Sunday, March 13, 2022
Tuesday, March 1, 2022
Session 6: First to enter, last to leave (3/1/22)
Pulyana 19, 1423.
Though a combination of spell debuffs and ranged attacks, like heat metal and the circle of spores, the PCs manage to stave off the giant brute, but for a time, it gives as good as it gets, meting out large amounts of damage, and at one point knocking out Bjork before he can be healed. As the battle rolls on, however, the creature's swings begin to falter, and it manages only to strike Rucia who can take the pain. They eventually kill it with the bard's mocking cantrip, and Rucia beheads it into its own pit of bones and refuse. Aldren considers filing off its large molars and does so, and then they search the cold cavern to find a soaked gnome corpse with a fancy studded leather vest (which Nebel'shoy claims), a coppery bracelet with a bat-like design and two small opal eyes, and a quality grappling hook which has been left in the icy ladder leading to the surface. After their ordeal, the group decides to use the cavern's natural shelter for a long rest. On an early watch, it's noted that a large snow-cat of some species is prowling about above the icy ladder, and it puts its paws down but can't find purchase on the slippery surface.
Pulyana 20, 1423.
Our heroes awaken and attempt to scale the icy ladder, which they only do after a few fall on their rears and take some minor damage. Through some careful use of the grappling hook and rope, they do manage to make it up to a hillside above the hunter's lodge, and several of them notice there is a nearby, wider pit just to the west. At this elevation, they can also see the chimney smoke rising comfortable from Svodnikha some miles away. They decide to circle back to the basement of the lodge and re-enter the caverns, and this time they decide to break through the entrance to the icicle-blocked corridor. This takes some strain and effort, Bjork proving almost entirely useless, and the noise seems to attract a chittering from the previously web-filled tunnel. As they proceed down this new tunnel, they discover a wet, icy cavern in which a bearded man is trapped with a lyre behind a wall of ice.
They note that the man seems to be wearing centuries-old armor from a nearby kingdom of Carpezce, and then set to work trying to chip the instrument out of the ice. It's hard going, Bjork breaks one of the party's two pickaxes, and Rucia manages to sever the frozen man's wrist. Eventually, they switch to using torches to melt the ice away, and after 8 torches and 2 hours, they succeed. The lyre isn't entirely free of the ice, and they decide to stow it up in the Lodge while they finish exploring. Nebel'shoy decides to wield the creepy wooden shield they found above. The PCs next explore the webbed tunnel fully, and arrive at a cavern that is totally choked with the stuff. They decide to set it all on fire, and retreat back from the smoke. After a short time, once the fumes die down, they find that there was one more giant spider in resident, and also a pouch with a few melted gold coins and a stubby iron key that looks like its for someone with short, stubby fingers.
The PCs then cautiously slide back down the chute towards the giant's lair, to explore the branching tunnel en route. Nebel'shoy loses grip on the rope-slack and plummets back into the lair, smacking against a wall, but eventually the four of them make it into the tunnel. It leads to what must be the large pit they saw from the hillside, a circular open cavern with uneven, broken ground at the base, and a series of ledges. There are corpses of game such as hares, foxes, deer and goats strewn about, and the large cat spotted earlier is sunning up on one of the ledges. It decides not to attack once the party has fully entered the cavern, although it eyed the gnome for a snack. They find a leather strap with a single bangle on it, and a slightly damaged goat-fur coat, and then retreat back down the corridor and chute to the giant's lair, where they once again climb up the ice ladder, this time more successfully...
And again, they can see Svodnikha's hearth-fires, only this time there is an additional column of darker smoke rising up in the center of the distant village! Rucia begins a direct march towards back, while the others scramble to retreat the frozen lyre from the lodge. After a couple hours, they encounter a man with a broken down, single-person carriage, rather fancy. He introduces himself as 'Mockleg the Magician', and claims his horse was murdered by desperate, rabid wolves (similar to the ones the PCs had encountered earlier). He implores the PCs to help him drag the carriage back, and seems quite a likeable fellow, but the going is slow, and eventually the abandon the idea since they're in a rush to return. They tell the magician they can come back for it later, and he agrees, joining them as they march to Svodnikha.
They arrive when the sun is setting, and find that one of the Soverat barracks has been burned down with Kaptain Krykba inside! The fire even caught half of the neighboring barracks. Rucia and his friends are shocked, and they ask the locals, including a Soverat Private what had happened. They are referred to speak with a young Eskryn Obylensky who supposedly witnessed the murder of the captain. The PCs search around to see if they can find any evidence, and one finds a note scrawled in blood near the barracks, reading "RUCIA...THEY KNOW ABOUT IT". They also find that there are strange sets of crimson hoof-prints, three of them, leading southwest out of the village. The prints are quite well formed, unlike usual blood spatter. Bjork takes Mockleg to the Meek & Marrow where they confer with Lubomir, and the magician is introduced to the esoteric innkeeper, while the others go to the Obylensky farm to speak with the boy.
As it turns out, one set of the hoof-prints leads straight to the boarded up well, and it has been smashed through with what seems to be a single blow! Eskryn describes the dark, armored riders and their steeds, and feels it is his fault as he pointed them out to Kapitan Kryba as the 'man in charge' of the village, who they interrogated and later killed before setting fire to his barracks. The PCs reassure him and Zilya Obylensky, and then head back to the barrack ruin and tavern. Aldren buys a bottle of milk and leaves it for Suchy at the St. Acre's Shrine. Nebel'shoy makes a deal with one of Ulbrek Anvilfoot's sons to studify the rest of his leather armor to match his new vest, and then uses locate object to see if any more of Suchy's stillettos are around. He does eventually take a walk and detect that there must be some left at the Shrine, if the ounce himself is not present. Rucia heads to the church to offer more healing, and has a conversation with Elisabetta, who offers him a place under Miraglee if he should so choose. He cures a pauper who seems to have chills and convulsions, who dances off half-naked into the village in joy!
Then the whole party convenes at the Meek & Marrow, where they play some games of chance with the magician, who seems exceedingly lucky with the dice, and seems quite inquisitive about the party after casting detect magic on them, especially Aldren who is not so forthcoming about the relic he carries in secrecy. Mockleg wins Rucia's 'everlasting friendship' in one round of dice, and also shows the PCs how he can use his prosthetic wooden leg to grow tricks or illusions, gifting a young girl some carnations which Bjork can't seem to smell or feel. They learn that the magician is also capable of using the identify spell, and has one pearl component which he can gift them for their assistance escorting him to safety from his broken carriage. The party decides which item to identify, and they head out quietly to St. Acre's shrine. The bottle of milk left for Suchy appears to have been half-drained and knocked over, but no one is present.
As Mockleg begins his spell, he is overtaken by unsettling feelings, and as the nature of the spectral lantern is revealed to him, he gazes at the PCs with horror...
PCs: Aldren, Bjork, Nebel'shoy, Rucia
NPCs:
Benzyk Anvilfoot (dwarf male): A young dwarf male with a wedge-shaped head, well-kept and oiled black goatee and matching hair kept up in a manbun. He wears a soot-stained apron over a wool coat and breeches, and carries several tools of his trade about.
Eskryn Obylensky (human male): A boy of around a dozen summers, with sandy, messy hair and round cheeks covered in freckles. He wears clothing normal for local farmers, and a hooded overcoat that must have been cut from a vegetable sack.
Mockleg the Magician (human male): A young man with smooth, handsome features, including a wispy moustache that matches his dirty, shoulder-length hair. He wears thick, burgundy-colored robes stitched with stars, suns and moons of copper, silver and bronze. A fur cap is fastened beneath his chin, with a few cards and feathers tucked into it, and he has a large, seal-skin satchel slung over his left shoulder. He leans upon a quarterstaff of stained birch, and several colored ribbons are fastened upon it, flapping in the breeze. He seems to heavily favor his left leg, and limp slightly as he strides confidently in your direction.
Sunday, January 16, 2022
Session 5: Check your prison pocket (1/16/22)
Pulyana 19, 1423.
The PCs examine the strange webbing and find that it has a fluffy texture, but is still quite sticky. They approach the hunters' lodge, dividing into two pairs to enter each of the doors, which are slightly ajar, letting in drifts of snow to the interior. The lodge has been divided into two areas, one with an old stone floor and fire pit, and bed, and the other a kitchen with a great heart, table, and lots of stored foodstuffs. They note that the ceiling loft area of the room is obscured by the fluffy webs, and soon after, they meet what has made them...a deformed humanoid with mandibles, and a pair of giant spiders. Each of the enemies is able to spin a web that can bind up our heroes, so the battle is slow and dangerous, but through a combination of spells they manage to gain the advantage and eventually take down all the creatures. They search through the rest of the lodge and find some naughty drawings, some coin and a vintage bottle of some sort of wine.
Aldren finds a sliding panel beneath the fire pit on the old stone floor, and below is a low-ceilinged stone cellar full of the bones of humans, dwarves, and elves. Meanwhile, Nebel'shoy spies a bulkhead on the eastern side of the lodge which leads to a separate cellar, but it's full of more webbing. The gnome heads back inside and they lower him down into the bone-pile, where he finds a rusted iron key. They also retrieve a shield in excellent condition which bears the symbol of the evil god Denzemuth, and with a little historical brainstorming equate it with the legend of Sadyakov, an ancient general of the Blood Counts who was known to 'hunt' mortals in this area in his time away from the battlefield. This shield is believed to belong to him, and though the Blood Counts are a thing of the past, the fate of this huntsman was unknown. After a short rest, the group heads over to the bulkhead and finds that it is occupied by one more of the mandible-packing humanoids, and they find the fate of the two hunters they were sent to check up on...now corpses stuffed in a large ale barrel.
Behind the ale barrel, there is an opening in the cellar which leads into a chilly, natural corridor. There are bits of web strewn along the way, and the PCs enter single file. They come to a split where large icicles have formed to block off two more passages, and then they follow the one that has been uncovered (presumably by the spider things). After another long corridor, they find yet another branch which Aldren heads down, but it turns into a steep sloped slide, and he plummets down into a large, semi-open cave wherein resides a giant-like creature eating flesh by a fire. He remains quiet, and soon Nebel'shoy joins him. Not knowing the fate of their companions, Bjork and Rucia explore a bit more along the spider-web strewn corridor before turning back. Bjork heads down the chute and manages to pull himself onto yet another branching path. Aldren lowers the skeleton alarm from the bottom of the chute, and then he and Nebel'shoy try to pull themselves up on rope that Bjork let slack down to the cavern where they are trying to remain silent.
They both climb up, but Aldren falls again, and the giant-thing becomes aware of his presence. A deadly battle ensues...eventually Nebel'shoy, Rucia and Bjork all arrive at the bottom of the chute to reinforce their friend against this mighty foe, who wields a horrid giant longsword and can also hurl frozen heads at them which explode on contact! Will the PCs survive this one?
PCs: Aldren, Bjork, Nebel'shoy, Rucia
Tuesday, December 21, 2021
Session 4: Wood is for the bedroom, steel is for the battlefield (12/21/21)
Pulyana 17, 1423.
The eye in the floor notices that Nebel'shoy has spotted it, and exclaims 'shit' before it disappears, and the gnome can hear a commotion and a door opening in the inn room below. He wakes up Aldren, who heads down to the common room, and then he himself tries to go to the room where the spy had originated. Rucia and Bjork wake up and then they meet with their druid companion on the second floor. The room is empty save for a cracked bowl with some dried up milk, and a small straw doll with a rose wrapped around it. Aldren convinces one of the tavern boys to let him through the kitchen, where he finds a sleeping cook, but also a paw-trail outside, and he sees a small figure hustling off to the southwest across the village. The party then gets some sleep at last before confronting Lubomir again about their lack of privacy.
Pulyana 18, 1423.
The PCs decide to split up and perform a number of errands and check out some of the other local businesses and perhaps track down their strange 'peeper'. They retrieve Rucia's new armor, and the forgemaster Ulbrek makes a deal with Bjork to promote his wares across all Brazoskov in return for free weaponry. The pair then head over to visit the Red Weather recruitment building, where 'Spineharrow' tells them his organization is looking for some murderers and favors humanoids if they are ever interested. Aldren and Nebel'shoy go to the Obylensky farm to tell Zilya about the mine below and offer he the chance to benefit from it, and in return she thanks and welcomes them at any time. Then they pick up some more strange tea from Taanka and inquire with her about the straw doll's origins. She says it is one she made herself and probably placed at the Shrine to St. Acres.
The gnome and half-elf meet their monstrous friends at the Red Weather, and then the four proceed to scope out the Shrine to St. Acres. Sure enough, at their arrival, the treacherous ounce spy bolts away across the farms, but not fast enough before he is brought down by the PCs, and then the creature, one 'Suchy', pleads for its life. In order for a bottle of milk and a promise of anonymity, the spy informs them that he was paid off by the kindly old lady Mdm. Grazilda to follow the strange group into the Well and their other activities in Svodnikha, and then report back to her. He won't say much more but that he doesn't want to be caught out for snitching, as Grazilda might in fact represent some dangerous agency. He also doesn't seem to know which way she left out of the village the day before.
The PCs let him go with a warning, and he rushes off somewhere. They then decide to see to a few final details before taking up Kapitan Krykba on his next job, to reconnoiter at the old hunter's lodge that was being refurbished, and determine the fate of the missing villagers who had set up shop there. En route across the tree-line in the foothills of the Gargoyle Steeps, the group is attacked by a small pack of savage, starved wolves, one of which seems much larger and more capable than the rest. A vicious but short battle ensues in which they are able to take them down, but for a few brief moments feared for their lives! After this encounter, they press on to find the hunters' lodge, which, along with the trees in the area, seems to be covered in some sort of fluffy, wintry-colored webbing...
PCs: Aldren, Bjork, Nebel'shoy, Rucia
NPCs:
Suchy (ounce male): Before you cowers a 4’ tall feline humanoid
with mangy gray-white fur and brown spots on its coat. Its eyes are deep green
and slitted, its right ear has been chewed off, and its left whiskers seem to
have been singed or wilted, shorter than their counterparts. A rusted shashka
hangs at the creature’s belt, while it lazily holds a cup-hilted rapier in the
other. Its fur pokes through a pair of shoddy leather breaches, and it wears a
thick leather vest covered in small, stuffed pouches.
Monday, December 20, 2021
New Races
D'vryn
The d'vryn are a semi-nomadic human ancestry native largely to the western regions of Karnovya, though their travels might take them far and wide beyond that. By daylight they appear not unlike other humans of Brazoskov and Myrkyba, skin ranging from fair to a faint olive tone, often with swarthy and handsome appearances, sharp noses or chins, favoring a range of festive, colorful garments and accessories that often border on the ridiculous. One striking difference is by darkness, during which their eyes give off a mystical, ghostly white glow that both enhances their own vision and spooks others who witness it. This trait is said to originate courtesy of The Host, the d'vryn's enigmatic, ancestral deity, whose blood has passed down through all of its descendants. Otherwise, they can make themselves indistinguishable from other Skovian humans, possessing the same general range of height and weight.
D'vryn are organized into familiaza, their clans, some of which maintain permanent camps and compounds in permanent, mixed human settlements, and others that rove about various locations through the seasons of the year, choosing not to stick to one place. This often casts suspicion upon their culture, as others feel their nomadic tendencies are to avoid getting themselves into trouble. While this is largely a stereotype, there are certainly some d'vryn individuals who revel within it, and clans with reputations for criminality and vice. They are also known as great entertainers; be they storytellers, minstrels, dancers or tricksters, few are more popular to share a campfire with.
D'Vryn Traits
Age. D'vryn have lifespans equivalent to humans.
Alignment. D'vryn have the same alignment range as other humans, although if stereotypes are to be believed, many of them would tend to favor non-lawful choices.
Size. Your size is Medium, like other humans.
Speed. Your base walking speed is 30 feet.
Eyes of the Host. Your eyes glow with a faint, ghostly light in the darkness. This grants you darkvision, and advantage checks made to all Perception checks in said darkness. You can also see through magical disguises or illusions such as invisibility in the range of your darkvision, and vaguely make out the forms of Ethereal creatures wherever the veil between the Ethereal Plane and your own is thin.
Fortune's Favor/Fall. Each day you can grant yourself, or one other individual, a verbal boon that will grant he or she Advantage on one roll for that day, of YOUR choice. The Favor must be given out at least a turn in advance. If you are of an evil alignment, you may instead give out a verbal curse, a Fortune's Fall, following the same rules, which instead grants the recipient a Disadvantage on a roll. In either case, you must be in visual or other communication range when the adjusted roll is to transpire, and the ability resets the following morning.
Languages. You can speak, read and write in the Old Myrk tongue, which is the traditional language of your people. In addition, you can speak, read and write one other language (which is generally the Common tongue of Brazoskov, but ultimately up to you).
Ounce
The ounce, or unce, is a catfolk subrace well-acclimated to cold weather regions, particularly those on the continent of Karnovya. Resembling bipedal snow leopards, they have coats of dense fur that ranges from the purest of whites to dirtier grays, yellows and browns. Like their animal counterparts, they are often adorned with spot patterns on their hides. Eye color runs from brown or golden to green and sky blue, and they have both a sharp set of teeth, and claws in their matted paws which they can retract to carry tools and weapons. Their ears are short and pointed, and they have fat, fluffy tails which they use to help them balance in the highlands and on the packed snows of their home territories. The average adult ounce is around 3.5-4.5' tall, the rare individual topping 5 feet, and they weight on average from 70-100 lbs.
Ounces breed and organize into 'Prides' which are scattered about the northern areas of Karnovya. Most of these are savage and semi-nomadic, with several caverns or other shelters that they rotate through each season. Most of the prides are at odds with one another as well as the other major races of the area such as humans or elves, and are considered dangerous at best, barbaric at worst; however, certain enterprising individuals among their number have been known to trade outside their Prides, or to stray further into lives of explorers and adventurers. Though they have some natural protection against the cold weather, most ounces have taken to wearing clothing of either their own tribal designs or other local societies when they wish to blend in better. The generally arm themselves with reliable, simple weapons such as spears, slings and clubs which they use for hunting, fishing and fighting, but when pressed, their fangs and paws will do.
Ounce Traits
Age. Ounces have lifespans equivalent to halflings.
Alignment. Ounces tend towards neutral alignments, primarily interested in keeping to themselves and seeing to the betterment of their respective Prides.
Size. Ounces are slighter and lighter on average than humans. Your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in the dark, only shades of gray.
Cat's Paws and Jaws. Your claws confer upon you a climbing speed of 20 feet. In addition, your claws and bite are natural weapons, which you can use to make unarmed strikes. If you hit with your claws, you deal slashing damage equal to 1d4 + your Strength modifier, or piercing damage equal to 1d6 with your bite; instead of the bludgeoning damage normal for an unarmed strike. If you so choose, you can retract your paws to deal bludgeoning.
Cat's Talent. You have proficiency in the Perception and Stealth skills, and you make the latter at advantage when outdoors in cold/arctic terrains (taiga, tundra, winter weather, etc).
Weather the Cold. Your thick fur and affinity for colder climates grants you a Resistance versus cold-based attacks. In addition, when dealing with 'Extreme Cold' (as per the DMG, p.110), gain advantage on your saving throws to avoid gaining levels of exhaustion.
Languages. You can speak in the guttural, purring, unique dialect of Sylvan natural to Ounces, and you can read, write and speak one other language of your choice, assuming you have a background with exposure to speakers of said language.
Wednesday, December 1, 2021
Session 3: New York Paladin (11/30/21)
Pulyana 17, 1423.
The PCs assault the troglodyte lair as the women and children trogs flee to the east. They gain an early advantage due to a combination of magical attacks and by taking down the enemy's shaman, but the scaled humanoids manage to claw their way back into the fight and even come close to victory, knocking out Bjork. Finally, the troglodyte chieftain and his last remaining warriors are slain. Wounded, they search the cavern lair, finding the remains of the missing Soverat soldies, some treasure and equipment the creatures had accumulated, and a crudely sketched map of Svodnikha which seems to mark out the farms and Soverat barracks in particular. The PCs then follow where they thought they'd seen the surviving trogs flee and they find a natural cavern corridor which spills out south of the village into the Tzarswald, and is partly concealed by the long grasses. It has now snowed while they were below, and a thin layer of the stuff coats the woodland.
A short rest is taken and then the PCs decide to mine up some of the gold, spending until the evening to retrieve three big chunks of the gold vein, and another of quartz. They then head up into the city to trade the stuff and figure out what happens next. Rucia and Aldren bring the gear of the fallen soldiers to Krykba, and Bjork and Nebel'shoy go to sell the remains of the fell miner Aleksei to Lubomir at the Meek & Marrow. Krykba is sad but grateful to find the fate of his lost men, and pays what he promised to the PCs, telling them he has some more work in mind if they can stick around a few days. Apparently contact has been lost with some local tradesmen who were renovating a nearby hunting lodge. Lubomir is conned into purchasing Aleksei's skeleton with some trick magic from Nebel'shoy who makes it speak, and for now the remains are unceremoniously dumped into the corner of the bathhouse.
Our four heroes converge upon the local smithy, Ulbrek, to whom they offer some of their minerals in trade. He gives them a simple evaluation of their prospect, and agrees to put together a trade for some splint mail for the paladin, in return for a personal performance from Bjork. So the bard and druid prepare for said performance while the others visit Tanka the Wise-woman's eccentric shop. She doesn't turn out to be an expert in magical items, but she refers them over to Elizabetta at the House of Alms, who is able to determine that the cursed lantern is most certainly 'Necromancy', the 'N world', which infuriates Rucia, and a fine hand ax they found in the troglodytes' cave is also magical. Bjork performs for not only Ulbrek, but his extended family, and though his storytelling dance isn't quite his best, the magical string enhancement from Nebel'shoy hidden in a bush outside, and Bjork using mage hand to make his cowbell travel about the smithy's house end up impressing them, so much that Ulbrek rewards the minotaur with a shield.
Afterwards they rejoin their companions and return for lodging at the Meek & Marrow, sharing what information they were able to attain. Rucia takes a hot bath, but the attendants warn the dragonborn that a haunted skeleton is now in the bathhouse. Lubomir and Nebel'shoy initiate a competition to see who can lift Bjork on the stage, starting with the forest gnome, who fails...and then 'Spineharrow', a local recruiter for the Red Weather, who also fails. The PCs retire up to their quarters after the paladin returns nude from his bath, and they decide to set up a watch rotation in case a visitor attempts to tamper with their window again. On the very first watch, Nebel'shoy notices a loose board on the floor, and a feline eye staring up into the room at him!
PCs: Aldren, Bjork, Nebel'shoy, Rucia
NPCs:
Tanka the Wise-woman (??? female): A petite but
plump old woman with straggly gray hair cut through by streaks of white. Her
jaw juts out at a strange angle, her brow is overlarge, and her one left ear is
slightly pointed, the other one chewed off, giving the impression that she is
either disfigured or not entirely human. She wears torn leather gloves at the
end of her stubby arms and a strange cloak above her robe which seems to
consist of some form of insect netting, with the hood drawn over her head even
indoors. She leans upon a gnarled, long cudgel and carries a half-rotted
satchel of tomes and scrolls over her left shoulder.
Ugolev 'Spineharrow' (human male): A heavyset mass of scarred, burned flesh that just vaguely resembles a hairless, middle aged human male. One fiery eye glares at you madly below a singed-off brow, while the other seems to have disappeared into the folds of pulpy red skin that represent the left side of a face. In a stark contrast to these abnormalities, he seems extremely fit for his size, and walks and speaks with a peculiar grace and clarity. His silk shirt, vest and breeches mimic that of city nobility and he also fancies a scarf and rings on four of the seven fingers that remain to him. A jeweled scabbard is slung from his belt, the bone-hilted shashka within a reminder of his inelegant trade.
Ulbrek Anvilfoot (dwarf male): A taciturn dwarf with one stunted leg, and forearms the size of small tree-trunks, Ulbrek stares at you from a pinched face with one clouded eye and tufts of facial hair that he seems to have haphazardly shaven. His head is gnarled and bald save for a few gray strands, and his hands, cheek and chin are all streaked with sweat and soot. A smith’s hammer that seems as if it could crack the very mountains is held with confidence in his left hand, and he wears a dense gray wool robe tightened with a dirty white sash above steel-tipped boots.
