oppy all along
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Who's been messing up everything? It was oppy all along
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Post by oppy all along on Apr 6, 2020 1:58:21 GMT -5
The moon rises over the Dragonspire Mountains. Under the cloak of darkness five goblins flee the only home they've ever known. There had been a change of leadership and in a goblin clan those are always bloody. Not just for the deposed chief, but for anyone loyal to them, any family they have, and anyone who had ever looked at the new chief funny. The youngest goblin stumbles and is scooped up without a word. They can't stop for any reason. They don't know where they're going or what lies ahead, just that they can't turn back. ... TITLE CARD oppyu vs Dungeons and Dragons (again)A pandemic ravages the realm! Terrified populaces cower behind closed doors as the brightest minds work frantically to- wait, sorry, that's real life. A group of bored and isolated adults join forces across the internet to pretend to be goblins! Our brave dungeon master can't be arsed writing an original campaign for us to ruin, so we're following the 'Dungeons and Dragons Adventure League' series. Yeah, we're all real cool. To the campaign setting! Maps in 1-3.The City of PhlanTo set the scene, a shitty ruler died and an ostensibly less shitty new ruler is struggling to keep things in check. Trade in the city is completely paralysed: the powerful Labour Guilds covet the city's coffers, the opportunistic Noble Houses seek control of the trade routes, and everyone else is just fucked I guess. In a bid to maintain order, the ostensibly less shitty Lord Regent Ector Brahms has enacted martial law. The corrupt and tyrannical Knights of the Black Fist enforce his rule with an iron... well, yeah. An increasingly violent and paranoid thieves guild known as The Welcomers have become the defacto resistance, and they will require some payment from you as recompense for their service in opposing tyranny. There's a forest full of dark fey to the north, mountains full of goblins and orcs to the other north, an island full of deformed sorcery experiments to the south, and apparently the city was rebuilt over a magic dragon pool that drives people insane. There are some cultists who would just love to get their hands on that. Imagine New York City in the 80s, but with dragons. The Rankfoot ClanThree years have passed since our party fled the Dragonspire Mountains. In their past life they were among the chief's many children, a relatively honoured position as far as positions in a goblin clan go. Now they're petty thieves and criminals in the Phlan underworld. First it was just the two oldest members, then the twins joined and they expanded their operations. And then things went awry. It started with a job. It was a dangerous job, the kind that could get them in real trouble. But the money was too good to pass up. Unfortunately the job was secretly an audition to join the Welcomers, which they only discovered after they carried out the deed. And they passed! Congratulations! Only if you join the Welcomers, the Black Fist will kill you. And if you refuse, the Welcomers will kill you. In an effort to avoid being killed the Rankfoot Clan have decided to retire. So now they need a new gig, preferably one that gets them powerful allies or lots of travel. And that's how a family of goblin ne'er-do-wells became adventurers. The Party (as of 17-Jun-2020)Wuun Rankfoot - ( image) 12/F (goblins reach maturity at the age of 8) Chaotic Neutral Level 5 Goblin Cleric (Trickery Domain) "I cast Cure Wounds on Kallaad"Wuun Rankfoot is the eldest of the family and the leader of their criminal band. She's a bossy nag who isn't as smart as she thinks she is, but otherwise the character is totally different from me the person playing it. Wuun often wears a mask as part of her dedication to the deity Mask, the Lord of Shadows and Master of All Thieves. It doesn't actually conceal her identity because she's still a goblin. She's not thrilled about becoming an adventurer but will make sure nobody on her side dies. Kallaad Rankfoot - ( image) 11/M Chaotic Good Level 5 Goblin Barbarian (Path of the Totem Warrior) "I activate Rage"Kallaad Rankfoot is the second oldest of the family and the muscle. He is also a massive showboat and an up-and-coming pit fighter. Fighting people for money is way more fun than petty crime ever was, and he's really good at it. Kallaad is very excited that his family actually listened to his idea to become adventurers. All part of his long-term plan to turn his siblings to the cause of Good. Fenic Rankfoot - ( image) 9/M Chaotic Neutral Level 5 Goblin Rogue (Arcane Trickster) "I roll my eyes"Fenic Rankfoot is one of the twins and the planner of the clan. He doesn't talk much and when he does he's as sweet as a lemon. Coming of age as a second-rate citizen in a third-rate shithole has made him very bitter. In spite of that he loves his family and will happily kill as many people as necessary to keep them safe. He's just not big on helping people he's not directly related to. Fenic is also a fantasy Randian, which is why he's the only Lawful Evil member of the party. Mulaan Rankfoot - ( image) 9/F Chaotic Neutral Level 5 Goblin Bard (College of Swords) "I say 'you should try finding pleasure in the little things' and wink suggestively"Mulaan Rankfoot is the other twin and the designated charmer. She takes this role both too seriously and not seriously enough. An immature hedonist who argued with the DM for days that a goblin PC should be able to seduce NPCs just as easily as a human PC would. My wife, everyone. The character is also pretty irresponsible. Mulaan is however an invaluable member of the group and very dedicated once you can get her out of the tavern. Duusha Rankfoot - ( image) 8/F True Neutral Level 5 Goblin Artificer (Artillerist) "I hide behind Kallaad"Duusha Rankfoot is the baby of the family and was generally shielded from the family's criminal activities. She picked a few pockets but never got involved with any of the really shady stuff. Mostly she stays home and reads her stolen books. Goblin clans don't have books. Duusha is excited to go out into the world and learn new things, as long as she doesn't get stabbed. Stabbing looks really painful. So that's the crew. Follow along as they somehow make things worse in a place that's already really terrible. First up, a series of mini-adventures where we're introduced to some of the factions at play in Phlan. Spoiler: we murdered several people who were asleep, one guy trying to run away, and a dog.
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Post by sarapen on Apr 6, 2020 12:21:07 GMT -5
Were you playing online or is this a record of adventure from halcyon days of yore?
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oppy all along
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Who's been messing up everything? It was oppy all along
Posts: 2,767
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Post by oppy all along on Apr 6, 2020 16:47:46 GMT -5
Were you playing online or is this a record of adventure from halcyon days of yore? Online game, first session was Sunday. It's not the same as getting together to eat unhealthy food but it beats sitting in a room staring at a wall waiting for Covid-19 to claim you.
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Post by Nudeviking on Apr 6, 2020 18:56:22 GMT -5
Were you playing online or is this a record of adventure from halcyon days of yore? Online game, first session was Sunday. It's not the same as getting together to eat unhealthy food but it beats sitting in a room staring at a wall waiting for Covid-19 to claim you. Are you using Roll20 or some other online D&D deal?
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oppy all along
TI Forumite
Who's been messing up everything? It was oppy all along
Posts: 2,767
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Post by oppy all along on Apr 6, 2020 19:12:49 GMT -5
Online game, first session was Sunday. It's not the same as getting together to eat unhealthy food but it beats sitting in a room staring at a wall waiting for Covid-19 to claim you. Are you using Roll20 or some other online D&D deal? It's a mishmash of a bunch of things. We have a Skype chat going, some chatroom deal for dice rolls, and every now and then Google Drive to move our smileys around one of the maps the modules come with.
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oppy all along
TI Forumite
Who's been messing up everything? It was oppy all along
Posts: 2,767
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Post by oppy all along on Apr 8, 2020 6:30:45 GMT -5
A long time ago in a galaxy far, far away...
1-1: DEFIANCE IN PHLAN
The CULT OF THE DRAGON has come to Phlan, a lawless refuge on the Moonsea. Now, with no significant authority to stop the cult, other power groups in the Realms - The HARPERS, ORDER OF THE GAUNTLET, EMERALD ENCLAVE, LORDS' ALLIANCE, and even the ZHENTARIM - must unite to stop the cult from fulfilling its dark purpose in the city...
*John Williams score*
The adventure begins at Madame Freona's Tea Kettle, where our heroes have been staying. It's a cute little establishment and veritable jobs board for adventurers as long as you don't cause a ruckus. Madame Freona is an excellent hostess and does not abide ruckuses. Rumour that has it after the last ruckus, the stout halfling woman carried the offending parties out of her Tea House in body bags.
It's not true, of course. Her daughters helped carry the bodies.
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Mission 1: The Meet
A mysterious hooded figure invited us into his private room. He had a relatively simple task. We were to attend a covert meeting and take the place of a buyer - who happened to closely resemble Duusha - that had been... indisposed. Permanently. We would exchange a small sack of fake diamonds for a dragon egg and plant a magical tracker on the seller.
Our goblins have, of course, never participated in any kind of illicit deal before. No sir. But we'll muddle through as best we can.
The exchange went well. The elf woman selling the dragon egg was suspicious, apparently Duusha didn't entirely fit the description. Duusha has the Charisma score of a potato, so Wuun took over and argued that you people are all racists. The seller fell for the weaponised white guilt and apologised for societal prejudice against the goblinoid races. Some of her best friends are hobgoblins, honestly.
With that handled, we made the exchange and Duusha planted the tracker. Everything seemed like it had gone perfectly, but then we were rudely interrupted by a half-orc and his friends. They were out for a stroll, you see, and couldn't help but overhear that we had a dragon egg. The half-orc explained that his buddy over here had never seen a dragon egg before and would very much like one. Now. Or else. The half-orc was missing one ear, the calling card of The Welcomers. The woke seller fled in the face of danger and we'll let the Phlan Police Department handle things from here.
"Five dead - one half-orc and four humans. Two of the humans were asleep when they were executed, one of the humans was shot in the back as he tried to flee, and the half-orc has been slashed, stabbed, shot, and set on fire." "We're dealing with some sick, sick bastards."
The Sleep spell is ludicrously overpowered at early levels.
The hooded figure with pleased with the outcome, even though it turned out the dragon egg was fake. He announced he was a member of the Harpers, a covert organisation dedicated to exposing evil and tyranny. They're worried about recent dragon activity in the Moonsea region and particularly around Phlan. There have been more dragon sightings than usual and increased interest in dragon artefacts. It seems like some shit might be going down. He recommended we keep an eye out and took his leave.
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Mission 2: The Rescue
Our heroes were trekking through bogs outside the city. Earlier today, a distraught woman had caused a commotion outside the Tea House. Between sobs, she described how goblins had ambushed her and her family of dirt farmers and dragged her family off to an unknown fate. Then she noticed us and asked if we knew these goblins and maybe we could talk to them. So, she's kind of racist. A Black Fist guard explained their jurisdiction didn't extend outside the city, but they could write a cheque to any adventurers who wanted to help.
Racism aside, gold is gold.
We followed goblin tracks from the ambush site and eavesdropped on a goblin and a human dressed in heavy cloaks that covered his face. He must be social distancing. The human congratulated the goblin for what they'd been able to provide, and that there would be more gold if the goblins kept driving interlopers away and selling his group anything they found in the caves. Seems like... there's something bigger going on. Dundundunnnnn.
This was the source of some spicy intraparty roleplay. With our backstory, none of our characters wanted to run into a bunch of bloodthirsty 'wild' goblins. Fenic wanted to ditch everything and cash in the cheque. But we're adventurers. We persevered!
Really, after that the rescue wasn't very dramatic. We found the cave, snuck past some guards, disarmed a trap, brutally murdered other guards, then brutally murdered a boss. Our party was very optimised for sneaking through a dark cave. To the Phlan Police Department.
"it seems they snuck in, executed some sleeping goblins, and slashed, stabbed, shot, and burned a bugbear to death." "These bastards must be incredibly racist."
We freed the captives from cages in the cave. There were a bunch of people who were clearly dirt farmers, but also one dude who was dressed in fancy clothes. He introduced himself as Chaab, an agent of the Zhentarim. They were a network that seeked to amass wealth and influence in the Moonsea region. The goblins were working with dragon cultists, excavating the den of a recently killed black dragon and selling anything they found to the cult. There's been a lot of cultist activity around Phlan, that's what he was investigating when he was captured. He thanked the party for his rescue, and now they needed to all leave before the other goblins came back.
Also, Kallaad got a sweet black dragon scale to use as a shield.
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Mission 3: The Crypt
Our next meeting was with Brother Keefe, priest of Kelemvor (Lawful Neutral Grim Reaper deity) and “Keeper of the Dead” of Valhingen Graveyard. Also, a bit uptight. He had received evidence that one of the residents of his graveyard wasn't human but a polymorphed green dragon. Also, that other people may have learned this and be up to some bad stuff in her crypt. So, he needed some tough guys to accompany him into a graveyard and had some gold to pay for the service. And he'd toss in a spell scroll on top if we could get Mulaan to stop flirting with him.
And that's how we found ourselves in a crypt, looking in a sarcophagus that was clearly full of both dragon and human bones. And a lot of the bones were missing. And also, the doors had sealed and the room had started filling with foul-smelling gas. All good so far.
To escape the gas, the party had to solve a puzzle. Which we accomplished with only some prodding from the NPC. The puzzle unlocked the doors and dissipated the gas, as well as revealing a secret staircase that descended deeper into the tomb. Brother Keefe elected to stay up top since he didn't want to die. He reassured us that he was totally confident we'd survive though.
The staircase led into a spiral tunnel with secret doors that Duusha detected emanated necrotic energy ("We should try going through one!" "No."). That opened into a room with a complex alchemy set that Duusha didn't fully understand but could tell it was advanced necromancy ("We should try finishing the potion!" "No."). From there we found a dragon throne, with a trapped panel hidden on the side ("Why does Fenic get to play with the trapped throne but I don't get to do any cool magic?" "Because the throne had treasure in it.").
At the end there was a room with a teleportation circle, a dragon nest of treasure protected by an invisible force-field, and weird corpses with draconic features. When Duusha tried to disarm the forcefield, magical glyphs appeared on the floor and the zombies sprang to life. Suddenly she wasn't excited about dark magic anymore.
We handled the zombies comfortably though. We mashed the zombies into a fine paste, and Duusha disarmed the magical glyphs to keep the zombies from coming back. With that we had time to examine the rest of the room. Duusha disabled the force-field, but the treasure turned out to be fake. We sabotaged the teleportation circle to keep anyone else from coming through though.
Brother Keefe greeted us as we exited the crypt. He represented a group known as the Lords' Alliance, a consortium of influential individuals across the Moonsea region invested in maintaining stability and the rule of law. His sources in the group had learned about the draconic activity happening in the crypt. They had also heard that the Welcomers had been showing an interest in draconic artefacts and could be involved with whatever weird shit is going on.
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Mission 4: The Tooth
Nothing happened today. Seriously. We just sat there eating dinner, and- okay a half-orc sat down at our table and told us not to react to anything he said. He had reliable information that someone brought a dangerous magic item into the Tea House. He needed our help identifying the person and item before anyone got hurt, and we'd need to split up to investigate the other patrons. Then I swear he looked straight at the party members who dumped Charisma. Sucks to be you, Fenic and Duusha.
The results were mixed - the dice weren't always with us here. -Wuun completely failed to charm a wood elf ranger taking a break from patrolling the Quivering Forest. -Kallaad completely succeeded in charming two gossipy old ladies and learned background information on the patrons at other tables. -Fenic was cold-shouldered by a man and a dwarf having a private conversation. He noticed the man was very intentionally trying to hide a brown satchel. -Mulaan chatted up a food critic who complained his food had too much safflower oil, a byproduct of a flower that only grows in the Quivering Forest. -Duusha scared the crap out of a nice dragonborn woman who was just here to see her family. -The half-orc was completely stonewalled by some halfling circus folk.
Wait, go back to the man trying to hide a satchel. That's suspicious. Fenic had Duusha enchant a magic stinkbomb (arcanists have cool abilities) and slipped it into the satchel while Mulaan distracted everyone with a song. The suspicious man shifted the bag trying to find what was causing the smell and there was the sound of glass breaking. That's probably fine, right? The man quickly scrabbled around in the pack trying to find whatever broke. Suddenly, crackling blue lighting surged through his body causing him to spasm uncontrollably. The room erupted in panic as the dwarven lady next to him turned to flee. Way to go, Fenic.
The party split here; Wuun, Kallaad, and Duusha inspected the man. Duusha deduced the blue lighting localised entirely within the body of one dude was magic, well done Duusha. They noticed the man was tightly gripping a strange object shaped like a dagger. Clearly, they would need to proceed carefully- nope Kallaad jumped in and wrestled the item off the guy. Day saved! No, wait, the lightning jumped to the food critic and started zapping him instead.
Fenic and Mulaan chased the dwarf. Fenic rolled a natural 20 to execute a magnificent rugby tackle and subdue her. Mulaan tried to persuade the dwarf to talk and failed. Fenic tried to intimidate her and failed. Then the lightning jumped from the food critic to the wood elf and that was enough. The dwarf woman didn't know what was happening, she's just a representative for the Labour Guilds. They had arranged to obtain a blue dragon tooth and she had been sent to complete the deal.
Okay, the lightning came from the tooth and was targeting people who had been in or were exposed to things from the Quivering Forest. The NPC may or may not have spelled this out for us. We needed to get Kallaad to draw the lightning to him. Ride the lightning, if you will. We doused the barbarian with safflower oil from the kitchen and he dramatically leaped in front of the lightning. The lightning returned to the tooth and the day was saved!
The half-orc introduced himself. He was Buhrell Carr, a member of the Emerald Enclave. They watch over the wild places of the world, seeking a balance between wilderness and civilisation. They also protect people from the dangerous shit in the wild. The dragon tooth was clearly too dangerous to be in a city, and well yeah fair point. He would take it to his peers in the Enclave. He left with a warning, that the Labour Guilds were growing more powerful and more ambitious. This may not be the last we hear from them
Take that, unions.
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Mission 5: The Jailbreak
Man, this was a really long session. It was going to be just one or two of these missions to get into the hang of things in Phlan but then we got caught up in talking to people and smashed out all five.
Anyway, a gnomish tinkerer hired us to rescue his daughter. She caused a ruckus and was arrested by the Black Fist, but then Black Fist said they had no record of her. He eventually tracked her down to a black site some Black Fist soldiers were running as a side hustle. They're so industrious. The black site was hosted in an underground abandoned temple of evil, accessible through tunnels that hadn't been used since the third or fourth time the city was rebuilt. So, we paid a visit.
"Sir, they attacked while the guards were out of their armour, executed two of them in their sleep, and... they shot their dog, sir." "These monsters can't keep getting away with it!"
The gnome's daughter wasn't in the holding cells, however. The prisoners pointed us to a barricaded door labelled 'Funhouse', where the guards would take prisoners to kill them or drive them insane. Also, there was a terrible beast in there. So of course, we entered the Funhouse. The first obstacle was these massive pillars carved with tributes to Bane. Otherwise known as The Dark Lord or The Black Hand. Oh, that's where the Black Fist name comes from. After the Lawful Evil deity of Order and War. Cool. Maybe they shouldn't have put the Knights of The Black Fist in charge of running the city?
The pillars emitted an aura of evil, and anyone who went near them would be paralysed with fear. I'm sure it's a coincidence that the guards set up a cage right in the middle of the evil magic fear pillars. The gnome girl was in the cage, curled in the fetal position repeating "can't run away can't run away can't run away". So, she's having a bad time. If you stood near a pillar long enough to overcome your fear you were inoculated somewhat, so we had Kallaad, Mulaan, and Fenic take turns mastering their fear. Then they went to rescue the gnome girl, and... let me pull up a description of the monster that attacked.
*Pokedex voice* "The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its hungry, snapping beak."
It was a pretty normal fight. Except this monster had resistance against all our nonmagical weapons. And Kallaad was wrapped in barbed tentacles that unfurled to reveal its hungry, snapping beak. Don't worry though, Mulaan was poking it with her rapier. In that moment most of our characters regretted becoming adventurers. Not Kallaad though, he thought it was awesome. He really mastered his fear earlier.
In the end we heroically won a 5v1 fight and rescued the traumatised gnome girl. After a healing spell and some persuasion, she even stopped screaming and struggling whenever we tried to carry her. A new guest had joined us in the prison; a very angry elf woman aiming a longbow at us. Her name was Yllivia, the gnome girl was her friend Villonah, and she wouldn't let us torture her friend anymore. Give her back or she'll kill as many of us as she can. Villonah really perked up seeing her friend though so that was legit.
Seriously though, couldn’t she have arrived like five minutes earlier?
Yllivia and Villonah were members of the Order of the Gauntlet - an organisation dedicated to eradicating evil. In Phlan their attention had turned to the Knights of the Black Fist for some reason. Villonah had been arrested stealing a map to a white dragon's lair, which she had concealed in a pouch of fake skin under her foot. The Black Fist were tyrants holding the honest citizens of Phlan in a state of fear, and any interest they have in dragons could only be a bad thing. And with that they left, presumably to find a therapist for Villonah.
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And that was it! So, in conclusion - everyone's after dragon shit, everyone is evil, and we're level 2 now. Phlan seems like it's going to be juuuuuuust fine. Next session is scheduled for sad lonely Easter weekend.
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oppy all along
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Who's been messing up everything? It was oppy all along
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Post by oppy all along on Apr 14, 2020 4:49:42 GMT -5
Things are going pretty good for the Rankfoot Clan. We’ve moved out of the adventurer hostel and now we live in a nice little cottage in the suburbs. Wuun’s smoothing things over with the neighbours. We hit Level 2 and bought some new armour and weapons. Duusha used her Artificer abilities to upgrade some of our gear as well – now Kallaad has a magical black dragon scale shield. Onto the quest!
A long time ago in a galaxy far, far away...
1-2: SECRETS OF SOKOL KEEP
Decades have passed since SOKOL KEEP was reclaimed, and a small garrison placed there along with a beacon to help guide ships. Now, that beacon has gone dark, and the garrison has disappeared. In Phlan, rumours circulate that something ancient was discovered in the grounds beneath the keep, dating to before the clerics of TYR built the small fortress...
*John Williams score*
Drama! Hidden treasure! People crying out for someone, anyone to intervene! It sounded like a mission for the Rankfoot Clan. We travelled to the docks to investigate.
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Part 1 – The Laughing Goblin
As with all D&D adventures, our investigation started in a tavern. The Laughing Goblin was a dockside locale and served a rough-and-tumble crowd of sailors, merchants, and mercenaries. It wasn’t the nicest place; you could argue that it wasn’t ‘sanitary’ or ‘structurally sound’. But the ale was cheap, and the atmosphere was frisky. What more could you ask for?
(DM said that named characters might come back later in other adventures and we should keep track of the people we meet, so there’s going to be a lot of fantasy names right up in your grill.)
In keeping with tradition, we asked the bartender, Imizael, if she had heard any rumours. She rolled her eyes and curtly directed us to the waiter, Fat Mar. He preferred ‘Markoth Hasselpond’. Good ol’ Markoth filled us in on what’s been going on – the lighthouse on Thorn Island went out two days ago, it was owned by new money House Sokol, and it was staffed by a member of House Sokol, a few servants, and a small retinue of Black Fist soldiers. Legend has it Sokol Keep was built over the remains of an old temple. He hoped the lighthouse came back on soon though. There had been rumours of a ghost pirate ship attacking towns. If they came for Phlan, the lighthouse would be their first line of defence.
We talked to the other patrons next, a lot more names that could potentially be the arc villain in 10 or 20 more episodes. -Ortal Gruk, a half-orc nursing a large tankard of mystery alcohol, theorised that the lighthouse may have gone out due to vengeful spirits who live below Sokol Keep. -Welby and Grent, two rude halfling merchants, complained a lot about the money they were losing. -Tibeem, Spernik, and Ellison, three ink-stained humans, were racist. -Kerevia and Aravele, two human mercenaries, seemed worried about something but weren’t willing to talk to random strangers about it. -Six angry dockworkers who thought Kerevia and Aravele were shit and wanted to know what the hell their friends at the Keep were up to, or else.
Wait that last one wasn’t there before.
The dockworkers had stormed into the tavern and marched straight to the mercenaries. They were drunk and mad and wanted to fight. Kerevia and Aravele wanted to fight as well. The people who worked at the tavern seemed very against it though. Wuun stepped up, convincing both sides that whatever disagreement they had wasn’t worth the attention of the Black Fist. A very grateful Imizael poured us free drinks which we promptly used for further diplomacy with the two groups.
Kerevia and Aravale knew one of the guards at Sokol Keep personally. Guard Sergeant Grim was a dumbfuck who chased get rich quick schemes. He had befriended Igan Sokol, the young man in charge of Sokol Keep, and claimed that together they were tracking down secret treasure. Kerevia and Aravale were worried because there had been rumours of a ship of spectral pirates attacking villages on the coast. What if they had attacked Sokol Keep?
The dockworkers repeated what Markoth had said about Sokol Keep being built over an old temple, but nobody could agree to which deity it was. They’d heard that Sokol Keep might be haunted by the spirits of priests angry about the desecration of their temple. Maybe they had worked with the ghost pirates to take down the magical beacon to soften Phlan for an attack?
So, we’re fighting ghost pirates, ghost priests, and some dumbfuck named Grim. We learned of two contacts who could give us access to the island – Liela, administrator for House Sokol, and Guard Sergeant Hurn at the Black Fist docks outpost. We went with the one who wasn’t the Black Fist.
Liela was a very brusque woman, verging on Kevin from The Office. Why waste time say lot words when few words do trick? She gave us some background information on Sokol Keep, but most of it was stuff we’d already learned. With some persuading she wrote us a note to give to the ferry master. Off we were to Sokol Keep, ready to fight ghost pirates, ghost priests, and some dumbfuck named Grim.
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Part 2 – Thorn Island and Sokol Keep
The trip to Thorn Island was uneventful. The ferrymaster, Karst, was what would happen if your granddad had to work well into old age because of a shitty economy. Just imagine that completely unlikely scenario. He didn’t have a lot to say, only that the Black Fist guards didn’t usually seem to be happy to be stationed on a mostly abandoned island keep.
The caretakers – Darvag and Shandra, and their son Rorin – greeted us at shore. Things had been getting weird on the island, with the magical beacon going out and all the soldiers and their boss disappearing. So, they were very excited that people had finally come to investigate and gave a lot of information.
Grim was the ranking guardsman at the Keep and the only one they knew by name due to his close friendship with their boss, Igan Sokol. Grim and Igan would often disappear and talk at length with each other. They were both nice enough, though Igan had recently become obsessed with finding the mysteries of Sokol Keep and the rumours of treasure.
There was also a bit of gossip, only extracted after Kallaad offered them free tickets to his fights. You don’t choose when a character rolls a 19. Just before everyone disappeared, Igan had been both excited and agitated that Grim had left for business on the mainland. And then on the night they disappeared an unearthly wailing sound had reverberated across the island. The beacon had gone out and strange things began happening around the keep – items moving around on their own, things falling over for no reason, strange sounds.
Darvag, Shandra, and Rorin were ready to get the fuck off that rock is what we’re saying.
There were four places of interest to investigate. Igan’s quarters, in the main keep area. The lighthouse, where the guards had been quartered. And the east and west tower where Igan would constantly disappear to. Time for a mystery episode.
First up, Igan’s quarters. Igan seems like he would have really been into corkboard and red string. There were three main takeaways. 1: This dude was super into Tyr (Lawful Good deity of Law and Justice). 2: This dude was researching old cults. There was a book on old cults written in a dead language; good thing Mulaan knows Comprehend Languages. 3: There was 100% a ghost messing with us. Fenic went to pocket an expensive holy symbol, and things got poltergeist-y. It only stopped when Wuun made Fenic give it back.
Secondly, the lighthouse. The weirdness was stronger in the lighthouse and towers and the servants refused to accompany us. The lighthouse housed the inert magical beacon. Duusha and Fenic went over the beacon with a fine-toothed comb and couldn’t find any reason it wouldn’t be working. We tried to converse with the spirit and whiffed four rolls in a row until Charisma-deficient Duusha lucked out. She was able to establish an ad-hoc communication with the ghost – flick her left ear for yes, right ear for no. “Did you turn off the beacon?” *left ear* “Will you turn it back on?” *right ear* “Are the missing people alive?” *nothing* “Is Igan alive?” *right ear* “Is Grim alive?” *left ear* “Did Grim murder the missing people?” *nothing* “Did Grim murder Igan?” *left ear* “Is that why you turned off the beacon?” *left ear* “Is it okay if I steal this money I found in the guard’s quarters?” “Fenic!” *left ear*
Okay, it wasn’t much of a mystery episode.
We visited the East Tower next, where Fenic uncovered a secret shrine to Tyr. It had recently been restored, maybe by a crazy dude who loved Tyr. There was also a journal that the ghost basically threw at us to get us to read it.
In the journal we learned that Igan had started the search at a whim when he was assigned to a shitty lighthouse gig. He met Grim, who encouraged him to become more serious about the search. When a mysterious ghost dropped a shrine to Tyr and more hints in his lap, he became obsessive. At the end of the journal we see the culmination of his research – the location and the passphrase to activate the secret entrance in the West Tower.
There were also notes about the nature of whatever lay inside the entrance. The island used to be held by an ancient cult in service of ‘Just One, and the Great One’. Followers of Tyr had come along and righteously slain them but had never discovered whatever had been hidden all these centuries. That had concerned Igan. What if the cult stuff was evil? Only one way to find out.
In the West Tower we found a lot of excavation; Igan, Grim, and the other soldiers had moved a lot of earth to find a large stone slab covered in glyphs. Yup that’s probably it. Duusha followed the instructions set out in the journal, and the stone slab magically vanished to uncover a musty passageway leading under Sokol Keep…
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Part 3 – The Jade Temple
Fearlessly, our heroes delved into the deep. We passed obvious signs that a bunch of humans had been stomping through here, not everybody moves with goblin grace. There were some ancient skeletons covered in barnacles, and armour suits made of coral and seashells. Noticing a definite nautical theme. And then the armour suits came to life and attacked us. Well we were due for some combat.
Next obstacle we faced was a room with a sinkhole in it. There was a sturdy door on the other side of the room, so Fenic was able to cross the room with a rope and tie it to the door handle. He then threw the other end back, so having the rope to grab onto should be enough that the rest of the party makes it across without- oh hell Kallaad fell in the sinkhole. He’s still attached to the other end of the rope, so we just need someone with a positive strength modifier to pull him up. Kallaad that’s you- wait. Oh.
Well maybe the ghost could help us.
Between four goblins and some buff spells we were, laboriously, able to rescue Kallaad from grimy boredom at the bottom of a pit. There were some prison cells next but after the sinkhole incident nobody felt like adding extra skill checks. Plus, we still had the anti-theft ghost following us. It’s a strange day when adherents of Mask, the Master of all Thieves, aren’t stealing shit. But here we are. Hopefully Wuun doesn’t lose her cleric magic for dishonouring her deity.
We entered a big room that looked like a boss chamber. A sickly green glow emanated from a six-foot-tall jade idol of a horrifying kraken man. Mulaan helpfully identified it as an idol of Dagon, the Prince of the Depths. Demon prince, tried to ascend to godhood through the massacre of an underwater race, not a good dude. Bards are very helpful. There was also an altar radiating oppressive evil magic, with a corpse draped over it. Noble clothes, dagger in his back, that’s probably Igan. There was another corpse in a pool of blood-red water wearing Black Fist insignia, but no sign of the other guards.
The water began to churn. Skeletons emerged out of the much, scarlet droplets running down their bones. The corpses Igan and the Black Fist soldier twisted and turned unnaturally as their corpses reanimated and turned to face us as well. With a spirited roar, Kallaad bounded across the room to meet our foes. With a ferocious slash he tore into the monster that used to be Igan. Hell yeah, he looked so awesome.
“Okay, now it’s the skeletons turn to go. And then the zombies. You’re the closest one so they’re all going to attack you. And since you used Reckless Attack all their attacks have advantage. Did you heal after the sinkhole and the armours?”
Barbarians are masters of strategy.
Kallaad ate two crits but stayed up, barely. If you can’t be smart, be tough. Mulaan joined him and together they handled the undead by the altar. The rest of us had our hands full with ghouls who had apparently snuck up on us from the sinkhole. Do ghouls sneak? This felt like meta-gaming to target the casters. With all the melee characters otherwise engaged it was Wuun’s time to shine. And by shine, I mean hold her shield up to the ghouls and try not to die as Fenic and Duusha plinked away from range.
It wasn’t seamless, but at the end of the day all the bad guys were dead on the floor. Again.
Wuun isn’t the most clericky of clerics – is that the term? – but she was able to perform a ritual to cleanse the altar. No more zombies coming back from the dead to kill us, hopefully. We heard voices nervously calling out. Guard Sergeant Grim and four remaining guards had barricaded themselves in a side-room with the trinkets they had collected before everything started trying to kill them.
To hear them say it, the undead were responsible for the deaths of Igan and the other guard. Okay, but there was a very upset ghost who seemed to think otherwise. And Igan had been stabbed in the back. We’d seen the undead in that chamber come to life, they weren’t particularly stealthy. Not like ghouls, apparently. We called bullshit and everyone rolled over pretty quick.
So, what actually happened was they’d had an uneventful journey to the boss chamber. There, however, Igan voiced his concerns that the jade idol was incredibly evil, and they should destroy it. Grim disagreed, the idol was worth a fortune and they would be set for life if they sold it. Igan insisted, but so did Grim. The evil deed activated the dark magic in the chamber and returned the undead guardians to… unlife. Overwhelmed, the soldiers locked themselves in and waited to die.
Truthfully Grim seemed happy to confess – he and Igan really were friends, and Grim had a long time to regret his actions. The soldiers were exhausted, starving, and thrilled at being able to surrender to someone other than murderous undead. We collected the treasure the soldiers had collected as a ‘finder’s fee’ but decided to leave the evil idol alone. When we got back to the surface, we learned that the magical beacon had been restored and shined once more.
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Murderers arrested, a lighthouse restored, a ghost calmed. It sure seems like The Rankfoot Clan has solved everybody’s problems. Wealth and respectability here we come. I guess we’re fighting the ghost pirates next week.
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oppy all along
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Who's been messing up everything? It was oppy all along
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Post by oppy all along on Apr 21, 2020 6:11:11 GMT -5
A long time ago in a galaxy far, far away… 1-3: SHADOWS OVER THE MOONSEALife on the MOONSEA isn’t easy. Bandits, pirates, and cruel lords dominate the land, threatening those who make an honest living there. Now, a new scourge is prowling the waters. A ghost ship has been striking small coastal villages, leaving its whispers about the “eye of the DRACOLICH.”… *John Williams score* Yup, it’s the ghost pirates that were so subtly introduced in the previous episode. Spoiler: this session we heard tell of a dire farting bear that we’ll have to fight next week. We travel quite a bit this episode so here’s the map the DM gave us for reference, and a map of Phlan while I'm at it. The Moonsea Region The City of PhlanPart 1 – At the OpenThe Rankfoot clan had been summoned to Valhingen Graveyard. See, isn’t that more fulfilling now you can see that on a map? Valhingen Graveyard was run by the Order of the Silent Shroud, and the one part of the city that actually worked. The Order were devotees of Kelemvor, the Lawful Neutral grim reaper deity in charge of ushering souls into the afterlife. They believed death should be a peaceful transition and fiercely opposed the desecrations of the undead. Doomguide Yovir Glendon greeted the party in grass-stained robes and holding a trowel. Or maybe a fantasy trowel. The High Priest of Kelemvor and head of the Order of the Silent Shroud, Yovir worked hard to keep his Order separate from the power struggles that paralysed Phlan. He was a quiet man and not typically inclined to deal with adventuring types. However, he was gravely concerned and required assistance faster than the city bureaucracy could or would render it. There had been rumours of a ‘ghost ship’ attacking villages and settlements on the Moonsea coast. With every attack they drew closer to Phlan. A survivor had made his way to Phlan, driven mad and raving about a dracolich. The Knights of the Black Fist were aware of the matter but not moving quickly enough for Yovir’s liking. Of particular concern were the rumours of undead. Should someone or something be perverting the cycle of death, they needed to be eradicated. Yovir recommended the party investigate right away. We could start with the survivor, who was being tended to at the Temple of Kelemvor. Or we could inquire with the Black Fist soldier in charge with gathering information on the attacks. The Temple of Kelemvor was our first stop. The survivor had been tied to a chair. He was covered in bandages and mumbling to himself. The acolyte taking care of the man explained that the restraints were because he kept trying to hurt himself, when he wasn’t trying to hurt anyone else. The man seemed unable to say much aside from “the eyes of the dracolich”, so the acolytes had named him Yip after a strange sound he kept making. A little insensitive. This might be a surprise, but interviewing Yip went poorly. He ranted about blood and fire and then tried to bite us. The acolyte mentioned that a Black Fist knight had also tried and failed to interview the man. So, we’d just go talk to the Black Fist then. Cool. Knight Aleyd Burral was a stern woman, her blonde hair streaked with grey. Her eye and blade remained sharp though. For her age, she had not ascended far up the hierarchy of the Black Fist. That was odd for an order dedicated to Bane – his divine guidance strongly promoted ambition, so those unable to advance would often wash out. If you talked to her, it was clear she was highly competent and engaged. Maybe we should ask her why she was such a low rank, that would go well. Aleyd was very suspicious of five random strangers asking about an ongoing Black Fist investigation. She calmed after we mentioned Yovir though, she respected his civic concern and distaste for politics. Raids had been happening every four days down the Iron Route, every time closer to Phlan. Whatever responsible was attacking at night, ransacking and burning anything in their path. If the pattern held, the next attack would occur in less than two days, roughly a day’s ride away. And then they would be within striking distance of Phlan. She mentioned that the tracks at the locations were strange – small, the size of a human child or an adult of a smaller race, she frowned at us. Is it bad that despite the racial profiling she still seemed like ‘one of the good ones’? At least for Knights of the Black Fist. She asked to be kept in the loop and advised that it would be wise to follow the law while investigating. Yovir was an asset to the city, true, but he would not be able to help us should we do something… unwise. Part 2 – On the RoadWe travelled down the Iron Route, using horses lent to us by Yovir. (That’s the one on the map between Phlan and Zhentil Keep). The Iron Route was known as a reliable trade route. Yes, as with any route in the Moonsea you could get robbed and murdered. But the road was in good condition, so you’d make good time before being robbed and murdered. We came across a wagon pulled over to the side of the road. A merchant, Gilfron Milon, had been travelling with his son between Hillsfar and Phlan when an axle broke. He was wary about being approached by five heavily armed goblins. That would be racist, but we did recently thwart a goblin clan that was abducting people. Gilfron had also seen smouldering ruins dotting the Iron Route so he was just very uneasy right now. We convinced him that we came in peace and settled down for some nice mystery roast. We asked if there was anything along the route a day’s ride away, and he mentioned an island ferry that travelled to a small fishing village just off the coast. He had exchanged words with a very unfriendly ferrymaster, who dismissed any concerns of some dracolich attacking villages on the coast. A madman had apparently taken shelter on the island, spouting insane tales of his destroyed village. But what really concerned the ferrymaster was the storm that would be hitting tomorrow night. We volunteered to help repair Gilfron’s wagon, which he accepted gratefully. Except we all fucked our rolls so he gratefully said we could leave now he’ll take care of it. Later in the day we had a short encounter with a dire wolf, which probably would have been a combat had Kallaad not rolled highly on Intimidation and Animal Handling. Shame he couldn’t fix an axle. We reached the ferry early next morning. The weather had turned foul in the meantime, it was clear the storm was incoming. A scruffy seadog named Warsh, with a foul temper and a weirdly bulging right eye, was pulling in a raft to shore. Imagine a less hot Willem Dafoe from The Lighthouse. With a scowl he informed us that there was nothing to see on the island, no reason to go to the island, a storm coming so you’d be stuck on the island until that passes, so please fuck off. However, we piqued Warsh’s interest by asking about the madman in the village. Did we mean to take him away? Taking the hint, we declared that yes, we were in fact going to take the madman to Phlan. Well why didn’t we say so? He’d take us across right now, then we can stay overnight and take the ‘outside’ away once the storm passed. I bet this place is really nice. Part 3 – The VillageRight off the ferry we were greeted by a dirty urchin girl named Elisande. She was friendly and eager to talk with the ‘outsides’, which was good because literally everyone else in the village seemed to hate us. More than people usually hated random goblins. She explained the village was isolated and rarely had visitors. So, this was very exciting. To her, not everyone else. Everyone else hated us. They were so isolated that to them the village didn’t even have a name. It was just ‘the Village’, and they were ‘the Folk’. They spoke with a strange antiquated dialect and worshipped a hodgepodge of superstitions about beasts of the deep, benevolent when appeased but deadly when spurned. The island was small and consisted almost entirely of the landing, the village, and the woods. And you don’t go in the woods. Elisande was very clear on this. So, we knew that come nightfall something would be attacking this island. We split the party (yes, yes, we know) to cover more ground. Wuun and Kallaad would liaise with the villagers and see what help they could offer, Fenic and Mulaan would get any intelligence they could from the madman, and Duusha and Elisande would prepare defences. Wuun and Kallaad met with the leader (and butcher) of the village, Ulberto. He was gruff, bearded, and his right arm was twice the size of his left. It wasn’t like one was normal and the other was weird either, his right arm was weirdly huge for his body and then his left arm was weirdly small. Don’t worry, we were careful not to say anything ableist. All ‘wanking arm’ jokes were made out-of-character. Ulberto was strangely unruffled when we warned him that an unspecified invading force was likely to attack the Village tonight, a running theme with the Folk. We noticed a smile when we mentioned that we’d need to fight, though. Wuun sensed that Ulberto may be an incredibly violent man, so we played to that. We would almost certainly need to savagely murder some people. Blood would be sprayed, guts would be disembowelled, skin would burn, and widows would wail. And he eagerly agreed to be part of the fight. This village might not be alright. Elisande helped Duusha in gathering the supplies to dig traps and hazards to fill them. They didn’t get into any trouble, just a blind goat that seemed to like Duusha. Elisande talked about how her parents had burned in a fire, and how she had always wanted to see what life was like off the island. If only someone could take her. Fenic and Mulaan went to interview the survivor, who was more lucid than Yip. He even gave us his name – Verik – and spoke of a great spectral galleon with ‘Audacity’ on the bow. Undead spirits had poured forth on the back of a mighty dracolich and laid waste to his village. While he was talking, Mulaan noticed a loose stone in his hovel. Behind it was a notebook and a vial of green dust. Fenic drew his crossbow to encourage Verik to stay put. The notebook was written in a language Mulaan didn’t recognise, but Comprehend Languages revealed notes on the village and its inhabitants, and sketches of the island, the woods, and an altar seemingly in the woods. Verik was a spy. If Verik was a spy, Yip could be a spy as well. Which seemed to confirm that after they attacked here, whoever was responsible would attack Phlan. Fenic and Mulaan tried to interrogate Verik but he was uncooperative. They got the impression he was stalling for time until the attack. The party reconvened and devised a quick strategy to break Verik. Wuun inquired as to how long Verik had been observing the town. Particularly a man named Ulberto. Based on his observations, what did he believe Ulberto would do if informed that this ‘outside’ was a spy? Verik immediately broke and started begging to tell us everything he knew. More evidence that this village isn’t alright. Verik worked for the Cult of the Dragon. His boss, a young mage named Ixas, sought a long-lost artifact somewhere on the Moonsea coast. Verik had been sent ahead investigate leads on magical lore and sabotage any defences. And this place was a goldmine. There were all kinds of fucked shit going on here Verik was certain this was what Ixas was seeking. They would attack tonight. The attack would likely consist of a primary force invading from the landing, and a secondary group sneaking around to attack from the flank. Verik had been very helpful. However, we needed to take him out of play while we made our next move. So… we handed him over to Ulberto. With a grin the right-armed butcher said he’d interrogate the outside for us, just in case he had left anything out. Verik screamed with horror as he was dragged into Ulberto’s smokehouse. And then the screaming stopped. I don’t think Ulberto interrogated him. We had to decide how to proceed. We could focus on the impending attack, focus on investigating how fucked this village clearly is, or try to do both. We decided to dedicate our efforts to thwarting the cultists before they got to Phlan. And then get away from the island as quickly as possible. This community was remote enough that they were only really hurting themselves anyway. Duusha started digging trenches while the rest of the party tried to recruit other notable NPCs. Look, when you have negative Charisma you get stuck with the shit jobs. We had a shit time as well, however. A trio of creepy old crones (apparently venerated elders) engaged Wuun and Kallaad in a battle of wits. I don’t want to say how that went. Or how my character earned the nickname ‘simple girl’. Warsh, the crotchety ferrymaster, extorted a 20gp bribe from Fenic and Mulaan and still turned them down. It seemed the village would not be helping us prepare. At least we had Ulberto. With a few hours until nightfall we focused the rest of our time on preparing defences. Thanks to Verik we had a fair idea of where they’d be attacking from. We dug a series of ditches and pits around the most likely paths and filled them with sharp objects and flammable oil. All we could do now was hope we had done enough. Part 4 – Bump in the NightWe had done it again. In preparation for the attack we’d split the party. Wuun, Kallaad, and good buddy Ulberto watched the landing in preparation for the main group. Ulberto beamed as he informed us that, tragically, Verik had slipped on a cleaver before giving any information. Such an unfortunate accident. Fenic, Mulaan, and Duusha waited in the village, prepared for a secondary group to attack by stealth. A thick fog descended on the island. The screams of the dead carried along the wind as the invaders attacked. They had covered themselves with bones and dirt, but it quickly became clear they were humans and kobolds in skeleton-face. The cultists were merely theatrical raiders expecting to ransack and slaughter a helpless village. They did not expect to fall into a ditch filled with spikes and oil and be set on fire. They especially did not expect heavily armed goblins to start stabbing them. As we met our foes, the Folk rose to defend their village. It was a heart-warming moment. I’m kidding, things got even more fucked. They swarmed over the already surprised and terrified raiders, hacking and slashing with vicious glee. Warsh shouted words in a language that sounded fucked and a burst of hellfire engulfed a screaming kobold. The crones slit their wrists to summon a foul misshapen human-sized blobmonster that tore into the guts of a screaming human. Ulberto laughed as he choked a kobold so tightly the kobold’s eyes nearly bulged out of their sockets. Okay, I’ve come to an ironclad conclusion on the question of whether this village is alright. It’s not. Between the traps and the support of our good friends the Folk of the Village, that was easy. The last couple of kobolds practically begged to surrender. They were at the command of the Cult of the Dragon, and Ixas was waiting just offshore on their ship. They were to gather any books and magic items they could find and burn the rest. Any captives would be interrogated with a magic dracolich statue that fucked people up majorly. We proposed we would use longboats from the landing to take the fight to everyone remaining on the ship. The villagers were very enthusiastic in favour of this plan of action. They were less enthusiastic when we mentioned we’d have to return for the horses. Hopefully they didn’t slaughter the horses in the meantime, they were a rental. Speaking of slaughter, Ulberto offered to take care of the surrendered kobolds for us. Were we morally responsible for all the captives we fed to Ulberto? Possibly literally ‘fed’, he seemed like he might be into cannibalism. No time for that, time to fight the cultists! Part 5 – High Seas We approached on the cultists’ ship in our longboats. Then a terrible red light erupted from the ocean, accompanied by a sudden wave of heat and wind. An awful tearing sound reverberated, like the very fabric between planes had been ripped asunder. Screams of anger and fear could be heard from the ship. By the time we’d climbed up to get a look, the cultists were actually being attacked by pirates from the Audacity. They weren’t strictly ‘ghosts’, but they did have red skin and ghastly deformities – an arm burned down to the bone, a face covered with green pus-filled sores, a leg blackened with frostbite. The DM explained that this would make more sense had we had investigated the village properly. The cultists, still in skeleton-face, had found themselves besieged by their new foes. Everything was on fire, a fierce battle was being waged, and nobody was paying attention to us. So, we picked our spot and targeted the most significant bad guy we had intel on. Ixas was at the bow, freaked the fuck out and spending spell slots like dollar bills at a strip club. We employed the classic mage-killing stratagem – rush the caster and hit them with sharp objects until they die. With a triumphant roar, Kallaad severed Ixas’s head from his- “Wait, we need to interrogate him!”-that is, with a triumphant roar, Kallaad knocked Ixas unconscious. After losing their leader, the remaining cultists were quickly eradicated by the pirates. Sadly, the pirates decided they’d murder us next. Kallaad charged right into the thick of things (again) and nearly died (again). The party rallied to keep the meatshield alive and sniped from range to take out the rest of the pirate mooks. It was down to the captain of the hell-pirates. He fought fiercely, cutting deeply with his longsword. He also had a lot of resistances and a fuckton of health so he was a pain in the arse. The flames on the deck spread as Kallaad and the pirate captain engaged in a spectacular display of skill and sheer savagery. Neither warrior would give ground. Neither would stop until the bitter end- “I cast Sleep.”-that is, neither would stop until Mulaan decided it was naptime. Combat won! The fire was spreading, we needed to act quickly. Fenic and Duusha dashed to the captain’s quarters and dumped anything interesting or valuable into the Bag of Holding. The rest of us manacled the captives and shoved them onto the longboats. As the two ships sank behind us, we rowed our prizes back to shore for a quick debriefing. The captain of the pirate ship wasn’t thrilled to be in the Village. All he did was scream and rant at the assorted Folk on the shore. They had done this to him. He and his men had spent countless decades tortured in the bowels of hell because of what they did. He was going to break free and slaughter every man, woman, and child on the island and wear their skin for a- woops, it seemed the captain slipped and fell on Ulberto’s cleaver as well. Apparently, there was some background stuff going on. Oh well, better to be alive than informed. Next up, Ixas. He was very informative. He was a member of the old faction of the Cult of the Dragon. Because they had fundamentalist dragon cultists and reformist dragon cultists now. The fundamentalists stayed true to their dream of raising great and terrible dracoliches to savage the realm, while the reformists wanted to summon Tiamat, the great and terrible dragon deity, to savage the realm. They both hated gays and wanted to kill a whole bunch of people, you’d think they could get along. The reformist cultists had heard rumours of a Dragon Mask in the area, an incredibly powerful draconic artifact. The fundamentalist cultists had sent Ixas to foil their efforts. He used the magical dracolich statue we'd found in his quarters to generate storms and interrogate their captives, and used rumours of a ghost pirate ship to deter investigation into their activities. Who would mess with ghost dragon zombie pirates? It was too dangerous to take a spellcaster prisoner, and Mulaan confirmed all that information has covered in the journals we took from his ship. What to do, what to do… oh no he slipped and fell on Ulberto’s cleaver. You know what? Ulberto is growing on me. With the statue secured the storm had suddenly faded. Warsh offered to take us back to the mainland now and we were delighted to take him up on that. The girl from the village, Elisande, stowed away with us, bringing nothing but the clothes on her blind goat. I’m getting the impression she’s important somehow. Anyway, mission accomplished! ConclusionKnight Aleyd Burral and Doomguide Yovir Glendon were pleased the imminent danger had passed but very concerned about the feuding cultists. We’d made two solid contacts with our work, and continued to build wealth and reputation in Phlan Yovir was especially interested in the dracolich statue. He believed he could use it to heal Yip. We had warned Yovir about Verik, but he reasoned that a spy would probably not end up tied to a chair far from the city’s defences or lore. And in any case the invading force had already been thwarted. Precautions would be taken, but Yovir believed Yip to be a farmer struck by a terrible malady rather than a nefarious cultist spy. Ixas’s journals and Verik’s notes on the fucked-up island contained a lot of valuable information. So, we did the responsible thing and gave them to our contact in the Zhentarim, a shadow network bent on amassing wealth and influence. That could only be a good decision, right? Look, when you’re a city goblin you don’t choose your friends. Elisande thrived away from her weird, fucked island, and found a home for a time with the Order of the Silent Shroud. Until one night she slipped away without a trace, accompanied again by her blind goat. Maybe we’d meet her again… Or maybe the quarantine will be up in like two weeks and we won’t have time to fulfil these plotlines.
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oppy all along
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Who's been messing up everything? It was oppy all along
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Post by oppy all along on Apr 30, 2020 6:25:22 GMT -5
A long time ago in a galaxy far, far away…
1-4: DUES FOR THE DEAD
For years, the Most Solemn ORDER OF THE SILENT SHROUD has tended the dead at VALHINGEN GRAVEYARD, providing them a peaceful eternal rest. Now, that rest has been disturbed…
Alright, the dire farting bear is next week probably. Exciting news though, if we survive this adventure, we hit Level 3. Fingers crossed…
Part 1 – Valhingen Graveyard
We have returned to the graveyard. Two clerics tending to the grounds, Drolo and Fedya, pointed us to Doomguide Yovir Glendon. That probably wasn’t important, but any named character could return. Keep a close eye on Drolo. Yovir was pleased to see us again. There was shit going down and he needed the best of the best. Sadly, he had to settle for us.
Since the Order of the Silent Shroud had taken over Valhingen Graveyard a century ago, it had been transformed from a wreck overrun with the undead to a picturesque sanctuary of rest. In a morbid way, Valhingen Graveyard was the reward the citizens of Phlan looked to for all the shit they went through in life. And that was under threat.
Phlan had been torn down and rebuilt many times, leading to a subterranean network of abandoned tunnels and passages. The underground catacombs where most of Phlan’s were undead were vast, stretching out far beyond the graveyard. For as long as the Order had been active, they had only used a fraction of the space available. Not even Yovir knew how far they went. And somewhere under the city the undead had awakened once more.
That’s why we were here. He needed some brave souls to travel into the depths of the catacombs and find the source of the undead. A half-elf female acolyte named Cassyt would guide us. And while he would never question our integrity or honour after services rendered – even if Wuun openly worshipped Mask, the Master of all Thieves – he urged that we do not disturb the dead. The Order could not abide the ransacking of the dead in their care.
Part 2 – The Upper Catacombs
Cassyt was a pleasant guide, with a sunny disposition and acerbic wit. She was quite interested in the party; there weren’t many goblins in Phlan. Cassyt had also never met a cleric of Mask before. We gave her the backstory – backmountain goblin clan, fled to escape certain death, survived on the rough streets. Wuun explained Mask represented guile and ambition to her, and the journey she faced to make a life for her family. It didn’t necessarily mean she was going to steal your shit.
It didn’t not mean that, of course.
When she asked the rest of the party about their religion, Cassyt learned that none of the other players read the handout on the deities of Faerun. Some of us care about backstory.
Unknown to Cassyt, there was a conversation in Goblin about whether to loot the catacombs. For a Lawful character Fenic did not give a shit about keeping his word. There was the small matter of the acolyte of Kelemvor, but Fenic had a permanent solution for that. Wuun reasoned that we had more to gain by not murdering Yovir’s acolyte, Duusha wasn’t comfortable with murder, and Kallaad was comfortable murdering anyone who tried to murder the guide. Mulaan didn’t care either way so 3-1, no murdering Cassyt.
Blissfully oblivious to her potential murder, Cassyt guided us until we reached the Bone Pit. That seemed like a promising lead in finding undead. The room was a thin circular pathway around the titular pit of bones. The pathway was a bit difficult to navigate so we went two at a time, so everyone had a safety buddy. But we’re dextrous adventurers with darkvision so it’ll be fine- oops Kallaad slipped and had to be caught by Fenic. Okay, now we’ll be okay- and there goes Mulaan, barely caught by Duusha.
Low checks that everyone has to pass are a pain in the arse. Someone always rolls a 1. Past the Bone Pit was a room where corpses were preserved. Some of the corpses had been ripped open, as if something was feeding on them. Fenic was able to spot a couple of ghouls hiding among the bodies – I guess ghouls really do sneak up on people. Cassyt did her best in the ensuing combat, firing a couple of cantrips but missing. In her defence that’s all Duusha does in combat as well.
Pause for Duusha to argue her combat doesn’t come together until level 3.
We made it back past the Bone Pit with only Cassyt needing to be saved. The next challenge was the heavily rotted spiral wooden stairs that descended into the lower catacombs. We tied a rope up top just in case and sent one character down the stairs at a time. Kallaad, Fenic, Mulaan, and Duusha all navigated the stairs without disaster. Unfortunately, they collapsed under Wuun, and she dropped face first to the tiles below.
That left Cassyt up top. We knew that nobody told her this would involve rappelling, right? She didn’t become an acolyte to rappel. That was fine with us, Mulaan replied. We’d just get lost and die down here, leaving her all alone in the catacombs with the undead. She could handle a few ghouls by herself, right? With a curse Cassyt started rappelling down.
Part 3 – The Lower Catacombs
A group of zombies wandered over, attracted by the sound of Wuun dropping ten feet, landing with a crash, and cursing loudly in Common and Goblin. Cassyt expressed a preference that the zombies be destroyed before she climbed the rest of the way down, which we did because we’re considerate. Cassyt fervently thanked Fenic for wiping them out so quickly with his sneak attacks, which was like rain on your wedding day.
The next room was curious. There was an open ceiling grate twenty feet up in the air, and a length of rope and grappling hook on the ground. Where were these devious master infiltrators? It turned out they were barricaded in a side room dying of thirst. A trio of Welcomers – a half-orc, an elf, and a tiefling – had been sent to investigate rumours of the undead. The grappling hook fell and attracted zombies, and they’ve been hiding ever since. Their only sustenance was a flask of whiskey that the drunk half-orc had bogarted.
This did not explain the gems and trinkets bulging out of their pockets.
This adventuring endeavour began to escape the wrath of the Welcomers. We’ve made some powerful friends and we’re badarses now, which probably kept them at bay. So, if we did them a favour now, maybe that would get them off our backs altogether. Cassyt might be opposed to assisting grave-robbers, however.
We presented the Welcomer trio with a plan. If they retraced our steps, they would find some pre-destroyed undead and a friendly rope helping them up to the utter catacombs. They could find their way to the Kelemvorites from there and tell them how the Welcomers had sent them to investigate the undead. The priests would search them but that would only be a problem if they had stolen anything. Significant look.
Survival overcame greed, and the thieves agreed to the plan. Cassyt’s eyes bulged as they unpacked their ill-gotten loot. She wanted to arrest them right there and then, but we convinced her that since they didn’t actually steal anything it was better to let them leave peacefully. We had a more important mission, and we heard from someone else who had dealings with the Welcomers that they could be bad news.
The next obstacle was a skeleton murder room, where skeletons dropped from the ceiling and targeted our non-melee characters. Duusha and Fenic got slashed up a bit but we made it through okay. Duusha made a character choice that she really hated the undead. As we kept going through the catacombs, we couldn’t help but note all the cool treasure we could have stolen. There was a tomb filled to the brim with treasure and traps, that would have been a fun adventure. Are we playing Dungeons and Dragons wrong?
There was a room full of talking reanimated heads, that was freaky. They could only tell us things they knew when they died so it wasn’t helpful. We let Cassyt have that one, it seemed like that would be big for her. And in another room was floor-to-ceiling paintings of victims murdering the people who had killed them. Apparently for a while it was in vogue to give victims artistic revenge in death, which is morbid.
It had been a long trek, but finally we were getting somewhere. There was a kobold asleep in a chair, partly concealed by barrels. There were zombies in the room as well. It could be reasoned then that this kobold was in league with the zombies somehow, probably as a lookout for whatever was responsible for all this, and it was okay to murder him. If anything, we had a moral imperative to murder him.
We’re really embracing the adventuring mentality.
Fenic took care of the kobold, and Wuun dispatched the zombies by channelling her faith and dedication through her amulet of Mask and blasting it as a wave of divine magic. Turn Undead, she used Turn Undead. We chased them into the next room and discovered the base of operations for this undead operation. There were beds, a writing desk, and a lot of heavily armed people who weren’t happy to see us. A man with fancy red robes and a tattooed scalp was hurriedly stuffing papers into a satchel bag. A knight in full plate armour, a dude with a scimitar, two kobolds with slings, advanced on the party.
Up to this point Cassyt had largely stuck to casting cantrips, giving trivia about the catacombs, and complaining about her lack of hazard pay. However, seeing the wizard responsible for the desecration of the undead filled her with rage. No longer would he profane this place with his presence! Her hands glowed with magical power as she prepared to cast divine magical doom upon her foes.
And then in the first round we all whiffed our attacks and the wizard jumped on a magic circle and teleported away.
Mulaan tremendously simplified the remaining combat with Sleep, taking the kobolds and scimitar dude out of the fight. Cassyt used a Turn Undead of her own to take care of the zombie. The knight was a formidable opponent, but we whittled down her health as she swung at our meatshield- I mean our valued compatriot Kallaad. When things appeared hopeless, she fished a vial out of her pack and ingested it. Before anyone realised what had happened, she had dropped to the ground, motionless. Still counts as a win.
We bound two of our sleeping foes and executed the other one – look, we only had two sets of manacles. Interrogation went poorly as these cultists seemed dedicated to their cult. Not like those other cultists we fed to the butcher. So, we executed them as well. And the zombies were simple enough to deal with now that everything else was dead.
The wizard hadn’t been able to get rid of all the incriminating evidence before he left. There were instructions in the writing desk, sent from Rath Modar to be carried out by Rorreth Monforoth. I’m assuming Rorreth was the fellow we saw. He belonged to an order called the Red Wizards and had been tasked with creating a host of undead and using them to tunnel to Phlan. He was trying to access the Pool of Radiance, which in-character we don’t know what that is, but it sounded bad.
There was also a lot of gold in the desk and on the corpses of all the people we killed. Cassyt declined to partake in looting the dead, but her eye was drawn to a valuable fine writing set on the desk. Adventure won!
Conclusion
Doomguide Glendon was quite disconcerted to hear about a necromancer in the catacombs. He was extremely disconcerted to hear he was a member of the Red Wizards. He looked downright panicked to hear about the Pool of Radiance. He wouldn’t share with us what any of that meant, but said he had a lot to discuss with the Lord Sage and the Lord Regent.
But first, Cassyt. She acted with valour and distinction and carried the values of the church into the darkest of places. As recognition of her efforts in the reclaiming of the Catacombs she would no longer be an acolyte. She was inducted into the Most Solemn Order of the Silent Shroud and became a full member of the clergy of Kelemvor. Sister Cassyt also owned a very fancy writing set that the DM told us would have sold for 75gp.
A few days later, we received a nice letter from the Welcomers. They had heard that we were afraid of reprisal but assured us any fears were completely unfounded. After all, why would they be angry at us for refusing their job offer when we promptly joined their new allies, the Zhentarim? Thank you for your assistance with the matter in the catacombs, and they looked forward to working with us in the future. Warm regards, Glevith.
Oh. Excellent. Level 3 though!
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oppy all along
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Who's been messing up everything? It was oppy all along
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Post by oppy all along on Apr 30, 2020 19:07:46 GMT -5
More important than anything else that happened this session, we levelled up. We did a two-session weekend just to get into our new shit.
Duusha unveiled her latest invention; a goblin-shaped bobblehead. Her siblings were unimpressed. Then the bobblehead unleashed a ferocious plume of flames. She became an Artillerist, dedicating her artifice craft to shooting fire out of every available orifice. There was an ‘incident’ along the way, so now Duusha has short hair, wears safety goggles, and no longer has eyebrows.
Mulaan added sharp objects to her act. A lot of sharp objects. She joined the College of Swords, an order of bards that entertained through daring feats of weapon prowess. Her main weapons were dual scimitars, but she also had a shortsword (her ‘swallowing sword’), a rapier, a hand crossbow, and a lot of daggers. Her only weakness was magnets. She dyed her hair blue and purple and added some colourful affects to her outfit. That wasn’t for the class, she just wanted to look nice.
Fenic grumbled. Magic users thought they were so cool. Well what if he learned magic? What if he showed them how stupid they all looked? Fenic learned magic and became an Arcane Trickster, augmenting his roguery with enchantment and illusion spells. His main weapon was an invisible Mage Hand he used as dextrously as his own. He added a cape to his outfit, the billowing folds concealing useful items for the hand to employ.
Kallaad disappeared into the woods one starry night, and nobody saw him for two days. When he returned, he wore an awesome bearskin cape. He followed the Path of the Totem Warrior, drawing strength and durability from the memory of the bear he slew with his bare hands. Kallaad adopted the moniker ‘The Jade Bear’ in his pit fights, his image enhanced by his new bulk and body hair.
Wuun had 2nd-level spells. That’s pretty much it. Clerics choose their domain at level 1.
A long time ago in a galaxy far, far away…
1-5: THE COURTING OF FIRE
An exiled cultist and his kobold minions are spotted searching long forgotten ruins in the DRAGONSPIRE MOUNTAINS. Rumours say he looks for a precious gift to give to a fearsome dragon that dwells there. What he hopes to attain with his gift is unknown, but can't be good for the citizens of Phlan…
I’ve been promising a dire farting bear for a while, so let’s say that’s what Kallaad killed. Finally the threat of Farty the Bear was ended.
Part 1 – Studies, Interrupted
The Rankfoot Clan was moving up in the world. We’ve been promoted from the graveyard to the library. Mantor’s Library was the centrepiece of Scholar’s Square, the large roof south of Podol Plaza on the map. A serene pond and garden adorned by a single bench outside, and great shelves piled high with accumulated knowledge within. Maybe we’ve been too tough on Phlan, this place sounded awesome.
The Lord Sage of Phlan, known only by his title, was not serene. He was a taciturn and elderly half-elf and very dedicated to his library. Yovir had referred him to us, telling him we were effective and reliable problem-solvers. And he had a problem. Two newly hired scribes had been caught sneaking out of his offices. When confronted they fled, killing a Black Fist soldier in the process. One of them, Tibeem, was captured, but Spernik remained at large. Wait a minute…
The random NPCs at The Laughing Goblin really had come back! I’ve got my eye on you, Ortal Gruk.
There were two rare tomes in their room. When he returned them to his private personal library he found altered forgeries already in their place. One of the books had been edited to omit a druidic cult, the Circle of Scale, that had sought to enslave dragons. The other book removed information about a circle of standing stones in the Dragonspine Mountains, where a bunch of druids used to live.
“I think Spernik travelled to the Dragonspine Mountains to investigate an ancient dragon cult.” “Yovir said you were good, but he didn’t mention that you were also master detectives.” “Okay that was a good one.”
Mulaan found a false panel in the dresser of their room, containing clothes with the insignia of the Cult of the Dragon and a shopping list for adventuring gear. The Lord Sage had one request – we needed to bring Spernik back alive. The Lord Sage needed to interview him to learn what further damage had been done to his library. Who knew how many other forgeries were already in place, what knowledge had been lost?
Fuck it, let’s visit the Knights of the Black Fist. We’re important now. They were based in Stojanow Gate, the fortress and jail that guarded the entrance to Valjevo Castle. Its inhabitants typically didn’t linger – convicts would either be released within a couple of days or ‘swing from Stojanow’. Tibeem could be seen against the massive stone wall overlooking Phlan, dangling from a noose. He had joined the latter group.
Knight Lieutenant Cron Bolver was a powerful man. He sat at a desk with a long line of people waiting to petition his aid. We got a few nasty looks as we cut in line saying we had an important request from the Lord Sage. Cron didn’t have much to tell us, however. Tibeem had been interrogated day and night and refused to talk. There were reports of a man matching Spernik’s description leaving the city, but that’s outside of his jurisdiction. Although if we found Spernik he asked he be returned alive. They had a spot on the wall reserved just for him, right next to his friend. Cron chuckled.
Why did we work with so many sociopaths?
Maybe there was more information to be found at The Laughing Goblin. The mood was more cheerful since our last visit, and the bartender Imizael greeted us with a warm mug of ale. Those aren’t meant to be warm, are they? She recommended the inn’s speciality, their legendary cabbage soup. Okay, this place was nicer than the big wall where they hanged people, but it wasn’t great.
Imizael was still no fan of gossip, though she did remember that Tibeem and Spernik skipped out on their tab. The waiter, Markoth (aka ‘Fat Mar’), had a bit more information, which we goosed out of him by revealing what really happened with that ghost ship. Tibeem and Spernik had arrived in Phlan little over four months ago. They were often seen with a third person, but he hadn’t been around in a couple of weeks. The three usually kept to themselves.
For the shopping list there was one place Tibeem and Spernik would have to visit – Cockburn’s Grocery. It was run by Tad Staslep, a balding middle-aged man who was the best source of adventuring gear in Phlan. He didn’t remember Spernik, but a man matching Tibeem’s description had made a lot of strange orders. He’d left a notebook behind during his last visit as well. It was mostly empty, but we found a crudely drawn map leading to a location in the Dragonspine Mountains. Now we knew where to go.
On our way out of town we ran into our good buddy Chaab from the Zhentarim. They were interested in establishing a base in the Dragonspine Mountains, and he heard we were investigating ruins in the area. If we could map out any, say, subterranean complexes we came across, he’d put in a good word for us.
Part 2 – The Temple of the Scale
It was two days of travel, even with the horses we rented. By the third morning we approached the standing stones referenced in stolen tomes. A rearguard of kobolds was carefully hidden, ready to ambush anyone looking to pursue Spernik for his crimes. They ready to spring into action at a moment’s notice. But what they didn’t realise… is that we were third level now. Shit was about to pop off.
Winged kobolds took off, flying at what they thought was a safe altitude. That’s when Duusha unleashed her Eldritch Cannon aka Bobblehead of Doom. The little wood and stone bobblehead erupted fearsome torrents of flame, a repelling force attack, or a wave of healing energy on command. The best thing was it fired as a bonus action, leaving her to cast with one hand and blast her BoD with the other. The rest of the kobolds rushed in to try and take out the scary fire lady.
Fenic unleashed his ghost hand, causing havoc with wedgies and wet willies. The moment an enemy stopped paying attention Fenic fired a crossbow bolt into their throat. Mulaan elegantly twirled her twin scimitars in a whirling dervish of slicing and dicing vital organs. Kallaad’s cape streamed behind him as he charged into battle, all the surer of his indestructibility with Farty the Bear cheering him on. And Wuun… kept casting cantrips. Okay, I shouldn’t have made fun of Duusha.
In the middle of the stone circle, a staircase led down into the darkness. Oh, look, a subterranean complex. Tracks shows a sizeable contingent entering the chamber, so we descended into the darkness. It was in rough shape, but we could make out faded murals depicting the chromatic dragons and pillars carved in their form. There were gems inlaid in the pillars, that’s important to note for later. First we should deal with all the zombies.
The kobold combat was the most fun combat we’ve had this campaign. This zombie room was the worst combat ever to happen. You need to kill zombies with radiant damage or a critical hit or they have a chance of reviving. And Wuun kept missing with Sacred Flame, and nobody was landing crits, and they kept making their saves, and… here, look at round 5.
Kallaad uses Battleaxe on Zombie 9 (5 dmg) Fenic uses Hand Crossbow+1 on Zombie 9 (sneak, 14 dmg) Mulaan uses Scimitars on Zombie 3 (8 dmg, 6 dmg, dead) -Zombie 3 uses Undead Fortitude (success, revives) Duusha uses Fire Bolt on Zombie 3 (3 dmg, dead) Duusha uses EC-Force Ballista on Zombie 9 (8 dmg, dead) -Zombie 3 uses Undead Fortitude (success, revives) -Zombie 9 uses Undead Fortitude (success, revives) Wuun uses Sacred Flame on Zombie 3 (misses) Zombie 3 uses Slam on Wuun (misses) Zombie 9 uses Slam on Kallaad (3 dmg) We killed all the zombies and will never speak of this again.
Spernik had barricaded himself behind the door to the next room. Nothing had gone the way he planned, the undead had risen, and the Cult of the Dragon did not foster a supportive workplace culture. Wuun weaved a cunning fiction – we were reinforcements allied with the Red Wizards, sent to ensure success. We rendezvoused with his forces outside and eradicated the zombies. Spernik opened the door with a relieved grin. He was just a kid, 19 years old and given his first big project. Wuun stepped forward to shake his hand and as their hands met, she cast 2nd-level Inflict Wounds.
“Weren’t we supposed to bring him in alive?” “Don’t care.”
Spernik was fucked up, but not dead yet. Mulaan put Spernik to sleep before Wuun could kill him and ruin the mission. The other kobolds weren’t so lucky, they all got murdered horribly. Tied up, handcuffed, and surrounded by the corpses of his kobold associates, Spernik decided now was a good time to surrender.
Well, kind of. He acknowledged being a member of the Cult of the Dragon but refused to speak to any of their dark intrigues. He was more helpful about the temple though. There was a big red metal door sealed by magic that could only be opened by four parts of a key. They were in shrines in the complex and protected by traps, he had retrieved two so far, but we’d interrupted before he could solve the third.
We had technically already won the mission. But we had the bonus mission from the Zhentarim, and this seemed like a place that would have treasure. It was time to split the party! Mulaan babysat the captive and we looted the temple. Mulaan did get to loot Spernik though – a sweet silvered scimitar that would hit some enemies that resisted nonmagical damage, a magic ring, a journal, two dusty tomes from the library, and a valuable gem. He wouldn’t need them.
The rest of the party retrieved valuable gems from the main hall (Mage Hand is useful), fished out some gold coins from the living quarters, played keep-away with some grey oozes in the kitchen, and wiped out some undead in the crypt. Fenic led the party through the shrines, smugly disarming traps. We combined the two pieces of the key we retrieved with the two Spernik had, and it formed a multi-coloured steel object shaped like Tiamat’s holy symbol. It fit seamlessly into the final boss door and revealed another stairway. Time for the final room.
The five of us had seen motifs to white, black, blue and green dragons. The final room was dedicated to red dragons. The walls were a brilliant orange and scarlet, painted in loving tributes the fire-breathing beasts. At the centre was a strange object floating above an altar. It looked like a red version of Kallaad’s dragon scale shield, only… more. This was a relic from an unknown time, infused with epic magic.
That was final room treasure.
A monotone, undead voice warned us away. A wight, dressed in the robes we had found in the living quarters, looked down on us with a baleful stare. His crew of zombies loomed around us, unmoving. He was Scalebinder Skovac, and he used to be the-
“Don’t care, I shoot him in the face.”
It’s important to remember we were upset, and this was not reflective of our general approach to backstory.
Skovac shrugged off the sneak attack and activated a scroll, summoning an epic flaming blade. The zombies swarmed us in defence of the cult’s sacred relic. Kallaad charged forward and slashed at Skovac with tremendous force to no effect. Oh boy. Fenic popped off another sneak attack, he had more success with his magic weapon. Mulaan followed Kallaad into combat, slicing and dicing with her new silvered scimitar. And then the wight druid went down before he could make a single attack. Wuun drove away the zombies with Turn Undead and the combat was over.
Huh. That was easy.
Now, we did what adventurers do. We took that beautiful, magical, priceless relic from a time long past, and jammed it into our Bag of Holding. After finishing up the map and securing the captive one last time, the party started the long ride home.
Conclusion
First Ixas, now Spernik – why would a member of a secret cult with nefarious aims keep a journal? Tibeem and Spernik were ordered to retrieve the relic from the Cult of Scale. Scalebinder Skovac and his cult had sought to bind dragons to their will with this magical relic only to be overthrown by Scorlworyx, an angry red dragon who didn’t want to be bound. The Cult of the Dragon wanted to offer the relic to Scorlworyx to forge an alliance. Man, that would have been a cool story if we’d gotten Skovac or Spernik to talk.
Oh, that’s why the baddies kept journals.
The Lord Sage was delighted with our work. He paid handsomely for the return of the tomes and for relic. He couldn’t make heads or tails of the relic but was very excited to uncover its secrets.
Spernik was deposited at Stojanow Gate but didn’t join his friend on the wall. That’s all we knew. Which could be very bad for Spernik, or very bad for us.
Chaab gave us a hearty fist bump for our work scouting the temple. He assured us that our effort would be paid back double in our advancement in the network. Our efforts had been noted.
I think he just ripped us off.
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oppy all along
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Who's been messing up everything? It was oppy all along
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Post by oppy all along on May 6, 2020 20:44:16 GMT -5
Everyone did character homework between sessions because we’re serious roleplayers. This week’s subject, religion! Wuun worshipped Mask, the God of Thieves, and supported the petty criminals of Phlan with advice and coin. Kallaad honoured Tymora, the Goddess of Good Fortune, through his life mantra of “let’s fucking do this”. Fenic decided Lawful Evil wasn’t working for him. He changed to Chaotic Neutral and followed the word of Mask by stealing shit. Mulaan celebrated Lliira, the Goddess of Joy, bringing excitement and revelry wherever she went. And Duusha dedicated her artifice to Gond, the God of Craft.
A long time ago in a galaxy far, far away…
1-6: THE SCROLL THIEF
SCHOLARS SQUARE is a relatively quiet corner of Phlan, but a series of odd thefts have the headmasters of various schools in the area concerned. The headmasters’ pleas for help have gone unanswered by the BLACK FIST, and they are reaching out to anyone who can bring those responsible to justice…
*John Williams score*
Part 1 – Mysteries in Method
Our adventurers were at the Cracked Clown, an inn just south of Podol Plaza. We were there on behalf of the Welcomers – there had been thefts the Welcomers were not responsible for, and they needed someone to clear their name. The Zhentarim were happy to offer their assistance. Or, more accurately, our assistance. And so Glevith arranged a meeting between us and Knight Aleyd Burral.
Knight Burral frowned as she addressed us. With the sparse resources the Black Fist allocated to aiding the populace, she had been forced to turn to adventuring factions in Phlan. Even groups such as the Zhentarim were welcome, she intoned, stressing the welcome just a little. There had been a string of burglaries, only a single book stolen each time. We would need to speak to someone in Mantor’s Library for further information.
Wuun and Mulaan did the talking during meetings – Wuun all business and Mulaan a charming wild card. Fenic lurked inconspicuously, watching for trouble. Kallaad hung back, ready to draw his battleaxe should things turn sour. And Duusha would wait behind Kallaad. We spent fifteen minutes gaming this out, I had to put it in somewhere. Just imagine Wuun talking about the mission, Mulaan hitting on Aleyd, Fenic skulking, and Kallaad keeping an eye on Duusha as she tried her first ale.
In the familiar halls of Mantor’s Library we met Scribe Master Cassra Brandywine. She was a socially awkward halfling woman who obviously cut her own hair, and her hands and face were smudged with bright blue ink. In fact, the ink was all over everything in her office. She explained the library ledgers used that bright blue ink, and such stains were the scribe’s curse. Cassra did that thing with introductions where she closed her eyes and repeated everyone’s name in turn.
Three exceptionally rare tomes had been stolen from citizens in Scholars’ Square. Nothing linked the thefts, but they were too specific to not be targeted. She implored that we aid in the return of this stolen knowledge. Cassra gave us the details of the citizens who had been robbed – an arcane scholar, a retired adventurer, and a noble. If we investigated them, we may be able to discern the pattern.
The arcane scholar, Aya Glenmiir, greeted us at the door with a coy smile. She was an alluring half-elf wizard with a pet monkey perched on her shoulder. Her shop was adorned with gaudy trinkets, but the good stuff was in her private study. The stolen book, a treatise on magical theory, had been secured with protective wards and enchantments. The theft was the work of a professional, who likely needed access to library records to know she had the book. She couldn’t think of any nefarious motives for the theft. The book was rare and valuable, was that not reason enough?
With a sigh, she confessed that the book had been loaned to her by Master Opanrael, the Head Curator of Mantor’s Library. Aya had spent time, effort, and gold warding her study to his satisfaction, and she was worried he would ask for the return of every library book in her possession. Also, the thief had stolen other magical items – a horn of blasting and some spell scrolls. We promised to speak to the curator on her behalf, and with gratitude she wrote us an introductory note to him.
The retired adventurer, Marten Foss, was less enthusiastic to see us. The moustachioed dwarf had amassed considerable wealth on his adventures and ran a practice yard where whelps learned what end of the sword to hold. Marten glowed with pride as he watched his star pupil, his daughter Vera Foss. There was a pendant of The Order of the Gauntlet hanging up in his practice yard. The Order were tireless champions of good, and our faction the Zhentarim were… not that. So, we decided not to bring that up.
He clearly had little interest in discussing scholarly matters. Mulaan announced she would spar his daughter and if she won, he would render us any assistance possible. With a chuckle he called Vera over and she announced the rules of engagement: no magic, no armour, padded weapons, first to three clean strikes. Mulaan agreed, slyly commenting that Vera just wanted to see her naked. Because of course Mulaan would conduct diplomacy by flirting with a man’s daughter in front of him.
It was a spirited contest, however Mulaan was victorious 3-2. Marten Foss was impressed, and either didn’t notice or care that Mulaan was trying to bang his daughter. The stolen book was a biography of Ren o’ the Blade, a hero who was instrumental in defeating Tyranthraxus. Tyranthraxus was an entity who had possessed a bronze dragon and terrorised Phlan, and after his defeat fled into the Pool of Radiance beneath Valjevo Keep. Anyone with an appreciation for the history and heroism would have interest in such a tome. Marten also presented us with a book identical to the one stolen, hoping it would help us locate the missing copy.
“Wait, I want to see if Vera’s into me.” “Okay, I’ll roll… ooh. That’s a 1.” “What does that mean?” “Not only is she not into you, she’s into your brother.”
With a shy grin, Vera invited Kallaad to join her in practice sometime. She was interested to see how he wielded his axe. The Rankfoot Clan: Professional Adventurers Who Will Fuck Your Daughter.
The noble, Agin Lamarck, cleverly masked his contempt for us with a veil of- well, he didn’t. He was openly contemptuous of us. A compendium on the noble lineages of Phlan had been stolen from what Agin claimed was a masterwork lock safeguarded by powerful spellcraft. Fenic observed it was a simple lock that did not radiate magic. The stolen book was a foot thick, two feet wide, just as long, and a compendium of the noble lineages of Phlan. He couldn’t imagine why anyone would want to steal it.
Under his biting sarcasm and withering scorn, Agin was hiding something. With some prodding, he reluctantly admitted that his family were not actually of noble blood. His great, great grandfather had made some forgeries in the stolen book to claim descent from a dead lineage. If the theft of the book somehow led to that information becoming public, he would be ruined. We promised to return the book to him with no mention of his fraud, and in return he promised us a bunch of gold.
We still lacked any connection between the stolen texts. We were travelling to meet Aleyd when an elf stopped us on the street. Claiming to be a Welcomer, he said he had information we need to hear. This was not how the Welcomers arranged meetings. We tried to lose him in the crowd, but we only got a couple of blocks before the street emptied. Civilians in Phlan knew to get out of dodge when people drew weapons. The elf emerged; he didn’t take kindly to being ignored. And neither did his friends. The elf and his three halfling friends advanced on us.
Wuun had decided she was going to be more interesting in combat, even if she had to burn spell slots to do it. One of the elf’s ‘friends’ died horribly as necrotic energy surged through their body. Another got a crossbow bolt through the eye courtesy of Fenic. The third friend engaged us at range but ran after catching a crossbow bolt and two fire spells. Sorry about your friends, bud. The friendless elf was a tough opponent on his own but was cut down by the combined efforts of the party. With a triumphant roar, Kallaad severed the elf’s head from his-
“Wait, we need to interrogate him!” “I’m not giving an NPC my kill again.”
-body. We quickly discovered it was not an elf at all, but a human who had glued tips onto his ears. Rude.
It would have been nice to interrogate someone. We should attempt less fatal combat resolution. The ‘elf’ had tattoos resembling the ones found on other members of the Cult of the Dragon, as well as a note. ‘B’ implored ‘Soares’ to take care of us so the last four months wouldn’t be a waste. It also mentioned a boss called the ‘Whisperer’.
Hmm. Who did we know that arrived four months ago? The note was signed in the bright blue ink we’d seen on Cassra. Clearly, this tracked back to Mantor’s Library.
Part 2 – Truth in Text
Cassra was pleased to see us but distressed to see the note. Clearly, we weren’t just dealing with a thief. We’re dealing with a rat.
That was a pretty cool line for an NPC.
She escorted us to her superior, Head Curator Master Opanrael. The titles of ‘Head Curator’ and ‘Master’ were separate, he’s the Head Curator and called himself Master. As such we immediately named him Opie. Anthony was the racist one, right? We were able to see him immediately thanks to Aya’s note, even though that now was an inopportune time. Two of his staff members had gone missing – Garda Greenleaf and Ellison Berenger.
Good news for Opie, we had a lead on what happened to Ellison. Opie checked his roster; Ellison was scheduled to work the archives today. We’d need a lead to find Ellison in the labyrinthine archives, however. Triumphantly, we smacked the book Marten had loaned us down onto the table. Opie acknowledged that would do, as he wrote a note to help guide Cassra. He would have to ask that we not treat any of the books in the library so roughly though, however impressive Mulaan’s diplomacy had been
Cassra led with determination and purpose, and the information we had obtained through our keen use of diplomacy. We soon found ourselves at the location Opie had given us. There was a grisly sight – a body lying in a pool of alarmingly fresh blood. Garda Greenleaf had been killed with a blow to the head less than two hours ago.
There were three books near his corpse as well as a used spell scroll. Two were part of a series on Ren o’ the Blade, and the other was the tome on magical theory stolen from Aya. Pages had been neatly cut out of the books, seemingly referring to Pools of Radiance. They were a rare phenomenon caused by a breach in the Weave, which was the source of all magic in the realm. According to the books there used to be a Pool of Radiance active under Phlan.
Before we could revel in finally knowing what a fucking Pool of Radiance was, there was a terrible explosion. Bookshelves stacked several metres high began to topple and fall. Opie wasn’t going to be happy about that. The party emerged largely unscathed, but Cassra had broken her arm. She pointed us towards the sub-basement the sound came from, but she would have to turn back. The chase was on!
We travelled through a hole in the basement into the depths of the library, not explored since the city was ransacked and rebuilt over a century ago. There was an ancient chest opened by a blast from the horn. Ellison had scoured the chest for the most readily available treasure but had set off a poison needle trap. There was a Headband of Intellect in a hidden panel Ellison hadn’t noticed, which is a badarse magical item. Amateur, Fenic smirked.
Further ahead, a hole blasted in the floor led to the sewers. There were also the charred remains of the Horn of Blasting. It had exploded from overuse, and if Ellison had been holding it when it went off… ouch. In the sewers we discovered two foul beasts, feasting on the flesh of a third that had been killed with an intense flame. We brutally murdered the carrion crawlers (we killed a few spectres earlier as well, we’re badarse) and discovered Ellison’s possessions hanging out of a mangled backpack. Clearly, he’d been attacked by these things as well.
There was coin and the used spell scroll that had slain the first carrion crawler. Also, a list with the books Ellison had stolen, a map showing a location in a swamp east of Phlan, and a note telling Ellison to meet a contact in the Twilight Marsh and that failure was not an option. And if the map wasn’t enough, now we had a trail of blood to follow as well.
Part 3 – The Dragon’s Swamp
The map led us to a lair in the Twilight Marsh. Ellison was bandaging his grievous wounds and looked far from the master thief we had imagined. In fact, he looked like he hadn’t slept in two weeks. With him was the Cult agent he had been sent to meet, a black dragon wyrmling-
“We’re fighting a baby dragon? I’m not killing a baby dragon.” “Alright, it’s a human who used dark magic to turn himself into a small dragon. He’s also a paedophile and takes phone calls in the movie theatre.” “Let’s kill this son of a bitch!”
-sorry, adult man who just happens to closely resemble a baby dragon. His name was Rythnax. He boasted that he was paid tribute by the Cult of the Dragon because they were terrified of him, and in return he volunteered his services as courier and enforcer. Rythnax had masterminded the whole theft, actually. He had secured vital information the cult needed, and we were powerless to stop him.
Ellison was done with this shit. He was poisoned, exhausted, his blood was soaking through his bandages, and he had a fuckton of burns on his arms and face. He just wanted to rest. Ellison was only here to deliver the pages to Rythnax, and then he was going to take off and never look back. We hinted that maybe he didn’t need to be a part of whatever was about to go down between us and Rythnax. In fact, if he surrendered, we would personally bodyguard him back to Phlan.
Even knowing a hangman’s noose awaited him in Phlan, he happily took the deal. His day has been so terrible. With a roar Rythnax set upon us. He attacked hard and fast, with acid breath and a swarm of biting insects. We endured and took down Rythnax in a single round. Action economy is a cruel mistress. Plus, we save our best stuff until we the obvious boss fight and then wham, the 2nd-level spell slots come out.
Ellison was a repository of information once his dragon ‘friend’ was murdered. The Cult wanted to reactivate the Pool of Radiance underneath Phlan, and he had been sent to determine where and how. He travelled with Tibeem and Spernik but didn’t know how their mission with the lost temple went. Regarding the thefts, Aya’s book had practical studies on the Pools of Radiance, Marten’s book had a first-hand account of the Pool of Radiance beneath Phlan, and Agin’s book- well, Ellison thought he might be of noble blood and wanted to check. He wasn’t.
Summed up his day, really.
Conclusion
Cassra Brandywine and Aleyd Burral were pleased to hear we’d arrested Ellison and retrieved the intelligence; they were less pleased once they heard what we’d found. A dragon cult was trying to awaken a magic pool that contained a tyrannical spirit that possessed dragons. Cool cool cool cool cool.
Ellison was convicted of theft and murder, though he escaped Stojanow Gate before he ended up on the wall. Come to think of it, Spernik hadn’t swung from Stojanow either. Something might be going on there.
Kallaad and Vera met up for some ‘sparring sessions’. Nothing serious, neither of them were sure how a dwarf and a goblin could make it work in this crazy world. But they were having fun.
Also, we ruled that any dragon wyrmlings in future would be changed to paedophiles who transformed themselves into dragon-human hybrids. Unless they were heroic wyrmlings I guess, in which case they would be firefighters and nurses.
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Who's been messing up everything? It was oppy all along
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Post by oppy all along on May 13, 2020 20:16:24 GMT -5
Between sessions, Fenic got the Headband of Intellect because Duusha didn’t want it. He got all the best magic items.
A long time ago in a galaxy far, far away…
1-7: DRUMS IN THE MARSH
For the past several nights, drums have been heard on the wind, coming from the TWILIGHT MARSH. Each morning, more turn up missing from the nearby farms, leaving only muddy, clawed footprints heading towards the marsh…
Part 1 – Strange Disappearances
The Crossing Inn sat on the Trank River with docks for anyone travelling by yacht (or ‘keelboat’). The single-level establishment was spacious, comfortable, and a vital stop between Phlan and Melvaunt. Today it was as empty as a movie theatre during a global pandemic. The tavern owner, Romsan Kal, was a large man with a heavily scarred head. According to him, some scars came from a mind flayer and others from a dragon. But that wasn’t why he had invited us today.
For the last ten days drums have been echoing across the region from dusk ‘til dawn. When they stopped, properties along the river would be found empty. People had seen clawed footprints at the abduction sights and heard sounds coming from the river. All signs pointed to lizardfolk travelling upriver from the Twilight Marsh, but this was ridiculously aggressive even for them. Normally they only murdered and ate people who travelled near the marsh.
D&D sounded like a profoundly horrible place to live.
A human farmer burst in the door, frantic and out of breath. Taroo was a farmhand at the Renon farm and had been away for the last two days. He returned this morning and everyone at the farm was missing. Romsan had retired from this kind of work, but luckily he knew a group of capable adventurers who’d be able to look into this for him. Oh, that was us. I guess we weren’t doing anything that day.
Taroo steered a keelboat along the river for us, and on the way taught us how it worked. He looked visibly uncomfortable that none of us had experience on the river. Well for his information everyone online said Ranger was an underpowered class in 5E. And the people who had been taken didn’t need a river guide, they needed a group of stone cold badarses. So suck shit, Taroo.
However, he would need to teach us how to steer the boat or we’d all die in the marsh and nobody would stop the raiders.
We pulled up at the gravel bar. There were three farms along the path: the Renon farm, the Alyin farm, and the Tralio farm. The story was the same in all of them – obvious signs of a struggle, clawed footprints and clubs fashioned out of trees that grew in the marsh, all people and some livestock missing. It was the larger livestock that had been taken, chicken coops were left untouched.
At the Tralio farm there were some cattle remaining. A large bull prowled the edge of his enclosure, with three darts stuck in his side and blood caked on his horns. A trail of blood led away from the pen, it seemed he had put up a fight. They would probably be back, however. We could lay a trap.
“What if we got the bull to help us?” “I have Speak with Animals thanks to my subclass.” “Alright, cast and then negotiate with the… bull, I guess, Kallaad.” “Do you think Vera will give me a chance now Kallaad is cheating on her with livestock?”
Norman the Bull lived a quiet life. He ate, bred, and scared off the occasional wolf. But last night the foodfolk had been taken away by invaders. The invaders had come for his herd as well, but he was strong. He would protect his herd. A creature approached him, like the invaders but smaller, and wearing the fur of a predator. The invaders would return, the small thing said. He would protect his herd, Norman replied. We can help, the small person offered. They reached an accord.
The drums began at dusk. Taroo had travelled back to The Crossing Inn for the night, and would return in the morning. Mulaan and Fenic created illusory haybales large enough for most of the party to hide in, but Kallaad waited with Norman. Two lizardfolk approached, close enough to spot Kallaad and Norman, and then retreated. Scouts, probably. It wouldn’t be long now.
Norman spotted the invaders upon their return. Not yet, his new friend warned. They needed to wait for the invaders to draw closer before springing their attack. Norman snorted. He did not need to hide or trap. Norman would stand tall and woe to anyone foolish enough to threaten him or his herd. A shimmering field glistened over Norman, and another bull approached seemingly out of nowhere. It didn’t smell like a bull, however. Norman would not be fooled.
“Did you really cast Shield of Faith and Silent Image to protect a bull?” “I use Bardic Inspiration on Norman.” “I use my Bobblehead of Doom to give Norman bonus HP.”
The invaders fired their darts, but they bounced off. Weak and pitiful. Now, his friend shouted! Norman charged at the nearest invader. It was a ferocious battle, lizardfolk and bull fighting with savage intent. Norman took heavy blows but would not give in. He wounded the invader with his mighty horns and the invader’s resolve wavered. They turned to run but Norman was too fast. He caught the escaping invader in the back, goring and trampling them to the ground. Norman the Bull: 2, Lizardfolk: 0.
Also, we murdered/drove off the other five lizardfolk but this was Norman’s day. The last surviving lizardfolk jumped on a raft and fled downstream. We cast a healing spell on Norman-
“You guys are burning a lot of resources buffing the cow.”
-and went to follow the raft. Their torches shone bright in the night, and even without that we could just follow the loud fucking drums deeper into the marsh
Norman watched the people leave. Part of him thirsted to join them, for the thrill of battle. However, he had other responsibilities. Someday though…
“I looked it up, bards get Awaken at level 9.” “Can we make him a party member?” “Maybe he can lead his own party.”
Part 2 – Into Twilight Marsh
We tracked the lizardfolk downriver. The swamp was not without its dangers, but the thundering drums and the torchlight of our quarry kept us on target. After several hours of river navigation (and a couple of giant toads that had to be regulated), we came upon the lizardfolk’s home. A ringed series of islands formed a, well, ring, and the primary island where everyone had gathered lay within. We took the time to explore the outer ring and plan our attack.
A crudely assembled village had been demolished. There were crushed buildings and large claw marks, but what had done the most damage was something that had seemed to eat away at its victims. Like acid, or land-walking piranhas. Hopefully acid. Crude effigies had been erected in the form of a dragon. A particularly large lizardfolk vandalised the tributes to the dragon, however. With a snarl, they spotted us and disappeared into the night. We were pretty sure that would come up later.
To the Y-shaped island in the centre. Three groups of lizardfolk had split into corners of the island. Many prisoners were being kept in cages at the end of each corner, and each group focused only on their own prisoners. A plan was devised – there were rafts clustered by each corner as well. We could sneak up on one corner, free one group before we were noticed and then… be attacked by thirty lizardfolk? Even if we helped some people as well there was no way we’d be able to save the livestock.
Okay, it wasn’t a perfect plan, but there were near forty people awaiting certain death. We had to help them somehow. If we were quick and stealthy, we could rescue like twenty people before being eaten by lizards. Fenic (“we will all die”) was vocally against the plan and Duusha (“I don’t want to die”) reluctantly joined him. But Kallaad (“For Norman!”), Mulaan (“this will make an amazing story”), and Wuun (“If we survive, we’ll be able to raise our fee considerably”) were in favour. I think we’re trending towards Good?
We snuck in and assassinated the guards around the first group of cages. Fenic made quick work of the locks and the prisoners surged out, taking the fight to the lizardfolk. That raised the odds in our favour somewhat. Then the large lizardfolk we spotted earlier erupted into the clearing and murdered one of the clan chiefs. He immediately took charge of that clan and led them into battle with another of the clans. Maybe we weren’t going to die!
Fenic took a detour – there was a big hut on the main island with a partially dissolved lizardfolk head out front. It was probably an important lizardfolk – their death had been made a spectacle, and they had the largest hut of any on the island. Maybe the most important lizardfolk had good shit to steal? It seemed like an insane thing to do during a suicide mission, but as an adherent of the Master of all Thieves this would probably behove Fenic in the afterlife. Mulaan cast Invisibility on him to give him better odds.
It was a good impulse, Fenic found some excellent loot. However, we took a bit longer to clear out the second group of guards and had drawn some unwelcome attention. The lizardfolk who had gatecrashed the party stopped us, with a shaman and a small retinue of guards. All around, a chaotic fight between lizardfolk aligned with him, lizardfolk against him, and rescued prisoners raged. The gatecrasher was named Bogclaw, and he was the rightful heir of the deposed ruler. He would cement his authority by putting our heads on spikes, and then lead his tribe in defiance of Throstulgrael. Who?
Unbeknownst to him, an invisible Fenic approached the last group of cages. The surging prisoners had begun to make for the rafts as well. All we needed to do was keep Bogclaw’s attention on us.
Kallaad charged at Bogclaw, exchanging fierce blows with the would-be king. Wuun and an illusory copy of herself ran into melee as well, trying to confuse Bogclaw into exposing a vulnerability. Duusha blasted away at range with her Bobblehead of Doom, and Mulaan twirled her blades at the lizardfolk shaman. Bloody wounds erupted on the shaman, and he concentrated the natural magics of the swamp into a deadly counter- a crossbow bolt protruded out of his throat. Fenic reappeared with a wink, his work done.
Bogclaw was a fearsome opponent. If anything Kallaad and Wuun were losing the battle, but Kallaad was tough and Wuun had healing magic – they could do this all day. Mulaan, Duusha, and Wuun shepherded the remaining civilians to the rafts before the convenient infighting ended – Bogclaw’s forces were gaining the clear advantage and the holdouts seemed to be wavering. Suddenly a bull appeared and charged Bogclaw! He leaped out of the way, but as he looked around the bull seemed to have vanished. When he turned back, we were already gone.
Fenic dispelled the illusion with a grin. Okay, it was worth giving him the Headband of Intellect.
Conclusion
We made a strange flotilla the way back. Nothing on the river wanted to fuck with an expedition of forty-five people so we had some time to breathe.
One of the prisoners, a dwarven merchant named Volk, spoke Draconic and was able to explain what happened. A black dragon, Throstulgrael, had sacked the village and forced the survivors to take part in a contest. The clan chief that could gather the most prisoners in tribute by the end of two weeks would become the new leader. Under Throstulgrael, of course. Now their prisoners were gone, and they had been united under a leader who hated the dragon. The lizardfolk would be too busy with Throstulgrael to be a problem for the farmers anymore.
This left Throstulgrael, who would likely still be a problem. The Renons returned to their farm and Norman the Bull returned to peaceful normalcy. The spark of battle remained, however. Someday trouble would come again. And Norman would be ready.
“I’m not kidding about awakening Norman. It is going to happen.”
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Post by Nudeviking on May 17, 2020 19:14:20 GMT -5
D&D sounded like a profoundly horrible place to live. This is one of those things that I don't gets touched upon enough in any of these games. Like there's all the terribleness of real life feudal European society that all these fantasy worlds are based upon and then on top of that there are bugbears murdering people left and right and evil cultists trying to resurrect dead gods to bring about an age of darkness. Sure player heroes have the equipment and skills needed to survive a world like this but what about your average tavern keeper or serf? Life is going to be pretty hard for those dudes and dudines.
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Who's been messing up everything? It was oppy all along
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Post by oppy all along on May 17, 2020 20:19:40 GMT -5
D&D sounded like a profoundly horrible place to live. This is one of those things that I don't gets touched upon enough in any of these games. Like there's all the terribleness of real life feudal European society that all these fantasy worlds are based upon and then on top of that there are bugbears murdering people left and right and evil cultists trying to resurrect dead gods to bring about an age of darkness. Sure player heroes have the equipment and skills needed to survive a world like this but what about your average tavern keeper or serf? Life is going to be pretty hard for those dudes and dudines. Not to mention that even the people with the equipment and skills to survive a world like this earn them by doing extraordinarily dangerous things that will likely end in their violent horrific deaths anyway. For every PC and retired adventurer there are like ten corpses floating in gelatinous cubes or incubating slaad larvae.
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Who's been messing up everything? It was oppy all along
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Post by oppy all along on May 21, 2020 19:07:01 GMT -5
This week’s character homework was delving into the ties our characters have with the world of Phlan.
-Wuun was a lady of influence, hobnobbing with merchants and people of influence. This was in spite, or perhaps because, of a small group of pickpockets she was rumoured to be sponsoring. -Kallaad aka the Jade Bear was in title contention. The current champion was the Mountain Flower, a masked dwarven woman as deadly as she was beautiful. Kallaad redoubled his training with Vera Foss in preparation. -Fenic was the one running the small group of pickpockets. They were startlingly well-organised – Fenic has an INT of 19 after all – and preparing to escalate. -Mulaan had taken up a residency at the Laughing Goblin and was bringing in record business. Her suite at the tavern had become a home away from home, wherein she would entertain and be entertained by her suitors. -Duusha had become a mainstay at Scholar’s Square. When she realised she could borrow books from Mantor’s Library she sheepishly ‘donated’ a number of works that had disappeared under suspicious circumstances over the years.
A long time ago in a galaxy far, far away…
1-8: TALES TREES TELL
Despite the shaky alliance that exists with the elves of the QUIVERING FOREST, they do not suffer trespass in their realm lightly, especially from common folk from nearby PHLAN. A woodworker’s recent blunder into the forest might set off a diplomatic incident…
*John Williams score*
A woman stopped Wuun in the market. She was Millivent Moss, the racist dirt farmer from 1-1. Her dirt farm was near a hamlet called Kabel’s Hill, an outpost a day and a half north of Phlan. Distressing rumours were coming out of the hamlet. She wouldn’t say more but urged us to visit soon.
Part 1 – Kabel’s Hill
Kabel’s Hill was a collection of rustic buildings on Stojanow River, and near the Quivering Forest. It seemed completely abandoned aside from the tavern. Well, we assumed it was a tavern, there was a bucket out front with the word ‘inn’ painted on it. Apparently, it’s called the Leaky Bucket. You go to The Laughing Goblin; you get to have sex with Mulaan. You go to The Leaky Bucket; you get to look at a bucket that theoretically would leak were it filled with water.
However, nobody was admiring the bucket today. Everyone was in an uproar. Waving skillets, gesticulating wildly, shouting that it’s been over two tendays what were they going to do. Then, everyone turned to look at the five heavily armed goblins. We’re here to help, Mulaan offered with a wide smile. Nobody looked reassured.
A nervous looking halfling and co-owner of this fine establishment, Hupe Brightbell, stammered that it was nothing. His much less nervous looking wife and fellow co-owner, Grinna Brightbell, asserted actually it was something and if these heavily armed strangers could help then we should engage them. We’re very open to engagement, Mulaan agreed. And money. We were also open to money.
Wuun had trusted Mulaan with client engagement and relations. It was going well.
Hupe and Grinna explained the tale of woe. An eccentric loner named Halvin Graingle had stopped coming to town. When some villagers went to check on him, they found a map with a marked route leading into the Quivering Forest. It could be very, very bad if he went into the Quivering Forest.
The people of Phlan had a treaty with the dark fey of the forest. Phlan left the Quivering Forest alone and didn’t encroach on their borders, and the fey of the forest didn’t kidnap any children. In times of strife in the past, the fey were even known to help. Once, a ruler had broached the pact and sent men in to log the forest. They all died, and that night the ruler died in his sleep.
The villagers decided they would send six men into the forest, carrying a letter declaring that the people of Kabel’s Hill honoured the truce and only sought to retrieve a lost friend. A ranger from the forest learned about this and begged them not to do it. The village ignored them and sent the men. That was the last anyone heard.
Also, some dude yelled about something killing his cows. Nobody paid attention to that guy.
Hupe passed a hat around the room, collecting coins. The money would be ours if we agreed to track the villagers and discover what had become of them. It seemed like this would breaking the treaty again, but we do like gold. Just as we agreed, a halfling girl sprinted into the room and threw herself at Grinna’s feet, clinging onto the woman’s skirts. They know, they know what we did, she cried. Well this couldn’t be good.
A crowd formed around a signpost, villagers loudly praying to the Gods for protection. In the centre, a man was hanging from the central signpost. His eyes had been… ah, removed, his tongue had also been removed, and a foot-long bone pin was driven into his chest, affixing the letters the villagers had carried. His chest rose and fell with shuddering heaves. He was still alive.
Investigating the fellow – Rerk – was uncomfortable. Mulaan cast a healing spell to stabilise him, which unfortunately roused him to consciousness. All he could do was scream, his agonised cries further terrorising the villagers. Fenic inspected the bone pin, detecting divination magic. Duusha identified it as a scrying focus. Polished black rocks were stuffed into Rerk’s eye sockets, bearing the sigil of Jeny Greenteeth. Duusha remembered the name as one of the fey who had entered the pact with Phlan over a century ago.
Well, she definitely got the message.
Part 2 – Outside Kabel’s Hill
After that unpleasantness, it was time to investigate. We stuffed the scrying focus into the Bag of Holding. If Jeny Greenteeth or anyone else tried to scry on us, they’d end up hanging out with Duusha’s pet rat. His name was Peter, he lived on our rations and breathed air somehow. He was an essential part of Duusha’s rich inner tapestry.
We received directions to the home of the idiot who had started all of this. Halvin Graingle lived in a poorly kept barn and made a living as a woodworker. The living area was dusty with neglect, but we ferreted around and found a false panel inside a cupboard. Inside, there was an ornate silver box with a dragon’s head carved into the lid. We had a sneaking suspicion as to Halvin’s true allegiances, especially once we learned he kept a journal.
Yes, Halvin was a member of the Cult of the Dragon. He had been sent to negotiate with the fey of the Quivering Forest, to sabotage their pact with Phlan. Halvin was having a hard time finding a forest pen pal, so he decided to enter the forest himself. There were two locations marked on a hidden map – an elven settlement of Greenhall, and a dot further in that just said Jeny. Oh, and he had a familiar.
Searching the property for signs of a familiar, we found a nest and a blood trail. That led to a farm with some dead cows. Huh, the dude from earlier wasn’t kidding. Something or someone had carved off large portions of the carcasses. The culprit made himself known, erupting from the belly of a cow carcass like a gross fountain. The bloodsoaked imp introduced himself as Yipyap. He was an amenable fellow, even offering us some prime cuts of decomposing cow. We elected not to take him up on that.
Yipyap was indeed Halvin’s familiar. He liked the guy, but even a fiend would tell you going into the Quivering Forest to cross a hag was a dumb idea. Yipyap hoped Halvin would come back soon. Wuun gave Mulaan a signal – one of the benefits of a crime family party is that they have a lot of signals – and she cast Sleep on Yipyap. Group vote, were we killing the imp? Five yes votes later and Fenic executed Yipyap in his sleep.
That’s revenge for the cows. We’re looking out for you, Norman.
Our last visit was to the ranger who had warned the village. He lived a short way inside of Quivering Forest and might be able to give us some information. The half-elf man, Seralis Greenleaf, ventured into the village from time to time to render assistance and trade his homemade hard cider. It was his life’s work. He sighed as we approached. So, they haven’t returned, Seralis asked grimly.
We settled in with glasses of cider. It was… okay, I guess? Seralis revealed that after some urging, he had given the venturing party help. He gave each man a sword, rations, and a stern warning that they would all die, please don’t go, you will all die. He was ignored. Their disappearance didn’t particularly surprise him, nor did Rerk’s appearance in the village. He was not kidding about the death.
“Is there any adventure planned if we give up and go home?” “Nope.” “Because my character would 100% give up and go home.” “You can get off the railroad tracks if you want to, you just won’t get anywhere.”
We knew that Halvin had set into the forest to sow discord between the fey and Phlan. We needed to follow his trail long enough to confirm that he’d been horribly murdered. And if we could rescue any villagers, that would be a plus. Seralis begrudgingly agreed. He felt responsible for the fates of the villagers, despite his repeated warnings. We seemed more capable than the farmers, he could escort us as far as Greenhall. From there we would need to make our own way. Especially if we insisted on travelling closer to Jeny Greenteeth.
Part 3 – The Quivering Forest
The Quivering Forest sucked. The thick trees blotted out the sun, the forest floor dim and gloomy. Inexplicable sounds rang out, laughter, crying, and groaning separately then all at the same time. We heard footsteps and twigs breaking just out of sight, but never spotted anything. Squirrels dropped rocks from trees, birds kept divebombing us. Sometimes it would go dead silent. Just the laboured breathing of the party and our heartbeats in our ears.
For a time, we found respite with friendly weirdness. Fenic’s pack was filled with berries, then a flower garland was laid on Mulaan’s head. As night fell on the first day things got dark, figuratively and literally. Kallaad levitated five feet in the air while he was sleeping and then dropped to the ground. Wuun noticed painful stinging nettles had been placed in her boots, thankfully before she put them on. In the morning there was a surprisingly detailed effigy of Duusha painted in blood.
As Fenic cleaned honey that had been smeared over his thieves’ tools, Mulaan asked if she could speak to whatever was following them. She wanted to thank them for the beautiful flower crown. A blushing pixie appeared. Apparently, she was the reason none of the mean things had happened to Mulaan specifically. Mulaan didn’t speak Sylvan or Elvish, but Seralis translated.
The pixies were getting a lot of new visitors, Seralis reported. They didn’t have a lot of fun here. There was a very rude man who didn’t like the pixies’ tricks. They told on him to the elves, and the elves sent a scouting party. The rude man did magic at them and they died. More men followed, trying to find the rude man. The elves were angry now and fired arrows, and one of the men died. Mulaan thanked the pixie and asked if she’d like to ride in her shirt.
“This is what happens when you encourage her.” “What’s a pixie name? Mulaan’s new girlfriend needs a name.” “Silvermist, she’s a character from the Tinker Bell movies.” “There are Tinker Bell movies?”
Silvermist, the pixie simp, hopped in Mulaan’s boobs. At least the other pixies were nice to us after that.
Several hours into the second day, we found one of the travellers from the village. He had been killed by arrows and his body left in the road as a warning. Silvermist fluttered and chattered in a panic. Something was watching us, Seralis translated.
Many-legged beasts with prehensile tails and horned tentacles growing from their shoulders lunged out from the underbrush. At least, that’s what we thought they looked like. They blurred the light around them, making it difficult to pin down characteristics. Kallaad fended one off with his shield, and Mulaan braced to defend herself against the second… when she grew pixie wings and fluttered up into the air. Unfortunately, that left two of the beasts mauling Wuun. She fell unconscious from her wounds.
“Woo, pixie girlfriend with benefits!” “Don’t mind me, I’m just bleeding out because our melee flew away.”
The party rallied. Mulaan gave Wuun an apology heal, and Seralis provided surprisingly competent support with his longbow. Duusha slew one of the beasts with fire, Mulaan felled another with a flying slash. Fenic used a thick handful of mud to blind the last beast and finished it off with a crossbow bolt. Well, that only took most of our spell slots and all of Wuun’s health. With a little work, we were able to track down their lair. We found a second half-eaten villager. Of the six dudes that ventured into the forest, one had his eyes and tongue ripped out, one was killed by angry elves, and one was eaten by displacer beasts. Three down, three to go. And Halvin, can’t forget him. Our second night in the forest was quiet, aside from Mulaan and Silvermist whispering sweet uncomprehending nothings to each other. Seralis had gotten sick of translating hours ago.
After a third day of trudging through this sucky, sucky forest, we stumbled upon a beautiful glade. Winding staircases led up to treehouses halfway up mighty ancient trees. We had found the elven settlement of Greenhall. Its residents gave us a very hospitable welcome, shouting at us in Elvish and pointing weapons at us.
“Mulaan shows them Silvermist, to show that we’re cool.” “…okay, Silvermist is invisible so Mulaan leans forward and exposes her cleavage to the elves. Roll Persuasion?” “Wuun regrets putting Mulaan in charge of diplomacy.” “Fenic regrets Mulaan being born.” “Does a 12 pass?”
It didn’t. However, Silvermist made herself visible and exchanged words with a nearby elf. We really needed to learn a language other than Common and Goblin. With Silvermist’s negotiation, an elf who spoke Common came forward. They were very unhappy with the recent intrusions. They tried negotiating with the first intruder and scaring off the next intruders. It hadn’t worked. Please, what could they do to make the intrusions end.
The elf openly laughed at us when we said we were travelling to Jeny Greenteeth. No, we should not do that. If we were lucky, she would only kill us. However, should we insist on taking this action, they would be able to provide us direction. At least we would not be lost before all dying horrible deaths. The elves declared we would be permitted to camp on the floor for the night and then we would have to leave in the morning.
Silvermist and Seralis bade us farewell. They would wait in Greenhall for a week or so, hoping for our safe return. And now, more marching!
“Duusha regrets agreeing to this stupid mission.”
We were reaching the heart of the forest. The oppressive silence grew more stifling. Nothing stirred, not even a breeze. There was just a thick fog. For hours, all we heard was our own footsteps. When Kallaad spoke to break the silence, it sounded strangely muffled. No light, no sound, it was as if the forest was devouring any sign we had ever existed. And then we discovered a large clearing.
The canopy was open, the first time we had seen the sky in days. But… it was dark out? By our reckoning it should still be early afternoon. There was a large cook pot in the centre, radiating light and warmth. It smelled delicious. There was a small cottage, with a large cage suspended from an iron post. It was two survivors from Kabel’s Hill. They looked happy to see us but panicked at the noise we were making. They frantically shushed us lest we attract-
My goodness, you gave me quite a start! An old lady beamed from the front door of the cottage. We hardly ever get visitors. She was wearing a floral print dress, and her hair was kept in a bun by a bone pin identical to the one recovered from Rerk’s chest back. Wuun presented her with the bone pin we had. We came her in tribute, to return her possession and to seek an audience with her. Oh, there would be time for that later, she laughed. For now, let’s sit by the fire and fatten you up.
She handed out bowls of stew to everyone. It tasted as scrumptious as it smelled, though it did not put anyone at ease. The old woman chatted in the meantime. It was so funny we had her hairpin. When she tried to find it earlier, all she could see was a rat! Some might be offended that their precious possession was kept in a rodent’s playhome, but not her. Hush now dearie, she interrupted as Wuun tried to speak.
There had been many visitors to her little cottage as of late. Which was strange, wasn’t there a rule about that? A fellow named Halvin arrived a few weeks ago, from the Cult of the Dragon. She couldn’t imagine what they wanted with her. Halvin was rude, so she killed him. Then four villagers showed up. They were more polite as they had run out of food days ago. She was feeling generous and sent one home as a warning. Apparently, they didn’t get the message. So. Why were we here?
There was a nervous pause. Kallaad spoke up, we would be leaving with the two men in the cage. We also need to speak with you, Jeny Greenteeth, about the pact, and the whereabouts of the last villager. By his count we had only found five.
The old woman laughed cruelly. We didn’t need to worry our pretty green heads about that. The façade of a sweet old lady melted away to reveal her mottled skin and pointed green teeth. The pact was broken the moment those backwater simpletons set foot in her forest. And as for your friend… as if on cue, an eyeball floated to the top of the cooking pot.
Good news, we found the remaining villagers and diplomacy is going great. More persuasion checks for Kallaad, please.
The fey of the forest protected Phlan and left their delicious little children alone at night. And in return they asked for one thing. Just one! Halvin, bless his soul, had raised an interesting point. Why should she maintain the pact when fools trample all over her home? The villagers were presumptuous to think they had permission to enter her forest, and we were more presumptuous to think she would permit us to leave. Why shouldn’t she extend the forest’s hospitality to this Cult instead?
“Okay, I want everyone to take a little while – every character needs to roll a persuasion check, and I’ll give advantage to anyone who can roleplay a good reason for Jeny Greenteeth to not murder you and eat you, or ally with the Cult of the Dragon.”
Wuun opened. The people of Phlan revered and feared the fey of the forest. It was the Cult of the Dragon who first trespassed. The farmers were so terrified that Havlin offended that they placed their hale and hearty men at great risk to try and make things right. And in turn we, great adventurers of Phlan, risked ourselves because of our how important Jeny and the fey were.
Kallaad was next. The Cult of the Dragon were arseholes. Lying, duplicitous, murderous arseholes. Arseholes don’t honour agreements. They lie and murder when they believe they have something to gain. Arseholes weren’t worth the trouble, pragmatically speaking.
Fenic spoke third. The people of Phlan were unambitious. They wanted their crops to come in, their meagre amounts of coin to be traded, and their children safe at night. They needed to appease Jeny for this. The Cult aspired. They would feel empowered to disrespect or even betray her because they had their precious dragons. If it served a dragon’s wishes, who knew what the cult would do?
Mulaan took a different approach. Did Jeny get a lot of amusement out here? Mulaan was a bard of some renown and would relish the opportunity to perform for her. Jeny huffed dismissively. She had heard any tale or song a short-lived species like us knew a hundred times over. Ah, Mulaan winked. Had she seen… sword swallowing?! And then Mulaan swallowed a shortsword to appease an ancient malevolent fey.
And finally, Duusha. With a timid voice, Duusha asked if she might be able to submit a magical item to Jeny. If it pleased her, she may even decide to add it to her collection. Duusha crafted a rock that emitted bloodcurdling screams for up to a minute when activated. I do enjoy that sound, Jeny smiled. Maybe she could find a place for it.
Jeny Greenteeth clapped her hands together. Very well then. We had made good points, and more importantly we had amused her. Also, she liked that nobody seemed too upset about eating people. She would maintain the pact, leave the surviving two villagers with us, and even give us some treasure as compensation for our hard work. All she asked is that we pass on one little message. Just a friendly warning.
From today, any intruders would spend the rest of their miserable little lives in screaming agony, begging their Gods for mercy that would never come. Anyone from our dreary little town, anyone from that lizard-worshipping cult, there would be no more hospitality from the forest. Take the ranger and the pixie as well. In aiding us they had damned themselves. Spread the word that all that awaits you here is unceasing and unbearable suffering.
Okay, run along now, she said with a wave.
Conclusion
We gave Seralis and Silvermist the good news that for helping us they were banished from their homes forever. Silvermist said goodbye to her people with tears in her tiny pixie eyes.
The people of Kabel’s Hill were glad to get two men back, it was more than they expected. Rerk was on the path to recovery as well. Well, kind of. He was still missing his eyes and tongue.
Seralis took up residence with the people of Kabel’s Hill and started trying to get his hard cider business up and running again.
With a kiss, Silvermist disappeared into the night. However, the flower crown she gave Mulaan remained unnaturally bright and vibrant. If dirtied it would clean itself, if damaged it would regrow. In a way she would always remain with the goblin bard.
“Why does Kallaad get a girlfriend and I don’t? That’s homophobic.” “Your next character isn’t allowed to have sex with anyone.” “Seconded and carried.”
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oppy all along
TI Forumite
Who's been messing up everything? It was oppy all along
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Post by oppy all along on May 30, 2020 1:01:25 GMT -5
A long time ago in a galaxy far, far away… 1-9: OUTLAWS OF THE IRON ROUTEThe IRON ROUTE, an important trade road east of Phlan, is beset by competing bandits. An exiled Black Fist officer leads his band of mercenaries turned cloaked ruffians, while a mysterious dragonborn sorcerer commands screaming savages from the north. In this war over the trade route, the beleaguered merchants are the victims, and Phlan suffers from a lack of supplies… *John Williams score* An old friend got in touch, Ellison Berenger, the scroll thief lying low after escaping from Stojanow Gate. He’d heard information regarding two bandit groups that were causing problems for Phlan. Given our penchant for going to extraordinary lengths to pursue thieves – and murderers, Kallaad noted sourly – Ellison thought we’d be interested. He had arranged a meeting for us that we would find ‘illuminating’. Part 1 – Riot in PhlanRain fell on a city in turmoil. People were upset when corruption and infighting paralysed the city. They were angry when the Lord Regent enacted martial law. And now, they were running out of food. They were livid. An angry crowd had gathered in Podol Plaza, a line of Black Fist knights standing between the throng of protesters and Valjevo Keep. That’s when the Rankfoot Clan entered the scene. Our contact, Braden Yil, was cowering by a merchant’s wagon. A dishevelled citizen stormed up to a soldier, wanted notice clutched in her hand. The mongrel starving Phlan was a knight of the Black Fist himself! They went hungry because the Lord Regent’s goons couldn’t handle their own! The soldier met her gaze with silent scorn. The notices were posted around town. Sahnd Krulek, outlaw chief of the notorious ‘ Grey Patriots’, was wanted for robbery, murder, and sedition. A rotten vegetable splattered against a knight’s armour, and that was the final straw. Chaos erupted as the Black Fist waded into the fray with their cudgels. A mob of hungry citizens descended upon the merchant’s wagon. His goods were going to waste, spat one. Braden Yil shouted for help. Duusha unleashed her Bobblehead of Doom, firing a torrent of flame into the air. Back off or my pyromaniac sister will roast you alive, Mulaan snarled. Kallaad wrestled a man off the cart. Uncowed, the man reached for his club. Wuun gave a signal and the mob immediately threatening the caravan all fell asleep. Fenic smirked. The Black Fist quelled the riot, using the tried-and-true method of hitting protesters with heavy objects until they stopped protesting. Braden was very grateful for our assistance. He was a merchant in the employ of House Cardona, and he had a proposition for brave adventurers willing to fight for justice. Trade supplies had been forced inland due to inclement weather. This was a tremendous boon for bandits. There were two groups – one led by disgraced Black Fist soldier Sahnd Krulek, and another by an insane dragonborn sorcerer who sacrificed her victims to Tiamat. A bloody war had erupted between them, giving merchant caravans a brief respite. If we could deal with these groups more permanently, House Cardona would be willing to pay. Plus, the Black Fist already had a bounty on Sahnd Krulek’s head. One of Sahnd’s Grey Patriots had been captured in a failed attack on a House Sokol caravan. She was being kept at Grimshackle Jail, a private prison north of Phlan that sold its residents to the highest bidder. So yeah, it’s a private prison. That would be our best place to start. Part 2 – Grimshackle JailOur brave adventurers were soaked to the bone when they arrived at Grimshackle Jail. The tower was appropriately grim, dank, and dark. There were very few windows, and yet the tower offered little protection from the rain. Braden Yil handed us a purse filled with gold pieces to ease negotiations, though for moral reasons he refused to come inside. He also emphatically stated that under no circumstance would he be willing to pay a ransom to the noxious jailers. A filthy, bedraggled halfling answered the front door. He was Bhevek Grimshackle. Only bounty hunters or idiots with gold allowed to enter, he barked. Well, we’d be idiots with gold. Come on in, he offered with a broad smile. He led us through a poorly maintained courtyard into the first floor of the tower and introduced his brother Ukharim Grimshackle. So how could we part with our gold today? Mulaan had bad news. You see, we weren’t actually the idiots with gold. A prison guard raised a crossbow at us. There was also good news! We were here to interview one of their prisoners, the Grey Patriot, on behalf of an idiot with gold. Should we be satisfied with her condition and information, our contact outside would absolutely be willing to pay whatever you fine gentlemen charged. Ukharim grinned. It would be 10 gold to see the prisoner. Bhevek led us up the tower. We passed a cell door reinforced with extra bars and chains. Oh good, that won’t come up later. At the very top we met our target, Rathene Fel. She was a half-orc in tattered rags, sitting in a pool of rainwater and… well, we didn’t see any chamberpots. This jail sucked. She had no loyalty to Sahnd Krulek, he had abandoned her here to die. She would tell us everything about him. We just needed to get her to a better cell, or out of here. Bhevek replied he would not move her to a new cell, and that her ransom would be 100 gold pieces. However, in the flickering torchlight, Rathene saw the keys on Bhevek’s belt silently slide out of place. Or you could tell us now, Mulaan offered. Rathene hesitated, and the keys moved back towards the jailer’s belt. No, wait! She cried. She’ll tell us anything we needed to know. Sometimes I worry we’re the bad guys. The Grey Patriots and Claws of Tiamat were meeting at the King's Pyre, a couple of days to the west. They planned to discuss a truce. Sahnd was a former knight of the Black Fist, framed for sedition when he arrested an influential noble. Other knights helped him escape and they turned to banditry to punish the merchant and noble class. The Claws of Tiamat were led by Jeralla. Her wild magic had warped and mutated her kobold minions; her lieutenant was a winged kobold with two heads. Fenic returned Bhevek’s keys to his belt. Thank you, Mulaan grinned. She’d been very helpful. Rathene howled in anguish and fury as we walked away. Karma intervened as we turned to leave. Shouts and alarm bells rang out from the floors below. That’s the prisoner alarm, Bhevek gasped. Oh good, we’re stuck at the top of a tower during a prison break. We hurried down the steps, to see the reinforced and chained door in tatters. A minotaur with a peg leg advanced on us menacingly. Blood for Captain Walharrow, he cried! Wait! Wuun shouted. The exit is that way. And so we let a violent murderer escape. There was shouting elsewhere on the floor. A jailer, Iorg Brokenjaw, had a shortsword to Ukharim Grimshackle’s throat. He was here to free Rathene, and if we got in his way he would cut the halfling’s throat. What to do, what to do- nevermind, Fenic shot Iorg in the neck. Thus ended the dramatic potential of named character Iorg Brokenjaw. Who knew the strange, twisted journey that led him to turn on his bosses to free a known bandit- “Sahnd Krulek promised him 25 gold.”Ah. Ukharim offered us anything in exchange for his life, anything at all. We asked for our ten gold back. Outside, Braden Yil had suffered the terrifying experience of having his horse stolen by an angry minotaur. In an unrelated note, he smelled like a man who had recently shit his pants. He was extremely alarmed to hear of a potential truce between the bandit groups. He begged us to travel to Kings’ Pyre to sabotage the meeting. But first, he would need a lift back to Phlan. And new pants. Part 3 – King's PyreThe journey along the Iron Route was uneventful. We passed the dock to ‘the Village’ from 1-3 and kept riding. No way we were dealing with those maniacs again. After two long days, we approached King's Pyre. This session had great maps, by the way. We approached from the west. The plan was to make for the caves you see early in the path and hope there was a system we could sneak through. On the way, we saw a dead human tied to a tree. His armour was torn open and ‘GO HOM’ was carved into his chest. There was a letter on his body, the Order of the Gauntlet had sent a party to investigate rumours of ritual sacrifice. That went well, clearly. Just inside the cave entrance, a bunch of kobolds were watching two giant weasels fight. One of the kobolds had a mane of slithering tentacles, a mutation from Jeralla’s wild magic. Real creepy. Between Mulaan and Fenic, they were all asleep before anyone saw us. We returned the giant weasels to their cages and dragged the kobolds further into the cave to interrogate them. The Claws of Tiamat were in the tents further down the path, and the Grey Patriots were on the other side of the giant statue. Jeralla and Sahnd Krulek were meeting in the statue’s lap. There were prisoners being kept for ritual sacrifice, they were on the ground-level caves by the Claws of Tiamat camp. On sign of a double-cross, Jeralla would signal to a kobold standing on the edge of the giant cup to set it ablaze. On that signal, the entire gang would charge into conflict with the other. Now we had to deal with the prisoners… “You can’t keep playing Good characters and executing helpless prisoners in cold blood.” “Okay, we’ll drag them back to our horses, escort them to Phlan, have the Black Fist arrest them, and return in four days. And we’ll do the same thing with the next group of kobolds we run into.”We executed the helpless prisoners in cold blood. The cave system was fantastic. The kobolds weren’t really using it, and we had access to the entire area. And we had a cunning plan to get to the cup. We would buff Kallaad like crazy, and he would climb from the west cliff caves down the statue and then to the cup. Once he lit the cup, mission accomplished. Then we’d sneak in and rescue the prisoners. Kallaad quickly made his way down the statue. He was invisible, stronger than usual, climbing with magical assistance, more stealthy than usual, and even had an all-purpose inspiration buff. Kallaad passed the two gang leaders loudly exchanging threats and posturing. A nervous kobold stood at the edge of the cup, eyes locked on the negotiation for the signal. Kallaad silently approached from behind… While this was happening, we heard voices in the cave. Wuun, Mulaan, and Fenic went to investigate. Yup, we’re super splitting the party. A two-headed winged kobold was speaking into a sending stone (magic walkie-talkie). Probably Jeralla’s second in command. Mulaan snuck up right behind the kobold, with Fenic’s Mage Hand carrying the manacles. Jeralla won’t suspect a thing, the kobold whispered. There’s no better time to attack! Kill the heretic, and the Cult of the Dragon would shower him with gold! The name Narle Shieldbiter would echo through the ages! “Shieldbiter? Like pillowbiter?” “Truly a name what strikes fear into the hearts of anyone who hears it.”Mulaan jumped on the kobold as the manacles snapped into place. With a yelp he tried to fly away, and Mulaan only barely got a hold of the chains. Fenic and Wuun ran in to help. Four small-sized creatures with negative Strength modifiers scratched and clawed on the cave floor. After an unsightly struggle, the kobold’s wings were tightly bound. But not before he’d shouted a warning into the sending stone. Whatever the Cult was sending, it was coming. “In the next group, maybe 80% of the party doesn’t take Strength as a dump stat.”At that moment, Kallaad lit the cup. War had begun and it was time to rescue the prisoners. So Kallaad was climbing back to the caves, Duusha was giving aerial support, Mulaan was watching the prisoner, and Wuun and Fenic snuck down to the captives. Super-duper splitting the party. All the kobolds were out fighting the Grey Patriots, so we were able to untie the captives without incident. A half-elf wearing the pin of the Harpers identified himself as Sirge Wintermelt. His people had learned that the Cult of the Dragon was mustering a warband of orcs. It was vital we captured Sharrak, Jeralla’s two-headed winged lieutenant secretly loyal to the Cult of the Dragon. Huh, funny story about that. Everyone reunited in the cave. Sirge was pleasantly surprised to learn that we had in fact already captured Sharrak. The peace talks were shattered, the gangs at war, the prisoners were freed, and a Cult of the Dragon spy had been captured. Looks like we were out of here, mission fully accomplished, nothing more to worry about- Part 4 – Orc AssaultOh hell. We led the rescued prisoners and Sharrak through the caves, trying to get out of here before all hell broke loose. An orc emerged at the mouth of the cave, wearing a helmet crudely shaped like a dragon skull. With him were six other orcs. For the Scaled Lords, they snarled! “And now, finally, roll initiative please.”Huh. Yeah, we put the rioters to sleep, let the minotaur escape, sneak attacked the jailer, put the kobolds to sleep, set the outlaws to war against each other, and then wrestled the spy into submission. Pacifist run! I mean, except for all the people we killed. Mulaan slashed an orc to ribbons and Fenic finished it off with a carefully placed crossbow bolt. Kallaad erupted from invisibility and sliced another orc in twain. The orcs got a couple of shots in with their rusty axes, but most of the battle went like that. Duusha blasted an orc in the face with her Bobblehead of Doom, even Wuun got one, the final orc dying clutching at their ears. We could stick around and take advantage of the chaos or get the hell out of there. Wuun enveloped the group in a magical veil of shadows and silence and we chose the latter. From the peak we saw a bestial orog atop a giant wolf, leading his troops into the fray. Narle Shieldbiter, we assumed. Safe to say he was a power bottom. The Claws of Tiamat were routed immediately, Jeralla falling to the orog’s greataxe. The last thing we saw was Sahnd Krulek desperately marshalling what remained of his forces, making a last stand with his lieutenants as the orc war band bore down on them. Do we get paid if technically the orcs killed all our targets? ConclusionThe people we rescued from were happy to testify that we had caused the demise of the outlaw gangs. They were a little fuzzy on the details, but we got paid. The merchant caravans resumed over the following days and their safe arrivals were met with great cheer. Phlan could eat again. Except for the protesters who got smashed in the face with Black Fist cudgels. They probably weren’t eating that well. The Harpers and the Order of the Gauntlet weren’t exactly thrilled with us – both groups were pretty opposed to the Zhentarim in general – but grudgingly acknowledged that we had done a good job. Their ranks were open, should any of us experience a change of conscience. Chaab was thrilled we had represented the Zhentarim with such esteem. It would have been nice if we could have brought Sahnd Krulek in, but all in all we had done spectacularly. In fact, he had an opportunity a bit further away from Phlan. The Zhentarim, the Order of the Gauntlet, the Harpers, even the Emerald Enclave and the Lords’ Alliance were all coming together for one big operation to foil the Cult’s activities in the Moonsea…
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oppy all along
TI Forumite
Who's been messing up everything? It was oppy all along
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Post by oppy all along on Jun 16, 2020 20:04:46 GMT -5
So, before the world was consumed by a pandemic, people would assemble in conventions to play Dungeons and Dragons. I know, it’s weird to me as well. There were special adventures designed to be played by dozens of tables simultaneously. People would choose different adventure tracks and the success or failure of most tables playing a track would affect everyone’s game. Say, if a bunch of people fucked up infiltrating the stronghold, then the enemies are on high alert for everyone and it’s harder to sneak in. Just tables and tables of nerds coming together in a tremendous nerd undertaking. We had one table so we streamlined a bit.
Once upon a time in a galaxy far, far away…
1-EP: CORRUPTION IN KRYPTGARDEN
KRYPTGARDEN FOREST has long been a place feared by travellers. Now, the CULT OF THE DRAGON has used that fear to its advantage, securing a stronghold deep in the forest. The HARPERS, ORDER OF THE GAUNTLET, EMERALD ENCLAVE, LORDS’ ALLIANCE, and the ZHENTARIM are recruiting groups of adventurers to infiltrate the forest to find out the cult’s purpose…
The Rankfoot Clan was a long way from home. The adventuring factions had recruited widely, shipping adventurers in bulk through teleportation circles across Faerun for one big job. We were right by Waterdeep, which is a big deal in the campaign setting. The Moonsea region where Phlan is located is fantasy Wyoming, and Kryptgarden Forest is fantasy upstate New York. Two nobles stepped forward to address the assembled forces: Valero of House Brokengulf, and Dala of House Silmerhelve.
Dark forces had amassed in Kryptgarden Forest. It was already the home of the fearsome ancient green dragon Claugiyliamatar, and the hobgoblin clan that served her. But now she was being courted by the Cult of the Dragon and red-robed necromancers for some unknown purpose. There was a stronghold deep in the forest where they gathered their strength. Most of the adventurers gathered today would march on the fortress. However, the factions would also select strike teams to carry out dangerous yet vital missions to compromise the stronghold’s defences. By the wills of gods and heroes, the forces of villainy would be thwarted this day.
Part 1 - Scouting
As player characters, we were one of the strike teams chosen by the Zhentarim. We were joined by another adventuring party known as the Hollow Order. They were led by a peg-legged halfling archer named Lavinia Deephollow, and consisted of herself, a portly human wizard, a nervous elven cleric, a gnome sharpening his daggers, and two half-orc twin fighters.
A halfling woman named Lilith was the Zhentarim representative for this mission. There was a powerful necromancer bolstering the stronghold’s defences that needed to be stopped. The red-robed wizards were holding two meetings with competing factions of the Cult of the Dragon, the fundamentalists and the reformists. We were to investigate these meetings to determine the purpose of the red-robes involvement in the matter and track down and eliminate the necromancer. The Rankfoot Clan would tackle one meeting, the Hollow Order the other. Lavinia shoulder checked Wuun as her party stalked off. Rude.
Before we left, Kallaad was seen speaking with the representative of the Order of the Gauntlet. Hmm…
And thus, we once more found ourselves in a shitty forest. The fog hung thick and acrid, like tear gas. Nobody told us this was a Black Lives Matter rally. We stumbled across a deer carcass that had been reduced to little more than cracked bones and some hide. There was green moss growing out of its skin and four-legged animal tracks around the corpse. So that’s weird. The moss, not the tracks. Coincidentally, not long after wolves began stalking us through the forest.
Whistling innocently, Duusha wandered away from the group. She set her Bobblehead of Doom down ten feet away, facing her. It sure would be a shame if the wolves tried to pick her off an isolated and vulnerable straggler. Sensing weakness, the wolves lunged to attack! Only to be immolated as the Bobblehead of Doom erupted in a cone of flames centred on Duusha. She winked as she emerged from the flames, fiddling with her Ring of Fire Resistance.
One of the wolves fell immediately to the flame, and another to Mulaan’s scimitars. The largest wolf fought fiercely, latching her fangs around Kallaad’s shoulder. As he batted her off, he noticed the drool around the wound was dark green. It was a similar colour to the moss growing out of her skin. Mulaan slew the final wolf.
For everyone keeping playing along at home, that’s Mulaan: 2, Duusha: 1, everyone else: 0. Kill tallies became contentious this session. Out of the corner of her eye, Wuun noticed a floating orb about 25 feet off the ground. It disappeared the second she turned to face it, but she was able to identify it as a scrying sensor. Somebody was watching.
The rest of the march was uneventful. The Cult and the wizard faction had gathered at the top of a hill, with a gentle rise on one side and exposed rock on the other. Naturally, we approached from the cliff-face. Kallaad went up first, he’s taken a shine to climbing things. He even secured a rope for the rest of us to use. There were two tieflings and a human wearing red robes on one side, and three humans wearing the symbol of the Cult of the Dragon on the other. There were also three griffons tied up next to the tent and in poor shape. They were very pale and missing feathers.
Fenic and Mulaan cast Sleep simultaneously, taking down all the mooks and leaving two surprised spellcasters. The red-robed wizard was blasted by Duusha’s Bobblehead of Doom and slain by Kallaad’s axe, while the dragon cultist was shot by Fenic before being executed by Mulaan. And Wuun… well, she ran into melee to facilitate Fenic’s sneak attack, so she was still helpful.
It was ruled that putting a mook to sleep until the end of combat counted as a kill, so we’re at Mulaan: 5, Fenic: 2, Kallaad: 1, Duusha: 1, Wuun: 0. And yet, Wuun having a passive Perception high enough to spot the scrying sensors was not counted as a kill.
We split up to cover the camp. Kallaad and Duusha investigated the griffons. They had been corrupted through some manner of magic. Kallaad prepared to use his class abilities to talk to animals. In the meantime, Duusha noticed the collars were inscribed with magical runes and seemed to be hurting the griffons and removed them. The griffons knelt before her, as if to thank her and offer their service in gratitude. It’s a shame that Kallaad’s class abilities are ritual castings that take ten minutes to use.
Wuun interrogated the prisoners. The Cult were meeting with the Red Wizards of Thay. We’d interrupted a meeting between the Red Wizards and the fundamentalist cultists. The Red Wizards were planning to ally with the reformist cultists and were here to feign allegiance to gather helpful information. Then their mounts would fly them back to the stronghold, where the boss necromancer was waiting. Zaralda the Necromancer was a fearsome wizard, working with Claugiyliamatar to corrupt the forest and bolster the stronghold’s defences with undead. It seemed the cultists were still holding some information back, however.
“Is this where you execute prisoners in cold blood until someone tells you what you want to know?” “Of course not. I’m stabbing kneecaps until someone tells me what I want to know.” “Ah. Torture in cold blood then.”
Several stabbed kneecaps later, Wuun got the extra juicy gossip. The Red Wizards sought the Green Dragon Mask, an enormously powerful draconic artifact in Claugiyliamatar’s hoard. The cultists and wizards were negotiating an exchange with the dragon. Zaralda had also mentioned the Moonsea region where the Rankfoot Clan were from, though the Red Wizards’ plan for the Moonsea had not been shared. (Note: We’ve discovered this on other adventures, they’re after the Pool of Radiance that contains an evil spirit that possesses entities and drives them insane.)
Fenic and Mulaan looted the camp. One of the captured tieflings wielded a magic longsword, which only Kallaad had the strength to use effectively. There was a booby-trapped chest as well, which contained a lot of gold and an amulet that boosted the user’s vitality. Kallaad had just received a magic item, so this one went to Mulaan. She needed the constitution boost to stay in melee.
With the camp cleared out, we mounted the griffons to depart for the necromancer’s location.
Part 2 – Entering the Stronghold
We were flying on griffons! It was quite exciting. Our reverie was interrupted when the griffons alerted us to winged forms rising from the forest. Large, emaciated birds of prey were flying on a collision course. A messy aerial dogfight ensued. Wuun magically commanded largest, most aggressive bird to fly away. Mulaan sliced and diced a bird that had wounded Duusha, Fenic shot another out of the sky. The boss bird was all alone by the time it managed to return to the battle, and was easy prey for Kallaad’s new longsword.
Mulaan: 6, Fenic: 3, Kallaad: 2, Duusha: 1, Wuun: 0.
As the griffons descended into the stronghold, we appreciated the scale of the partially constructed stronghold. Far from a dingy fort, it was a veritable complex. The hobgoblins and cultists had taken full advantage of the cheap real estate in a forest nobody wanted to be in. We saw other teams on their missions – adventurers disguised as cultists infiltrating the front gate in supply wagons, and others already inside and sneaking around the battlements. No sign of the Hollow Order, though.
Hobgoblin archers on the walls glanced upwards but returned to their watch, seeing as we were using the bad guys’ mounts. The griffons indicated where Zaralda was casting her rituals and flew away. We moved quietly through the stronghold, not quite sneaking but trying not to draw attention to ourselves. The area was strangely deserted. At least, until a pale man belonging to the Cult of the Dragon ran towards us shouting about a ghost. Fenic shot him in the face.
Mulaan: 6, Fenic: 4, Kallaad: 2, Duusha: 1, Wuun: 0.
We were going to avoid the ghost entirely, but Kallaad suddenly became very talkative about a chat he’d had with the Order of the Gauntlet. The representative heard we were going after the necromancer and asked we do what we could to free any incorporeal undead from their service. Without using violence, they’d specified. Which was out of character for the Order of the Gauntlet.
“And why do we care?” “The meatshield has a side quest, let’s indulge him.”
It didn’t take long to discover a translucent elf, muttering to himself and searching the ground. Kallaad approached, extending a hand in friendship. The ghost shrieked that it would no longer serve us and dived down Kallaad’s throat. Kallaad shouldn’t be this bad at Persuasion checks. He has a positive Charisma modifier.
Wuun cautiously approached, asking if Kallaad was okay. He slashed wildly with his longsword and caught Wuun’s shield. Then he started scrabbling at the ground, unearthing part of a stone tablet covered in Elvish writing. Kallaad raised it in the air, shouting in exultation. By this point we realised that Kallaad wasn’t driving the ship, but we wanted to honour his stupid side-quest. So Mulaan cast Comprehend Languages and everyone started digging. We found more pieces that fit together and Mulaan read them aloud.
“I held it, but it had no form. Though it was freely given, I could not share it. If I told all the people I know, It would cease to be.” Kallaad attacked Wuun again while Mulaan was reading the puzzle aloud. Wuun's day wasn’t going great. Kallaad was in the middle of another slashing attack when Mulaan shouted that the answer was a secret. That was apparently what the ghost needed. He dove out of Kallaad’s throat, freeing the barbarian from his control and freaking everyone else out. The elven ghost was named Athalee, he was an ancient elf whose eternal rest had been interrupted by a demon in red. He was not the only such spirit. If we could dispatch of her, they would be grateful and able to aid in defeating the forces of the stronghold. For the record, we did not count Mulaan solving the riddle as a kill.
Part 3 – The Final Battle
As we approached the necromancer’s clearing, we came across the body of Lavinia Deephollow. It seemed the Hollow Order had discovered the necromancer first. The strange thing was Lavinia had been stabbed in the back. A tiefling woman in red was kneeling by the corpse of the gnome from Lavinia’s party, as a barrier of blood protected her from harm. Three acolytes in red robes rose to face us, as well as half-orc twins from the Hollow Order. It seemed they had chosen a less personally fatal way of leaving the group. You can’t beat the perks of serving despotic necromancers.
The battle for the stronghold had begun in earnest. All around us, the sounds of a pitched battle raged. The acolytes advanced on the party, slashing ineffectually with their scimitars. Duusha dashed forward and dispelled the blood barrier protecting Zaralda. A crossbow bolt from Fenic and dual slashes from Mulaan were enough to kill the squishy wizard. That’s what happens when you can reshape reality with your mind but can’t do push-ups.
Kallaad cleaved through an acolyte with one swing. His new longsword was immensely powerful. The half-orc twins attacked him, working together to exploit weaknesses in his guard. Traitors, Kallaad shouted. We didn’t have a choice, one of the twins retorted as he stabbed with his shortsword. They would have killed us. Wuun activated her Loki clone and summoned a floating spectral dagger, felling an acolyte with a magical backstab.
A deafening roar erupted as a great shadow descended into the clearing. Claugiyliamatar’s mighty wings kicked up dirt, debris, corpses, scattering everything to the wind and freezing the battle. The ancient green dragon’s voice boomed across the stronghold. The price of our hubris for daring to interfere in her schemes as at hand. We looked up helplessly as Claugiyliamatar opened her maw and prepared to inundate friend and foe alike with poison gas.
At the last moment, elven spirits materialised out of nothingness to intercept the attack. She roared in frustration. We fired back, Duusha scoring a critical hit with her Bobblehead of Doom as Wuun and Fenic landed attacks with a spectral dagger and a crossbow bolt. Wounded, she flew off to pursue easier targets.
In the wreckage, a zombie in wizard robes joined the attack. See, the half-orc twins shouted accusingly. Her forces are too powerful, it is folly to stand against her. Mulaan was a frenzy in combat, killing the zombie and another of the acolytes in a graceful dance of death. Kallaad swung and missed at one of the twins and received another flurry of stab wounds in return. Wuun and her clone approached silently and used her touch to channel necrotic energy through one of the twins. He dropped to the ground, dead.
Another zombie joined the fray, an elven cleric dressed in black. The remaining twin had tears in her eyes as she lashed out at Wuun, only to be bewildered as her shortsword slashed through an illusory clone. The half-orc cried out as Wuun killed her the same way as her twin brother. In the background, the floating spectral dagger beheaded the final zombie.
Final score was Mulaan: 9, Fenic: 4, Wuun: 4, Kallaad: 3, Duusha: 1. Big comeback when Wuun started using her spell slots.
The battle had decisively turned in the favour of the invaders. Teams from the Lords’ Alliance and Order of the Gauntlet had infiltrated the fortress and taken out key members of leadership, throwing the Cult and hobgoblins into disarray. Parties from the Emerald Enclave and Harpers had forged a bargain with the fey lord of the forest to hobble Claugiyliamatar and destroyed the siege weaponry, eliminating the defence’s fiercest weapons. And we’d destroyed the cult’s undead reinforcements.
The great dragon had been ineffectual in attacking the forces attacking her stronghold. Dark blood streamed from hundreds of wounds riddling her mighty body. Curse you, vermin! She bellowed. Curse your causes! Soon you will all reap the dire rewards for your aspirations! She shouted this while flying away so it wasn’t as intimidating as it could have been. The forces let out a cheer as the dragon departed.
We could involve ourselves further, aiding in the rout of the remaining enemies. Or we could lay low and wait for everything to blow over. You can probably guess which one we chose.
Conclusion
It was an epic battle. The remaining cultists surrendered, fled into the forest, or were slain. The ground was littered with the dead of dozens of different allegiances and nations. But we were victorious. Accolades and loot were distributed among the living, and remembrances and lamentations for the dead. We dedicated a round of ale to Lavinia Deephollow and the Hollow Order, even the treacherous twins. They were strong fighters, Kallaad toasted. The drinks flowed into the night.
Questions remained unanswered, however. Claugiyliamatar was bloodied but unbeaten. What form would her reprisal take? What had occurred in Phlan during the Rankfoot Clan’s absence? And whose idea was it to have conventions for tabletop roleplaying games?
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