Sunday, July 23, 2023

Session 23 - Are you not entertained?! (7-23-23)


Desnova 6, 1423.

While Aldren's companions return to the Blinking Kettle to recover from their recent infighting and prepare for the 'flash pit fight' that Turtle is putting together, he is surrounded by a trio of criminals who attempt to abduct him. He puts up a chase, spelling off to the rooftops, but an additional trio of masked thugs with insane acrobatic skills pursue him. Eventually, he gives up once he enters the Blinking Kettle's 'location' and finds it isn't there, and turns himself over to the group. They blindfold him and lead him off to some undetermined safehouse cellar, where they are introduced as Sober Jo, Skretchid and Rembolt Fuddlemuzz, the latter an individual they were seeking out after finding a note referencing him in the Deepwood Barrows some weeks before. Aldren's kidnappers are clearly 'Brothers Dimm', and they interrogate him about who else his party is seeking in Arkany, a mutual quarry. The half-elf learns that Condor was in possession of all his fingers, meaning those left behind in Zolozhny weren't his after all!

It is decided that they need information and communication with other members of the party, so Sober Jo guides Aldren to the Eskranade where Turtles' impromptu pit fight is being held to draw out Beryl Berg. The gnome and shapeshifter demand that all his gear be left behind other than a few coins. The rest of our PCs assemble and head off to the Eskranade after night falls, where Turtle has paid off a few mercenaries for 'crowd control'. Apart from himself, it is decided that Rucia, Sober Jo, a Giant Snake (summoned by Nebol'shoy), a wrestler named Approximas, the bard Cinnamon Frills, and a nearly unequipped Aldren will compete, alongside Beryl Berg, who does indeed show up to test her prowess against this field. Bets will be placed before each individual fight and Turtle will randomly select the pairings. 

Desnova 7, 1423.

Rucia draws the first lot against the Giant Snake, which he rather handily defeats, and then Turtle man-handles Aldren, though the half-elf makes a good account for himself, impressing Sober Jo. Beryl Berg makes quick work of Cinnamon Frills, and Approximas takes down Sober Jo to set up the second round. Before the semi-finals, Sober Jo is introduced to Rucia and the other PCs to once again share some information between them and the local Brothers Dimm. More bets are placed, and after some healing, the second round begins, in which Rucia manages to defeat Turtle, and Beryl Berg impales Approximas after a rougher brawl than her first fight. Further bets are made, and then the finale is set up between Rucia and Beryl Berg. It's a close one, but with a little help from his healing abilities, the paladin manages to outlast Beryl's own endurance to take the overall victory!

Rucia holds on to the wanted dwarf's two blades until later, and it is arranged that a large party of most of our PCs, Turtle, Approximas and Beryl Berg and her many admirers will head out to celebrate at a nearby tavern, The Three Hounds. There the entourages drink, and whilst Bjork and Cinnamon Frills perform an epic, lengthy duet, deals are made between our heroes and the Brothers Dimm. In return for their information, the rogues will assist them in any future assaults against the ex-Naturalists who have been tormenting them (and the region), while Aldren's gear will be dropped off at the Eskranade just around dawn. They also reveal that they are the ones who dropped off Condor at a local site where 'problems are brought to be forgotten', but neither at their own hands or the Berg sisters...

Speaking of which, it is agreed that they'll let the dwarf criminal go in return for her own information that she is planning to auction off the skin map she tore from the drunkard captain's skull. Rucia returns to the Blinking Kettle with Turtle, Approximas and Mockleg, while Aldren heads back to the pit fight area with Bjork and Nebol'shoy to retrieve his gear. Rembolt delivers it at dawn and stashes it away, and the PCs meet up outside the Blinking Kettle, and then head to the Tzarswald Trading Co. in the Drenches district, where they were told there was an entrance to the flooded tunnels where Condor had been stowed away. After purchasing some fried eel chunks (which are quickly ejected by their digestive systems), they learn from a cleaning girl that there are several entrances to the abandoned storerooms beneath the business. One is filled with rock in the basement, but there are grates in the nearby waterways which used to allow some air into the place. They move to investigate.

PCs: Aldren, Bjork, Nebol'shoy, Rucia

NPCs:

Approximas (human male): A bronze-skinned, heavily muscled man who responded to the call for the clandestine Pit Fighting contest at the Eskranade in Arkany. He's a wrestler who leads with a single gladius blade, bedecked in a grapplers' outfit and golden visored helm. Befriended Rucia after being granted hospitality to heal his wounds.

Rembolt Fuddlemuzz (rock gnome male): A rock gnome in stylish black leather armor with a shock of spiked white hair and sideburns. Other than a bit of the creased skin his kind are known for, he is quite smoothly shaven and handsome, and gazes about him with a half-smile. A hooded gray goatskin cloak hangs on his back, and he wears cut-off black gloves. Various pouches and pockets, sheathes and scabbards occupy his armor and belt, but all are difficult to make out too closely due to the colors of his garb. A small, leather-bound book is fixed to his side with a chain, and a teensy chipmunk with coppery fur chatters at you from its perch in the gnome’s hood.

Sober Jo (d'vryn female): A burly, tall woman with similar, swarthy features common to most D’vryn males, she wears her long, flat black hair back under a crimson bandana, with a large but humble silver hoop pierced through each of her ears. Though not unattractive, she maintains a serious, straight face which makes her look as if she might well be able to handle the pair of broad shashkas at her waist, one pummeled with ebony, the other ivory. Her sleeves are hiked to her upper arms, revealing ample muscles that almost seem restrained by the series of black leather bands she has strapped about each.

Thursday, June 22, 2023

Session 22: Mad Cow Disease (6/22/23)

Desnova 6, 1423

Much time is spent bantering and bartering with Orglo, but few deals can be reached despite some rather generous offers and trades for some of the party's magic items. However, they agree to meet again once the objects have been further considered. They next head to the local tavern to dig up some more information on the Berg sisters, known to frequent it, and possibly the cult of antagonists that the party has been slowly dispatching over the last several days.

Soon after settling in a rooftop booth at the Cup & Quill, the PCs meet their server, a curious bloke named Turtle who has some information about the group's quarry, the former ex-scholars and Naturalists who met at the establishment to discuss their plans. Csunori, Borya, and Sadomator in the least were involved, and there was mention of a 'Quagmov' and 'Razakhel' though the server doesn't recall their presence. Upon learning that Turtle boasts of being a 'pit fighter', they wonder if he might be able to draw out the Berg sisters, one of which is also a renowned street fighter for cash. As the server is about to head off to get the PCs' orders, Bjork makes an off-hand comment about Rucia's tribe which results in a punch!

The bard's weapon (cursed, unknown to the rest of the party), forces him to retaliate, and a brutal brawl results right on the very roof! Patrons in neighboring stalls depart quickly, while the PCs attempt to break up the in-fighting! Nebol'shoy tries unsuccessfully to blind his party members, and the two are only finally broken up once a web spell is imposed between them and the server NPC, Turtle, showcases some of his grappling skills to keep forcing the minotaur to a distance, at which point his weapon's influence ceases. Meanwhile, the gnome and Mockleg have talked Rucia down out of his own rage. After Schlensky the White, the proprietor arrives and threatens them all with arrest, they quickly shelve their differences and decide to leave in two groupings. Nebol'shoy takes advantage of the chaos to follow Beryl Berg, who herself leaves from a downstairs booth at the commotion. The gnome notices that she appears to be carrying some sort of hairy, textured 'scroll' or document in her hand, which might be made of flesh!

After the altercation, the PCs make their way back to Orglo's Oddities, but the goblin is confused why they are bringing their problems in his direction and asks them to promptly leave if they have no further business. Nebol'shoy, in gaseous form, follows behind Beryl Berg but soon loses her as she leaves the Skolareum district to the West entrance. The gnome notices that other individuals appear to be smitten by her very presence, and not even the local Bluecoats ask her to remove her weapons as she moves towards and through the guardhouse! The party's new acquisition, Turtle departs to set up a pit fight at the Eskranade as the PCs have asked him.

While his companions return to the Blinking Kettle inn, Aldren decides to case the surrounding block for any note that he's being followed. He does indeed find the human 'scholar' Jezhe in a neighboring alley, but when he approaches to question her, notes that something is off, and she transforms into a humanoid rat thing! As our hero is about to engage, he notices that several other hidden figures leap out behind him...



PCs: Aldren, Bjork, Nebol'shoy, Rucia

Beryl Berg (dwarf female): 
Lithe and tall for a dwarf, of an almost human stature, is this attractive woman with fiery-colored, knotted braids that run half-down her back. Greased bangs cling to her cheeks in sharp patterns, and she carries a quaint smile beneath wide hazel eyes. She wears a unique set of leather armor which is strapped into strips above the waste and down her arms, ending in cut-off leather gloves that clutch onto a pair of fine golden scimitar hilts.

Schlensky the White (elf male): 
A tall elf of indeterminate age, with skin the color of ash, offset by a head of long, pale white hair, and a bright robe to match. He wears a golden-framed bifocal lens over one of his pale green eyes, and his scholarly attire is trimmed with strange silver runes. His right wrist has a twitch to it which he tries to quell by clutching a pair of inscription tools: a raven-bone quill and a cherry-tinted vial of ink.

Skretchid (??? male): This bipedal rat stands just under 5’ tall, with an unsightly mix of brown and gray-patched fur, and covered in a thick gray robe which looks as if it’s been gnawed and stained, but nevertheless covers much of the creature. On occasion a roach will emerge from the cloak, or some pouch or pocket on the figure and race about its fur, only to be snatched up and devoured. The rat’s beady green eyes seem to glow with curiosity, and it hobbles along on a half-broken sword-stick on which the concealed blade is partly exposed.

Turtle (human male): A doughy man of 30 summers wearing a tunic, apron, breeches and clogs that befit a serving-man at the Cup & Quill, his hair is fashioned into a mullet of dirty blonde that looks more of a stylistic choice than sloppiness. Despite his apparent lack of physique and his dreary city drawl, he has proven quite a strong individual with both striking and grappling skills using his bulk and fists.

Monday, May 22, 2023

Session 21: Crunchy Pillows and Sharp Lanterns (5/21/23)

Desnova 5, 1423

The PCs are fetched to the Herring House, where Sister Roil reveals her vision, Captain Condor is being stowed away somewhere near water in a dark space beneath Arkany. They do a final sweep around Omutny, meeting Orekh Stormbeak at his aviary, and then they traverse the Jaggerhead Lake towards the city. En route, Mockleg nervously blasts a giant frog with a lightning bolt so that it won't attack them, and then they decide to visit the Rowers' Point lighthouse, where they inquire about Old Marrow's last sighting, the giant crayfish that was rumored to devour a horse in recent days. It turns out that the fate of the horse's rider is unknown. They say their thanks and row south into the Drenches district, paying a mooring fee and leaving their boats at the docks. They look about the marketplace and then travel further south into the city across The Straight bridge, spying the temple of Sanctos on their way. Once they arrive at The Gentry district, Rucia heads out the gates to summon his steed back, and the PCs speak with some soldiers and other NPCs until Mockleg leads them blindfolded to The Blinking Kettle, an inn that seems magically hidden from its surrounding neighborhood. They speak with the proprietor and meet a curious scholar/student named Jezhe who invites them for a tour of the Skolareum while they're in the city.

In the evening they head out for some further exploration, meeting with Zmiev the Silversmith and also making the acquaintance of a dragonborn bard named 'Cinnamon Frills', who is interested in Bjork and warns him about the nasty duo of bards that make Arkany their home turf. The PCs retire for the evening back at the Blinking Kettle.

Desnova 6, 1423

In the following morning, the PCs make the acquaintance of Sir Arkimedes Oldwater of the Gravers' Guild, who invites them to potentially join, and gives them more information about a duo of adventurers that disappeared in the Flailing Marsh, possibly related to the rumor of Old Marrow. He says he'd love to help them arrange an expedition to local sites like Old Bloodwalls, where the PCs might soon be headed. They decide to further explore about Arkany, and ask about for where Condor might be stowed away. Eventually they end up at the gates of the Skolareum district, where they turn over (most of) their weapons and are allowed access. To their dismay, the girl Jezhe is nowhere to be found, and the guards of the college don't even seem to know of anyone with that name. Perplexed, our heroes make their way to Orglo's Oddities where they wish to trade and/or purchase some magic items, and they get quite a lot of information from the wise old goblin who runs the place, a self-professed contemporary and rival of Old Smite-Eyes hisself, who notices the lantern that Aldren is carrying and knows something about it...

PCs: Aldren, Bjork, Nebol'shoy, Rucia

Aarakocra PCs unlocked



NPCs

'Cinnamon Frills' (dragonborn female): A shapely brass dragonborn female wearing a fine, forest green leather tunic over equally fancy pants, her snout and ears are bedecked with as many gold and silver piercings as they can support. She carries a large sack slung over her shoulder, which occasionally seems to shift about, and a large birchwood-carved lute with double the normal amount of strings over the opposite. A rapier with a fat pommel sits in her belt, and the hilt of a knife is tucked in her left boot.

Ilaryon (human male): 
A welcoming old man with a wide grin that reveals a full set of copper false teeth, his dark gray hair is set into a series of  what has been described as ‘cornrows’ atop his head, braided against his pale scalp. He wears a loose, glittery blue robe that seems to leave a shimmering residue wherever he steps, and what appears to be a miniature winged monkey flutters about his person, occasionally clutching to the man’s robe or braided beard. The middle finger on his left hand is covered by a talon-like black ring, and at least three wands of varying designs are wedged into a silver sash about his waist.

Jezhe (human female): A rather plain but congenial girl of her teen years, with an auburn bowl cut and cream-colored robes that seem scholarly but understated. Aldren notices a disparity with the girl, as if she's a disguise being warn by someone else, and when the PCs inquire at the Administrat in the Skolareum district, the guards claim such a girl doesn't exist.

Kapitan Ilin (human male): A lithe, tall soldier stricken with albinism, his one good eye glares a hazy red, and his other sits dead in the middle of a scar running from his forehead to his lower left jaw. His yellowy-pale long hair is tied into a tight ponytail, and he has a number of silvery hoops in his right ear to mask that it’s been partly chewed off. He keeps his Soverat duster, boots and pips in excellent condition and wears a tricorn hat wrapped in a band of beaver skin. An arquebus hangs from his shoulder and a shashka is tucked into his belt.

Orekh Stormbeak (aarakocra male): 
A crouched, avian humanoid wrapping his wings about him like a cloak, their colors splayed out in patterns of blacks, browns, grays and whites. Beady black eyes that swirl an occasional aqua tint from behind a yellow-brown beak. It wears a pair of faded green breeches torn at the knee-caps, and nothing on its feet, one of which seems curled and damaged, with several talons broken and cracked on each. It   leans upon a gnarled, ancient looking staff, dressed with its own feathers and those of different patterns, and what looks like the skull of a young wolf impaled upon the top. 

Orglo the Odd-Wright (goblin male): An old, crouched goblin with olive green skin, white hair and mismatched yellow eyes that glare at you from the din of his shop. The creature leans upon a wood-framed walker which dangles with all manner of charms, jeweled chains and other baubles that are either warding the fellow or being advertised to customers. It wears a thick red wool coat which helps puff out its natural, wiry frame, and leers at you with a mouth nearly void of teeth, and those which remain look like tiny carved effigies of bone.

Sir Arkimedes Oldwater (halfling male): 
A stout, humble halfling with a trim white beard, thick mutton chops and wire-framed spectacles. His youthful looking face and cheeks betray his otherwise apparent age. A stylish vest lies beneath a comfortable gray wool duster, and a quality feathered beret lies on his head. He leans upon a fancy bamboo walking stick with a weasel-skull handle, more for show than physical necessity.

Tavikh the Torch-Runner (human male): A calm man of 20-something summers with dirty blonde hair and a subtle smile, he wears thick bifocal spectacles and a practical set of white clerical vestments and cloak over the glint of a chain mail shirt. His white-gloved hands rest upon a brass-framed lantern and the pommel of a long sword, and a small, sealed book dangles from a chain about his neck.

Zmiev (human male): 
A hunched, elderly human wearing a humble white shirt and breeches beneath a thick leather apron. He bears an enormous white beard, tied off into a number of braids, each dangling a silver chime or bell, and yet he remains remarkable still and peaceful in disposition, almost as if to challenge himself not to make any noise while we works.

Tuesday, May 2, 2023

Session 20: Pinky Promises (5/2/23)



Desnova 3, 1423.

After showering the wild shaped gnome in gold, Rucia is joined at the docks by the rest of his companions. There has been no luck in locating Condor and his 'companions', but the PCs decide to go check out The Slack Mallard for any potential evidence. Nebol'shoy swims over and attempts to transform back to himself while leaping through the air, but just crashes into the hull, alerting the others who have arrived. Aldren and Rucia head belowdecks and discover that the holds are emptied, since the Trawler's Union is repairing the boat, and also a pair of severed human pinkie fingers on bloodstains on the Captain's sheets. They search further, and in Condor's emptied money-box, Aldren finds a secret compartment containing a compass which only points in a non-Northern direction.

Bjork conjures up a shelter for the night, but while on watch, Aldren hears a commotion from outside, and leaves to check on it. A trio of fishermen's bodies has been exsanguinated and discovered by Ekaterina Belov, who knew them all to some extent. There are no puncture wounds, and the corpses look surprised...

Desnova 4, 1423.

In the morning, the rest of the PCs examine them, after they've been moved to a cart by a local Soverat guard. Rucia purchases some salt from the Flapping Salmon, and then salts and burns the bodies after hacking them up. As they ready themselves to further investigate the disappearance of their friend, several of the PCs inquire with Lamplighter, the death priest, who they interrupt shaving after conjuring up a snake to distract his raised undead wolven guard-dogs. He reinforces that it doesn't sound like vampires, but rather some sort of curse or blood-magic. Meanwhile, Smoker tells the PCs that he saw a strange woman who was asking after some sort of 'lantern' bearer in the village.

The PCs (and Smoker the bouncer) check out the House of Drawn Veils just to be sure the Captain isn't around, and find a ghastly site, that the minstrels outside as well as most of the staff (including the Madame) have been drained of blood, the former then dunked into the fountain, from where Bjork fishes out their pockets. Aldren spies a strange red woman in one of the upstairs windows, but then followed up by screaming from within. Rucia and Bjork race up to confront whoever is doing this, and the rest of the PCs eventually catch up to face a tiefling woman composed of swirling blood, horns, and little by way of clothing. She seems to recognize Nebol'shoy, and also seems impervious to all physical attacks including those of magical weapons. She also nearly merges with Rucia but he resists her advances, and can fire off missiles of hardened blood against those in her vicinity. Energy does seem to affect her, and after a number of smites and spell attacks, she pronounces 'Now is not the time...' and disappears into a puddle of blood on the floor.

Our heroes search the rest of the brothel for survivors, finding only Lt. Strada tied up in a compromising upright position upstairs, and a pair of other concubines in the 'torture room' in the basement. Bjork loots the Madame's money-box, thinking the late whore-mistress will no longer require it, and then Rucia burns and salts the rest of the bodies outside the window that broke during the fight. Aldren and Nebol'shoy warn the Sallowmoon d'vryn about the slaughter, and ask if they could in turn warn the Ganelari family. At the docks, the others
 hear more rumors from one of the Trawlers that Condor was accompanied by not two, but THREE individuals, at least one of which was an attractive, tall female dwarf, and that they rowed off from the docks the prior afternoon.

The PCs leave Ekaterina behind and head south on the Skorbi River, crossing to the mouth of the Jaggerhead Lake. They spy some of the red-bannered bugbears, or at least scouts that are seeking out a riverside ambush but wisely avoid this group of heroes. They also find an overturned rowboat near one of the rocky Jaggerheads, and once it is mended and flipped, there is the lower half of a body stuck in some ropes, crawling with small crabs and parasites.

By nightfall, they have docked below the Herring House temple, and are welcomed by Brothers Elm and Beandip. After some donations and chat, and a sampling of Beandips famous corn-fish-paste-whatever, Bjork pulls the crank that causes the great fish mascot to spew fog out over the lake. A meeting is arranged with Sister Roil, who they tell all about the mysterious lantern Aldren has been toting around since the beginning. An agreement is struck that she will perform a divination with Condor's fingers to locate him better, if they swear they will free the unfortunate young spirit trapped within the lantern. As they wait for her results in the morning, they head to the Millward Inn, where they rent rooms and take a meal. A young kitchen scallion is sent out to perform for them, and his instrument is detuned...Bjork fixes the strings, and the boy plays an inspirational song that makes even the minotaur weep (and a little envious).

PCs: Aldren, Bjork, Nebol'shoy, Rucia

NPCs

??? (tiefling female): A well-proportioned, attractive red-skinned woman with a short, barbed tail and a pair of black horns, she seems to be able to manifest and dissolve herself into a pool or cloud of swirling blood, which she refreshes by draining humans and humanoids dry.

Brother Beandip (human male): A large, bald man wearing indigo robes, with a head of mere grey stubble that half-masks several elaborate tattoos of crabs, squids, and a swordfish pointing down the back of his skull to his spine. He seems rather well fed, and in fact carries a wooden bowl about with him which he is constantly stirring, that smells of corn, fish paste and other ingredients that don’t exactly greet the senses well. A mace is partly concealed by the folds of his cloak, and he has a large wooden amulet featuring a trio of crabs, two smaller clutching a large which in turns holds a bottle.

Brother Helm (human male):
A hunched old man past 70 winters, with a few flecks of white attached to his bald-shaven scalp. He works the docks beneath the Herring House in Omutny, taking alms for those who wish to moor their craft during their visits to the church or village.

Sister Roil (human female): A short, middle-aged woman wearing billowing, layered robes of blue and green, her head is nearly shaven bald aside from a single oiled blonde braid that hangs from the very back of her scalp. Tattoos of wave patterns dominated her cheeks and meet upon her nose, with a solid band of blue just below her lips that covers her chin. A pair of sapphires set into miniature silver ship earrings dangle from her ears, and she wilds a bone trident fastened with bands of iron and straps of leather. A buckler carved like a white-striped, wooden crab is affixed to the opposite arm.

Svart (human male): A young man still in his teenage years, with misshapen teeth and a lopsided bowl cut of black hair. He wears a brown apron over a white tunic, and wields a cheap mandolin which he is often called upon to perform for the scant off-season crowds at the Millward Inn. 

Tuesday, March 28, 2023

Session 19: Roll for Dong (3/28/23)

Desnova 3, 1423.

After the battle against the beasts, the PCs call watches and rest within the safety of a tiny hut, and have Mockleg identify of the items they've found, including a beastportation mantle and morning star +1 with sharpened animal teeth. Aldren questions Nebol'shoy about how the dark druid knew his name, and the gnome reminded his companions that he is part of a greater druid Circle of this region of Brazoskov, to which the deceased once also belonged to. The watches go by rather uneventfully other than a pair of regular bats flitting about the captains, one of which Aldren is compelled to shoot with Quagmov's bow, and Nebol'shoy spies a wolfhound which later fetches the dead bat above the central cavern.

Once they are awake and refreshed, the PCs decide to circle around and explore the caverns further, first finding a back exit to the complex, and another stash of mining equipment, including some hardened reddish clay and unused timber beams that would have been used for kilns, tunnel supports and other contraptions. There are two chests covered in tight chains which prevent access, but after some hammering by Rucia's maul and (to a lesser extent) Bjork's pick-axe, they break them open, revealing thousands of coins (which Mockleg quickly estimates at 2,000 each of gold and silver), and a collection of large crystals that glow with a faint, warm orange light.

They next meddle with the strange archway of dwarf origin, Rucia first poking his head in to see that it seems to be some massive burrowed out corridor, lined with sparse patches of luminous white and flowering black mushrooms and fungus, and the corridor seems to go in both directions...meaning that this 'wall' between the arches is actually a magical portal. Eventually Aldren goes all in, and cannot get back out until Rucia reaches through and grabs the half-elf. Nebol'shoy also peers within, and thinks it looks like the mole-trails he remembers from his auntie's garden patch in his youth.

Afterwards, they use flaming sphere to melt away the ice to reach the suspended elf in the neighboring cavern, who they reveal to be a lost vigilante known as Gamlerel, who once fomented resistance against the tyrannical Blood Counts of Old Brazov. He is quite well preserved, but also quite dead, so they thaw the corpse out in one of the hot springs and then remove his thorny wooden armor. Aldren later insists on burying the body in the central chamber of the caverns and leaving a wooden carving to mark the spot. Nebol'shoy uses more flaming spheres to burrow through the rest of the ice, which leads into an unusual, abandoned ritual chamber...

A wave of fear and nausea hits the PCs, freezing Rucia and Bjork in their tracks, and the former detects that the place is one of great, ancient evil. Aldren, Nebol'shoy and Mockleg seem unaffected, and head in to explore the place. There are four effigies representing four aspects of the dark god Denzemuth, a Toad, Condor, Ram and Bear, surrounding a central platform which contains an ancient firepit. The pit, and the hollow bases of the statues, all contain inert shards of broken crystals, and more of the active, orange-glowing crystals sprout from the ceiling, floor and walls of the cavern. Aldren's comprehend languages reveals the names and titles of the aspects, but also the central platform read 'Raise the Pillar, Raise the Beat'.

Something is afoul...and Mockleg insists on the obvious placement of crystals within the bases and firepit, in order to replace a ward that has long been abandoned. The magician fears that the wave of horror that swept the party reeks of ill omens and might spread across the land. The rest of the party isn't quite so sure, and eventually there is a confrontation when Mockleg sneaks off to start placing more of the crystals within the bases! The handicapped wizard proves far more challenging than they would have expected, making the most of his magics to throw them off while he tries to retreat back into the 'shrine' and finish his work. After being assaulted with melee attacks, summoned constrictor snakes and a web spell, he is finally knocked out, but not before Aldren also begins to act strangely...

Noting fairly quickly that the half-elf is under the same magical sway as the magician, Nebol'shoy uses a chill touch and Rucia rushes the room to take him down before he can react with his dangerous ranged attacks. The pair are successful, and they get the half-elf out of their quickly and heal him back up. Once the pair are conscious, Mockleg reveals that he was only following the whispers in his head, a phenomena that also affected the half-elf. Rucia places all of the active orange crystals in the party's possession into the weird wall portal in the dwarven archway, and notices that they become inert when they are sent into that other place...

The party heads back to Zolovny, where they decide they've earned some drinks before getting rest for the night. Bjork entertains at the Flapping Salmon to cover the party's meals, and they speak briefly with Smoker at the door. Ekaterina Belov eventually joins them, and tells them she's looking around for Captain Verkhovsky but cannot find him. Nebol'shoy and Rucia get piss drunk and head down to the docks, with Mockleg, while Bjork and Aldren take Belov out to try and find the troublesome mariner, inquiring first at the Soverat Stockage where they learn he's been cavorting with a pair of two crimson headed dwarf females of great beauty, who the lazy local Soverats didn't even realize might be the Bitter Berg sisters on their own wanted poster!

They confirm with Smoker that some dwarves had recently arrived by rowboat, but the bouncer claims there were in fact 'three', not two. They then ask with Madame Iulyana at the House of Drawn Veils, and she claims that Verkhovsky met the sisters while both were about to offer patronage at the brothel, only the pair seemed mighty interested in the drunken captain's boastings of the hidden riches to which he alone has claim! Aldren and Bjork set off to warn the others that there might be a pressing matter on their hands...

Meanwhile, Nebol'shoy transforms into the Flapping Salmon's namesake and drunkenly explores the river about the docks of Zolovny, while a trashed Rucia grows concerned and tries to fish him out with no bait. Mockleg leads the dragonborn paladin off to the north of the village where he wont' drown, and attempts to sober him up a little, but to no avail, as the paladin goes crashing off to the docks again. As he attempts to relieve himself by the water, a confident Nebol'fish finally succeeds in overcoming his intoxication in fish form, and leaps out into the descending, golden stream...


PCs: Aldren, Bjork, Nebol'shoy, Rucia

Sunday, February 26, 2023

Session 18: Guano Angels (2/26/23)

Desnova 2, 1423.

The PCs file into the cavern in the wooded hills north of Zolovny, following varied bloody, bestial tracks to an obstruction of rock formations at the end of the opening tunnel. They climb across, and note that they aren't the first to do so, as the beast-prints continue along a series of rocky shelves which comprise the remaining parts of the cavern. There is old mining equipment here, and they discover a few piles of remains against the far wall, some of which are humanoid, one having an intact leather harness of skinning knives which Rucia and Bjork acquire. Aldren notes a peculiarity with some of the tracks switching from human to deer, and vice versa. In the next area, they find a large cavern lit by moonlight from holes in the ceiling, with a spiny rock formation in the center, a light coat of snow and a staked flag that reads 'Peppershot Mining Co.' in Dwarven symbols. The bloodied beast-tracks swarm through the area and most of the tunnels leading up and off from it, with one exception.

Despite hearing various unsettling noises, our heroes proceed to circle this central chamber and examine the exits. They first climb to a hot springs cavern, with three open springs, one of which burns Nebol'shoy as he places his hand into it. There is bat guano all over the place, slicking down the rocky shelves into which the springs are set, and more drips onto the gnome from above. Aldren realizes that the largest of the three pools isn't too boiling hot, so the Nebol'shoy cleans off in there. More sounds emanate from areas to the north of the cavern network. The PCs leave the springs and head up another of the tunnels, which is obstructed by what seems to be a frozen waterhole or pond, roughly 30' across. With the diminishing darkvision, they spot that there is a graceful figure (probably an elf) entombed within the frozen room, and what appears to be another exit on the far side.

After hearing more disturbing growls and animal sounds, Aldren casts a web spell from his cloak, to cover the northernmost exit. They proceed to the next exit around the central cavern, and find a bunch of brittle, ancient crates of mining supplies, most of which fall apart when probed. There is also a finished archway of dwarven origin against the far wall at the top of some hewn stairs, but strangely it ends at a natural cavern wall...Bjork flicks a rock at the wall and it disappears within, not making a sound, and then a mage hand is used to stick an axe through, which is retrieved. A chanting is heard not far off, and the PCs decide they'll circle to that northern tunnel before further exploring the archway and the iced-over cavern. As Aldren removes his spell, the party is charged by a number of savage, bestial animals, all marked under the control of Quagmov, their quarry!



Cave bears, dire wolves, and blink foxes assault them, soon to be joined by more of the foxes, some giant bats, a pair of winter wolves, and an additional bear and dire wolf who fall through the roof of the cave. It is an elaborately laid trap courtesy of the dark druid/ranger Quagmov, who himself appears in the fray. In what is perhaps the group's most violent battle yet, numerous characters are brought low, only to be restored by healing word spells, the MVP that saves them! The fight looks grim, as even Aldren, perching on the wall thanks to his cloak, is assaulted by winged adversaries and arrows from the opposing druid. At one point, Bjork's thunderwave catches Mockleg full-on, nearly slaying the magician! But he misty steps to a safe vantage point and then tries to assist how he can, using illusions to distract one of the winter wolves long enough for the PCs to take down the rest of the bestial host...



As the fight tightens, Quagmov seems to recognize either Rucia or Nebol'shoy, or perhaps both, and taunts them, threatening their deaths, even naming the latter at one point. Aldren is hit by a blight spell and then a call lightning in consecutive rounds, but Bjork keeps lifting the half-elf up with his healing reactions. At long last, with much of the party brought nearly to death, a chill touch from Nebol'shoy takes down Quagmov, and his last remaining blink-fox minion is set free from his control...

PCs: Aldren, Bjork, Nebol'shoy, Rucia

NPCs

Quagmov (human male):
A burly, dark-haired human who doesn't seem as if he's shaved in some months, a scarred face covered in stubble. He's wearing thick animal hides, often dripping with blood from his own transformations, and a mesh of wolf and loon for a helmet. He carries a large, knotted oak bow, and his hides and furs are strapped to him with leather cords.

Sunday, January 22, 2023

Session 17: Mannequin Pole (1/22/23)

Desnova 1, 1423.

The PCs return to Scoff's Pawn before heading out of Borgaborsk, remembering that they were due a small reward for their assistance in his basement. They arrive to find he's shoveled much of the junk down into the basement corridor, but tells them they can each take an item of their choice from the shop. Using detect magic, they find some curiosities: a strange clay bowl, a dustpan & brush, a scroll tube and an oddly shaped suit of plate mail, all of which seem to be enchanted. In addition, Aldren chooses the timepiece from Scoff, thinking it might be repairable to use for its normal purpose. The group then stops by the Smeltworks to get Bjork a new suit of armor, and they head off to the Quay where they find that both of their loaner boats have been sunk! They inquire with a local fisher who seems suspicious, after some bribery he tells them that there were some cloaked men who did the deed. Nebol'shoi goes to grab some new oars while Bjork mends the two craft, and the gnome suspects that some of the oars belong to them! The PCs at last depart the town on their mended boats, Rucia leaving Silvermane behind to spy if they are being watched or followed.

Some distance away on the Skorbi River, the paladin summons Silvermane back in a new form, that of a bulldog, and the animal seems upset at its new form. But they don't have much time to argue about it as they spy a pair of eyes looking at them from the water's surface. They drift away, but some hours later the group is assaulted on the river by a bunch of strange giant toads, with unusual tattoos on their foreheads and tongues similar to morning stars! They attempt to grab and swallow as many of our heroes as they can, and an archer appears across the river that can fire arrows which turn into snakes, one of which lands on each of the water craft! The PCs eventually manage to whittle away the large but rather dumb toads, thanks to some crocodiles summoned up by Nebol'shoi, but the distant archer runs off after transforming into an elk. The rest of the journey is uneventful, but against the current it takes them until the evening to return to Zolovny...



They notice the squawking of crows in the riverside village, and when asking other locals, they learn that there have been a number of animal attacks in the past few days...packs of wolves harassing traders and hunters, ravens pecking at small pets and children, and other creatures bothering the fishermen on the docks of Zolovny. ALL of these creatures have similar markings to the toads that ambushed the PCs on the Skorbi. They head to the Fairgrounds where they retrieve Aldren's owlbear-fletched arrows, and then they track down Iev Lamplighter who has apparently survived an encounter with the tattooed wolves. He has raised three of them guards, but he PCs find his tent and probe him for information, learning a little more about Cynispar and then having a potential debate about the morality of the necromantic arts. They then head off to their own crushed tents and Bjork throws up a Leomund's Tiny Hut for them to sleep safely.

Desnova 2, 1423.

In the morning they find Captain Condor outside their tents, and he's apparently been kicked out of the Soverat Stockage for cheating at cards. Nebol'shoi heads off to Old Shard to collect the healing potions the priest was making, and learns a bit more about the tattooed animals, which belong to a vengeful druid named Quagmov who has extraordinary powers with regards to his control of beasts. Knowing what they face, the PCs decide to lay out a trap, setting up a false camp somewhere near where Old Shard had a recent encounter with the druid in his elk form. They wait until nightfall and leave Mockleg as bait, but a poorly hidden Nebol'shoi is bitten by a stealthy tattooed fox! Another fox enters the camp, but when attacked, the two creatures seem to vanish to safety...Aldren can hear the cries of one that was injured, but when he tries to follow them, tracks appear only sporadically to the Northwest. The group catches up with Aldren, Rucia carrying along some camouflage, and they discover a large cave with many bloody tracks not more than a few miles to the northwest of Zolovny...

PCs: Aldren, Bjork, Nebol'shoi, Rucia