This site is an online accumulation of the Post Reports for my current ongoing D&D Campaign - for anyone who might be interested in reading them.

Tuesday, November 19, 2019

Meet 101, Adv 6, 10/26/19

The party performed one of two possible "heists" at this point - splitting their forces to distract the Jannisary while the "sneaky team" went below to get the book they needed. Time was of the essence and it was the opportunity for the new guy to have a little time in the spotlight - as thieves are often able to do.

The adventure is just about over - a few more meetings and then we'll see how it all plays out.

Write up follows:

The group went over possible plans and then revisited them again and again until they came to the realization they would need 3 groups to carry this off, and each of the groups had their own limitations. We would need a group to enter the basement and find any paperwork that would prove what Lord Gregor Ostlerson was up to – that group WOULD need Thon as he knows the layout of the interior of the manorhouse but has already picked the lock there before.

We would need a group to act as a decoy/diversion for Thon, occupying the Janissary Haki’s attention and as many of his people as possible and if possible, the Lord himself. This group would need Darius who had already introduced himself as the leader of the merc company using the name Fergus.

Lastly, we would need a group or at least a few to stay back at the house with the wolf for two reasons: 1 – the wolf is poorly trained and taking it into the keep was not going to work. And 2 – we were supposed to have Thon chained up and wearing a bag on his head and since we needed Thon to enter the Manorhouse, it could not be him still at the house – which meant the only other orcish person in the group would be Barb – and she and the wolf do not get along.

Thanks to Silver Glass’s spell book, Thalin had access to Invisibility which did give us some extra leeway to making it happen. So – Shim was going to empty most of his bags and leave them here and ride in Thon’s backpack, we was also going to empty HIS bags and leave most of his stuff here – taking the 5 tumbler key that would get us to the basement.

Barb was going to wait here with the wolf and with one of the window shutters open and a chair situation near the corner that would cast her in some shadows – would put the bag on her head and sit there hulking if anyone was going to come and investigate – this left Brading, Darius (as Fergus), Thalin, and Eoghan to head for the Manorhouse.

As for getting the Janissary’s attention, they crafted a noted in which they indicated they would need some more money for a deliver job, but if read with care – the start of each line began with the letters, s-c-r-a-t-c-h. Hopefully something that would want Haki to meet with the group.

It was 1:45 when we finished our preparation and invisibility was cast on the gnome and the half-orc. Shim rode in Thon’s backpack, standing up and keeping his hands and arms on the half-orc’s head and neck to steady himself as well as guide if need be. The realized quickly that walking was a challenge as they could not see their feet and with the falling snow (already 12” and climbing) they had to walk in the middle or back of the group, with Brading acting as a plow break as he shoved his way through the falling and piled snow.

Once at the gate, the same guards were there as earlier and they talked to the group while Darius gave them the note and said he needed to talk to the Janissary. One of the guards went inside and we waited, talking with the other 3 who were watching the party with cautious care. Eventually the Janissary came out in the snow, had some words with Darius and mentioned a “problem to itch” and motioned for them to follow. They crossed the courtyard and at the foyer of the Manorhouse, were instructed to leave their weapons, shields and helms – and then inside to leave their cloaks.

While this was going on, the Janissary pulled one of the guards aside and whispered to him. He looked over the group and then walked past them to the main gate and out of the Demesne – heading towards the share crofter’s hut we had been staying in. Hope Barb was taking care of business. He left a page, a young boy in his early teen years to wait upon us and then lead the group to his offices. Besides the normal compliment of valets and maidens, there were 4 well equipped guards here and 2 more down the hall.

Once ready, we followed the page to the main hall and then to the left towards the offices – according to Thon’s notes, the only thing past here was the door he needed to go down on the right and eventually the main hall where Lord Gregor and his staff stay.

Once the group peeled to the left, Thon and Shim stayed back and waited until the halls were clear. The 2 guards followed the Janissary and party to the meeting room (plus 2 other guards in the area) and the page went with them – so for about a minute or less, the hall was clear.

Now.

Going to the door he worked his picks invisibly until the tumblers hit and then he entered silently, turned and shut the door. Alright, in! Stairs going down – no light. Infravision picked up faintly the line of the steps and there was a warmer source at the base some 16 steps down leading to another room. He took them one at a time but in the dark, invisibly, he did slip and skidded down a few steps before coming to a stop and nursing the few scrapes he had.

Sighing with relief, the half-orc and gnome passenger made it to the bottom where the withdrew the 5 pin key we had taken from Ixitch’s place, stuck it in the lock, and twisted the lock, opening it…

As for Darius and his lot, they were escorted to the Janissary Haki where they sat around the table with the administrator, guards obvious and present, and they shared a drink (required). Then it was some conversation about mercenary groups and wanting to make a name for themselves. Bigger jobs, better opportunities. Did we talk to Thon? Sure, but we were never told we couldn’t, and he did reveal some information that the “group” could use to potentially sell…stuff.

Effectively Darius and the others were peddling the idea that as Mercenaries, they can travel far and wide and sell product if need be and no one would be surprised to see them there. Haki was a bit dismayed that the group had spoken to Thon but did say that business being done here had hit a snag with a distributor being less than prompt and trustworthy.

If they can deliver Thon to Loring in Stivil and be back here in 5 days with proof of delivery without issue, he would then give them another job where they can go can “collect” a sizable sum that is owed to Lord Ostlerson – and they can keep 6% (after haggling). If they succeed in that…then they could be trusted as a possible source for distribution.

Holy crap – deliver the Half-orc to die in the arena and then the next job is effectively go to Ixitch and collect the money.

Darius and the others threaded a tight line in being agreeable and mercenary – but not give away anything that they shouldn’t already know concerning the situation. We figured we would need to give Thon and Shim more time so we dragged the conversation out for almost 40 minutes…

The door opened and there was a feeling of being tired as the two of them held their breath and entered the chamber slowly and with care. There were a few small candles lit. The far side of the chamber was covered with a large alchemist’s lab, many burners going and glassware spiraling up and down to different beakers. Assorted junk and bric-a-brac littered the floor and there seemed to be a body lying in the space near the table.

But it was the pair of baleful red eyes that looked around and glided forward as if a ghost. It came to the door, looked around, and then seemed to inhale and let out a deep breath that filled the hall with a mist that then seeped around the chamber. Thon and Shim made their way to the table where they could see raw lion’s leaf and eyebrite were distilling under some pressurized chamber and running up and along the alchemist’s lab. This was the creation of Scratch.

But what the heck?

Ghost? Where was the books? Any logs? And the dead body – was orcish and seemed to be a Firvinir type, fetishes and similar raw natural accoutrements. But dead for months.

This…was not going to do.

There was a drawer in the center of the table but the ghost was positioned there. We would need to remove him and then open the drawer. The two of them whispered a plan and came up with Shim using his innate ability of ghost sounds to make it sound as if the door was opening. Nice. When the ghostly figure went to the door, we would open the drawer, look for any book, take it, and hide it immediately in Thon’s backpack where it should be unseen.

So…Shim concentrated and the sound of the door opening DID cause the ghost to go over there. They quickly opened the drawer and it was filled with glass tubes and sticks and stoppers and corks and yes, a bound book! Eureka! They took it and hid it in Thon’s backpack just as soon as the eyes were at the door, inhaled…and breathed out.

The gasses having nowhere to go billowed back around the room and Thon and Shim both tried to hold their breath hiding in the corner but Thon succumbed to the sleeping vapors and passed out. Shit.

Shim now had to get Thon up and they needed to go as it’s been about a half hour he guessed. So he needed to get Thon up, but a “stab” would break the invisibility – he needed to be in the backpack. But the book was in there. So he needed to get it OUT of the backpack (visible) and into HIS backpack! Nice idea…But the ghost had come back and we were in line of sight.

Think…think…Shim was watching the fire under the Bunsen burner and had another idea. He used his innate ability to make dancing fires, giving them the same color and intensity of the Bunsen flame.

And then he had them crawl across the table. The ghost went crazy, trying to smack the table (ineffectively), fan them (ineffectively), even using a large rag to buffet the fires.

While the figure was not paying attention, he drew out the book and quickly shoved it in his backpack. He then tried to invisibly get in Thon’s backpack, the half-orc lying on his stomach. But he misjudged and fell out of the pack onto the floor. Fuck damn it fuck.

Trying again and struggling to keep the flames still dancing about, he backed into the pack, hunched low, pulled the flap over his head and then flicked his dagger forward from his wrist sheath and tried to stab Thon in the back through the back.

What should have been a small prick turned out to be sinking 6 inches of knife blade into Thon’s back.

Thon woke up and Shim was hissing at him to Shhhh while Thon was gritting his teeth and taking stock of where he was. The ghostly eyes were looking all over but saw nothing and was still fanning at the flames that were starting to break apart due to lack of clear sight as well as jostling inside the cramped backpack.

Thon got up, crossed the room, and they opened the door and ran up the stairs as the eyes came back and breathed AGAIN, making them lightheaded but doggedly still awake, they came to the top of the steps and opened the door…no one was there, but they could hear a voice nearby whimpering.

Going down the hall towards the entrance, the two hall guards were still not back, and there was a closet style room open with the page boy in there scrubbing boots and wiping his tears. The main room showed everyone’s cloak was still hanging so they were not gone yet. For some reason Thon thought about wiggling the door of the armory room which attracted one of the main entrance hall guards who was told to not worry. Shim was hissing from the backpack to knock it the hell off.

But Thon did it again at the other armory door. Which attracted the guards again who got pissed and decided they should let the Lord know “the ghost was acting up again”.

Fuck. The guards were walking around and the valets and chambermaids came out of the woodwork as well. With the crowding of the room, Thon and Shim went back down the hall and ducked into the closet the page had come out of.

At this time Darius and company were wrapping up their meeting with the Janissary when he was instructed that the “ghost” was acting up again and he ended the meeting now, going to the hall with the group following as well as those guards. And then Lord Gregor Ostlerson emerged with his OWN people from his chamber at the end of the hall angry and red faced. His appearance was very much like Fersic’s, except aged another 25/30 years. Tall, wide, blond, he was imperious in his demands and the guards let him know what was heard.

He whirled to an older woman in Helian robes, “Crone! What’s going on?! Is the damned thing still here?!” She grit her teeth, eyes rolling into her head and replied, “It’s here, my lord. Below as of now but agitated as if something has interrupted its work. I feel…yes, something has vexed it.”

He demanded she look into it while the Janissary introduced us to Lord Gregor. He didn’t seem to know any of us but had been briefed as to our cover story. He hoped we would serve to be useful to his needs as he could use some useful help as of late. Then he barked, “And shut this damned door!” and slammed the closet door closed. With invisible Thon carrying visible Shim inside his invisible backpack inside.

The Janissary wished us well and suggested we go back for now as there were problems here they needed to take care of. So we all went down to the entrance hall and got our packs and cloaks while Thon waited for the hall to get silent before sneaking out the closet door and making his way down the hall, past the surprised page who was looking at the now open closet door again!

Once we were all there we left (Thon letting Brading know he was there with some gentle taps and prodding) and made our way out of the manorhouse, off the Demesne, and back to our hut. Once inside a very relieved Barb and barking wolf was happy to see us. Apparently one of the guards came by about 45 minutes ago to look around but the snarling angry wolf gave Barb enough time to don the bag and sit in the corner – selling the illusion she was Thon and was still here tied up.

The consensus was after making sure we were all here was that we should get the hell out of here now and NOT wait for the snow to end. At best it was 8 hours with good weather to Stivil from here – and with 12”+ inches of falling snow it was going to be longer. But staying here once it was discovered we were in the basement and took something was going to be worse for us.

The book was an herbalist journal belonging to an orcish descended individual named Rargitild of the Green Hills. It dialogued roughly a year or so of his experiments and refining of Lion’s Leaf and other drugs into what was known as Scratch – the last entry being about 4 months earlier where the Sheriff of Durcent Province had paid him a visit and was dismayed at what was going on. Rargitild didn’t seem to have any nefarious motives and was researching for the pure pleasure of it. He did have dealings with the Falser Brothers who often visited with him to exchange recipe ideas and other alchemical and herbalistic ideas.

Rargitild was from Stivil. The Falser Brothers are from Stivil. The Falser Brothers work for Lord Ostlerson – and if there were records – they would have them.

Last line of the chain – Stivil.

We were gone within 20 minutes and Shim rode Darius’ shoulders as we trucked away from the hut and moved with speed and haste east, northeast. The snows continued to fall and the temperature dropped to the low 20’s, high teens…and then eventually 12 degrees.

Bundled in layer upon layer of clothing we trudged along breathing hard and trying to weather the bitter cold and mounding snow. Eventually Brading cast his precious few Endure Elements spells on 3 of us. Darius lit his brazier with about half of his coal and the party walked on. Some time during the night we saw a trio of mammoths walking through the snow and then 10 minutes later, a wolf pack of 8 following the shaggy pachyderms. With aching exhausted feet we kept walking one tired foot in front of the other. By 1:30 or so in the morning the snow stopped falling giving 19” solid in places, mounding up higher based upon snow drifts.

We were so tired, and cold, and aching, and sore. We were soaked to the skin and trying to keep on going when finally about 6 AM we arrived at the town of Stivil. The outer walls had been breached a century earlier and had never been repaired so there were dozens points of entry in and out of the city. The large semi-circle of the Arena was visible from just about anywhere and between Thon and Eoghan who both grew up here, they directed us to the Unshackled Wolf where we tiredly arranged a room and trudged our way 15 hours later up there to strip off our gear, lock the door and collapse to our beds for a long long long tired rest.

Tuesday, November 12, 2019

History - Nightwoods / Theocrat

One of my players is playing a gnome at this time and the subject of the gnomish homeland has come up again and again. He's asked questions about the Nightwoods as well as the leader, the Theocrat, to help understand while most of the gnomes in this area are the way they are.

So without further ado:

The Nightwoods have been home to gnomes as far back as an record goes. Original records also showed that halflings and elves lived there in roughly equal numbers but elves left many ages ago, and halflings over time filled with wanderlust have been emigrating out.

On good terms with the dwarven and orcish enclaves normally, it was when the Kaizer of the Randari Ympyr started his expansionist push that the Nightwood gnomes were approached to help control the orcish expansion. It was a close vote but the Nightwood gnomes went to war. (almost 130 years ago - gnomes live about 3.5 times the life span of a human)

Gnomes are gregarious creatures - they like to talk and they like the company of other creatures - especially gnomes. An individual gnome would get angry  - but a group of them to commit to all out war is almost unheard of.

After 4 years of fighting and the increasing xenophobic and bloodthirsty destruction the Gorokian Mountain Dwarves were displaying was enough for the Nightwood Gnomes to drop out of the combat and instead work for peace. Their removal from the conflict was enough for the Jarlborrin and Reetersbeard dwarves to do the same about a year later and the Gorokian Dwarves continued their shit for another year until every far flung outpost, keep, and orcish stronghold of power and government had been destroyed.

It soured the relationships between Gorok and Nightwoods ever since.

Normally all beliefs are welcome in gnomish society but the atrocities the dwarves exacted on the orcs for 6 years followed by the next 2 decades the gnomes spent on rebuilding, aid, and support for the broken orcish, human, and other races ravaged by the war made the following and belief in Odin, Thor, Sutur, Thrym, and Tyr seriously impacted and diminished in gnomish society. Open displays of worship were looked upon with some disdain and suspicion; warmonger, dwarf lover, and baby killer were bandied about often.

As the years went on the gentler gods were given sway and a greater impact on Nightwood society. Garl Glittergold and other ancestral gnomish figures were always revered but maybe 35 years ago a powerful orator and adherent for Garl rose to the head of the religious order where he espoused his name took only the title of Deacon.

Since then the following of Garl exploded - with public festivals, singing, dancing, shows, public works, and a firm rebuke for those who don't allow his followers their due. In time the following of the other gods also began to wane. Some of the fields began to have less yields, hunts became less fruitful, some trees might have had some sickness upon them.

The followers of Garl Glittergold did not suffer from these issues and offered to lend his help and prayer to those who needed his help - for a small stipend, a tithe - barely 5%. And again, the Deacon and the Garl Glittergold church prospered.

Other shrines were defaced, statues quietly removed, markers taken down. Priests and clerics were publicly ridiculed and chastised. The Deacon was eventually invited to be the High Lord's religious confidant - further expanding his reach and power. Other impacts of the other gods and even races were now being reduced further. Dwarven caravans were turned away at the borders, then other caravans were denied entry. Immigration trickled and the High Lord repurposed the gnomish armed forced to be one of protection - keeping all other races out.

And then the High Lord, always prone to bouts of brainfever, fell into a coma. Not dead, his heirs could not assume the throne - so it was up to the council to rule until he either awoke or passed on. The Deacon consolidated power amidst the council and was elected as the First or head councilor. He took the honorific of Theocrat and said to speak for the High Lord and Garl Glittergold for the betterment of all gnomes and gnomekind.

He tightened his grip on the Nightwoods and some gnomes not liking the way things were going agonized over the decision to leave but eventually did so. And many of them were denied the chance to leave! Turned BACK from the border, they were then taken by the Theocrat's people where they were indoctrinated again into the ways of Garl Glittergold, and taught that they have a purpose in gnomish society and that is to be a member of it - the outside world is not here and is not safe. This is the gnomish ancestral home and has been so as far back as history goes, at least a thousand years, definitely longer. You. Don't. Leave.

Ever.

Adherence to the Nightwoods is inimical to every gnome.
If you love the Nightwoods, then you love its leader, the Theocrat.
If you listen to the Theocrat's teachings and advice, then you show your love for our god, Garl Glittergold.

Gnomish families try to leave and the loudest dissenters sometimes just disappear.

There is a network of underground tunnels and escape ways that various centaurs, fauns, and satyrs help maintain along with a core resistance of gnomish followers of Idun and Frey who don't live in the 5 principle cities; instead make the homes and lives in the wild and try always to avoid capture by the Theocrat's Defenders. They help spirit the various gnomes in and out of the Nightwoods to others beyond the borders to eventually get these gnomes away and to safety. It is long, difficult, and expensive to maintain and do - but until the High Lord dies, Wakes up, or the Theocrat is removed from power - to some gnomes this terrible choice is all that's open to them.

Friday, November 8, 2019

Meet 100, Adv 6, 10/19/19

This was a meeting introducing a new player at our table as well as a Role Play heavy meeting.

Most of my towns have 2-3 defining characteristics that make them stand out as locations on their own and not to be confused with the other cities the group visits. But as have been pointed out with my current group - the naming convention of some of my towns have been in place for 20, 25, or even 30 years in real time.

So Falcor's Rise does generate the odd guffaw and cries of 'Falcor!!' from the table. As does Bork Keep and the Swedish Chef impressions of 'Bork bork bork'.

Whatever. Pbbth. :)

Write up follows:

Once inside we asked around and got directions to an inn called “The Experience” not too far from the main square. As for Falcor’s Rise, it was mostly an orcish town from its construction to its populace. The streets were ordered but not too neat, some of the grassy areas had succumbed to mud, and there was a bit of depression about the entire place. Also, many of the building had marking standards upon them, indicative that literacy was limited here at best.

At The Experience we were met by a half-orcish wench who seemed unimpressed with us before directing us to see Merk the proprietor if we wanted to stay. The clientele were afternoon drunkards and there was an area in the back where some sort of fighting would take place as evidenced by the roping area.

Merk took our order, we mostly bough some dark stouts and sandwiches of mutton, and then sat and talked about what to do. Most of the group didn’t want to stay, the place giving off the “rob you while you sleep” feel. As for the name, Mark eventually came over and let us know that in the evening they have Feats of Strength where you try to smash a barrel open with a Warhammer from a distance. And then afterwards, they have Trial by Axe where you try to sever a wench’s braid with a thrown axe.

Most of us were horrified but Brading was pretty stoked. We dispensed with staying here and made our way out (the young dwarf holding back long enough to drop some copper coins in Merk’s hand to save him a spot and room for later) and then took better view of where to go and what to do.

We had 2 days to kill so we asked around after getting to a clothier and weavers where we decked out a bit more in clothing lost, had some fur lining added to our cloaks, and did some shopping. We asked for a better place to stay and was told the “Iron Pen” was a good place to stay and was a bit further in town.  It was while we were here and wrapping up that one of the older women working the loom made her way to the front of the store to get a bolt of cloth when she gripped Barb’s arm tightly and with rolled over white eyes hissed at her in a quiet voice, “Beware girl, the Blue Boar has been released” and then let her go and shook it off, eyes rolling back to normal.

No one else noticed this.

At that exact moment, right outside the shop a fat raven gave a raucous squawk, fixed an eye on Barb, and then flew off to another building.

She grabbed Darius and told him what happened and the then the party finished their shopping and made their way outside where we saw 1, and then a 2nd raven take off from nearby roofs and then wing away. The feeling was the Ravenstone was the nexus for this and that the Blue Boar was most likely a person, not an actual animal. We were going to keep our eyes peeled for now.

At Eoghan’s request, we went to a local Bowyer named Flabo who repurposed older bows, and bought a simple short bow for him, happy with the price and comfortable with his skills. From there it was to the Iron Pen where the much better clientele, cleaner room, larger space, and busier staff made us more comfortable that our original choice (except for Brading who still wanted to try the other bar).

It turned out they also did Feats of Strength and we signed up, with Dwarf Tossing to follow! Which we ALSO signed up for! Including Brading and the “Tossee”. We talked to the staff and learned about the cold and that there was a White Dragon that awakens every winter for 2 months and hunts these lands named Icingheart. Hides in the clouds, comes with the snow, almost impossible to see and find – most people just live with it as the dragon avoids the cities and towns and picks off lonely and small groups of easy targets in the wilderness when able to.

As for the games, we had a great time with money being spent, some of us getting some coins for busting barrels and even Darius being allowed to participate in the dwarf toss as the Half-Ogres in the area said to “let the little man have a shot!”. With Darius getting a respectable 12’ on tossing Brading onto some laid out mattresses. Many threw further than him, some threw less. When Barb gave her dwarf a toss and only got 11’ she caught Darius doing a little victory dance and raised arms that she punched him in the kidney and dropped the fighter to the ground with a grunting snarl of “Stop gloating.” From the look Darius gave her, there would be payback at some point.

But the days passed and it was Deathmonth the 9th that we left the town of Falcor’s Rise, travelled down the highway back to the south and west, and then broke trail where Eoghan and Barb suggested would take us back to the woodcutter’s cottage. Sure enough, even with the accumulated frost and frozen dew,  it was obvious that someone else was here, stayed a bit, and then left. 1 set of horse prints from a heavy warhorse and 2 humans, male, booted – came about 2 days ago and left yesterday.

We followed the trail.

By the time 7 PM came and the night had fallen, we knew we still had some time to go. But the temperature was now in the low 20’s and dropping and the amount of cloud cover was increasing. How much further? Brading climbed one of the many Douglas Firs in the area until he was able to look in the direction we were traveling. Maybe 2 miles from here was a thin glow on the horizon – small town, large Thorpe? Camp?

We decided to camp here and set up cloaks, blankets, and lengths of wood and boughs to act as a vision break. Gathering wood we all got around the fire and one by one, took watch and slept the night away. The next morning the sky was steel grey and the promise of snow was on the air. It was by 8 AM that we were on the way as we trudged ever north and west.

Eventually we arrived at a ranch of sorts. Maybe 20 sharecrofter huts, 5 larger building, organized fields. About 15 odd people tilling what fields they could, gathering winter tubers. We made their way closer, the entire place reminding us very much of the layout of Durcent but a bit smaller. Maciles? Ostlerson?

We approached a husband and wife pair in the fields and talked with them, learning this was the Ostlerson Demesne, and the lord was Lord Gregor Ostlerson. There were 5 main buildings: the manorhouse, the granary, the traders, the tavern, and the gathering hall/church. And we could see the line of the prints in the snow did get lost in the fields a bit but headed without error right towards the Manorhouse.

Shit.

We made our way to the Tavern where we had a drink and startled the tavern keeper enough to signal a large heavy set man near the end of the bar. He sauntered over, holding his gut in and holding a truncheon. The feeling was local tough going to pot. He identified himself as Irgar and said he was a deputy for Sheriff Fersic Gregson. Who were we, what did we want, what were we doing here? Suspected we were mercenaries and suggested we move on. We said we would but the snow was coming, anyplace we can stay?

Were told we had to ask at the Manorhouse. We said we didn’t want to bother the lord and were told that ALL the homes here were owned by the local Lord, and if we wanted to stay, go and talk to him about it – otherwise finish your drink and move on.

We got the hint.

Irgar was Deputy? Was Thurbarn NOT Sheriff? What was going on? It’s been 11 days but still – what’s happening? We were told by the tavernkeep that there was lots of issues in the Western part of the Province but here, things were fine. And Sheriff Fersic? Come every 3 days give or take – was just here a day or two ago.

We made our way to the Manorhouse where we were told by the guards to wait while they get someone to deal with us. They were rude and unwilling to talk, but one of them was a trainer of wolfhounds and did get into a spirited conversation with Eoghan about his wolf. Eventually a tall well dressed, rich looking man with a sneer on his bald head came out. He was the Janissary Haki and we had a guard with a wide half-orc wearing a bag and manacled with him.

Lord Ostlerson was busy and didn’t want to meet with us so Janissary Haki was happy to. Yes we can stay in one of the older huts that wasn’t being used for 1 day and get a meal allowance – but they had to deliver this prisoner (delivered with a kick) to Stivil to Fightmaster Loring at the Arena. Apparently, this prisoner, Thon, was to fight wolves and bears and hopefully die doing so. He paid us 10 nobles for the efforts as long as we leave tomorrow, where Loring might give us another stipend for delivery as well.

We took the job and left, heading to the hut in question, going inside, and then getting to talking to Thon. Thon was a half-orc from Stivil who had tried to get a job on the Reetersbeard caravan but getting denied. Not wanting to return home he went looking for other work when he ended up befriending and joining the Wolf Skull Firvinir Orc Tribe. He grew close to a girl Greki and things were good until the fall festival where Scratch made its way into the youths.

He tried it, didn’t like it, but those that took it grew angry all the time and the mood was changing. Even Greki was becoming distant. Eventually there was a raid that she was a part of and when it ended badly with almost 10 of the raiders captured, the thought was to get Scratch out of the tribe entirely.

Thon learned a lot about the Durcent people who came to treat with the Chief and had respect for their new Sheriff and the members of the adventuring group who came to help out. Wanting to be a part of ending the hold of Scratch, he came back to Durcent where he made fake friends with a man named Fersic. Fersic was easy to fool and imagined Thon was his friend if not also stupid (he wasn’t).

Enough information came to him from Fersic about his father buying nails from Stivil made Thon think about following the trail to Fersic’s father, Gregor Ostlerson. The nails were the delivery system of the Scratch and it just seemed too good of an opportunity to miss. He convinced Fersic that he could do any job his father might need in his manor house and Fersic got him a job there.

He was moving hay bales from one side of the Stables to the other and other menial jobs, but he had a chance to look the place over. No drugs here…except there was an area in the basement below the manorhouse that needed a 5 tumbler key to open. That must be it.

Lord Ostlerson left with 2 of his trusted men 3 days ago on some trip and that was a good opportunity to scout. So @ 2 in the morning he tried the door, opened it with his picks, and made his way downstairs to another door. Working on that one he felt a puff of air and passed out.

He awoke the next day and Janissary Haki had some of the local thugs work him over with fists and saps, screaming at him constantly that he would be fucking dead and fucking dead soon for this shit. When Lord Ostlerson came back a day and a half ago with his men, he was already in a shit mood – but this just put him over the top. Janissary Haki had Thon beaten and then salted and then beaten again.

He was to be sent to Stivil where Loring would have him fight rapid animals until he either died, or earned enough money to get his freedom (most likely not). The only thing Lord Ostlerson was missing was someone to take him up there – which our arrival made happen. We were the adventuring group that he had heard about in Durcent – and he had a mental image of the Manorhosue and how to get to the basement – where if there were ANY records of what’s going on –that’s where they would be.

 And we would need iron clad proof of the drug operation to bring to Lord Durcent because going up against another Lord with just our word was tantamount to stupidity and suicide.

Saturday, November 2, 2019

Meet 99, Adv 6, 10/12/19

During our adventure we managed to find 3 very beaten up and abused slaves and had to discuss freeing them, taking them with us, leaving them here, or what?!? This has come up before and there was some lively discussion around the table about them and their capabilities.

Not everyone likes this sort of woolgathering and thought process but I find it to be an integral part of the game and helps shape the party members and how they interact with one another.

Write up follows:

While looking through the charnel house that the basement entrance room had become, the group then turned their attention to the three doors on the south wall. We know there were “persons” behind at least 2 of them, and the thought went to setting them free or not. There was much spirited conversation before we at concussed that we should at least look – and then go to the vault upstairs and use the key we got of Ixitch to check the safe.

Barb was the primary speaker and we learned that there was a figure in there, Abarin Codsdottr, we was at the mercy of Ixitch and Malven “The Keeper” (The necromancer) who she referred to as master. She was terrified and kept her eyes closed on command. The room was a seraglio with cushions and bedding and pillows. Three stout 4 poster beds were here, one with a half orc girl in her early 20’s badly scarred and beaten, sporting burns and chained to the wall by manacles and a set of neck chains.

The next bed a catatonic dwarven female also bound but wearing a muzzle and lying in her own filth. The last was a human female dead about a week in a state of undress from torn clothing.

Crap.

After getting Abarin to understand we’d be back in a minute the party discussed feverishly the need to NOT leave these women behind. Brading was firm that they were ALL coming, Barb wanted to save Abarin, and Darius wasn’t sure about the dwarf being catatonic and moaning. We have to go and leave, and its 9 hours or so to the woodcutter’s cottage, and then what? Drag them with us? Where do we bring them?

These were real concerns but Brading was firm that it was the right thing to do. We tried to put a blindfold over the dwarf’s eyes but she was keening and screaming terribly so we stopped. Abarin said she’d been here 7 months or so and was from Stivil, her father was Cods Smithson. The dwarf was named Gersy and had been here about 3 or months and the reason she was screwed up was she had been forcibly taken and raped by The Keeper’s ghouls during the New Year’s Eve celebration.

Ugh, fucking shit.

Ok. We had Shim Ray of Frost both sets of Abarin’s chains and then smashed them from the wall. Her job was to calm Gersy down and we’d be back in an hour or less. We left there and discussed the problems ahead of us at length until we arrived at the vault. We opened the secret door and then noted that much of the tradesgoods had been taken – as well as the horse from the shed! Most likely Gerry Rockbottom.

But the safe was still closed so Will Murder used Ixitch’s key to open the lock…and succeeded! It was filled with thousands and thousands of copper commons as well as a smattering of nobles, bits, and even crowns. There were two bags with some fancy stones within. We guessed over 150 lbs of coin so we divvied it up amongst everyone and then trooped back down to the basement.

The thought was that we were most likely running against the clock before someone from Paxian would be showing up and we wanted to be very gone from here before then. So we went back to Abarin and Gersy who was much better. Gersy was staring at Brading, the only other dwarf in the group and was crying. Brading called to Heimdall, begging for Virtue for her and she sighed and then passed out.

We freed the two of them and went out to the basement and then main entrance hall upstairs. Meanwhile, the last room had a male figure in it calling out. Rygar Halfman. Darius freed him, a mostly orcish (small bit of human) young man of about 14 or so, badly beaten with rope scars around his neck. Said he started out as a linkboy and valet in training for Ixitch before Nardolen the druid took a fancy to him and used him often for her depravity – been here about a year and a half.

We all got upstairs, then outfitted everyone with the bug out bags, some spears and helms, made sure to all be ready. Shim had everyone get together and then hit the entirety of us with a prestidigitation spell, cleaning everyone – which we needed. So it was by 2 that we left Ixitch’ Manorhouse behind and made our way north and west, back to the Hills and hopefully to the Bloodtusk Hobgoblin camp.

It took us the better part of 4 hours to get there and Will Murder spoke of our efforts and the passing of Bad Tom and Elsa Ire. Meanwhile Abarin, Gersy, and Rygar were going to be an issue for us. Rygar had some sort of serious training from what we can tell and Gersy had the Nightengale effect on Brading.

We slept well and the next day we left and continued on our way to the place marked on the map where Ixitch and Big GO would meet up at neutral location – hoping to find something that would lead us back to Big GO. Will Murder took a bag of coin as his share for the efforts at Ixitch’s stronghold and from the many thousands left, Darius put a decent handful of coins in Rygar’s pouch and told him his charge was to take the 2 women safely to Stivil and make sure they were reunited with Abarin’s father.

He wanted to meet up with Darius after but Darius played is close to the chest. Meanwhile Barb did the same with Abarin, giving the half-orcish girl a stipend of coins and telling her to go home and take care of Gersy who would need it.

By this time we had gotten to the barrier between Canaslan and the rest of Rand and there was 5 inches of snow beyond the border. So we made sure we were well covered and then stepped out – and it was cold – maybe mid 20’s, biting wind. We trudged on, Eoghan and Barb guiding us through the snow for hours and hours until we passed the highway on the map between Erylond and Falcor’s Rise – and it was about a half mile before we arrived at the spot on the map.

We gave Rygar our best, Darius gave him the Cat Pillow he had been carrying from home from his mother’s living room as a token for him to remember the group, made sure they were gone, and then approached the house with care. Tall A’Frame style woodcutter’s cottage with an attached stables that would house 2 steeds. No smoke from the chimneys, shutters tight.

We approached from the east to minimize being seen. No one had been here recently and the wood bid outside had barely a day and a half of wood in it. All was locked up tight. Door was Ironwood, shutters were reinforced – not typical. We lifted Shim to look through the soffits on the stables and he saw some owl sign – two stalls, 3 bales of hay, pretty clean, 1 saddle and nothing else.

As for the house, no one had been here for a week plus so we used Ixitch’s key – and damn if it didn’t open the door! Woodcutter’s cottage had no root cellar, all joints and boards were flush and tight, 1 main room with a loft. Loft had some boxes but were empty although one had coins at some point in it. Kitchen had no food but 4 bottles of Forgewhiskey and a stoneware jar of Stonepiss Beer – seating for 6 – bowls and mugs were simple wood.

The fireplace had two piles of wood nearby, one with red waxy coating, the other blue. Shim began scraping the wax off one of the logs and the spell on it flared, filling the room with BRIGHT red light blinding three of us, before a blazing rune appears in the air and broke apart.

What the hell? Signal logs? Since the rune never left the room, we guessed we were ok. We were going to stay here tonight, light a fire and toss a signal log in it, hopefully attract the Big GO and then retreat to Falcor’s Rise for a few days, returning where we would rely on Barb and Eoghan to follow the tracks back to wherever Big GO was.

The next morning, Deathmonth the 7th, was crisp and cool and we threw a blue log on the fire while Darius and Eoghan went outside to see which way the rune flashed off to the west – and the flash blinded Eoghan again. Lol.

We left the cottage, locked it up, covered our tracks and made our way back to the Highway and then Northeast another 3 hours to Falcor’s Rise. A walled city deep in the original Randari territory, they subsist on trades with various Randari semi-nomadic tribes and take a dim view to fighting inside the town with most fines being 5 commons first offense and then expulsion afterwards.

We had a rough time getting in since Eoghan’s wolf was not trained and barely followed his commands, struggling to even sit when prompted. Eventually it required leashes, collars, and even a muzzle which Barb was willing to help with even though the animal almost snapped at her. Once done we made our way through the gates and entered Falcor’s Rise.

Saturday, October 26, 2019

Meet 98, Adv 6, 9/28/19

I've played this game for almost 4 decades and one of the things that always bugged me on either side of the screen was Deux Ex Machina - when something wondrous happens to save the party from certain doom. It feels cheap and as the player I always had the sensation I was robbed  - so I try to not have that happen in my games.

Except that it did.

The group had a whistle for over a year and a half in real life time that had been givento them by Dunatis, an Orcish druid (12th level) in the Moratian lands who felt good that the group was fixing the kobold issues out there and if they had run across the giants and felt a bit outside their element, can blow it once and Dunatis and his circle would come to help.

The thought was it would be used for the giant fight which I had expected to occur at the end of the adventure.

But the party didn't need it and we avoided the fight - so the resident Barbarian kept the whistle all this time.

And when they were faced with a TPK at the hands of Ixitch Barrowman, one of the party members remembered the whistle and the group blew it. And I portalled 1 12th and 4 10th level orcish druids into the Stronghold and they helped the group kick the crap out of the bad guys.

And as the DM, I felt cheap. The party was happy and no one but me seemed to bothered by it - but as for myself, it still stuck in my craw.

Write up follows:

The battle continued to rage on around us. The dwarven cleric that finally entered the room made her way behind the Bugbear and shot off a Cure Serious Wounds into him, staving off his impending death. We struggled against the ghoul who crept even closer, magic missiles slamming into it but failing to kill it. Barb was hemorrhaging hit points, Shimlagesh was bleeding out, and the two zombies beat on Eoghan who was struggling to knock one of them down.

We tried to back up into each other and Brading was smashed to the floor by the bugbear after finishing off Elsa Ire. Meanwhile the cleric stepped behind the swordsman fighting Barb and healed him as well! It was approaching the final hour and it looked like the party was done when Barb at the last moment drew Dunatis’ whistle that she had gotten from the druidic orc months ago and let go a single blasting piercing tweet.

The air split open and the shaggy half-wolf form Orc came in with 4 of the circle, looked around the chamber that drew themselves to a stop and looked about, and asked her “What do you need from us little one?”

She pointed to the bad guys and said, “Help us! Please!”

5 Druids, 4 10th, 1 12th, and their animal companions made VERY short work of Ixitch’s support staff. The bugbear, the swordsman, the axe thrower, the cleric, the two zombies, and the ghoul were all killed in a few minutes of slashing, biting, rending, terrible fiery power. Even a fire elemental had been summoned to help finish the fight off.

When it was over, Dunatis admitted he expected the call to come against the giants some weeks ago and was happy to have been a help. He agreed he would meet with Barb again on Icemonth the 1st to discuss their arrangement and relations and before they left, healed the party of their poisons, ills, and wounds.

Ok – that was NOT expected and NOT on the original plan. But it worked – as Thalin said, you can’t save things like the whistle for after you were dead.

At this point we could tell that the necromancer wanted to talk to us as one of the dead bodies here began speaking to us. The necromancer, called the “Keeper” was able to see which way this entire affair was blowing and wanted safe passage for him, his apprentices, and he non-empirics. Willing to give up his contract with Ixitch, he was going to beat feet and get to Grimyria before the angry dwarf could force his hands into something he didn’t want to do.

Time was ticking as Ixitch was having some argument with his other followers and we gave the Keeper the ok that he could leave. From down the hall we heard a door open and close quietly and then a line of people approached. The Keeper was a human, tall, and thin with ulcerous lesions visible on his neck and arms. He had two apprentices, both human, each just under twenty. A girl heavy made up and wearing bullous clothing and leading a chain with two zombies. And a boy corpulent and waddling, beady “kill you in your sleep” eyes and had a catchpole with a slavering ghoul on the end of it.

We gave the Keeper the farewell and he left along with his crew, but not before letting us know it was Ixitch, Gerry Rockbottom and his daughter Fleabite, Nardolen the half orc druid and her two animals and Silver Glass Ixitch’s wizard.

We were going through everyone’s belongings and deciding what to do next. The thought was to continue down the hall and take it to Ixitch now – but that meant leaving this room unwatched and even with the spike in the door, it was enough to slow them down but now totally stop them should they want to leave.

Will Murder offered to stay here, flatbow at the ready and hiding behind one of the curtains. We went down the hall to an entrance area, passages in all directions and a double door to the left with various religious symbology upon it. We made sure the door was untrapped and opened up, looking it. A temple of some sort, two tiers, furthest part of the room raised – dim voices in that direction. A number of backpacks were here on the left, packed and ready to go. A quick look showed clothes and food stuff – bug out bags.

We made our way through to the second tier where a door was on the south wall and the source of the voices. We came closer; made sure it was unlocked, and then entered with care. Small 10x10 room with another door on the south wall. We could hear clearer, some crying, and a rhythmic banging noise in the distance.

We drew up and got ready, then hit the door open and started pouring into the room. Nardolen was halfway across the long chamber which doubled as a dungeon and torture chamber, a silverbacked wolf and a hedgehog the size of a mid sized dog with her! At the end of the room was an open door with Gerry and his daughter visible as well as a human female in her mid-30’s clad in wizard robes and a tall conical hat. There was much yelling at our arrival and Barb ran for the druid getting angry as she did so.

Arrows and spells followed but they seemed to slow down and turn aside on hitting around Silver Glass. Meanwhile Gerry, crying and begging, was dragged into the dark hall by his daughter and we could hear Ixitch down there yelling to “help get this fucking door open!!”

The party launched spears and swords at the chamber while the hedgehog barreled into Barb, driving a dozen foot long quills into her body and making her swoon in agony. Most shots missed the mage who returned the favor by striking out at the group with a Blindness spell which had Darius screaming, “Foul! Fucking Foul!”

We tried to help out Barb, setting up to her left as we coaxed the druid, wolf, and hedgehog off of wasting her, Shim dousing a third of the room in a globe of darkness. While all this was going on, Ixitch managed to get the door open and told Gerry and his daughter to run for it. As then entered the room, Will Murder looked them over, verified their names, and got approval that Ixitch was still in there. He nodded his head and muttered something about not killing kids and their dads, then motioned them to get to the stairs and get the hell out of here.

The battle was turning and the group was pouring on the hurt as they raced down the room, spells flying. Silver Glass hit herself with an Invisibility spell and Ixitch tried to run for it, wounded, but Will shot his at point blank range, and then as he fell over, shot him again. As Ixitch was pleading for help, Will walked right up to him and shot him in the chest, and then again in the head. Silver Glass, wounded was unable to escape and was taken down and then the group managed to finish off the Half-Orc druid and her hedgehog.

The wolf was mourning her loss and Eoghan did his best to calm the animal down and get it to come to him. Once this was done we passed out some healing and started going through what belongings we could. It was at this time that the air split open and 3 figures in black and red, smelling like sulfur and sandalwood, entered the chamber with an official looking scroll. They were here for the body of Ixitch Barrowman who had made a contract with the Tower Arcane in Grimyria for various help and protections on the knowledge that upon his death his body would be remanded over to them for post empirical usage.

Yeah, you can take him.

Once sure that all was done and the Grimyrians left, we checked out Silver Glass’ spellbook, got some trinkets and keys off of them all, and decided that we had a few hours to look around before we should get the hell out of here.

Wednesday, October 23, 2019

Meet 97, Adv 6, 9/21/19

Big meeting this one was, and it was running long so we ended on a cliffhanger in the middle of fight.

Two main things that occurred though was the party had a second conversation with the BBEG, Ixitch, and this time it did not go in our favor. And the fight at the end showed the group was overmatched.

Ixitch at some point figured out between the first conversation and this one who the party might be. He was wrong on some level, but right on others. And flat out was/is going to use his influence to kill the group's family member and friends.

That's the truth of it. So they HAVE to neutralize him and soon before he becomes a problem.

The second part was the group had to face a concentrated enemy on their home turf - and even though we lost an NPC or two - and multiple members of the party were down - they once again underestimated the effectiveness of the enemy on their stronghold with their strengths.

Write up follows:

Bad Tom flat out said we didn’t need 2 dwarves to talk, and the camp dog was a non-starter so some sword thrusts finished them off, leaving one dwarven crossbowman and the wizard alive…for now. The wizard was young, a bit past 20 and cocksure of himself while the dwarf, Shelvar, was a bit more open and willing to talk to the party. Some questioning, some snide answers, some dead wizard and then we got some information about Ixitch and the others.

Apparently Shelvar is a temporary employee, worked for Ixitch about 5 months, was laid off for 3, and had signed another 5 month contract of which 3 or 4 months have passed. Ixitch has a trusted group of supporters who handle the downstairs portion of the Homestead and apparently they had been practicing for this situation and Shelvar let the group know that enough time has passed that Ixitch and Co. are ready for the group. No he doesn’t have particulars, but he knows that they all have a part to play.

We trussed him up after getting no confirmation about antipoison being in the locked secret room and made our way back to the Entrance Hall. It was apparent that there had been some changes here, small subtle things. We heard faint movement inside the Exercise yard as well as outside. Plus we could see/smell oil all around the front door.

We wanted to burn it off but do it in such a way that we don’t get hit with another fireburst spell. So Shim cast a ghost sound which sounded like 3 or 4 of us going to the front door, followed by a handful of loose rocks tossed at the door, which was followed by the oil being lit under the door and then followed by the fire being BURST by an unseen magical assailant! Shim made the sounds of people yelling and then going silent.

The group then dimly heard the sound of and inrushing of air from the Exercise yard and then a matching one from outside through the window. Ok…what??

Once sure no one was around, we chanced to enter the Exercise yard again. Right near the entrance, the dirt was swirled in a spiral pattern at least 6’ wide…and the ladder we had on the floor was missing. Ok…Lets look around. The thought was the people/person just here portaled out somehow, hence why the inrushing of air, pop, and spiral of dirt. As for the ladder it had to be back on the roof, so we had Brading cast Invisibility to Undead on Bad Tom, Eoghan, Barb, and Darius, and two of them attempted to climb the wall to look on the roof.

And there were two undead half-ogres up here with three ladders right near them.

Fuck, not a good idea – they came back down.

The Delay Poison was in its last hour and Eoghan was in danger to succumbing, so the group hightailed it to the north wall, Will Murder checked the door and let us know that there was a pressure against it on the other side but it was not locked…most likely trapped – and the set up made it impossible for him to disarm it on this side.

So Barb volunteered to open it and the group was expecting maybe a guard and/or a spear trap so we all spaced out and got ready and Barb used her pole to force the door open.

And a pressurized bladder popped and sprayed her with a caustic aerosol poison that go in her skin, nose, ears, mouth, eyes, and lungs…And just as it was beginning to burn – Brading hit HER with a Delay Poison Spell – stopping the effects in its tracks.

The group looked her over and the consensus by Will and Thalin was that she had two poisons on her, an acetic destabilizing one that could kill her, and flammatory one made from dried salamander skin. So it’ll weaken her, set her on fire, and then finish her off.

Crap – we had 4 hours to find a cure for her – and about an hour and a half left to help Brading.

We went in to the next hall, looked down and was going to open the door on the north side leading to the secret door when Darius noted something on the floor. Will checked it out – a wire connecting the two doors together. Open one and the other one opens as well. Nice. Nice try.

We disarmed the trap and held the door in place and then opened the north door – and the trap on the south room went off without opening the door – and no one was hurt! All right!

Key in hand we opened the secret door and it was an armory and trade closet of some sort. Weapons, armor, boxes of trade goods – and a safe set in the floor also guarded by a key. Will checked it out and was sure there was a needle trap set inside the 5 tumbler lock – no antidote visible for now. – Most likely INSIDE the safe.

That we don’t have the key for.

We left the area and decided that we might have to go downstairs and take the fight to Ixitch – but we also know that it might be a bad idea. The thought was to try and talk to Ixitch first and see if we can salvage anything of this situation – two of our members were poisoned and needed help now – and the minutes keep ticking by.

We went back to the Exercise yard, climbed the roof to look out at the front door – no one was there just undead on the roof (who didn’t see us thanks to the Invisibilty to Undead still going) – but we saw the swirling pattern in the dirt out there as well. We went back to the main room, to the hall and disarmed the spear trap, and then talked to Shelvar the dwarf who gave us what little info he was able to – and we let him go, the dwarf VERY thankful and on his way to Grimyria for now.

We went to the dead mage and Bad Tom finished hacking the head off while Darius kept tapping the head and waving his hand it, trying to get the necromancer and Ixitch’s attention. And after a few minutes, we were able to hear once again through the head.

Ixitch was pissed; we had been killing his men, wasting his resources, and ransacking his home. Convinced we were working for Big G O who had sent us here to collect the now 7,700 commons he was owed, he had little interest in making a deal, even when Darius (pretending to be Isilwine still) tried to give him a version of the truth that we were NOT working for Big G O and instead wanted to get to him.

Then we grew concerned as he traced the fact that Isilwine was married to Twilane Diamondcutter – who was the younger sister of an adventurer, and sell sword Darius, who had a group called the Vanguards of Ragnarok – and were them. Shit. He knows who we are.

We tried to beg for an antidote to the poison in the lock and made believe that Thalin was Avulstein – which had the “Keeper” – the Necromancer here, VERY interested in helping – professional courtesy and all. He wanted to have a good word sent back to Parylis that he was helpful and was willing to do a good turn. The antidote portaled up here and we turned the head so they couldn’t see us giving it to Eoghan who downed it with relief.

But Ixitch and Darius/Isilwine went back and forth and Ixitch flat out didn’t believe or trust the group at all. This was going to end and end badly. He was going to order a hit out on Isilwine’s wife, Twilane (Darius’ younger sister) and then do the same for the rest of the group – in a week; they were all going to be fucking dead, dead, dead.

We ended transmission at the same time he did and Darius looked at the group and said – now we have to kill them. This is my kid sister and family, he can’t be allowed to leave here and set this up.

We went to the door going down, made sure that any trap on the other side was set off, and then made our way down the steps to a large room. Some chairs, small tables, comfortable looking living room – pretty big, 30x 50. There were 3 doors on the south wall, one on the north – all reinforced oak. And each had a hanging curtain partially blocking it.

We took our time looking and listening. The three southern doors, the first one had a stink to it like unwashed bodies, the middle was silent, the last had some more foul sickly sweet smell and some weeping sounds on the other side. Meanwhile the north door heard maybe some distant shuffling noises, nothing nearby.

While all this was going on, Shim and Thalin were looking around for secret doors when they found a section of the western wall that could open – but no way to open it from this side – one way secret door. Most likely an escape tunnel. We wanted to block it up and Darius looked in his bag – finding one last iron spike.

Barb was going to set it but it would take 10 or so hits to do it – and it would be loud. So we handed out hammers and around the room we struck the spike 2 times and the ground the same and then stopped and Eoghan listened. Some noises again, nothing new. We hit it another pair of times and stopped. Listening…Someone coming closer and Eoghan could tell that who ever it was was listening on the other side of the door!

We hit it another 2 times and Eoghan let us know the figure was running down the hall. Then we just wailed on it and got it set – effectively closing off their escape route.

But now they know we’re here and most likely getting ready. So we all got near the door, Shim cast an illusion of 3 guys with flat bows looking at the door while Bad Tom was ready to open the door. And we did, one, two, three.

There was a distant moaning and then a snap.

And a god borne line of fire streaked down the hall like Sutur himself empowered it, consumed Bad Tom and the door in cacophony of shrieking flames, and burned Elsa, Darius, and Barb who were near the front.

And the figures ran down the hall as we backed up staring at the space where Bad Tom one stood as we readied weapons…And 4 zombies ran…RAN into the room and tried to hit Brading and Eoghan. Meanwhile right behind them came three other figures – a hulking 7’8”, 500 lb bugbear clad in heavy armor and swinging a heavy 20# flail, a human mercenary with a broad sword spinning in his grasp, and then a stout Gorokian Mountain Dwarf with 2 braces of hand axes. The Bugbear hit the line and we scattered, Elsa Ire taking the first hits as her quarter staff shattered and she fell back shoulder pauldron crushed. The swordsman struck out at Barb who realized that he was a better swordsman than her.

Spells fired, sling stones were shot, Arrows filled the air and Brading turned the zombies – but only two of them managed to flee- the others circling around and engaging Eoghan. Then a ghoul ran into the room and we shot sling stones and magic missiles at it, killing it before it could get close enough to hit one of us. Barb was overmatched and starting to lose the fight when she bit her tongue and swelled up, blood running through her mouth as her barbaric rage helped even up the odds between her and the swordsman.

Elsa took punishing blows as she swapped to her butterfly axe, bleeding from a torn scalp and nursing fractured ribs as the Bugbear was beating her to death. But she managed to center herself and hacked up hard…lopping off the bugbear’s shield arm at the elbow and evening up that part of the battle! Darius was struck by flying axes as the dwarf was trying to take him down. We could hear the dwarf calling down the hall, “Empress, we need you now!!” Followed by heavy mailed figure running down towards us. Eoghan took more hits from the zombies and was starting to stagger.

And as we were trying to set up a solid line of defense, the human mercenary called out, “Empress…A Three!” as he hacked at Barb again.

And there was outrushing of air as another ghoul pounced out of nowhere and appeared in the back corner of the room where Darius, Will Murder, and Thalin was. Shit. And it hit Will Murder like a starving wild cat, tearing and biting and scratching and ripping into the hobgoblin who fell over paralyzed as Thalin ran towards Barb and Darius took up defensive line between them.

And we heard running again down the hall – something was coming and we needed to slow it down. So Shim dodged through the battle, hit the front line, and cast a globe of darkness as far down the hall he could making whoever it was slow down and stumble – buying us another round.

And for his efforts, the swordsman turned his attacks from Barb and instead hit the gnome hard, again and again and again – dropping Shim to -7.

The group was screaming for Brading to help as Darius missed with all of his sling stones at the approaching ghoul and the scroll of magic missiles Thalin read shot off FOUR of the missiles at the undead scavenger – but failed to kill it!! Brading tried to turn the ghoul but failed and it hit Darius in a twisting ripping dance of fury – and the fighter fell over paralyzed!!!

And the ghoul was staring at Thalin and licking its lips.

There we were, Shim dying, Barb struggling against a superior fighter fully in a barbaric rage, Else Ira in the single digits and trying to keep the murderous Bugbear focused on her, Brading with his back turned to the dwarf who was ready to hurl another axe at his back this time, Bad Tom immolated, Eoghan struggling against two zombies, Will Murder bleeding bad and down paralyzed, Darius struggling to break free of his own paralysis and failing, and Thalin facing off with a wounded ghoul stalking closer and closer, with only a satchel full of spell scrolls to hopefully stem the tide.

Friday, October 11, 2019

Meet 96, Adv 6, 9/7/19

The group continued to hit their way through the upper floors of Ixitch' Manorhouse, taking out the defenders along the way but getting slowly whittled away as they did so. Time was both on their side and against them and the clock was always ticking ticking ticking.

Plus, the hobgoblins have been a blast to role-play.

Write up follows:

The thought was to check out the roof line before proceeding further through the Manorhouse, but with no way to the roof from here, it was up to Bad Tom to give Shim a toss-up and then join him up there. The roof of the Manorhouse was empty but we did notice three ladders had been stacked at the south end. This was also an explanation for the strange divots on the ground over there. However, we wanted to be able to get out if need be so we dragged one of the ladders back to the courtyard, and lowered it before climbing down and then dropping the ladder to the ground here.

We listened to the doors in the area again just to be sure. The South door that lead back to the entrance hall was quiet but we had taken the key out of it. The other south door with the rabbit dropping about the area seemed quiet and undisturbed. The door to the shed was still wire wrapped closed and we could hear a horse banging around within. (A check of the muddy ground showed it was a much smaller animal than the plaster casting of the warhorse hoof print we had). And finally the door to the north that lead further into the manorhouse was still quiet.

Bad Tom was voted to open the door. So we drew up, weapons at the ready, and the hobgoblin shouldered the door open and rolled in and to the side, broadsword flashing.

It was a hallway, door at the end maybe 15 paces away.

We gathered into the hall, drew up together, and Bad Tom hit the next door hard, rolling again but this time without the yelling or battle cry as per Brading. Another hall, shorter, two doors at the end, one on the north and south wall. So slow burn candles were in here on sconces and have been burning for some time. The door to the south smells faintly of cigar smoke and beer. We heard nothing at either door but figured we’d check out the north one as it should lead us to the stairs going up to the roof.

Once again Bad Tom did his roll and rise to show another hall that went some 8 paces and turned to the left, set of steps going up. We checked to make sure it was sealed closed and was going to make our way back when Eoghan was staring at the west wall. When pressed for why, he said that this manorhouse was tight with its space and room, but there was a wasted area here almost 8 or 9 feet wide that had no room behind it. It might be a secret door.

We looked about and eventually discovered a section of the wall that would open and a cleverly hidden keyhole. Taking the key we had taken from the other door, Eoghan stuck it in and turned it – but the key didn’t turn and instead he pulled his hand back and was nursing his finger which had a pin hole in it.

Brading had Heimdall show him any poison and sure enough, Eoghan was stuck and the poison was spreading. A Delay Poison was going to give us 4 hours to find a solution and an antidote we hoped but for now, the room was closed and sealed.

We looked in the south room, a meeting room that was used often but currently not. With nowhere else to go, we went back to the exercise yard to discuss our options and where to go next. We figured we’d go back through the way we came and head off to the entrance room. So we opened the door back to the hall with the dead dogs..and there were dead dogs there. We tested their deadness with some thrown axes and then moved to the next door.

Pickle and preserve room. Dead guys here, stripped. Ok, door closed. We opened it again…and Bad Tom had a spear in his chest, and went down hard from a spring loaded trap in the ceiling.

Damn it.

We hacked it out of him and then after he passed out, a sprinkle of fizzstone in his nose had him wake up. We healed him up and took a look. The hall beyond had the bench against the far door now, two pedestals and busts pressed tight to its side, blocking the door. But when we went in to look it over we stopped and backed out of the room carefully. The carpet had been liberally doused in oil – another damned trap.

Ok – this wasn’t going to work. So we were going to instead go back to the exercise yard and see about going through the front door.

However when we climbed up to the roof and looked down by the front door, there was a half-ogre zombie standing there ready to skewer anyone who came through. Damn it again.

Ok – another new plan. We go through the south door in the Exercise yard back to the main entrance and hit it hard, knowing that we’re most likely going to have to run a gauntlet of people. We wanted to try and fake out Ixitch’s people, so Barb and Elsa Ire took one of the dead guys, got him dressed in some of her cast off clothes, stuck a pole through the back of his head and the two of them used him like a marionette to hopefully get some attention.

We drew up and got ready to go in and then unlocked the door and shoved the dead guy through. Crossbow bolts slammed into him and we saw a dead guy in here. Barb and Else charged in, getting hit a bit from some bolts coming from down the long hall towards the kitchen. We charged in and tried to cover the distance, returning fire as we went. Brading just made the entrance and fired off a turn undead at the zombie just before it hit us, and it turned and started making for the front door.

But from down the hall some enemy spellcaster shot off a spell, and the door to the exercise yard blocking off Thalin, Shim, and Darius from the rest of us. Damn it!! The three of them tried the door which was held magically before going to the ladder and lifting it in place to climb up to the roof – they were going to head for the south end of the compound and down to the ground to take the fight through the front door.

Meanwhile Bad Tom was getting shot again as we tried to clear the hall, but Eoghan, Will Murder, and the rest of the group returned fire, dropping one and then a second crossbowman…meanwhile the others moved back and a magic missile shot into the party as the zombie opened the front door – and was attacked by the other zombie outside. Another turn undead had that one running as well as we gathered together and pulled bolts from Bad Tom – and sent more arrows flying down the long hall.

Outside Shim and Darius had made the roof when they heard crows coming, larger than normal, fat, and flying fast, they dove down out of the sky and aimed for the group. Arrows and stones flew knocking the crows down while Thalin was still in the courtyard before the sky was cleared and they can all cross the roof together and climb down to the ground below and enter the Manorhouse where we all gathered together.

From down the hall the 2 dwarven crossbowmen and the supposed mage retreated into the gloom of the kitchen and disappeared. We tended to our wounds and took stock of our situation. We had a chokepoint here and wanted to set a deterrent for them to follow. So we used some chalk, made a 10’ wide circle and pentagram, some incense and a candle, even used a burned out Manastone.

And while this was going on, a dead zombie human wandered in to the front door, held up its hands, and said in a disembodied voice, “Wait, wait, wait, I just want to talk. This has gotten entirely out of control.”

Someone was talking through the zombie. And we realized it was not only the necromancer on premises, but Ixitch Barrowman as well. We hit the zombie in the legs so it was forced to fall over, but it did see what we were doing and tried to talk to us about going our own way. Still suspecting we were representatives from Big G O, and referring to Darius as Isilwine Goldsmith (the same name he used in Paxian), we went back and forth for a while, while pretending to do a spell to ward the circle we made.

Eventually we grew tired of the conversation and hit the zombie a few times until it stopped moving and talking.

Ok. It was time. There were 2 other doors on the north wall here, one in front of the circle we made, and another further down. We checked the second one out and it was a barracks for 6 people to stay and sleep along with some personal belongings – but that was about it. So we tread carefully to the end of the hall and the kitchen.

No one was here. We did find the steps going up to the roof (ok, that was all 3 stairs up we’ve found) and a hall going north that eventually turned to the west. A large slowburn torch was lit at the corner. We extinguished it and then heard the sound of a door closing down the hall. Ahhh, another fire trap that we just interrupted.

We walked with care to the end where we smelled oil on the floor but now there was no issue. Door on the north and the smell of food, door on the west, most likely led to our enemy. So we all drew up, gathered together, Thalin began casting and then we tossed the door open to show 2 dwarven crossbowmen, a human, and another mastiff.

And our fighter mage put them all to sleep with a handful of rose petals and a blast of arcana.

We trussed them up quickly and took a look about. We were in the Manorhouse’s main great room. Door led to an armory, another led north to a private bedchamber that Will had to pick to open. It ended up being Ixitch’s private bed chamber. We looked around. Horseshoe collection, some bottles on a shelf, nice desk. Looking over the papers most had to do with his job as an enforcer for King Seljack, some had to do with his dealing with Big GO. Found hidden in desk a leather satchel with 20 doses of Scratch, a key we assumed was for the locked secret room we found earlier, and a messenger leather folder with a page torn out of a journal in it. About something called the Desmondia Diamond and where it might be and who has it.

Nice.

It was while we were reading it over that Barb felt and itch from the Ravenstone she was carrying and eventually hidden letters on the page were revealed to show even more clues where to find the Desmondia Diamond and that apparently Ixitch was going to go and send his people to look for it and soon.

By this point in time our charges were waking up and we gathered back to the Great Room to ask questions and then decide on where and how to find Ixitch.

Thursday, September 26, 2019

Meet 95, Adv 6, 8/31/19

At this meeting the new player at the table had his own character, a Human Ranger that I was able to introduce through the interactions of the Hobgoblins. To help the group out in their attempt to storm Ixitch's Manorhouse a second time, I've included 3 of the hobgoblin warriors to help them out.

They are going to need them this go round.

Write up follows:

For the next 3 days, the party was at the welcome…and mercy, of the Bloodtusk clan. The hobgoblins were focused on their overall and arching mission which was to bring their might in a surgical strike against the orcish tribe that had raided their caves some 6 months earlier. Less wise creatures would have thrown themselves at the orcs hoping to take as many down as possible, but the hobgoblins have a different outlook – the clan is important – but no more important than the individuals that make it up.

Any attack on the orcs would have to be one that did not risk the decimation of the Bloodtusk strike team.

We learned from Lieutenant Bloodtusk that he would lend us 4 of his fighters to go an assault the Ixitch Manorhouse. From his conversation with his advisors, what the party had told him about Scratch, and some serious strategy – the thought was that currently the orc tribe in question does not know of or use Scratch – but if they did, their capability would increase which would mean more potential loss of life for the Hobgoblins. So by taking out the Dealer, or seriously curtailing his ability, it prevents the promulgation of the drugs in question.

But it’s not a horse he has in the race and the main goal is to continue to shadow and track the orcish tribe as they break down their encampment and begin their wandering portion of their annual lives. But they did take back any wooden shields we had and upgraded most everyone’s armor thanks to their smiths and armorers.

We had a chance to meet and discuss plans and tactics with the 4 that would be coming with us. Bad Tom Bloodtusk was a giant of a hobgoblin, almost 7’ tall and over 300 lbs, he was the excited front line fighter of the group. Will Full Murder Bloodtusk was shorter and thinner, but was a crack shot with his flatbow and had some serious skill in sneaking around and scouting. Elsa Ire Bloodtusk was an adherent of Maglubiyet and had some fighting skills based upon her god’s skill set.

And then there was Eoghan.

At over 6’ tall and somewhere in his early 20’s, this non-hobgoblin had been captured by the Bloodtusk tribe over a year ago and had been their thrall during that time. Already a skilled bowman, his abilities grew exponentially in tracking and shooting, able to find his way through the densest forest in the darkest night. Saddened over some travesty that befell him almost 2 years ago, the Bloodtusks were waiting for an opportunity to send Eoghan on his way.

We were it.

The 4 were instructed that the group – primarily Barb and Brading, were in charge and they were to take out Ixitch Barrowman and end his dealing abilities. Then the three hobgoblins should find their way back to the strike team and Eoghan was free to go. It was expected that the hobgoblins would be entitled to a share of any spoils if any.

So it was on the end of the 4th that now fully equipped and given a bag full of food, that the now nine party members made their away from the Bloodtusk encampment and began their trek back. We pushed overland for a while, then turned south and stole our way through the early morning hours around huts and homes, making no effort to interact with anyone. We arrived at the North East Highway and turned to the left, and then realized we had made the initial turn south too early as we were coming upon once again, the small Thorpe known as Ditch.

We decided to go around it, giving the town a wide berth and then eventually found mile marker 5 where we had seen it before. From here we took the side road north to the 5 manorhouses that had not been used for a few years – except for the 4th one – Ixitch’s. In the just post dawn air, the ground was cool, the air cool and moist, and there was a layer of fog on everything.

We detoured to the left and off the road and peered through the gate seeing no one walking around. Shim drew out a scroll of Wall of Fog and intoned it, reading off the words as they boiled away and he sprung up a wall of vapors, 5’ thick, 10’ tall, and 70’ long that stretched in a faint curve from the gate to the front door of the manor!

We ran to the gates and Will Murder unlocked the new lock and chain easily, the wall hid us from the zombie head, and we arrived at the door without issue. We went to the right of the door and saw about 2 dozen rectangular divots in the ground, most about 3” deep. Not sure where they came from or what they were about, we wanted to instead turn our time and attention to getting inside and moving through as fast as we could.

Once again Will went to the door, and we managed to get it open…And Bad Tom went in, rolling and sweeping his sword, and then dodging to the left. No one was inside the place at the entrance, but we did see a half-ogrish Zombie standing there. With an armful of cheap clay plates.

And shit…he dropped them. The noise echoed through the place at the same time that Shim dropped a globe of darkness over the zombie AND blocking the door and the hall! Nice. So this meant we went to the left double door and the group high tailed it down there fast.

Once inside and before the zombie could get to us, we went to slam the door closed and Brading took a bracing bar to block it up – meanwhile we faintly heard voices getting closer. Just before it happened, Thalin fired off a summon monster spell and a Troglodyte appeared! He gave it the command to “fight” and the door closed as the reptilian drew out his bone spear and charged into the dark. With the door closed we took quick stock of the place.

Hall, dirty carpet, wooden bench with ratty cushion. Closed door on the north wall, double door on the end hall, 2 pedestals with dwarven busts upon it. Alright. Barb and Tom were going to push our way in to the next room while we took the bench and placed it in front of the lone single door. Meanwhile though the doors behind us we could hear yelling and snarling and fighting.

Barb hit the door just as it was opened and we saw two humans armed with flatbows and a mastiff hound! Whew! Fight was on. And with 9 to 3- it was an easy hold for the party to force the enemy back and pick them apart, especially after Barb raged and body slammed one of the back to crash against the far wall and rain preserves down as well and fall against an open brine barrel 1/3 filled with pickles.

Nice.

More double doors to the north, stairs going up to the south. Shim and Brading checked it out and after climbing the turn, saw the trap door above was closed and braced in place – no chance of anyone getting in that way. Meanwhile the group was putting more hurt on the defenders when just as it was about over and we pushed into the next room that two more mastiff’s leapt in from beyond the next chamber and Barb took the impact.

She was savaged for a bit before the rest of the group was able to come to bear and help her hold off any further damage from the hounds. We finished THAT battle off before we heard a lone shambling undead coming our way also across the training grounds…stop…look at us and then detour around the side of the entrance. From there we watched it as it picked up a practice sword and stood by the door poised to strike.

Right.

So while Bad Tom and Shim were getting pickles and preserves, handing them out to the tired adventurers and Thalin and Brading were locking doors behind us as we kept going on, Else Ire and Barb dove through the door and made short work of the undead with a well delivered smattering of blows.

We found ourselves in the training yard, some practice dummies, saw horses, piles of bark, some stones for shotput practice, and tall posts. Also, lots of dog shit. A Large shed was in the northwest corner, we heard some noises like a horse coming from inside – the door was roped closed. A door on the north side of the place was closed and we heard nothing and 2 other doors on the south side of the place, one with rabbit shit around it, the other with a key in the lock. We guessed it was the other door that led back to the main entrance hall so we made sure it was locked and then roped the two doors together.