Showing posts with label claws of the lioness. Show all posts
Showing posts with label claws of the lioness. Show all posts

Tuesday, March 28, 2023

Session 15: The Claws of the Lioness - The Pleasure Realm of Tixelzintran

Dramatis Personae:

  • The Paladin of St. Faruin - Alsuna of Vlamesht, Bulwark and Vanguard - Played by Sophia
  • The Shaman - Cathpailu, Spirit Whisperer and Druid - Played by Andrea
  • The Mage - Arash Sehat, Arcanist and Elementalist - Played by Jonathan
  • The Dwarven Craftpriest - Thorel, Reclaimer and Dwarven Craft-Catechist - Played by Christopher
  • The Elven Spellsword - Triandal Krisna, Dreadsword and Arcanist-Guardian - Played by Nathaniel
  • The Cleric - Brother Mikko, Catechist and Mendicant - Played by PJ
  • The Barbarian - Belaye Bsrat, Hunter and Pit Fighter - Played by PJ

When last we left our heroes...

The last thing any of you remembered was being dragged into the void. Then, darkness, and the utter and unfeeling cold of the gnawing emptiness outside the world. And then you fell into forgetfulness for a long time...

When you finally come to, you find yourself in a tavern. At first, it seems normal enough, until you really start to look more closely at your surroundings. You find that everything is just a little off. The furniture has not been made with any reference for size or scale, tables are leaning at odd angles which make it almost impossible set food or drink on them, and the wait staff are bad approximations of humanoids, but where their heads should be, there are only gaping maws and 1-4 eyestalks turning every which way. 

Perhaps strangest of all, there is a massive hole in the middle of the room, which everyone more or less ignores, even as they move around it. 

At this point, the Maitre D' approaches you, a very tall, shifting figure, with four eyestalks branching off of its misshapen head, which itself is just a large central eye and a gaping maw. "WELCOME TO THE PLEASURE REALM OF TIXENZINTRAN THE ALL-SEEING!" he says. "WE HAVE AN EXCITING MENU PLANNED FOR THE NIGHT... YOU!" The figure then proceeds to tell you the specials for the day: "TRANSMOGRIFICATION, DISMEMBERMENT, MADNESS, AND MY PERSONAL FAVORITE, DESPAIR." 

---

The party decided that they wanted to have nothing to do with this, and, after introducing themselves to each other, began to try to find a way to escape. After investigating their surroundings, they find that the hole in the center of the room is in fact the stone mouth of a well. Brother Mikko investigates it, and, after descending a few feet on a rope held by Alsuna, finds that it drops 15' feet into a chamber below, which is laid out like a giant, life-sized chess board. One by one, the members of the newly formed party dropped down, and in the process, triggered the pieces on the chess board to come alive and attack them.


Quickly, the companions realized that the chess pieces were limited to movement according to the rules of chess, and were able to adjust their movements accordingly. Arash was dropped by the attack of one of the Black Knights, but was revived by the healing hands of Alsuna and stood up with 1 HP (thanks to a very good roll on the Mortal Wounds Table). He cast Burning Hands, destroying the Black King, and deactivating all of the other Black pieces in the process. Realizing this, Cathpailu commanded her spirit animal, a young panther, to attack and kill the White King, deactivating the remaining pieces. The party was then able to make their way safely across the board and through a tunnel to the south.

This tunnel opened up onto a rickety rope bridge spanning a yawning chasm. As the party stepped foot on it, a Kobold appeared at a nearby ledge and began yelling angrily at them. Brother Mikko decided to run across the bridge at full speed as the Kobolds began to prepare some kind of incendiary devices, but lost his balance and fell into the chasm and was lost. As the rest of the party crossed, more carefully, Triandal set off the Kobold incendiary devices with a well-aimed arrow, starting a chain reaction that destroyed the band of kobolds, and the party made it safely to the other side.


In the next chamber to the south, the companions met Belaye Bsrat (PJ's next character), a former gladiator who had also been kidnapped and taken to Tixelzintran's realm. In the room they found a trio of statues that had been carefully dressed in real armor and armed with real swords. One of the statues (according to Alsuna's sense for these things) had been equipped with armor and weapons that were cursed or evil in some way. The party decided to leave the statues alone. 

The tunnel continued to the south, where they could hear the sound of rushing water, but there was also a door to the east. After examining the latter, and hearing nothing and finding no traps, Triandal decided to cautiously push it open, revealing a well-appointed banquet hall with a sumptuous feast laid out. Although Alsuna could tell there was nothing evil/chaotic about the meal, she was still deeply distrustful, but some of the other party members sampled the food, and found that doing so healed their wounds from the fight with the chessmen. There was also some magical rum in a gorgeous crystal decanter. Arash sampled this and found that it granted him at least temporary control over the Undead (as a Potion of Control Undead). 

Monsters defeated:

  • 14 "living chessmen"
  • 4 kobolds

Characters killed:

  • The Cleric - Brother Mikko, Catechist and Mendicant - Played by PJ
  • Monday, March 27, 2023

    The Claws of the Lioness, Session 14: Fireball the Party

    Dramatis Personae

    • The Paladin of St. Faruin - Alsuna of Vlamesht, Bulwark and Vanguard - Played by Sophia
      • The Henchman and Dwarven Delver - Noravras of Beasthold - Dwarven Caver and Pest Controller - Played by Sophia
    • The Thief - Kiz of Aesta Suvash - Footpad and Failed Apprentice - Played by Chris
    • The Dwarven Craftpriest - Moriana of Beasthold, Dwarven Craft-catechist and Reliquary Guardian - Played by Andrea
    • The Mage - Timlaras "Tim" of Aesta-Suvash, Thaumaturge and Necromancer - Played by Scott
      • The Henchman and Thief - Arana of Aesta-Suvash, Hood - Played by Scott
    • The Mystic - Ali Abbas the Immaculate - Played by Paul
    • The Fighter - Vunika, Man-at-arms and Mercenary - Played by Christiana
    • The Dwarven Vaultguard - Dwadnur of Beasthold, Sentry and Goblin-Slayer - Played by Nathaniel

    When last we left our heroes...

    Following the fight in the Drukk nest, the party was ragged and wounded, with several of them no longer able to fight effectively. Dwadnur, Alsuna, Vunika, and Timalaras decided to escort the wounded back to down while Braem (and his two henchmen), Mix, and Guinevere decided to explore a tunnel they found at the back of the nest [these players were absent, and since the other players did not have the benefit of their help in the fight that ended this session, it felt unfair to say they were killed in it.]

    Party #1, stepped out into the hallway -- where they were immediately attacked by a returning Drukk patrol. After fighting their way out of this -- thanks to some good shooting by Vunika, the axe and glaive of Dwadnur and Alsuna, and the Wand of Fireballs wielded (with some strings attached) by Timlaras. After clearing the hallway of their foes, they wandered on, realizing that they were without BOTH of their mappers (Braem and Guinevere). They chose a direction and moved down the hallway, eventually emerging into a small chamber in which a very, very large man lay dead, his rotting corpse pinned to the floor by a great spear. Deciding not to investigate this (as they had so many wounded to take care of and this was clearly not the direction they had come before), they headed back the other direction, eventually finding the corridor by which they had entered this wing of the temple.

    As they went, Timlaras was using his ring of X-ray vision -- the All-Seeing Eye of Tixelzintran -- to check the rooms on either side of the corridor. As they passed the Drukk latrine, Timlaras used the ring again, but this time something... happened.

    It turns out that the wand wasn't the only thing the fire demon had given him that came with "some strings attached" -- the All-Seeing Eye had opened a gate to the Planes of Madness, and the many-eyed creature which had haunted Timlaras' visions the last several times he had used the ring now materialized directly in front of them. It was a floating mass of eyes and teeth, and it greeted them thus: "MY MASTER TIXELZINTRAN ACCEPTS YOUR WORSHIP. I HAVE COME TO COLLECT YOUR TRIBUTE."

    As the party was trying to figure out what to do now, Dwadnur decided to shoot the creature with his crossbow. In the ensuing battle, well, everything that could go wrong did go wrong.


    From its four great floating eyes, the abomination shot out rays that variously put the party to sleep, hurled them through the air, or turned them to stone. Despite this, the remaining party members were not exactly pushovers, and they managed to whittle away at the creature's health until a ray shot out from one of the eyes and struck Timlaras. Timlaras badly failed his Save vs. Spells... And fell under the domination of the creature. Turning to aid his new ally, Timlaras raised the Wand of Fireballs (which ended up not working the first time because he was within the range of the magic cancellation effects of the creature's central eye) and unleashed a great blossom of flame upon the party. All of his former allies, except for Alsuna (who was lying unconscious behind him at this point) were instantly killed in the conflagration, leaving their weapons, gear, and any magical loot ripe for the taking...

    Monsters killed:

    • 7 Drukks
    Player Characters killed:
    • Kiz
    • Moriana
    • Ali Abbas
    • Noravras
    • Dwadnur
    • Vunika

    Tuesday, February 14, 2023

    Session 13: The Claws of the Lioness - Tetanus All Around

    Dramatis Personae

    • The Paladin of St. Faruin - Alsuna of Vlamesht, Bulwark and Vanguard - Played by Sophia
      • The Henchman and Dwarven Delver - Noravras of Beasthold - Dwarven Caver and Pest Controller - Played by Sophia
    • The Thief - Kiz of Aesta Suvash - Footpad and Failed Apprentice - Played by Chris
    • The Dwarven Craftpriest - Moriana of Beasthold, Dwarven Craft-catechist and Reliquary Guardian - Played by Andrea
    • The Mage - Timlaras "Tim" of Aesta-Suvash, Thaumaturge and Necromancer - Played by Scott
      • The Henchman and Fighter - Džim of Aesta-Suvash, Warrior - Played by Scott
      • The Henchman and Thief - Arana of Aesta-Suvash, Hood - Played by Scott
    • The Mage - Mixebram "Mix" of Aesta-Suvash, Arcanist and Magical Scholar - Played by George
    • The Mystic - Ali Abbas the Immaculate - Played by Paul
    • The Fighter - Vunika, Man-at-arms and Mercenary - Played by Christiana
    • The Elven Spellsword - Braem the Burning, Arcanist-Guardian and Flametongue - Played by Ben
      • The Henchman and Legionnaire Kumban - Played by Ben
      • The Henchman and Legionnaire Kemog - Played by Ben
    • The Dwarven Vaultguard - Dwadnur of Beasthold, Sentry and Goblin-Slayer - Played by Nathaniel

    When last we left our heroes...

    Investigating the chamber they had found beneath the statue, the heroes found a well-appointed bedchamber, with a massive bed, wardrobe, and writing desk. At the writing desk, they found a diary which (after studying it for half an hour or so) the companions learned belonged to a "Hierophant of Swords" a worshipper of the old Saftash god of war in his aspect of Anyshĩk-Tǎngkĩ, god of swords. According to the diary, 

    • The Hierophant has been on a quest for some time to find a new "Emperor and Empress of Swords" but has not found anyone "worthy."
    • He had begun trying to promulgate the worship of the God of Swords at first through chivalrous duels and 1-on-1 combat, but within the past several months he seems to have descended into madness. His last "duel" was the slaughter of an unarmed theater troupe. 
    • There have been no diary entries for several weeks now.
    • Apparently the "sword-fish" have not been fed in some time, whatever that means.
    After taking the diary and the valuables from the room (including a set of costly silken robes and vestments worth 300 GP, and another one of the slightly glowing numbered sword blades, which was hanging over the bed) the party decided to go back up and head west from the vestibule. 

    Heading down the passage, they discovered the duck latrine, behind which there was a hastily built false wall with the word "DON'T" written on it in what you hoped was brown paint. Knocking this wall down, you found a prisoner, impaled here against the wall with another one of the numbered blades. The prisoner turned out to be a Vampire named Remmy. Remmy offered to help the party in exchange for his freedom, but Alsuna the Paladin was having none of it. Using holy water and garlic, she decapitated the Vampire -- but this seemed to have only made it mad. After swearing vengeance on Alsuna and her friends, the vampire's body and severed head turned into mist and vanished. Moving on from here, but with another one of the numbered blades, the companions continued down the passage until they came to a door the ducks had adorned with rusted sword blades spackled to the doorframe by, well, poop. 

    Using the All-Seeing Eye of Tixelzintran, Tim looked into the room and realized that it was probably the main nest of the Drukks. The party decided to attack, since they had specifically come to the dungeon to stamp out this particular menace. Dwadnur kicked the door in, Tim summoned some spectral berserkers, and the party charged in.



    The Drukks proved to be tough, with duck warriors on the ground drawing up a line at the pallisade of swords in the middle of the nest, while Drukks in the rafters hurled down rusty, excrement covered sword blades. It took the magical aid of no less than 8 berserkers summoned from the afterlife, but the companions at last wiped out the Drukk nest -- though not before Džim, Moriana, Ali-Abbas, and Noravras had fallen in battle.

    In the aftermath, the companions checked on the fallen. Džim was dead, impaled through the skull by a rusted sword blade dropped from above. Moriana was in critical condition; Alsuna's healing magics were enough to save her from death, but one of her legs was maimed and she was in bad need of a week's rest in a safe location. Ali-Abbas and Noravras were scarred and injured, but Alsuna was able to bring them back to 1 HP, and they would be able to recover normally after a night's rest in a safe location.

    The companions searched the fetid nests of the Drukks and found 50 Platinum Pieces hidden within them. 

    At the end of the session, the party rolled a random encounter, which is where we'll be starting next time.

    Monsters killed: 
    • 20 Drukks
    Treasure recovered:
    • Silken vestments (300 GP)
    • 50 Platinum Pieces (500 GP)
    • 4 of Swords
    • 8 of Swords
    Player Characters Killed:
    • Džim 

    Monday, January 30, 2023

    Session 12: Claws of the Lioness - Roast Duck

    Dramatis Personae:

    • The Paladin of St. Faruin - Alsuna of Vlamesht, Bulwark and Vanguard - Played by Sophia
    • The Henchman and Dwarven Delver - Noravras of Beasthold - Dwarven Caver and Pest Controller - Played by Sophia
    • The Thief - Kiz of Aesta Suvash - Footpad and Failed Apprentice - Played by Chris
    • The Dwarven Craftpriest - Moriana of Beasthold, Dwarven Craft-catechist and Reliquary Guardian - Played by Andrea
    • The Mage - Timlaras "Tim" of Aesta-Suvash, Thaumaturge and Necromancer - Played by Scott
    • The Henchman and Fighter - Džim of Aesta-Suvash, Warrior - Played by Scott
    • The Henchman and Thief - Arana of Aesta-Suvash, Hood - Played by Scott
    • The Mage - Mixebram "Mix" of Aesta-Suvash, Arcanist and Magical Scholar - Played by George
    • The Mystic - Ali Abbas the Immaculate - Played by Paul
    • The Cleric - Guinevere the Curate - Played by PJ
    • The Cleric of St. Faruin - Kumbar of Aesta-Suvash, Catechist and Undead Slayer - Played by Jonathan
    • The Fighter - Vunika, Man-at-arms and Mercenary - Played by Christiana
    When last we left our heroes...


    The party managed to avoid the giant weasels (as the party referred to them: "54 Feet of Weasel" which I swear was not a metaphor for anything). After trying to put them to sleep (turns out they were too big to be affected by the spell), Vunika made a distraction that sent the weasels bounding off into the mist, and the party was able to continue on their way without a fight.

    They arrived at the village of Vlamanishiki. As they crossed the stream to get into the village, they noticed that it was absolutely choked with old, rusted sword blades. They found an inn (with a painted Jester's cap out front; the Sign of the Fool) and bought soup and a round of ale and spoke with some of the locals. It turns out there are duck-headed beastmen raiding in the area, selling weapons to the kobold and goblin tribes in the Ettinmarsh, and so on. The littler of rusted sword blades come from them and it appears to just be getting worse.

    The party decided to wait until the cover of darkness to head upstream, and found a waterfall flowing out of the ettinmarsh. Behind the waterfall they found a cave entrance. The pool at the base of the waterfall was completely choked with swords. Some of the party searched through them and while most people didn't find anything interesting, Kumbar (who is a cleric and can't use swords) did find a ceramic sword.

    Tim used the Ring of Tixelzintran to peer into the cave and locate a trap set by the duck-men, which the party was able to avoid. The passage led to a large vestibule of an underground temple to the old Saftash god of war in his aspect of Anyshĩk-Tǎngkĩ, god of swords.

    There was a huge statue with a big diamond in its forehead in the vestibule, and 3 duck-men guards, who Tim promptly fireballed (with a normal fireball, not the wand). There was a big pile of fine swords at the base of the statue, apparently laid there as an offering. Two of them were glowing faintly in the dark and are labeled with old Saftash numerals 2 and 9. They appear to be magical, but also incomplete, as though they are part of a puzzle or a key. Mix is holding onto them now. 

    Mix has also been up to secret secret things again, but also, Tim has been having strange visions of a floating mass of eyes watching him and the party. Gwen, the party's newest cleric, found a secret door at the base of the statue...

    Monsters killed:
    • 3 duck men
    Treasure found:
    • Diamond (1000 GP)
    • Ceramic sword
    • 2 of Swords
    • 9 of Swords

    Tuesday, December 20, 2022

    Session 11: Claws of the Lioness - Dinner with the Lady Rota

    Dramatis Personae:

    • The Paladin of St. Faruin - Alsuna of Vlamesht, Bulwark and Vanguard - Played by Sophia
    • The Henchman and Dwarven Delver - Noravras of Beasthold - Dwarven Caver and Pest Controller - Played by Sophia
    • The Elven Spellsword - Braem the Burning, Arcanist-Guardian and Flametongue - Played by Ben
    • The Henchman and Legionnaire Kumban - Played by Ben
    • The Henchman and Legionnaire Kemog - Played by Ben
    • The Thief - Kiz of Aesta Suvash - Footpad and Failed Apprentice - Played by Chris
    • The Dwarven Craftpriest - Moriana of Beasthold, Dwarven Craft-catechist and Reliquary Guardian - Played by Andrea

    When last we left our heroes...

    The heroes spent the next two weeks in the city of Aesta-Suvash, resting, healing their wounds, and taking advantage of the downtime to train, research, and prepare. In particular, Tim and Mix took some time to research Tim's Wand of Fireballs as well as teach Mix some new spells. Regarding the former, Tim learned the following:

    "You spend two weeks examining it carefully, testing it in various ways. What's tricky about it is that it isn't a "device," but rather a living, organic thing from another elemental plane. Despite the fact that it has been severed from its original tree, it maintains its connection to the elemental plane of fire in some way. However, as you start to dig into this, you begin to realize that the fire demon which you captured, and which gave you this branch in return for his freedom, may have tricked you."

    "As you carefully examine the seed pods, you realize that using the wand has a side effect you had not previously discovered: Corpses slain by the Branch of Demar Norei will sprout a Firetree sapling in 1d4 days. This tree grows rapidly and reaches maturity within 1 year. During that year, it gradually transforms the terrain for 6 miles (1 hex) into a burning wasteland resembling the elemental Plane of fire. The firetree is guarded by 2d6 fire elementals who reside among its boughs. If 3 or more mature trees exist in a single hex, during their second year they will transfer an area of eight hexes into a vast, burning forest inhabited by creatures from the Elemental Plane of Fire.

    "Although you are still not closer to figuring out how to make the branch sprout more seed pods, you take a couple of things away from this:

    "1) The demon definitely tricked you, and his plan was probably that you would use the wand until you transformed your region into a demi-plane of the Elemental Plane of Fire.

    "2) There is no guarantee that the trees that grow from the branch would allow you to make more branches (that seems a little too easy to you), however it's definitely the case that if you could harvest them, they would count as valuable components for making fire-based magical items, such as scribing scrolls of Fireball (which is basically a 1-time use of the spell that doesn't use up a spell slot), potions of fire-breathing, and so forth. They could even be harvested to craft a more traditional wand of fireballs, although this isn't something you've yet learned how to do."

    While the party continued to process this information in order to decide what to do about it, they examined the bounty board at the Claws of the Lioness Guildhall, eager for their next opportunity to make some coin and possibly find magical solutions to their new problem. Alsuna and Braem also took the opportunity to hire some new hirelings (three in all) to bring their numbers up after surviving the rigors of the previous dungeon.



    In the meantime, Morianna the Dwarven Craft-priest spent some time at the local goldsmiths guildhall in hopes of meeting interesting people and perhaps gathering rumors about the city's rich citizens. While there, she met a strange, decrepit woman, her face veiled, who was there to pick up a very special and unusual mirror. When she learned the mirror was not ready, she said it might not matter anyway since she had not found anyone willing to retrieve the healing waters which would be necessary to complete the mirror's intended purpose. Morianna accosted her, and learned that her name was the Lady Rota (the same Lady Rota whose name had been mentioned on the most recent bounty posting). She has suffered from a terrible malady these last twelve years, which first began as a scaly infection in her skin, and has gradually spread to her bones, and now to her blood. The leeches and apothecaries of the city, as well as the temple clerics, have been unable to cure the apparently magical disease or curse. Her one remaining hope is the healing waters of a lost Elven city deep in the Ettinmarsh. Morianna expressed interest in helping her with this problem, and the Lady Rota invited her and her friends to her villa outside the city for dinner that evening.

    After conferring amongst themselves, the companions decided that there were two or three bounties which interested them in the general direction of the Ettinmarsh, and so there was no reason they should not take Lady Rota's in addition to the others in the hopes killing multiple birds with one stone. Specifically, the stories of bird-headed beastmen raiding villages along the south road near the Ettinmarsh and selling sorcerous weapons to kobolds intrigued Braem. 

    That evening they met with the Lady Rota at her villa. Her villa, beautiful on the outside, was bare and cheerless within, as the Lady had sold off most of her most valuable possessions in order to pay for various treatments over the years. Despite her poverty, she managed to provide a good dinner (some would say a suspiciously good dinner) for the companions, whom she did not however join for dinner. After the meal was over, the Lady Rota joined them briefly, and told them of a scarred and half-mad elf who had stopped at her Villa for shelter one night many years ago. He had spoken of the healing waters (which perhaps also impart madness? The Lady Rota isn't sure, but she's willing to risk it) which he had found in the ruins of the great city of Cyfandir, a great Elven city to the south which was destroyed by a Dragon and an army of Ssanu and their beastmen slaves a thousand years ago. No living man has looked upon its ruins, but according to this elf, there are still healing waters there through which flow the life of the Fae. 

    The Lady Rota

    The companions gathered as much information as they could from the Lady Rota, and were provided with four horses to help them on their way. From there, they began their journey down the road to the village of Vlamanishiki, a day and a half or so to the southeast. They were only a few miles outside of Aesta-Suvash when they stumbled across a pack of six Giant Weasels hunting in the morning mist. Thanks to Braem's sharp eyes and quick thinking, the companions have managed to see the Weasels before the Weasels see them.

    Monday, December 19, 2022

    Session 10 - The Claws of the Lioness, the Demon Waters, Pt 6

    Dramatis Personae:

    • The Paladin of St. Faruin - Alsuna of Vlamesht, Bulwark and Vanguard - Played by Sophia
    • The Elven Spellsword - Braem the Burning, Arcanist-Guardian and Flametongue - Played by Ben
    • The Mage - Timlaras "Tim" of Aesta-Suvash, Thaumaturge and Necromancer - Played by Scott
    • The Henchman and Fighter - Džim of Aesta-Suvash, Warrior - Played by Scott
    • The Henchman and Thief - Arana of Aesta-Suvash, Hood - Played by Scott
    • The Cleric of St. Faruin - Jorsau of Vlamesht, Catechist - Played by PJ
    • The Mage - Mixebram "Mix" of Aesta-Suvash, Arcanist and Magical Scholar - Played by George
    • The Mystic - Ali Abbas the Immaculate - Played by Paul

    When last we left our heroes... After briefly discussing the possibility of running back to town, hiring more help, etc, the parties decided they would open the door to the temple's central chamber, shoot a fireball from Timlaras' Wand of Fireballs, and then run. Before implementing this plan, Mix decided to don the strange bleeding coin holy symbol he'd found earlier that day. With their preparations made, they threw open the door and Timlaras shot a fireball into the center of the room, roasting several of its occupants alive (despite the fact that they were standing knee-deep in water). There was a brief skirmish at the door before he shot another fireball,  then passed the wand to his apprentice, Mix, who fired the wand again. The second and third fireballs proved decisive, melting or boiling all but a few of the beastmen slaves of the strange creatures from the abyss. 

    Unfortunately, this is where things began to go pear-shaped: a spirit arose from the body of the last one of the fish-man priests -- a spirit that looked suspiciously like Mix, save for the addition of gills and a strange weeping wound at the center of its chest. The creature (which the party realized it could not evade, since it simply emerged from the water on the other side of them when they tried to run) identified itself as the Dead God and addressed Mix as his servant and prophet, and demanded the worship of the rest of the party. After a couple of abortive attempts to attack it, the party was saved by Mix, who managed to convince it to leave them for the time being, and leave the conversion of these infidels up to him. 

    At this point, the party (after almost walking away without searching the chamber for treasure) looted it, finding a massive amount of sunken treasure (no doubt offerings to the god the fish-men worshipped), comprised mostly of highly portable gems and jewels. As they did so, the party cleric and paladin took an hour to demolish the ancient cursed altar, finally bringing the evil at the heart of that accursed place to an end. While they were doing so, the door to the chamber opened, and a trio of rough-looking characters looked in. They explained that they were adventurers, but since the party had already arrived, they would be moving along now. 

    As the party prepared to head back to town, Mix used the abilities granted to him by the medallion to heal the downed Arana. He was able to cure her wounds, allowing her to stand and fight (though she would probably never use a bow again), however as she stood she coughed up a large, bloody coin, a slightly smaller replica of the one Mix wore. Looking closely at it, the party realized that the once formless image on both coins had now gradually clarified into something resembling Mix in profile. Everyone felt uneasy at this, but it was Braem the Burning who actually did something about it. Drawing his swords, Braem demanded Mix hand over the unholy symbol. When Mix refused (and prayed to his new god, who did not answer his prayer), Braem ran him through, dropping him to 0 HP. Seizing the medallion (and being tempted by it, but resisting), Braem wrapped it up and gave it to the cleric for safekeeping.

    Carrying the unconscious but stabilized Mix out of the dungeon, they were ambushed near the entrance by a group of local ruffians and outlaws -- the three the party had met earlier, plus the rest of their band. The fight was brief but deadly, with the cleric Jorsau being slain in the altercation before Tim ended the battle with yet another Fireball. The last of the outlaws was slain as he fled by a returning Džim. Džim made peace with his employer after Tim promised to give him a raise, but not to give him a raise in the sense of raising his corpse after his death. 



    And so, wounded and weary, with their pockets full of treasure and their hearts full of foreboding, the companions returned to Aesta Suvash.

    Monsters killed:

    • 6 Kua-Toa
    • 8 Orcs
    • 4 Gnolls
    • 8 Bandits

    Treasure recovered:

    • Crystal Geode (2,000 GP)
    • Facet-cut flawless black sapphire (10,000 GP)
    • Flawless diamond (4,000 GP)
    • 19 jade carvings of myth, depicting the creation of the world by Alsudhvi, who raised the dry land out of the chaos of the primordial waters (3 stone, 3,800 gold)
    • Four opal cameo carvings of the four consorts of the Lord of Waters (3/6 stone, 3,200 GP)
    Player Characters Killed:
    • The Cleric of St. Faruin - Jorsau of Vlamesht, Catechist - Played by PJ

    Tuesday, November 22, 2022

    Session 9 - The Claws of the Lioness, The Demon Waters, Part 5

    Dramatis Personae:

    • The Paladin of St. Faruin - Alsuna of Vlamesht, Bulwark and Vanguard - Played by Sophia
    • The Elven Spellsword - Braem the Burning, Arcanist-Guardian and Flametongue - Played by Ben
    • The Mage - Timlaras "Tim" of Aesta-Suvash, Thaumaturge and Necromancer - Played by Scott
    • The Henchman and Fighter - Džim of Aesta-Suvash, Warrior - Played by Scott
    • The Henchman and Thief - Arana of Aesta-Suvash, Hood - Played by Scott
    • The Dwarven Craftpriest - Moriana of Beasthold, Dwarven Craft-catechist and Reliquary Guardian - Played by Andrea
    • The Mage - Tuvalt the Clumsy of Vlam-Kuzang, Arcanist and Warmage - Played by Chris
    • The Cleric of St. Faruin - Jorsau of Vlamesht, Catechist - Played by PJ

    When last we left our heroes... Our companions spent some time attempting to examine the pump array (including casting Dispel Magic on it), before ultimately deciding to leave it as it was and pressing on. Timlaras used his Ring of Tixelzintran the All-Seeing [a Ring of X-Ray Vision] on the door to the north, revealing half a dozen beastmen (gnolls and orcs) along with a trio of multi-armed fish-men standing around an altar in the middle of a large room. Tied to the altar was the writhing body of a young woman. 


    The party made their preparations -- Timlaras first took twenty minutes to go back and raise two of the Morlocks as zombie servants -- and then kicked the door in. The two zombies fell almost immediately, but they bought precious time for the party to get in through the door without taking a gnoll arrow to the face. Alsuna ran forward and rescued the woman on the altar -- Jorsau, a cleric, and as it turned out, one of Alsuna's childhood friends. Even so, the tide of battle seemed to be turning against the heroes, with Timlaras and Tuvalt locked in a battle of spells with the fish-man shaman. At that moment, Džim and Arana (who had been hanging back) charged in, coming to the aid of the master.

    As the tide of battle turned, Timlaras lobbed a fireball into the room, immolating three of the beastmen, while the rest of the party focused their arrows and weapons on the fish-folk warriors charging through the door. It was at this point that Džim, trying to protect his employer, was gravely injured. Timlaras told him not to worry because "if you die, Džim, I can always just raise your corpse." Then, as Timlaras noted, "I won't have to pay you anymore." Džim, already wavering in the face of these strange abominations from the Deep, lost his resolve at this threat of zombification from his employer, and turned and ran. 

    As the battle raged on, Alsuna and Jorsau got clear of the altar, and Timlaras ended the battle of spells with another fireball from his wand, which slew the shaman and his gnoll guards. The final two fish-men warriors were cut down, and the remaining companions found themselves masters of the chamber. The cost had been heavy: Džim's morale had been shattered, and he had run; Arana was gravely injured, her right hand forever maimed; and Tuvalt the Clumsy had been slain by one of the fish-folk warriors. 


    Speaking with Jorsau, the companions learned that she had been part of a small group of pilgrims which had been travelling on the road to Aesta-Suvash when they were waylaid by beastmen and brought to the temple. This was four days ago. Since then, each of her companions in turn had been sacrificed on the low stone altar, tied to it until the chamber flooded and they were drowned. A few of her companions had suffered a different fate, taken away through the door to the southwest, never to be seen again. While Jorsau got her gear and clothes back on, Timlaras used his ring to gaze through the southwest door. What he saw frightened him, powerful wizard that he was: 

    The door led to a stairway leading down, deeper into the dungeon. There, standing in a pool of water, were a dozen or more beastmen, all of them infected with the strange vegetal growth that had plagued the "gombie zoblins." In their midst were half a dozen of the fish-folk, levitating and chanting around a sacrifice on another low stone altar. At that moment, the floor of the chamber occupied by the companions began to fill with water. Timlaras turned back to his companions: "We need to run." 

    Monsters killed:

    • 4 Orcs
    • 2 Gnolls
    • 1 Kuo-toa Priest
    • 2 Kuo-Toa Warriors
    Player Characters Killed:

    • The Mage - Tuvalt the Clumsy of Vlam-Kuzang, Arcanist and Warmage - Played by Chris

    Tuesday, November 8, 2022

    Session 8 - The Claws of the Lioness, The Demon Waters, Part 4

    Dramatis Personae:
    • The Paladin of St. Faruin - Alsuna of Vlamesht, Bulwark and Vanguard - Played by Sophia
    • The Elven Spellsword - Braem the Burning, Arcanist-Guardian and Flametongue - Played by Ben
    • The Mystic - Ali Abbas the Immaculate - Played by Paul
    • The Dwarven Vaultguard - Dwadnur of Beasthold, Sentry and Goblin-Slayer - Played by Nathaniel
    • The Cleric of St. Faruin - Kumbar of Aesta-Suvash, Catechist and Undead Slayer - Played by Jonathan
    • The Mage - Timlaras "Tim" of Aesta-Suvash, Thaumaturge and Necromancer - Played by Scott
    • The Henchman and Fighter - Džim of Aesta-Suvash, Warrior - Played by Scott
    • The Henchman and Thief - Arana of Aesta-Suvash, Hood - Played by Scott
    • The Mage - Mixebram "Mix" of Aesta-Suvash, Arcanist and Magical Scholar - Played by George
    When last we left our heroes... The survivors of the first foray into the sunken temple returned to Aesta-Suvash, laden with treasure and bearing the wounds of their encounters with the strange abominations they met beneath the earth. They had three main things they wanted to accomplish while in town:
    • To go to the temple of St. Faruin and make the brotherhood there aware of the evil lurking outside the city's walls.
    • To meet with Timlaras the Mage, the employer of the Order of the Dead God, update him on their progress and tell him of the problems they had encountered within the temple.
    • To return to The Sign of the Eagle and find out whether or not they had managed to heal the magical waters running beneath it by shutting down the old pump.

    The most wounded members of the party proceeded to the Abbey of St. Faruin, a small and spartan order of vampire-hunters and undead-slayers. After making use of the order's divine healing magics (for a small but reasonable donation, of course) they spoke with the Prior, Shegar, who listened to their tale with interest. Ultimately, he decided to send a member of the brotherhood (Kumbar, played by Jonathan G) whose "stake was as-yet unbloodied" with the party to investigate the temple.

    In the meantime, Ali Abbas went to the Porphyry Oubliette, the headquarters of the Brotherhood of the Dragon's Heart, the mage's guild authorized by the Emperor himself to control the study of the arcane arts within the Exarchate. There, Ali Abbas met with his employer, a powerful and self-important mage by the name of Timlaras. Timlaras (played by Scott) listened to the mystic's account, revealing that in fact a certain conjunction of astrological signs had indicated that the Veil Between Worlds was thinning and that as a result, the wards that had once hidden and protected the ancient temple would have ceased to function. He speculated that something from the "Nether Regions" of the cosmos must have also made its way up into the temple. At this point their conversation was interrupted by the slightly bumbling (but, as it turns out, very astute) Mixebram "Mix," Timlaras' research assistant. After introducing his assistant to Ali Abbas, Timlaras declared that "if you want something done right, you should do it yourself," and declared his intention to return with Ali Abbas and the others to the sunken temple. 

    Ali Abbas also inquired about acquiring a spell book for Braem the Burning. Timalaras was able to provide one (after a bit of hard bargaining), a tome bound in the skin of a Lizardfolk Shaman, already containing the spell Charm Person.

    The party met up at the Sign of the Eagle, where they examined the waters flowing beneath the inn and found them an inch or two lower, but still cursed. Ranset, the owner of the inn, was extremely happy with the party: it turns out that during the previous night (when the players were still in the dungeon, fighting the Gombie Zoblins), someone had killed Halbrand -- the owner of The Blacksmith's Revenge, the competing inn across the street -- in his sleep. Alsuna took it upon herself to investigate his death more, learning that there were a variety of theories about the cause of his death (that he was stabbed by a lover, for Halbrand was known to have wandering eyes and hands; that the party hired by Ranset had done it). However, as Alsuna learned, Halbrand had been found stabbed, but his wounds were totally bloodless -- and in fact, all of the blood had been drained from his body. Speculating that some kind of vampire might have been involved, Alsuna accidentally started that rumor, which did have the benefit of more or less covering the party's tracks.

    After a day spent in town and with arrangements (including some of the party members donating much of their hard-earned treasure to the local temples and to benefit the poor in the city), the companions set out for the temple again. Arriving at its entrance without incident, they used Timlaras' Ring of Tixelzintran the All-Seeing [a Ring of X-Ray Vision] to examine the entrance, finding it unguarded. They also noticed that the pipe on the south side of the temple was now dry, and Timlaras could see that it led deeper into the temple, and that it could possibly be used as a way to enter the dungeon. The party ultimately decided to use the front door again, and as they entered the vestibule again, Mix noticed the bas reliefs and mosaics and was able to interpret them using his knowledge of astrology and astronomy: This temple -- or at least its lower parts -- was divided into four inter-cardinal quadrants (NW, NE, SE, SW), each of which were intended to flood and drain in turn. 

    Deciding this was useful information, the party pressed on, this time heading east. In the next chamber they found another smaller room full of rich mosaics; most likely this room was intended to be a reception chamber for important guests long ago when the temple had been functioning. There was a collapsed doorway to the north, and another door to the east. Ignoring the east door, Timlaras used his ring again to peer through the collapsed northern door, revealing that it led to a stairway that went deeper into the temple. At the bottom of the stairway, Timlaras could just make out another large pumping machine (much like the one the party had previously disabled on the West side of the dungeon) as well as shadowy forms moving. The party decided to begin clearing the entrance. While they were doing so, the door behind them (the east door) quietly opened, and half a dozen Morlocks slipped in and attempted to take the party by surprise. 

    Due to some quick teamwork, the party managed to recover from their surprise, and Mix cast Sleep on the Morlocks, allowing the rest of the party to easily dispatch the cave-dwellers. After they finished clearing the rubble on the north wall, the companions proceeded down the stairwell into the chamber -- only to have six ghouls drop from the ceiling!




    The companions managed to act quickly, with Braem killing one of the Ghouls with an arrow to the throat before Kumbar raised his holy symbol and, uttering a prayer to St. Faruin, used Turn (Away) Undead. Four of the Ghouls fled, howling, while the remaining Ghoul was quickly slain when Timlaras used the Branch of Demar Norei [a wand of Fireballs], causing an enormous lotus of flame to bloom, enveloping the Ghoul and destroying it (and also cooking a bunch of garlic that Mix had thrown at the ghoul, to no effect). The companions found two small ancient coffers in the room containing coins and gems, and a strange holy symbol: a large coin on a chain, slowly weeping blood. Mix examined it carefully before tucking it away with the other treasure he was helping to carry in his pack.

    And that is where we left them: weighed down slightly with treasure, the room smelling of ozone and roasting garlic, and the slight hum of the pump array working in the background...

    Monsters killed:
    • 6 Morlocks
    • 2 Ghouls
    Monsters routed:
    • 4 Ghouls
    Treasure Recovered:
    • 5,024 Silver Coins (502 GP)
    • 1 Bloodstone gem (50 GP)
    • 3 Tiger Eye Gems (75 GP total)
    • 1 Strange Holy Symbol in the shape of a Bloody Coin (400 GP)
    • 1 Wrought Brass Trinket (120 GP)

    Thursday, October 20, 2022

    Session 7 - The Claws of the Lioness, The Demon Waters, Part 3

    Dramatis Personae:

    • The Thief - Randar the Keen of Ina-Zhunawl, Footpad and Lockbreaker - Played by Nathaniel
    • The Paladin of St. Faruin - Alsuna of Vlamesht, Bulwark and Vanguard - Played by Sophia
    • The Paladin of St. Gogar - Gogar of Eda, Bulwark and Temple Guard - Played by PJ
    • The Barbarian - Adelmar of Adalsted, Hunter and Sea-Rover - Played by Jonathan G
    • The Dwarven Craftpriest - Moriana of Beasthold, Dwarven Craft-catechist and Reliquary Guardian - Played by Andrea
    • The Elven Spellsword - Braem the Burning, Arcanist-Guardian and Flametongue - Played by Ben
    • The Elven Nightblade - Mellorondil, Arcanist-Avenger and Silent Slayer - Played by Scott
    • The Mage - Tuvalt the Clumsy of Vlam-Kuzang, Arcanist and Warmage - Played by Chris
    • The Mystic - Ali Abbas the Immaculate - Played by Paul
    • The Dwarven Vaultguard - ??? - Played by Jonathan R

    When last we left our heroes... Their resources somewhat depleted, and one of their party (Braem the Burning) naked, injured, and needing rest, the party debated about where to go next, eventually electing to move back towards another room closer to the entrance of the temple and there, to spike the doors and attempt to rest for the night.

    It was during the second watch of the night that they heard a pronounced, rhythmic thumping on the west door. One of their previously overlooked hirelings (a dwarven vaultguard played by Jonathan R, who was visiting for the evening) decided to beat on the door back ,to see if it would have any effect. It seemed to result in the intensity and frequency of the thumps on the other side. There was a brief scramble to seal the door further before it burst open, collapsing due to dry rot to the weight on the other side of it. 

    As it turns out, the source of the thumps was a large group of goblins -- but something had been done to them, so that in behavior they were more like zombies than goblins. The party christened them "gombie zoblins" and soon found themselves engaged in the fight of their life in the small chamber.



    Randar the thief went down first, in almost the very first round. Gogar the Paladin, and Adelmar the Barbarian fought valiantly, but also fell in battle with the hoard. It was only thanks to the coordination of Mellorondil and Braem, the party's two elves, that they were not completely overwhelmed: Mellorondil doused a large section of the floor between himself and the zombie hoard in lamp oil, and then, as the zombies crossed it, Braem set it and the zombies ablaze with a flare of arcane power [Burning Hands], killing four of the mutated goblins.

    Alas, all of this was not enough to save his companion Mellorondil, who fell during the next round, the fourth one of our heroes cut down by the goblins. Eventually, the party managed to mop up what was left of the strange creatures. They checked the bodies of their companions--all had been slain, but Mellorondil lived long enough to bequeath his gear and equipment to the still-naked Braem--before examining the corpses of the "gombie zoblins," finding them a fusion of goblins and some kind of rotting swamp matter, something reminiscent of the evil demi-dryad the party had fought back in The Sign of the Eagle. In the aftermath of the battle, the companions took some time to bury their fallen party members in a corner of the room.

    Down four party members and in bad need of a safe place to rest, the companions decided to now risk the journey back to town. Under cover of darkness, they headed back to Aesta-Suvash, avoiding an encounter with a pair of hobgoblins along the way thanks to Braem's sharp eyesight. As the hobgoblins passed, Braem overheard this exchange:

    "I tell you, Klarg, I don't like the looks of this thing. How do we know these Deep Ones can be trusted?"

    "What does it matter as long as we're paid? Stop complaining and hurry up!"

    As far as the companions could tell, the hobgoblins were headed towards the temple they had just left.

    Limping back into town with many of their companions fallen, the party planned to check in with their employers (Ranset at the Sign of the Eagle; the mage from the Brotherhood of the Dragon's Heart [the local Mage's Guild] who had hired the Order of the Old God), alert the local temple of St. Gogar to the danger presented by the infested temple just a few hours outside of the city, and rest and re-supply before heading back out beyond the city's walls.

    Monsters Killed:

    • 8 Gombie Zoblins
    Player Characters Killed:
    • The Thief - Randar the Keen of Ina-Zhunawl, Footpad and Lockbreaker - Played by Nathaniel
    • The Paladin of St. Gogar - Gogar of Eda, Bulwark and Temple Guard - Played by PJ
    • The Barbarian - Adelmar of Adalsted, Hunter and Sea-Rover - Played by Jonathan G
    • The Elven Nightblade - Mellorondil, Arcanist-Avenger and Silent Slayer - Played by Scott

    Treasure Recovered:

    • 60 Silver Pieces (6 GP)

    Notes: Scott B has decided to bring in his Advanced character (a Mage at level 5) as his replacement character. This character is the mage who hired the Order of the Dead God. Both PJ and Jonathan G are bringing in clerics of St. Gogar, who the party will meet in the next session when Alsuna the Paladin goes to the temple to alert them to the danger posed by the cursed temple outside the city.

    Tuesday, September 27, 2022

    Session 6 - Claws of the Lioness, The Demon Waters, Pt 2

    Dramatis personae: 

    • The Thief - Randar the Keen of Ina-Zhunawl, Footpad and Lockbreaker - Played by Nathaniel
    • The Paladin of St. Faruin - Alsuna of Vlamesht, Bulwark and Vanguard - Played by Sophia
    • The Paladin of St. Gogar - Gogar of Eda, Bulwark and Temple Guard - Played by PJ
    • The Barbarian - Adelmar of Adalsted, Hunter and Sea-Rover - Played by Jonathan
    • The Dwarven Craftpriest - Moriana of Beasthold, Dwarven Craft-catechist and Reliquary Guardian - Played by Andrea
    • The Elven Spellsword - Braem the Burning, Arcanist-Guardian and Flametongue - Played by Ben
    • The Elven Nightblade - Mellorondil, Arcanist-Avenger and Silent Slayer - Played by Scott
    • The Mage - Tuvalt the Clumsy of Vlam-Kuzang, Arcanist and Warmage - Played by Chris
    • The Mystic - Ali Abbas the Immaculate - Played by Paul
    In the aftermath of the brief battle with the Gelatinous Cube, the heroes took a moment to gather up their new treasure and study the mosaics and bas reliefs on the walls and ceiling of the antechamber. The mosaics seemed to depict major constellations corresponding to the NE, SE, SW, and NW quadrants of the sky, each with various phases of the moon depicted corresponding to high and low tides: Full and New moons corresponding to high tides, and half moons corresponding to low tides. Beneath them were a series of mosaics depicting Sudhvi, the old Saftash god of the sea, standing at the base of an inverted ziggurat (like a cistern), his hand raised in blessing over the waters as they rose and fell around him. More than that, though, the companions were not able to determine, since none of them possessed the knowledge of lore that would have explained what was being communicated by the images.

    It was at this point that the companions were interrupted by another adventuring party entering from the door to the east -- a well-armed and provisioned party known as The Order of the Dead God, led by Ali-Abbas (a mystic from lands far to the east) and his three companions, a pair of elves and an ex-imperial squad mage. After a brief moment of tension -- in which Randar offered the new party a bottle of the chaos-tainted wine which he had swiped from the cellar without anyone noticing during the previous session -- the two parties decided to work together. The bottle of chaos-tainted wine, meanwhile, was broken by Gogar -- probably a good call, all things considered. There was also an argument over a potion (which Mellorondil, who has some knowledge of Alchemy, identified as a Potion of Giant Strength [N.B. -- It wasn't, he actually got this wrong, it was a potion of Levitation]) which Randar had been holding, and which Mellorondil wanted to give to one of the paladins. Alsuna solved the problem by pouring the potion out. "If you can't stop fighting, nobody can have it."




    This rather large party set off westward through the temple, moving as cautiously as they could but still managing to run into some trouble along the way -- including a boulder trap that battered the whole party pretty badly, and a small nest of giant ferrets. Fighting their way through the ferrets with ease, the companions gleaned some coins and other minor treasures before moving into the next room, only to find something else entirely.

    In this chamber of the temple, apparently some kind of a dining room, a rich table of food was laid out, and the meal presided over by an ancient priestess and served by spectral beings emerging from the walls to refill cups, produce new platters of mouth-watering food, and wait upon the needs of the guests. The party, however, was deeply suspicious of this food and of their mysterious host, and refused to sit and eat (although she encouraged them to do so multiple times). The paladins determined that there was nothing evil about the priestess or her food -- in fact, it all had a faint aura of Law about it -- but even so, they were suspicious. Speaking with the priestess, they realized that she and the whole meal were displaced out of time, as she spoke as though the Alsudhvian Empire (that of the Wave-Emperors) was still at its height. 

    The delicious smell finally became too much for Randar to bear. He snatched up a leg of mutton, meaning only to inspect it, before biting deeply into it. As the juices ran down his chin, he felt whole, his bruises and other wounds from the rock trap healed. Additionally, he felt something else about him was different, and has gained the following ability:
    • Your shadow becomes a living being. It is a henchman fully under your control. It begins with your same stats and abilities and thereafter advances at a rate of experience equal to half of your own. It can take damage from magical attacks and normal weapons. If it ever dies, your character will cast no shadow until your shadow returns again at the next dawn.
    Mellorondil, the Elven Nightblade, had taken advantage of the long conversation to move silently behind the priestess. Still convinced that something nefarious was afoot, he attempted to kill her -- only for the whole vision (including all of the food, the lamps, the furniture -- everything) to vanish. In its place, they found the room was now mostly barren, save for an odd machine in one corner -- a strange contraption of gears, pumps, and valves. Unsure of what the machine did, the Paladins came to the conclusion that they should turn it off, so they spent some time jamming it up with several of Alsuna's metal spikes while the elves noticed a secret door, concealed beneath a facade of stone in the east wall. 

    Opening it, Mellorondil led the party down a narrow flight of stairs into a long corridor -- triggering a poison dart trap which his elven reflexes allowed him to barely avoid -- and finally into a small chamber with two doorways. After attempting the south door -- a heavy iron-banded door like a "blast door" -- and being unable to pick its lock, the companions spent a significant amount of time hacking it to bits with their axes and maces before being able to enter the next chamber, which appeared to be some sort of ritual space with a low stone altar about 3 feet high. To the east and the west were doors with metal grating at their base, and from this Braem concluded that this was a ritual chamber, and possibly the source of the dungeon's corruption. 

    They were unable to open the west door (it was swollen shut with age and time), but the eastern door proved easier to open. Braem stepped through it -- and found himself in another ritual chamber, with another one of the heavy blast doors opposite him to the East, with faded bas reliefs on either side of the walls. As he turned to look at one of them, it transformed into a grey ooze. The Grey Ooze took both surprise and initiative, enveloping Braem and immediately eroding his clothes, armor, weapons, and treasure, and dealing 14 damage to the elf -- dropping him immediately to 0 HP. Acting quickly, the other companions managed to drag Braem out of the room before Ali-Abba shut the door on the chamber and said, "Well."

    As the Ooze seemed not to be interested in pursuing (no doubt satisfied with its "meal") the companions treated Braem's wounds. They were able to stabilize him in time, and although he is naked and hideously scarred, he awoke at 1 HP. He will need 1 day's bed rest (in a safe location), as well as magical healing, before he will be able to get back on his feet.

    Monsters killed:
    • 5 Giant Ferrets
    Treasure recovered:
    • 2,000 silver coins (2 stone, 200 GP)
    • 4 pouches of Saffron (3/6 stone, 60 GP)
    • 1 chunk of quartz (10 GP)
    • 8 silver-tipped arrows (40 GP); 4 of these were on Braem's person and were destroyed by the ooze, leaving only 4 (20 GP value) in Mellorondil's keeping.
    Notes:
    • The companions have now spent 3 hours in the temple. They will need to rest for the night soon or begin to face penalties to their throws.

    Tuesday, September 13, 2022

    Session 5 - Claws of the Lioness, The Demon Waters, Pt 1

    This session marked the beginning of a twice-monthly Monday night game which will form the core play group for Under the Shadow of the Winter Queen, the open-world multi-group campaign set in the Exarchate of Alsudhvi. 

    Our dramatis personae for the night:

    • The Thief - Randar the Keen of Ina-Zhunawl, Footpad and Lockbreaker - Played by Nathaniel
    • The Paladin of St. Faruin - Alsuna of Vlamesht, Bulwark and Vanguard - Played by Sophia
    • The Paladin of St. Gogar - Gogar of Eda, Bulwark and Temple Guard - Played by PJ
    • The Barbarian - Adelmar of Adalsted, Hunter and Sea-Rover - Played by Jonathan
    • The Dwarven Craftpriest - Moriana of Beasthold, Dwarven Craft-catechist and Reliquary Guardian - Played by Andrea
    This adventure begins on the Third Day of the First Month (September) of the 251st year of the Vikarian Empire.

    When last we left our heroes...

    Brought together from disparate corners of the Duchy of Alsudhvi, our party of Ratcatchers met literally in the common room of the Guildhouse of the Claws of the Lioness, about five minutes before their swearing-in ceremony. Low on gold and/or hungry for adventure, these five individuals have joined themselves to The Claws of the Lioness, a Free Company which is "duly licensed by the will of his grace, Duke Uvias, to operate within the Duchy of Aesta-Suvash." With a grunt, Quartermaster Bamavar directed them to a board on which were posted a number of bounties and other jobs which sworn members of the Company (which now included the five of them) could undertake for payment:


    After a bit of debate, the companions decided to head just up the road to The Sign of the Eagle, a once-prosperous inn there in Aesta-Suvash, since the problem looked easy enough to solve. Once they arrived and began questioning the innkeeper, Ranset, they quickly realized that something was amiss. The inn was in shambles, plagued not so much by poisonings as by a series of strange tragedies and mishaps (of an arcane or supernatural sort) befalling the inn's various patrons. Ranset suspected that Halbrand, the barbarian owner of the inn across the street (The Blacksmith's Revenge) had been poisoning his food (and Randar, the Thief, was all for murdering Halbrand and seeing if that solved anything) but upon investigation, this theory just wasn't adding up. Finally, Moriana the Dwarf narrowed down the various strange occurrences to a single unifying strand: all of the patrons who had disappeared or died in this way had ordered The Eagle's Claw, the house wine Ranset himself produced using the same blessed waters from an underground stream which his father and his father before him had used. The prosperity of The Sign of the Eagle had always been tied to this especially delicious and potent wine. 

    Just then, one of the inn's few customers (an out-of-towner who had, yes, ordered the wine) began to cough violently, keeling over as a strange creature -- a small, rotting, bipedal tree, covered in slime, with glowing red eyes -- crawled out of the dead man's mouth. The party immediately attacked the creature, Moriana knocking it across the common room with a blow from her Morning Star before Randar pinned it to the wall with a bolt from his crossbow, killing it. 



    Randar wrapped the creature in a towel and put it in his pack in case they wanted to examine it later, and the party decided they'd better head down to the basement to have a look at the wine cellar, and this "blessed" stream that ran through it.

    Down in the cellar, the water looked clear and clean enough, but to the vision of the Paladins (both of whom have Detect Evil as an at-will ability) it glowed with the obvious corruption of Chaos. Since the underground stream ran right under the city, the companions decided to go back upstairs (to buy torches and other equipment) and then follow the channel of the stream to see where it led. 

    When they emerged from the long, dark tunnel, they found themselves in marshlands a mile or two north of the city. The corruption of Chaos seemed to be even stronger here, and the Paladins led the party forward to its source, which (after a few hours) turned out to be an ancient temple rising up out of the marshlands. Although none of the companions recognized the temple (or when it was built, or by whom), it was obviously very old. They took some time to reconnoiter around the structure and found that its exterior was about 350 x 175 or so feet. It had two entrances -- one, on the southern side (the direction from which the party had approached) was a great rotted door, some fifteen feet up, accessible by a crumbling stone stairway. The other entrance was on the north side, and at once time had matched, but the doorway had collapsed and the stairway had long side crumbled away under moss and lichen. Additionally, there were four 10' wide drainage pipes, one on each side of the rectangular temple, which alternated spewing forth polluted waters into the marsh about once an hour.

    After deliberating, the party decided to try the front door. Climbing the stair, they pushed through the rotted wood into a large chamber, covered in ancient bas reliefs and mosaics. Before they could study these (and see what clues they might hold to the rest of the temple), Randar (the Thief) noticed what appeared to be a spray of coins and gems hovering in the air just a few feet in front of him. 




    He stepped forward to grab them -- and was immediately attacked by a gelatinous cube! He managed to leap nimbly aside (making his Surprise roll) and the rest of the party fanned out to attack. Randar it the cube with a crossbow bolt, and Adelmar the Barbarian managed to sheer off a chunk of it with his axe before being enveloped by the strange abomination. Alsuna tried attacking it with her torch, and Moriana got her morning star stuck in it. Randar managed to hit it with another bolt from his crossbow before Alsuna, switching to her warhammer, finished it off with an upswing that sent pieces of goo splattering across the bas reliefs in the backdrop. 




    As it disintegrated, Adelmar fell out, gasping for air, and the floor of the temple rang with the clatter of coins and gems. The companions scooped these up, before turning to the mosaics and bas reliefs to study them...

    Monsters killed:
    • Demi-dryad
    • Gelatinous Cube
    Treasure recovered:
    • Citrine Gem (50 GP)
    • Tourmaline Gem (100 GP)
    • Topaz Gem (500 GP)
    • 1000 Electrum Coins (500 GP, 1 Stone)
    • Vial of rare perfume (150 GP)
    • An unidentified Potion (now in Randar's keeping)
    Notes: Evening is fast-approaching. The PC's will need to rest for the night in 2 Turns.

    Tuesday, August 9, 2022

    Session 2 - The Claws of the Lioness, Pt 1

    Audio Version of Recap

    This is the first session of the second prequel adventure for our big Exarchate of Alsudhvi campaign. I've been doing a number of these little prequel games as a good way of stress-testing my setting design and introducing my friends and future players to the OSR. Our dramatis personae for the night:

    • The Bard -- Randar of Ghinta, Chronicler and Historian, played by Nathaniel
    • The Cleric -- Sol of Bal-Bawet, Vicar and Mendicant, played by Daniel
    • The Dwarven Fury -- Thalgear the Foul of Beasthold, Dwarven Vindicator and Foe-eater, played by Christian 
    • The Barbarian - Ganzorig of the Steppe, Plunderer and Skirmisher, played by PJ
      • Ganzorig also has a Level 3 Mage Henchman: The Mage - Dzana of Aesta-Suvash, Theurgist and Magical Scholar
    This was "Adventurer Tier" play, meaning that everyone started with a character with 20,000 XP and a certain allotment of magical items (or at least a certain chance of having them allotted). What this means is that all of the PC's were level 4-5. The idea is that they've already had plenty of adventures of their own, they've proven themselves, and they've developed a reputation and maybe even gained a few allies along the way.

    As recent inductees into the free company "The Claws of the Lioness," the companions were ordered to meet their employer, Shegar the Bold, at "The Sure-footed Goat", a roadside inn in the small sheep-herding village of Dakhad.

    They arrived to find that their employer, Shegar, was nowhere to be found. However, his right hand/girl Friday Naevys the Exile (Elven Ranger) was there waiting for them, and explained that Shegar had been unavoidably detained elsewhere, and that she would be their handler on this particular contract.

    As Naevys explains it, the contract is this: A wealthy but reclusive collector has commissioned the Claws of the Lioness to locate and infiltrate a crypt deep in the marshes of the Ettinwood. In this crypt there is what Naevys describes as basically a large Fabergé egg, for which their client is prepared to pay a large sum. The terms are this: Naevys will guide them through the woods to the crypt, and then the companions will go in and retrieve the egg. Naevys will be waiting outside the crypt the next morning with caravan guards and a means to transport the egg (and anything else the companions happen to find) back to town. Simple enough, right?

    Randar jokes that hey, maybe it's a dragon egg, and the party will get to hatch it out and raise a dragon as a pet. Naevys was horrified by this suggestion, making a warding gesture, and that is how the companions learned what dragons are and how they work in this world: In Elven eschatology, the return of the Great Dragons would presage the death of magic, the final battle, and the end of the world.

    Randar (who knew this even if Nathaniel didn't) apologized for his bad joke, and the players got on with the negotiations. In particular, some of the party were understandably suspicious about this job -- what was this artifact really, and for whom were they retrieving it? What if it was something powerful and their client was going to do something bad with it? Thalgear the Foul in particular didn't trust this elf and wanted some money up front as a token of good faith. This is where the whole deal almost fell apart -- Thalgear's CHA is 5 (that is not his modifier, that is his actual CHA score) and he rolled very poorly on the reaction table. The way this played out at the table was as Thalgear coming across as extremely uncouth, badly groomed, and smelling suspiciously of goblin jerky (of which he has a rather full pack). Randar managed to salvage the situation however, and Naevys offered two Blood Honey Tinctures (Potions of Healing) as an advance on their profits, with the understanding that they would pay her back out of their share of whatever other loot they found in the dungeon.

    All of the companions were satisfied with this (once they found out that Potions of Healing in this setting cost 1,000 GP rather than the 50 GP they cost in 5e) and without any further adieu or preparations, set off on their way. With Naevys to guide them, they had no risk of getting lost, and managed not to run into any random encounters on their way to the crypt. When they arrived outside of it, however, they found that someone had beaten them to the punch: there was a warband of Lizardmen already there exploring the ruins. With the element of surprise, the Companions made short work of the Lizardman guards at the entrance before they could run back inside for more help. This first fight was the players' first taste of OSR combat and it went quickly, especially given this particular group of PC's is well-equipped to deal with melee situations. Being surprised, the Lizardmen also did not have the benefit of their huge shields, and this made them significantly to take down and kill.

    That done, the companions established a marching order (Randar < Thalgear < Ganzorig < Dzana < Sol < Sol's dog henchman) and headed into the dungeon. Thanks to his knowledge of lore and history, Randar realized that this crypt was in fact a Ssanu (Serpentfolk) temple, one which had been built probably back during the Golden Age, when the Ssanu had began their endless war with the elves in the region. They listened at the first door beyond the entrance and, hearing nothing, kicked it open and barged in -- right into the middle of a melee between a trio of Lizardfolk and four or five Kobolds. Seeing Randar, the Kobolds immediately (on a very positive reaction roll) tried to recruit the companions to their side. After a long out-of-character debate, the companions decided to go along with this -- for now (Randar and Ganzorig saw the utility of having a faction in the dungeon on their side, at least until they learned what was going on; Sol and Thalgear wanted to destroy these servants of chaos while they had the chance). The companions entered melee with the Lizardmen and -- although this was a much stiffer fight -- were able to prevail after two or three rounds.

    Some of the companions then start talking with the kobolds (the ones who can speak Kobold) while the others began searching the room for clues, hidden doors, etc. There are two doors -- one to the northeast and one to the southeast -- and it is clear that the southeast door leads to the part of the temple controlled by the kobolds. The kobolds enthusiastically invite the companions to come meet Grevdak, their great chieftain, who (as they assure them) is wealthy, powerful, and well-endowed.

    While they are having this conversation, Sol examines the Northeast door and finds it has recently been rather crudely traced with some kind of arcane symbols. As Sol is apparently of the "there's only one way to know" school of exploration, he asks if the door seems locked. It does not. "All right," says Daniel, "can I just push it open?" At this point I walk over to the other players (who are still arguing about what to do about the kobolds) and interrupt them, kindly asking everyone within 10 feet of the door to make a save vs. Blast & Breath, as Sol triggers the warding glyphs on the door and the door explodes.

    As it does so (and as the companions are still picking little bits of door out of their face and hands), the corridor on the other side is guarded by three Lizardmen: two pretty similar to the ones the companions have already fought and killed, but the third is a huge black lizardman with a brightly colored crest on his neck and head. The companions at first wrongly assumed that this was the "lizardman sorcerer" (whom the kobolds had told them was leading the Lizardman warband), but he turns out to have been a champion, and he immediately engaged the nearest enemy (Randar) in combat, as the others surged forward, attacking Sol.

    This was our third (and final) combat of the evening and it was definitely the hardest. The narrow corridor meant that only two members of the party could engage in melee at any given time with the Lizardmen (none of the companions had weapons long enough to fight from the second rank) meaning that the Lizardmen were better able to bring their superior size to bear. After a few rounds of the Bard and the Cleric taking a pretty good beating, the companions managed to shuffle themselves a bit and draw the Lizardmen back into the vestibule of the temple, where the Barbarian and the Dwarven Fury could go to work.

    This combat was also our first instance of player spellcasting in the session (and in the two sessions of the campaign thus far). Sol the Cleric cast Spiritual Weapon (which he never hit with, but which looked very cool and freaked the Lizardmen out) and also Cure Light Wounds (on himself for a whopping 2 HP healed). Dzana cast Shield on herself, increasing her AC as the Lizardmen were getting dangerously close.

    Thalgear goes into a fury for the first time in the session. The fury (which the Dwarven Fury can do unlimited times per day) makes you immune to fear, increases all damage dealt by +2, and means you cannot withdraw from combat, make a fighting retreat, etc. (which as I explained to the group are totally valid tactics of OSR play).

    However, Thalgear didn't start out this fight engaged in the combat at all. As soon as the door had exploded, the kobolds had run off into their section of the temple, and Thalgear had decided to spend the time searching the rest of the vestibule. Even when the fight started, he decided (since at the time he couldn't engage in melee) not to interrupt his search. So he's on his hands and knees tapping the floor looking for hollow stones... And the Lizardman Champion (who had now pushed into the vestibule) soccer kicked him in the ribs.

    Now extremely enraged, Thalgear goes into a fury, hacks the Lizardman champion up real bad (who is then finished off by Sol's dog). The remaining Lizardmen succeed in their morale check with flying colors, though, and keep on fighting for a couple of more rounds. The dog is killed. Several members of the party are well below half HP at this point before Thalgear cuts the head off of one, cleaves, and insta-kills the second (uninjured) Lizardman.

    [Also, I forget how insane Cleave is, especially when you have two characters who are both the equivalent of Level 4 fighters for purposes of HD progression. They can each cleave... four times a round, potentially? And Thalgear with his magical axe and his +2 damage from fury was dealing 1d8+5 damage per round. Which is more than enough to take out the average beastman who rolled kinda low on HP.]

    At this point, it's quite late, and lots of people had to get up early this morning, so we called it there. We plan to finish the adventure in a few weeks when I return from my travels.

    It was a lot of fun, and a very good group. Nathaniel is a natural, PJ is an old hand at this at this point. Daniel is a quiet but very thoughtful player. Christian has a lot of D&D under his belt, but he said this was the best party he'd ever rolled with in terms of people working together. Everyone liked the various OSR-isms of the system and the setting.

    Monsters Killed:

    • 1 Lizardman Champion
    • 9 Lizardmen

      Session 15: The Claws of the Lioness - The Pleasure Realm of Tixelzintran

      Dramatis Personae: The Paladin of St. Faruin - Alsuna of Vlamesht, Bulwark and Vanguard - Played by Sophia The Shaman - Cathpailu, Spirit Wh...