Sunday, March 23, 2025

Session 25: Scum Town Shuffle

 The PCs begin where we left off, in the old textile mill with Ty Kimbal in front of them.

Ty has introduced himself, saying he was testing them to see if they would be worthy adventuring companions. He is quite arrogant. He gives each of them a small bag with 5gp for their trouble, and invites them to the Eye of the Beholder for a drink, it still be night time. 

After a quick drink he leaves. The PCs stay. Their old associate Rivas Greel comes in with his bodyguard Larsh. Rivas sits with them and invites them to a party the next night at his estate, saying he has acquired a piece of pre-cataclysm artwork and is throwing a party at which friends and associates can view it. He's in a great mood. The trio accepts the invitation.

That night each of the PCs has a different experience:

  • Simon has a lucid dream, in which he is on an island with a castle. He explores the castle, finding a long corridor full of prison cells. Each cell has a human skeleton in it. He hears "help..." coming from further down. After going down what seemed and endless corridor, he comes to the end. He finds a cell with an old, withered person in a cloak and hood sitting against the wall. As Simon watches, the person pulls back the hood, revealing a face just like Simon's but aged many many years. It begins cackling madly at him. Simon awakens.
  • There's a knock on Mick's door. It's his thief associate Slovas,  who informs him about the party at Rivas's house, the artwork which is a statuette carved from a huge ruby of a pre-cataclysmic barbarian queen. He wants Mick and the others to help hims steal it. Mick says he'll discuss it with the others and they pick a place to meet up the next day.
  • Debi hears a trilling music in her room, and sees a spectral image of Rax's pet, Magpie, who signals for Debi to follow. She enters Rax's shop, where they catch up. Rax tasks her to go to the Castle Island, a days sail off the coast of Langwon, and retrieve a whisker from the giant feline being Bubastis, who lives on the island. No strict time frame. Debi of course agrees.
Mick buys some fancy clothes and hat with a feather in it for the party. The group arrives to find many VIPs they have previously met already at the party. Debi is offered a snack by Slovas, who is disguised as a servant. He winks at her. She lets Mick know that he's there. 

The house is crowded with people. Rivas invites Debi to entertain in the trophy room, where the statuette sits on a stone platform, under glass. She rolls a total of 22 on a performance roll, completely entrancing the crowd with her song and the Moon Lyre. 

As she performs, she sees the statue suddenly disappear from its display case. She sees Slovas looking surprised. Simon casts detect magic, and is aware that a man standing hear him as cast a spell. A servant near the door to the lounge suddenly has the statue in his hands. He throws it to another person who runs out the front door.  Mick and Debi take off after them followed by Larsh. Simon sees the spellcaster turn invisible. He attacks but misses as the other two pursue the thieves, Simon casts Locate Object to track the unique boots the wizard was wearing. He follows the wizard outside, to find that he' dropped invisibility and use Fly to take off. Simon hits him with Guiding Bolt, but he continues flying. 

Simon tracks the spellcaster from the ground using Locate Object after the wizard dips between buildings. 

Meanwhile Mick and Larsh chase the thief with the statue into the sewers. Debit pursues the other and casts Charm Person on him, convincing him to lead her to where the thieves had planned to go to get away. He leads her to the sewer, where she meets Mick and Larsh. The charmed thief reveals that his partner is hidden in a secret hiding behind a secret door, and that just beyond it is large chamber where they'd have been attacked by giant frogs. They open the door and catch the other thief.

Simon follows the wizard into a building. After a brief encounter, the wizard blasts him with Lightning bolt, coming 1 point from killing him. The wizard leaves, not knowing that Simon can heal himself quickly to almost full health calling upon the power of his god, Ahki. Simon then follows the wizard, successfully using stealth, to what may be his lair.

He returns to the group.

End of session. 


Sunday, March 9, 2025

Sessions 22, 23, and 24: Lament's Stronghold and The Test

 This will be a quick recap, as it has been a while.

The party arrives at the Great Canyon and finds the triangular obelisk markers of the stairs down to the bottom of the canyon. Debi Hari uses the scroll's incantation to drop the magical force field which previously repelled Mick as he attempted to go through. The party starts down the stairs on the 600 foot decent. 

Halfway down they are attacked by a flock of disgusting, flying, fleshy creature that look like  across between hairless bats and mosquitoes -- stirges. The creature are easy to kill, but with three stirges per party member they do some damage. The party survives and makes it to the bottom.

They find the entrance to the stronghold of Straja Lament. Debi opens it. Inside they find the mummies of an elf in shining chainmail, a barbarian, and a dwarf. When Debi uses Mage Hand to take the elven chainmail and try it on, she gets a nasty electrical shock. They leave it. 

Going up the stairs Mick almost finds a trap, but misses it. As he steps on one of the steps, and iron gate blocks off the exit at the bottom, leaving Jewell and Lorian locked out of the stairwell. Meanwhile in the room above a crystal golem-like construct attacks. They destroy it, and the party manages to figure out the gate mechanism. Debit and Mick use Mage Hands to manipulate the mechanism while the strong characters lift the 600 pound iron gate. The party is reunited.

They explore the stronghold. Simon finds a hollow wall and then a secret door that provides and easy entrance to the interior. 

They explore, finding Lament's old chambers and workshop. They fight the hydra-vine in her garden. They discover the treasure room in which they fight two more of the crystal guardians. Finally they defeat 9 giant crystal spider constructs in the bottom of a pit room.

They leave and return to Langwon. XP 445 each. 

 Returning to Langwon, the PCs are at the Eye of the Beholder. They are lured to an abandoned textile factory by what appears to be Blix Yodarian, Mick's mentor. Mick goes in first by himself and is hit by a crossbow bolt trap in some stairs. Simon and Debi join him. They find themselves in a building that has been filled with deadly traps, which they explore. Finally they open a door and see a beholder in there. Simon cast Sacred Flame but misses. Debi casts Cloud of Daggers. Mick slams the door shut. It is the monster's turn. They hear a giant blast of air inside the room but don't open the door.

A wizardly figure appears behind them, introducing himself as Ty Kindal, who has been studying them. He set this all up to access their prowess as potential adventuring partners, and explains that inside the room was a Gas Spore, not a Beholder, and that they avoided being infected by its explosion when Mick slammed the door.

End of session 23. 200 more XP each.

Sunday, February 9, 2025

Session 21: Back to the North

  •  The party prepares for a journey back to the north, into the foothills of the Ironclaw Mountains.
  • They buy provisions and other supplies
  • They meet up with the Slash Sisters and Lorian and begin walking north along the same road they have travelled before
  • The have no encounters the first day and rest in Ilwon, before continuing the journey north to Grogo's Stronghold. They rest in the stronghold, which they cleared out of bandits a week before
  • The party travels further north, to the village of Garwon, only a few miles from the foothills
  • Debi goes into town and speaks to the villagers, who are simple hunters, who agree to let the party rest in the village that night
  • Debi and Mick entertain the people, gaining their goodwill
  • They meet a hunter named Rothgar who has seen pylons like those the party seeks on the edge of the Great Canyon
  • Rothgar agrees to take them there, if they will kill two ogres who killed his brothers a couple of years before. The party agrees
  • The next morning they set off, Rothgar leading the way. They travel into the foothills, so the area Rothgar thinks the ogres live
  • Debi starts playing her Elf Pipes, and soon attracts the ogres, who attack. Two of them!
  • The ogres are slow. They take damage from all the PCs. Debi casts Dissonant Whispers on one, causing him to run away. The party hits him with missle weapons and spells while the other continues to miss his attacks. The party defeats the two very strong ogres without taking damage - great tactics.
  • They find the ogre's lair, a cave. Inside is a little treasure and the skeletons of Rothgar's brothers. They give the brothers a proper burial, and spend the night in the cave.

Sunday, January 26, 2025

Session 20: the Scroll

 The party begins still at the bandit tower, having killed all the bandits, looted the tower finding some gold, silver, artifacts, and a scroll in a metal cylinder. 

They need to find a way to prove to the villagers in Ilwon that they killed the bandits. They decide to throw the bodies in Mick's portable hole and just take them back to the village. 

They take a short rest and regain some hit points and set off to return to Ilwon.

Day and night 1 or travel are uneventful. They get a long rest. 

Day 2 of travel is uneventful. They arrive back at Ilwon, show the bodies to the villagers, and there is a big impromptu party for them that night. 

They return to Langwon the next day via the north gate. 

They have examined the scroll and found that it has a picture of a cliff face with two triangular pylons in front of it, and in arcane text there there is a spell incantation that will cause some kind of door to open. There is no indication where it is located.

The PCs begin to research the scroll. Simon takes it to the Temple of Ahki and checks in. Bishop Lightman has no idea where it is, but says that in the foothills and the Iron Claw mountains there are lots of weird sites.

Debi goes to the World Library but finds nothing. She is told to come back with the actual scroll and perhaps an old librarian will know something about it.

Mick goes to visit his mentor, Blix Yodarian. They catch up. Blix does not know anything about the described scroll, but says that maybe someone else who has travelled up north would know something. Mick asks him if he thinks the PCs are skilled enough to venture to the Old City. Blix says they are getting close, but at this point should take their friend Lorian, the fighter, and at least two more skilled fighters, as the Old City is very dangerous.

Debi returns to the library with Simon and the scroll. They asked the old librarian to look at the scroll. Before she makes a research roll, Debit uses Bardic Inspiration on her and Simon cast Bless. With the extra buff the librarian easily makes the roll. 

She tells them the pylons look like those said to mark the stronghold of the ancient wizard Straja Lament. She was a wizard who came from the barbarian tribes in the mountains, and is said to have died in battle with rival tribes. The stronghold is supposed to be somewhere in the Great Canyon, which runs hundreds of miles east to west across the foothills. Simon studies some maps of the area to the north. 

The group convenes at the Eye of the Beholder tavern. They decide to put together an expedition to find the stronghold. Lorian agrees to go with him, as do their old allies the Slash Sisters. They discuss what preparations. The 2 PCs retire to their rooms at the Inn of the Eye nextdoor. Simon has the scroll.

Simon awakens in the night to find two thieves in his room, one about to go out his window, the other holding the scroll cylinder. Simon cast Command on the guy with the scroll, but he saves. Simon then blasts him with Sacred Flame. The other thief goes out the third floor window, climbing down. Debi is awakened when Simon casts Guiding Bolt on the guy. She grabs her short sword and find Simon's door open. Mick awakens as well. Debi uses Mage Hand to snatch the scroll from the thief by surprise (using a contest of STR vs her spell attack modifier). Simon is blocking the window. Mick tackles the thief. Simon sees the other running away and jumps from the window, taking 14 points of damage from the fall! He pursues the fleeing thief, casting Sacred Flame repeatedly. 

In Simon's room, the thief stops resisting (with Mick's dagger at his throat). Debi uses a Persuasion vs Wisdom contest, and persuades him to tell them he was hired by Clovis the Hook, a local scumbag known to Mick. He knows nothing else. They let him go.

Simon uses his Jump ring to land in front of the first thief, who gives up. He's tired of getting hit with Sacred Flame. He's tough, but he's a thief and doesn't want to fight. He begs Simon to let him go. Simon makes him promise to do penance and give money to the Temple of Ahki and lets him go.

End of session.
Days passed. 6.
Time elapsed in campaign. 12 weeks.
No XP awarded yet, but will get 100 for roleplaying and 100 for great skill use and clever play, each. 


Session 18 and 19: the Bandits

  •  Having defeated Thrax on the Serpent Isle, the party rows their little boat back to shore.
  • They meet the man they rented the boat from and some other fishermen. They return the boat.
  • The locals are impressed that they even returned from the island alive, and more so that they defeated the Thrax.
  • It is getting late. The locals invite them to spend the night in their village, Ilwon. They say the roads in the vicinity are plagued by bandits.
  • They villagers have a feast for the PCs in the banquet hall, where they meet Ceerin, the village elder, a 90 year old woman.
  • The hall has a big mural of people in battle against tall thin pale humanoids, who they find out legend says are the Yith, who drove the ancestors of the villagers from their home in the foothills to the north. 
  • The PCs learn that the village is being terrorized regularly by bandits operating in the region. A young girl tells Debi she knows the direction they come from. He leads the PCs to a small road - really more of a trail. Debi makes a history roll and remembers lore of a warlord who operated from the direction the trail is going about 200 years go.
  • The PCs set out to take care of the bandits
  • On the first day of travel the party is attacked by 6 bandits. They kill the bandits and continue
  • After another day they come to a huge clearing with a tower in the middle on a hill. 
  • They use the cover of darkness to creep up on the tower, within 60 feet. 
  • Simon casts Silence on the hillside entrance to the barracks under the tower. The party takes out the guards in silence. 
  • Simon used Guiding Bolt on a guard. Inside, the bandit leader makes a passive perception roll and notices the bolt of light.
  • The party enters the complex through that hillside entrance.
  • Having noticed the guiding bolt, the bandit leader unleashes the bandits on the party, at one point having them surrounded. The party kills all of them. The bandit leader then takes them on, doing some damage, but eventually also getting killed.
  • The party searches the tower, finding some gold and silver, valuable looking small relics, and a scroll in a metal cylinder. 
End of session.
3 days passed
Time elapsed in campaign: 12 weeks
XP per character: 257

Sunday, December 1, 2024

Sessions 16 and 17: the Serpent God

 Starting from the last session, the PCs are in the woods, outside the tower. They have just killed the two guards outside, and Simon's silence spell is still in effect.

  • The PCs examine the bodies of the two guards
  • Mick uses Mage Hand to open the door to the Temple. 
  • The PCs can see inside. They step in.
  • Besides the remains of four assumed previous thieves, there are three stone pedestals, each with a human being standing on them. They are arranged in a triangle, with one female in front of the PCs and the back two are one male and one female.
  • The figures each raise their heads and open their eyes, which are glassy like they are under some sort of spells.
  • The figures each wear chainmail under tunics, and each has a mace that is glowing green
  • Initiative is rolled.
  • The figures - apparently some acolyte clerics, simultaneously begin to case a spells.
  • The lead figures is in the Silence spell radius. The other two cast.
  • A fight ensues. Damage is taken by the PCs before they kill the acolytes.
  • The party carefully climbs the stairs to the 2nd level
  • There they meet the Serpent God, a being with a green scaled humanoid body, long serpentine neck, and head like a snake. He is reclined on a couch in an opulent room, but looks weak.
  • They speak with him. He reveals he is a planar traveler, who Thrax has imprisoned here, and who Thrax tortures for knowledge of planar travel. The knowledge, he says, is beyond the human mind to understand, and that Thrax has gone made.
  • They find out that Thrax has the being's life force contained in the Serpent's Heart, a large diamond on the tip of his staff. Thrax is apparently more powerful while in the tower. With the diamond imprisoning his life force, the Serpent God is weakened and cannot leave the tower. 
  • He asks them to retrieve the diamond for him, and reveals that it must be destroyed to release the life force. They agree to do this.
  • The party ascends to the third level and attempt to sneak up on Thrax, but he is alert. They find him manically going over scrolls and books, talking to himself,  and clearly insane. He sees the door open.
  • A fight ensues. (Thrax rolls really badly). 
  • Simon cast silence to prevent Thrax from spellcasting, which prevents Debi's sound-based spells from reaching him. 
  • The PCs manage to cut him down.
  • The party returns the diamond to the serpent being. He thanks them, and tells them there is apparently a treasure vault under the Tower. They smash the gem, he is revitalized, casts a spell, and vanishes from this plane
  • The party returns to the first floor and after a long search discovers that one of the pedestals slides away, revealing a hole and a ladder down to a basement. 
  • They move it back and take a long rest, as they are depleted of spells
  • After a long rest, they go down the ladder.
  • There is a door at the end of the corridor. Simon and Mick open it, and fall into a pit trap that opens under them. They survive.
  • The party sees a room beyond the door with a huge metal sculpture of a snake. They jump across the pit, into the room, and the metal snake golem animates and attacks them.
  • It strikes with bludgeoning force, hitting Simon twice for massive damage
  • The PCs manage to destroy it it with a combination of physical attacks, Thunder Wave, and Magic Missle.
  • Simon heals himself
  • They see a room beyond with a very large coffin
  • They enter that room. Simon and Debi use Mage Hand to open the casket from a distance.
  • As they do this, two things happened. 
    • There is a crossfire right in front of the coffin of crossbow bolts from hidden crossbows. There is no one their to be hit
    • An iron gate begins to slam down behind them, sealing them in the room. Simon and Debit attempt Dex rolls (DC 15) to stop it. Simon fails using his shield to prevent it from closing. Debit manages to put her metal lyre in the way, rolling well and stopping it about 1 foot from the floor, and preventing the locking mechanism from engaging
  • The coffin lid flips the rest of the way open, and a skeletal form wearing serpent cleric robes rises from it, standing in the coffin. From the eye holes two spectral snake forms emerge, like eyes on stalks.
  •  It attacks, raising a very fancy silvered mace as a focus and a snake-shaped blast lances toward the party, but misses.
  • Debi blasts it with Thunder Wave, knocking it down prone behind the coffin.
  • It stands up, and the other PCs and Lorian fire missile weapons at it
  • The undead creature casts a spell (Spirit Guardians) and 15' out from it spectral green snakes being to float through the air.
  • The PCs attack it more, scoring numerous hits
  • The creature moves forward. Debi and Mick are engulfed in the cloud of spectral snakes. They attack her doing tremendous damage
  • She casts Dissonant Whispers on it, doing damage and causing it to run away, removing Mick from the cloud. 
  • Simon hits it with Guiding Bolt!
  • Mick blasts it with three magic missiles, shattering its cranium and destroying it.
  • They search the coffin and find silver, gold, and some magic items
  • They are all able to squeeze back under the gate, as there is about a foot at the bottom that is clear. Debi's lyre is ruined. Luckily she got a new one in the treasure. Mick comes out with a Portable Hole, and Simon leaves with a +2 mace with silver handle and silver bars in the striking surface. 
  • They leave the tower, and get back to the boat without encountering any more giant poisonous snakes
End of session. All PCs and Lorian now at 2700 XP -- 4th level

Wednesday, November 27, 2024

Session 15: the Serpent Tower

Thanks to the late Robert E. Howard for the inspiration for this (and probably the next) session. 
  • The PCs get a long rest
  • The next morning, Abbot Lightman calls Simon in, telling him it is time for him to leave the temple for a year. He says that Simon is clearly has extraordinary potential, and he will not realize that potential burning incense in the temple. He needs to be out in the world.
  • Simon moves into a room at the Inn of the Eye, next door to the Eye of the Beholder.
  • The next day the PCs meet with the head of the town council, Lana Setch. She greets them, offers them a drink, and thanks them on behalf of the council for saving the head of the Merchants Guild. She gives them each a bag with 20 gp, and she describes their adventures she had heard about. They are on her radar.  
  • As they leave the council building, Mick sees a gem merchant (fence) he knows -- Lando Falrisian. They agree to meet at the Eye of the Beholder that evening.
  • At the Eye, Lando gets increasingly drunk, and blabbers loudly about a wondrous legendary diamond, the Heart of the Serpent, hidden somewhere in the tower on the Serpent Isle.  Mick chats him up about it. Debi overhears it, as does Simon. Debi makes a history roll, and her study of local legends pays off. She remembers a legend of the cultist Thrax Sobranis imprisoning a Serpent God in the tower 200 years ago, on what has come to be called the Serpent's Isle.
  • Lando agrees that he'll find a buyer for the Heart of the Serpent if Mick and his crew can steal it, which he doubts, due to tales of parties that never returned from the island. 
  • The PCs get ready for an expedition. They have found out the that Isle is a few miles north of the city wall, where the river widens out into a lake. The tower is an ancient guard post, built at the high point of a small wooded island. 
  • Simon readies his spells. 
  • Mick seeks out extra muscle for the venture. He finds Lorian the Knife has been fired by Rivas -- a falling out of sorts -- as Rivas' wife (wives) found Lorian attractive. Lorian, somewhat aimless, agrees to go on the adventure.
  • Debi researches the Heart of the Serpent legend in Langon's World Library. She finds 2 things - 1) "All that remains of the god and his minions are the guardian creatures they left" and 2) a theory that "The Serpent God is not a god, but a flesh and blood being from another world"
  • Mick visits an alchemist and spends his last 50 gold on a vial of anti-toxin.
  • They set out, leaving the walls of the city, travelling through the slum ring just outside the gates, then the agricultural ring surrounding the city, following the river.
  • They reach the lake, and can see the island and the tower about 1/2 from shore.
  • They bargain with an unsuccessful fisherman for the use of his boat.
  • It is afternoon. They paddle out to the island. There is a sandy beach on one side where they land.
  • Beyond the beach, the island rises sharply, and is heavily wooded. They can see the tower from the beach, but as soon as they begin through the woods they lose it. They think it about 1/2 mile away.
  • 1/3 of the way to the tower, with Mick at the head of the marching order, he sees a 10' giant snake in a tree. Clearly one of the guardians beasts. The snake attacks, biting him. He saves vs. poison, but is badly hurt.
  • The party opens up on the snake with bows and crossbow. As it opens its mouth for another strike on Mick, Debi fires a crossbow bolt into its mouth, into its brain, putting the killing shot on it.
  • Simon heals Mick back up to full health
  • They continue up the hill until they are in sight of the tower, which is in a small clearing. It is not huge -- about 40 feed per side, and 45 feet high.
  • They skulk along the tree line and find the front door
  • There are two human guards wearing ragged clothing and chainmail. They look weirdly glassy-eyed.
  • The party does a plan...
  • Simon ritual casts Silence on the spot between the two guards. Luckly no more snakes attack while he's doing this. Mick, Debi, and Lorian are then able to kill them with arrows with no danger of they crying out.
End of session. The Odd Three and Lorian are still in the trees, having just slain two guards. There is still about 10 minutes of the silence spell left.