp

3 Blackthroats - 107 xp


Treasure:

40 silver pieces - 40 xp

3 gold pieces - 30 xp

selling off the Ruby Heart - 3700 xp


TOTAL:

91 xp each for this session

617 each for those who found the Ruby Heart

Many of you leveled up after last session. As usual, once you return to a safe area (in this case, the room's furniture) and rest a day, you can gain the benefits of your new level. Some of you had the experience after selling the ruby, but we ended last session in the middle of the action, so it doesn't make sense to do your levels right now.



[Setting] Peoples of the Empire

Humans are the most common race in the Empire, by far. The human race has no "sub-races," only cultural and ethnic divisions—of which most humans unfortunately make far too much of a difference. Most humans of Viridistan are a mix of a number of bloodlines, with the most common being a mix of Viridian, Tharbrian and Ghinoran, though some may have Skandik, Avalonian, Altanian or even Amazonian blood.


ALRYAN

This is the name applied to the city folk of the large cities of the northeastern Empire, such as the City State of the Invincible Overlord, Warwik and Modron. They are in fact a mix of Tharbrian and Altanian blood, but they consider themselves “civilized.” Most Alryans have disdain for the uncivilized barbarian Altanians to the south, and would be appalled if they knew of their actual close kinship. Wise city dwellers, Alryans have keen eyesight and are sensitive to the body language of many races. They consider a highly developed sense of humour is the prerequisite to civilized conduct. 

Description: Skin color ranging from fair to olive to reddish skin (due to the Altanian influence), brown hair, brown eyes, 5 ft. 8 in., 170 lbs, average build, typically Neutral.


ALTANIAN

The “barbarian” Altanians occupy the portion of the Pazidan Peninsula south of the City State of the Invincible Overlord known as Barbarian Altanis. Families are organized into animal totem clans within each tribe. Some clans remain completely nomadic in nature, while most have settled into a semi-nomadic way of life, settling in small ramshackle villages. Clans include Grizzly Bear (the largest tribe), Mountain Lion, Forest Ape, Tusked Boar, Gray Wolf, and Spotted Wolverine. Altanians are among the
most renowned trackers in the world. Altaninians maintain their youth and vigor through old age, and then continue with a mature physique until the day that they die—though few ever live to reach the natural end of their life.

Altanian society (non-nomadic tribes) is dominated by the women, who own all chattel and property, save the weapons wielded by the warrior men. The men follow the Way of the Sword, which is a quasi-religious cult led by Sword Knights—Altanians that have earned the right to carry Ancestral Swords. Most women stay at home, tending to gardens, while the men go hunting and raiding, or form mercenary bands and adventure in other regions. 

There are reputedly some pureblooded Altanians, with the darkest blood red skin, who claim descent from various Chaos Lords—powerful inhuman creatures from the Chaos Planes of the Netherworld. 

Description: Copper to reddish brown to blood red (purebloods) skin, sandy to black (pure bloods) hair, hazel eyes, 5 ft. 6 in., 180 lbs, average to stocky build, typically Neutral or Chaotic.


AMAZON

Known in the northern lands as “Shield-Maidens” due to their disdain for armor other than shields, the Amazons are dominated by the female. They are said to have originated in the Ament Lands, far to the south, and over millennia migrated, pillaged, and battled their way north. In the north, Amazons can be found in their castle near Sea Rune on the Pagan coast north of Ossary. They can also be found in the southern lands in and around the city of Rallu and near Ghinor and the Ament Tundra. 

Mercenary Amazons can be found in nearly every fighting force in the Empire. Friendly with most forest dwelling races, they often unite to protect an area endangered by woodsmen or some natural calamity. Amazons frequently have trained animal companions. The Amazons near Sea Rune are rumored to use trained lions as pets. Highly dexterous and very well toned, they are noted for preferring little or no armor in combat. In grouped combat, they fight in unison as if telepathically linked with their sisters. They often anticipate the tactics of opponents.

Amazons take their captives as slaves, though only the female slaves are put to work. Male slaves (including male Amazons) are used solely for reproductive purposes and sport. Pure lineage Amazon males are often traded between queens of different tribes. Male Amazons are not pampered as are the female concubines of other races, they are instead expected to maintain themselves in top athletic condition, though not to learn the ways of war.

Description: Fair to light brown skin, blonde or red hair, green eyes, 5 ft. 6 in., 110 lbs., lithe to voluptuous build, typically Lawful.




ANTILLIAN

Antillians, centered on the city of Antil, are a further admixture of Alryan with more Orichalan, Tharbrian, elven, and (now extinct) Antili blood. Where Alryans are wise and wryly humorous, Antillians are cunning and disarmingly vicious. Antillians are terrifying merchants, willing and able to swindle at the drop of a copper; they are also a proud people, and they have taken the tradition of vendetta to hitherto unknown heights. Antillians are graceful, with very lithe features and slightly pointed ears, though to mistake one for a half-elf is to ask for a duel. 

Antillians wear rich, colourful clothing, the more ostentatious the better, and prefer light, quick weapons, such as rapiers and stilettos. Antillians consider women to be chattel, to be used to further political and mercantile relationships. Antillians are notorious slavers, considering other races
destined only for servitude. They despise Amazons, and believe them to be fit only for concubinage.

Description: Swarthy olive skin, black hair, brown eyes, 5 ft. 6 in., 150 lbs, light build, typically Neutral.


AVALONIAN

The Avalonians are the noblest of people, in their own minds if nowhere else. The tall, thin Avalonians dress in wealthy clothing, for all their clans are of noble blood, and all Avalonians hold a noble title, even the least citizen. They are also merchants by profession and control nearly all trade in the Uther Pentwegern Sea and southward to the Sea's Edge. 

Their city, Valon, is built right upon the sea, and consists of gold and silver tower-girt islands divided by stone-lined canals which freeze over in winter. Swimming is natural to these folk. They are also superlative sailors and shipwrights. Most Avalonians have some sort of magical training, typically cold, water, and/or ice magic. The wizards and sorcerers of this race are unsurpassed in the North, rivaled only by the wizards of distant legendary Tula.

Some claim to be descended from an ancient admixture of merfolk and an unknown extra-planar folk from the Elemental Plane of Water or Ice. Sage comparisons between the Avalonians and the green-skinned Viridians cause violence to erupt most unexpectedly from this otherwise peaceful folk. Some few Avalonians have gills and can breathe in the water as if on land, although this is a rarity outside their homeland.

Description: Commoner Avalonians have pale skin with light blue tints, hair of any color, but body hair such as eyebrows and beards are usually tinted with platinum, gray or black eyes, 6 ft, 200 lbs, sleek and muscular build, typically Neutral. Higher-ranked nobles have pale blue skin, platinum blonde hair, silver eyes, 6 ft. 4 in., 200 lbs, sleek and muscular build, typically Lawful.


DUNAEL

Dunael Woods-Folk originated in the Dearthwood, where most can still be found, locked in eternal struggle against the wild beasts of the forest, and clans of barbaric wild elves like the Purple Claw. The Dunael are descended from an ancient alliance of Orichalan, Tharbriana, Amazon, and Altanian clans, with a bit of elven blood, blended centuries ago into a single culture. Today they are few in numbers and remain hard-pressed by their enemies. The Dunael, though semi-barbaric today, once had a great culture, and claim to be descended from the ancient Orichalans that inhabited a lost city where now stands the City State. The Dunael no longer have a king, but are ruled by the Captain of the Rangers, an ally of the Invincible Overlord.

Description: Bronzed tan skin, coal black hair, blue or green eyes, 5 ft. 8 in., 170 lbs, average build, typically Chaotic or Neutral.


GHINORAN

Ghinorans are the remnants of the Ghinoran Successor States from the ancient Kelnoran Empire, which fell thousands upon thousands of years ago. They occupy the lands of the southwestern crescent of the Sea of Five Winds from Lenap to Tlan and across to Chim, as well as the regions to the south approaching the Demon Empires and north above Lenap. Though some vestige of civilization is returning to these areas (or has maintained itself over many years), the people are mostly tribal and warlike.

Description: Various skin colors ranging from bronzed near the deserts to olive in Tlan and dusky in Chim, brown or tawny hair, brown or green eyes, 5 ft. 10 in., 150 lbs, average build, typically Neutral.


ORICHALAN

There are few of these folk left, as most people with Orichalan blood have been hunted down by the Altanians. Most that still exist either live in isolated communities (such as the Moonraker Moor Folk or the Roglo River Folk) or live in areas where they are not persecuted (such as in the city of Malikarr or in southern Oricha). Nevertheless, some remain in various regions of the Empire. Each share the same racial traits and description.

They are descended from the merchants of the long-fallen Dragon Empire. These merchants plied their trade up and down the Great Estuary of Roglaroon, as well as along the seacoast and other nearby river systems, though they maintained their homes in the cities, and mingled with other races. When the Dragon Empire fell millennia ago, their descendants remained on the waters, as it was the safest place during the terrible barbaric anarchy that followed that time.

Description: Slight purple cast to skin, some of which may also have patches of slight scales like snakeskin; dark hair, often black or with purplish highlights; amber or grey eyes; 6 ft., 180 lbs, lean build, typically Neutral.


SKANDIK

The Skandik Sea Wolves are a well-muscled water-loving race. They are ritually birthed in the water and spend most of their youth learning the ways of the sea. They build their towns only along coastlines and their longships raid the surrounding areas. They pay homage to Jarls and organize themselves into clan villages. Only true warriors are allowed to wear beards, which are a sign of manhood. They are renowned swimmers and sailors. Many, strangely, have webbed toes. They traditionally worship the gods Odin, Thor and the Norse pantheon. They inhabit the northern coast above the City State west of Warwik as well as the southern stretch of the Pagan Coast and a number of the isles in that region of the Winedark Sea.

Description: Pale skin, blonde or strawberry blonde hair, blue or green eyes, 5 ft. 9 in., 180 lbs., stocky build, typically Neutral.


THARBRIAN

Tharbrians are eternal nomads of the central Empire, having migrated from the far West. Their ancestors, the Tharbrian Wild-Men are responsible for many invasions into the lands of Viridistan and the City State. Though still primarily nomadic and warlike, some have settled into more permanent villages and have become accepted in cities throughout the region. The city of Modron was founded ages ago by less nomadic Tharbrians in honor of the goddess Modron, whom the Tharbrians freed from ancient captivity. 

Most Tharbrian nomads are men and women of honor and battle. They believe in a strict warrior code that forbids the slaughter of innocents or the murder of those that have fought valiantly. Among some, this code seems to be a disdain for all things not dealing with war. The conquered are kept as slaves to tend to the herds and perform other labor that is beneath the warriors of this society. Women are equal to men in Tharbrian society. Tharbrian smiths are renown for their sword making skills, and the Tharbrian saber is infamous in battle, more so when wielded by a Tharbrian warrior.

Description: Ruddy tan skin, tawny brown, or raven black hair, blue or green eyes, 5 ft. 7 in., 160 lbs., light build, typically Chaotic.


VIRIDIAN

The basal population of the cities, towns and villages surrounding the Emerald City of Viridistan. Their primary stock is Tharbrian, dominated for thousands of years by the True Viridians (of which the Green Emperor and his Empress-wife are thankfully the last), and intermixed with a dollop of True Viridian blood. Common Viridians make up the bulk of the farmers, artisans, craftsmen, and merchants of the Empire. The green tinge to their skin is usually looked down upon in the east, while the greener the skin, the better, in the west near Viridistan.

Description: Pale skin with varying tints of green, tawny or blonde hair, green eyes, 5 ft. 6 in., 150 lbs, average build, typically Lawful.