Legacy of Heroes

City of Phlan's Hag

The party take up residence in the now vacated castle only to find that the departing armies have stripped it bare of everything including all the doors except for the front gates and all the windows effectively leaving the castle nothing but a bare shell. Shortly after, there is a knock on the front gates. Cathbad after spending all his time in lion form devouring the remains of the worm carcass decides to open the gates. Standing outside is a young girl of about 17 years of age wearing nothing but a short tunic, she is a messenger from the druids. She asks for the master of the castle and Cathbad departs and gets Glim who is now fully shrunken in size. The Great Druid asks for the groups immediate attendance at the grove. The party head on over and on arriving find a herd of 20 to 30 Pegasi grazing in the grove. The Great Druid tells of a nearby city called the City of Phlan that is in need of powerful adventurers. The Great Druid tells that the city was resurrected from near death. It was destroyed by dragons, taken over by dragons and another creature. The Great Druid helped the city and defeated the other creature. She goes on to tell of the heirarchy of the druids. There is 1 Great Druid, 7 Grand Druids and that is where the problem lays. One of the Grand Druids decided to contest the Great Druid several years ago for the title of Grand druid and lost but was kept alive out of mercy. Her name is Guthra who is a green hag. Guthra sent a message to the Grand Druid saying in revenge for her defeat several years ago she is now going to destroy the City of Phlan. The Great Druid has arranged transport for the party, hence the Pegasi. Glim arranges for the Druids to furnish his castle with doors and furniture for him. It seems Guthra likes dinosaurs and eating babies. Totally evil. The party head off via air pegasi. Cathbad turns into a pegasus himself and takes the lead as he has studied a map the druids have given him. 1st stop for the party is a place called Zhentil keep which the party avoids at all costs. They decide to head for a pitstop at another town called Hillsfar. It is located on the coast. They arrive at sunset just outside the city walls next to a river so the pegasi can rest. They approach the city gates. There is 2 large gates with a smaller gate enclosed in it. It opens up, a man appears and asks for 5gp each for every person entering the town. He says he has a note from the cirty council demanding a head tax for every person. Willowbark looks at it and it actually is from the town council but says this man is an extortionist and to disregard anything he says. Willowbark has Sir Uther knock him out so they can enter, but he breaks his jaw instead. Inside the city there is a man selling torches. About 50 to 60 yards inside is an inn called the Faithful Hound. They enter, inside is quite nice, a roaring fire, tables and chairs and a bar. Cathbad organises food and lodging for the party for the night then he disappears to go sleep with the pegasi and to find food for them. Meanwhile food and drink arrive. Rather than beer, Willowbark orders blue elvish wine for herself and Cedric. The bartender also brings them 2 plates of green cheese that is stamped with a spider motiff. They eat the cheese. It turns out to be Netherese Death Cheese and highly addictive but somehow they both resist its addictive substances. Considering Willowbarks past addiction, it is quite miraculous. Morning comes and the party stock up on some supplies including some healing potions. As soon as the party leave the city they see 3 pagasi jump on Cathbad and hold him down, the rest of the herd run off into the forest. They seem perturbed about something. Cathbad changes into a dire bear and the 3 run off to join the herd. It seems they dont like being watched while they go about their private business and Cathbad had offended them. He apologises and they come back. The party take off and land again after a days flying. They land on the shores of an inner sea that is slightly salty but drinkable. Sweetwater village is located on these shores. It has about 30 to 40 buildings surrounding a central well. They camp down outside the village for the night. 4 men wearing leather armour and carrying polearms approach the party. Willowbark on seeing armed men bearing down on them fires a warning shot at their feet and demands they halt. 2 run off. They came to investigate why an armed force has camped down outside their village. The party explains they are only passing and the 2 men return back to the village. Shortly after a bell starts to toll and they see 20 to 30 men in armour forming up to attack the party. Seems Willowbark has got the party into trouble again by firing 1st. Pegasus Cathbad hurries over to the men of the village and transforms back into human form and tries to avoid bloodshed between the 2 parties. It works and he organises a truce. Cedric and Willowbark still high on elvin wine decide to take 1st watch and to keep an eye on Glim who wants to burn the entire village down. Morning arrives without incident and they continue on to Phlan. After about 2 to 3 hours Cathbad and Willowbark spot a huge tree in the distance. It is 800 foot tall and occupies the whole city of Phlan. There are columns and columns of refugees heading out from the city. The party land and try to get information from them. Crow talks to an old man who says they are leading all the children to safety and all remaining adults were staying behind to defend the city. It seems this huge tree erupted in the center of the city and just kept growing and growing, with various monsters also erupting from the tree. There is a lot of fighting going on in the city. The fighting is being co ordinated by a Priest of Tyr called Valeria and the party should seek her out. They continue on. Phlan is now a city of ruins, taken over by the tree and surrounding plant life which has grown into all buildings of the city. A mile and a half outside the city on a hill is a hastily erected fort which the party descend into. The soldiers here look at the party with hope in their eyes. A captain approaches and takes them to see Valeria who is in the headquarters which is a cave. She reports that scouts have been sent into the city and returned with reports of passageways into the tree. Cathbad offers the services of the party. The party deduces various things about the Great tree. From Willowbark, the tree is sucking all the nutrients out of the surrounding plant life and the tree and surrounding evil plant life has supplanted all natural flora and fauna in the city. From Kurl, there is a small cult that worships the demon Malgarius and believe they hold a captive called Lazbralthull. From Mimsy, the tree resembles a demon called Malgarius who is a ruler of the abyss. There is a seed that controls the tree of Malgarius. There are ancient texts that say Malgarius can be controlled by an ancient artifact or this seed. Those in the party that can heal offer support to the soldiers and then rest for the night before heading into the city. Cathbad receives an official bounty for the party for a reward of 50gp for the group if they can defeat the tree. Crow takes point with Willowbark following and they head off into the city with a local guide. He takes them to an opening in the ground under the tree. Crow and Willowbark enter first, the party follows. The air is damp and hot inside. the Walls and ceiling is a shiny resinous material. Glim tests the walls, they are not flammable. Cathbad feels the tree is alive but it looks like a plant but doesnt feel like a plant. They feel like something is watching them. Cathbad changes into a Warbound Impaler which is a giant plant thing and casts anti plant shell on the party for protection. The partys ears are popping to the shifting in the gravity. Basalt and Cedric find it hard to breathe, it seems the air is getting sucked out of the tunnel. the party soon notice this and start getting into difficulty. Sir Uther on seeing this grabs Willowbark and starts kissing her. He is gallantly giving his oxygen to her to save her life. She tries to resist but has no hope against his size and strength. He carries her back out of the tunnel and the party withdraw as well.

View
9 February 2014

After spending time with the dwarves, the party decide the best way to approach the castle is to reconniter the area. The castle is nestled in some foothills. Glim drinks his permanent shrinking potion and gradually becomes smaller over time. They decide to go clockwise around the castle and into the foothills. It is covered in a lot of flowers, with not a lot of trees in the area. Cathbad changes into a Giant Owl and flies everybody up into the foothills to an appropriate vantage point above the castle. They are encamped roughly 1 mile and a half and 300 feet above the castle. Willowbark uses her snipers monocle to try and see further than the party. The castle looks to be a solid rectangle building around a keep. It is 2 to 3 floors approximately with what looks like barracks or a stable. There is an open area on the roof that has an animal pen the size of a tilting yard. The corner tower and walls are roughly 15 feet thick with crenelations along the wall. There are small windows on upper levels. The surrounding country is open grassland. There looks to be no signs of movement from inside the castle. The party decide to camp for the night and visit the castle in the morning. Cathbad takes first watch still in Owl form. He notices something coming down the hill towards the party. It is making loud jingling noises. It is a man leading a horse. Cathbad flies nearer to him to investigate. He repeats who who, several times at the man. The man is wearing very shiny armour that is heavily embossed. The horse starts to slip towards the party on the path, Cathbad tries to stop it. The horse panics and races towards the sleeping party, narrowly missing Crow who manages to deftly dodge out of the way. Cathbad lights up the area to awaken the party. The man who turns out to be a Knight professes his undying love and loyalty to Willowbark. It seems this is the Knight that she acquired from the deck of many things. A human! He loves her, she hates him though it seems she will abide his company for now. He asks why the sky doesn’t have 3 moons, seems he comes from another world. Willowbark gives him 2 rules. 1 is to keep her out of harms way by any means possible. the 2nd rule is to protect the party from Willowbark doing anything stupid that will potentially harm the party. Cathbad says good luck to that. After much questioning they find out his name is Sir Uther and he is a Knight of the Rose and a Knight of Solamnia. His horse is called Moonlight. The party explain their predicament to him and he immediately heads off to the castle to battle the dragons. Wilowbark has to order him to stop and rest for the night as him and his horse have been travelling non stop for a day. He shares his food with the party which consists of an everlasting wheel of cheese, which he somehow acquired from a genie. The party go back to sleep and the rest of the night goes by without incident. In the morning they head towards the back of the castle, once again Willowbark uses her snipers monocle to investigate the castle. There are 4 windows. She wants Glod to knock a hole in the castle walls so the party can enter, Glim protests as he doesn’t want his property damaged. Cathbad changes into an Eagle and flies up to the windows. The first room he can see is wood panelled with various furniture and a large bed holding a sleeping giant. There is a tapestry on the wall with shadows emanating from under the bed. There looks like no door to this room. The second room is similar but has a lot of spiderwebs and giant spiders in it. He does a 360 flight around the castle and finds another window. There is a sulphurous dung smell coming from above. He investigates. The roof top area contains a Griffon that is wandering around. Cathbad positions himself in a position that guarantees his safety and converses with the creature. He is called Griff the Griffon. He says the castle belongs to the dragon lords who are currently in residence. The spiders are Driders and the Giant is Classus the cloud giant who thinks he is a guest. Cathbad questions Grif about the dragons. There is a young green dragon who is arrogant but thinks very highly of the law and respects it to a rather extreme degree. The other is a White dragon who is the greens auntie and is very cunning. Rumours of a dracholich he doesn’t know. Another Griffon called Norman comes out and starts arguing with Grif so Cathbad takes his leave and returns to the party. Meanwhile Glim, Willowbark and Uther in tow head around towards the main gate. She notices a crossbow pointing down at them. Glim politely knocks on the front gates. The gates are opened by a man in purple livery, he is a butler. Glim states his ownership of the castle and asks to be let in. The butler refuses and starts to head off to inform the dragons. Glim doesn’t want that, he wants to surprise the dragons so Willowbark has Uther knock the man unconscious. He misses and the butler calls for help before managing to get fried to death by Glim casting scorching ray on him. They enter. Inside is a large courtyard and heading towards them is a very large purple worm. They attack it but it manages to catch Glim in its mouth. The rest of the party arrive and join the combat. The worm swallows Glim. It eventually goes down and Glim with a bit of help from the party manages to cut himself free from the belly of the monster. There is a main staircase going into the castle, several doorways, 2 staircases going up, a dais stairway leading up to a main door. There are pillars holding up a roof, also another small door and dais with another small door. Cathbad tells the party what he has found out about the inhabitants of the castle. They decide to head towards the main doors, it is barred from the inside. Glod smashes his way through. There is a small corridor, about 20 feet away are barrels forming a barricade. Behind it is 3 men with 6 crossbows. The party intimidate them into leaving. There is a corridor crossing this area. The left has a set of spiral stairs leading down, the right has double doors, ahead is a staircase going up. They head left. Coming up the staircase is a very large horse sized humanoid frog. Willowbark fires at it, Glim stops her and talks to it. He is a demon, Glim orders it as lord of the castle to return to wherever it came from. It departs after telling the party that there is a White dragon in the next room. Willowbark gets excited over seeing a white dragon and makes enough noise to wake the dead. The doors explode open and a voice invites everyone in. Willowbark looks in the room. There Is a large stage with a very large white dragon resting on it. The room is painted gold. Glim steps in and greets the dragon. She wants to know who else is here, Basalt, Kurl and Crow step into the room behind Glim. Glim tries to match wits with her. She eventually summons Kobolds to go and get her nephew. The kobolds head off, there is screaming and thumping coming from the rooms above. Soon there is a rumbling and thumping coming along the corridor. The green dragon has turned up. As this dragon respects the law Glim shows his title deed to the dragon. It puts its face in Glims face and tells everyone to leave now. Uther doesn’t need to be asked twice, he picks up Willowbark and leaves. Glim and the green dragon face off against each other and debate who is the lawful owner of the castle. As lord and master of the castle and surrounding areas Glim makes the rules and eventually manages to evict the dragons from the castle. They agree and Glim gives them 10 days to leave. The party depart back to the clearing above the castle and wait out the 10 days. During that time they notice the evacuation of the castle containing various creatures. A horde of goblins, worgs, several dire lions, a cloud giant, toad demon, a beholder, several demons, a gnome, a red dragon, a green dragon and a white dragon leave the castle. Glim goes down to talk to the gnome, he is a vampire. Willowbark shoots at him, he flies away. The castle is now empty for Glim and the party to investigate. Even though they managed to get away with disposing of all the creatures without a fight, there is a feeling that the dragons, now angry at having to leave, will turn up again to exact their revenge at some stage.

View
session 26

Session 26 January 2014

After consulting the map further the party decide to head to the dwarves that are noted on the map. The dragon born dwarf Tankar rides up front. They reach some rolling foot hills. There appear to be deep sea albatross flying above the nearby land. Cathbad takes the form of an eagle and takes off towards the birds. On the back of one of the great birds is a small creature. About half the size of a Halfling and seems to look very similar. The creature hands Cathbad a cracker. He attempts to communicate with the lead albatross. They start with the pleasantries and then Cathbad asks why he has a small person on his back. They reign them and ride them but they don’t know where from. Cathbad starts to communicate with the quarterling and asks about the dwarves. He drops some names and Cathbad tells him to let them know they are coming. The tiny person serves the dwarves. The creature was born Halfling but drank a potion to shrink so he could join the air corpse.

There is a ballista located behind the tower Cathbad locates down the road. It is aimed at the temporary tower. Cathbad swoops down and scratches a crude drawing of what he saw. Further along he sees some mine entrances and there appear to be 7 dwarves outside the mines. They are heavily armoured and they are clearly there to be used as intimidating guards. One dwarf is in slightly less impressive armour, runs towards the group. He approaches the party and aggressively asks who they are, addressing Tankar. He asks what Basalt is. He turns to the dwarves up on high and tells them to close the gate.

He then turns to greet them slightly more courteously. They call this place Radvok and there are apparently thousands of inhabitants. In a short time the guards up above have reached the gate and entered. An older well appointed dwarf walks down in about 10 minutes. He demands to know what they are doing there. Tankar tells him they are investigating the deed to the castle. They allude to the fact that Glim owns it. Jock asks about the dragons and gets some more information. He learns that 1 is at least a thousand years old. Glim shows the Dwarves the map and tries to get some more information about it. They seem to think it is rather accurate.

The old Dwarf offers them hospitality for the evening. When the travellers return they should ask the guards to see Prince Radgar.

They leave the hills and towards the druids. There is a druid named Casia who does not want the elves to enter. Cathbad has to take responsibility for the elves so they can enter. They are let through and introduced to the grand druid. The trees in the area are sentient moving creatures. Bishaw brings out some lentil pancakes. They are edible but not overly palatable. The beer made of it tastes pretty good. When the pleasantries are done and dusted they begin to discuss the dragons and castle Redkorn. The druids only know of 2 in there.
Willowbark sits down and eats lentil pancakes so she is not distracted by anything and is on her best behaviour. Meanwhile Cedric goes and talks to a tree and gets down to the root of the problem as to why elves are forbidden from entering the grove. It seems elves can control and order the trees to do whatever they want and not so long ago a group of juvenile elves entered the grove and caused havoc.

Cathbad asks more questions. The druids dont know of any secret entrances into Castle Redkorn. Glim shows them the map. Skeleton is that of an old ancient gold dragon which the Cult of the Dragon use sometimes as a temple. Legend says several thousand years ago a dragon called Tyranthraxis tried to take over the city and now there are rumours of a Lich dragon in the vicinity.

On hearing this Willowbark decides to go scout out the area with Cedric joining her to try and keep her out of trouble. The party shortly follows after them since they cant get any more information from the druids. Cathbad takes some barrels of Lentil beer to give to the dwarves as a gift or trade offering between the two races.

Wilowbark and Cedric soon reach a hollow which seems to have been caused by a dragon crashing to the ground. The skeleton has different grafitti carved into it. There are lots of tracks around but none of them recent. Willowbark investigates some mounds in the area which she thinks are graves. The party catch up and all they can see is what looks like Willowbark about to desecrate the graves. They stop her. Cedric realises they are gnomish grave stones but the writing is not known.

Tankar finds a trap door under a campfire. Basalt determines there is no trap. Tankar uses his mighty strength and opens the trapdoor to find a crossbow pointing at him. it fires at him so he drops down the hole on top of whoever is there. It looks like a Tiefling, Darren is his name. Tankar releases him. The party climb down. There are tunnels at the bottom, the one to the north is well made, the others are not. This is Darrens family mine. This exit is an escape tunnel. 3 miles to the west is the main exit. The party follow Darren to meet his family.

They enter a large cavern with a ship in it that looks exactly the same as a previous ship the party encountered, it seems to be the family home. The ship is a spelljammer. The Ministry of Magic gave them permission to mine here. As far as the family are concerned The Ministry controls the spelljammer lanes and the family think they are currently located and mining on an asteroid. They dont have any other information on the ministry of magic. The family have 3 wizards located down here somewhere.

Erupting from the ground a few meters away from the party is a huge angry Earth elemental that starts to attack the ship. The party intervene and a fight starts. After it dies it transforms into a 4 armed ape. Darrens father thanks the party and will let them use the tunnel to get closer to Castle Redkorn.

The party decide to go back to the dwarves and rest and shop. Glim goes shopping and buys a permanent shrinking potion. Cathbad gives the dwarves the barrels of lentil beer and sets up a trading route between the 2 groups.

View
Session 22
12 January 2014

Session 12 January 2014

The party find themselves in the weird Wendigo near the west gate of West Gate. The tavern is one of the last standing in the city. It seemed the dragon was mainly targeting pubs. The tales say it was a red dragon due to the fire but it was seen by others as copper in colour or bronze. There is a pelt of what the bar tender claims to be a rainbow wendigo. Glimm calls a meeting for the current party members. They meet in the bar and discuss the map. Whilst they are looking through the map a strange human is lead in to the bar. He is directed to their table and takes Glimm aside to discuss a dead and a delivery of a satchel. Glim is keen to take the party to find the property that the deed relates to.

After some protests from Jock that this is taking them further from their original goal, Glimm convinces the party to follow them as the deed and the map relate. They head down to the docks to find passage to the land marked on the map. Cathbad locates an official at the docks. He finds a man asleep that looks sufficiently like a public servant. He asks him how they can catch a lift Sembia. Fair wind is the name they are given and they are directed to the end of the docks. It is a naval ship and Tankar introduces himself to the captain naming his father who the captain seems to know. The ship sails in two days and Robard, who is captain, says they may accompany them.

Once they get everything in order for the voyage they board the ship. Once landed in Sembia the travellers are told the killing anyone or any sapient beings here is a crime punished by death. Dialern is a township about 50 miles from where they are. The party head off following a caravan leaving the docks, they follow the road towards their destination.

The trip will take about 2 days, after a day and half they can see the wall as it is 500 feet high. When they finally arrive in Dialern it is dark within the walls as the city only gets a couple of hours of sunlight due to the immense walls. So after asking around they hear that no one has heard of the castle they are looking for.

Jock makes his way to the arena and challenges a large half orc/ogre to a battle. They make their way to the battle ground. The only rule is no killing. Jock got a few hits in before Bruno beats Jock up a bit. Jock retaliates and knocks him down. Bruno starts to grow immensely and the crowd starts to get nervous as they know it is dangerous to be here when Bruno grows. As he starts to stand up to kill Jock, Jock winds up and let loose with a wild swing with the flat of his short sword. This swing is so intense it puts the beast into a coma. When he comes to, they help the beast get up and they find out he is a slave. The party tries to figure out how to free the former champion, and Mimsy suggests they put Glod, her elemental, up as champion.

Of the fighters who have faced Bruno and lost the, greatest of them is a man named Muskan. The group help him defeat Bruno and thus freeing him.

They leave the city and a while down the road they find gallows with people hanging from them. The once hanging at the moment appears to all be human. The bones on the ground are for all races. The nearest village houses people who name Tankar as a lord as he is of dragon born. Glimm asks where the castle Redkorn would be. They are told to seek Alyssa who can help them. Glimm asks all the wrong questions and maybe some right ones, and eventually finds out what he needs to. They know where they need to go. Glimm approached a Kobald to talk and it turned and stabs him.

The Kobald explains to the party what Glimm is. He is a dark gnome and this explains why he hates him. He surrendered easily and then demands to be let go. So eventually they find out that the dragons are linked to the ministry of winds. The Kobald suggests that the group hand over the gnome so they can summon the ministry. He can summon an Illithid with the blood of the gnome. They use the ritual and summon this representative of the ministry. In every world one race has wiped out another, the genocide this is called. In every world with gnomes they have wiped out another race. Tankar asks if the ministry is evil based on the image of evil in his mind. The ministry all seem to be plane walkers.

Willowbark shows the Illithid the signs of the elements and he then draws in arrows showing who has power over whom. The ministry apparently has no idea what they are chasing after. They explain that the people of this realm have given dragons legal lord ships. He asks if they are insane. The monoliths are observation towers that are purely in use to materialise and monitor gnome activity.

View
December 22

After investigating the 3 rooms and killing the demon Phagen the party checks the room for any secret doors. Basalt finds a door in the east wall. It has no key holes, locks or any discernible way to open it. The party decide to leave it and go back to the previous level since this level is completely checked. They enter an unexplored corridor, there is an opening in the east wall. It contains a bare room with 2 rows of standing dead men.They are nearly naked except for wearing a loincloth each, they all have a topknot of hair with a bone through it. Cathbad glows and the figures all seem to step back from him, dissolving into a green substance. Glim determines that it doesnt melt people but does have a smell about it and seems to resemble blue/green algae, but its not. Tankar breathes lightning at the green substance and the algae suddenly explodes and starts expanding in size. Willowbark is quite upset at him as he has screwed everything up, partly upset and partly happy because it wasnt her that did it this time. The substance now starts to melt Kurls upper clothing. Glim casts Orb of Cold at the slime and it transforms into a green blue glass sculpture. It has stopped growing. Basalt appraises it and finds out that it is some sort of gem. Willowbark fires an arrow at it to break it down, but the arrow backfires and ricochets off the glass and hits Willowbark instead. The arrow didnt make any impression on the glass. Mimsy summons Glod to destroy it but instead he just purrs and rubs himself against it like a giant cat. Cedric casts shatter but Glod grabs her and stops her from casting. Glim tries to cast shatter, Glod drops Cedric and grabs him instead. It seems Glod has fallen in love with this green gem thingy and will do anything to stop the party from harming it. So after failing all possibilites to break the gem, the party has Glod make them a tunnel to bypass the gem. Come to a door with a card. Willowbark, unable to curb her curiosity any longer takes the card. It says RUIN. She finds she has lost all property and wealth she possesses except for any magical items and clothes she was carrying. She is quite broke now. Open door and enter another corridor with 5 doors. Again, she takes the next card which reads Knight. This card is attuned to a Knight called Sir Cecil whose mission it is now is to become her personal bodyguard, protector, servant or whatever she desires of him. It seems he will arrive in several weeks. Glim takes the next card. He has now inherited the property deeds to a small castle. Kurl takes the next card that is a star. He gains wisdom. Ortillo takes the next card which is Vizier. One time only he can use this card to contact a creature from another plane of existence and ask them one question and be given a truthful answer. Cedric takes the last card which is the sign of a skull. Mist starts forming in front of her and becomes what looks like the grim reaper. He asks her if she knows who he is and she answers yes, death. He dies, well mostly dies. It seems the card would kill anyone once she said their name, it was a one only use. With all the cards out of the doors, Basalt checks for traps in all doors, finds none. The first door is a crypt with a sarcophogus engraved with turtles and is the family seal of the Dosar family. There is lead sealing the coffin,the party leave it alone. At the second door Glim opens it and is attacked by a demon. The party go into action and dispatch it in no time but as it dies it explodes damaging a third of the party. The sarcophogus in here is cracked and contains a corpse wrapped in mouldy linen wearing a platinum death mask. Cedric casts talk to the dead. The body is that of Lady Oylala Dosar who has been dead for several hundred years. The family sent the demon down to protect the coffin from being opened as it turns out she is a vampire but all she wants to do is to go back to sleep and be left in peace. The party agree and leave her alone, shutting her back inside her coffin and the room. In the next room is a 10foot tall creature cramped inside an 8 foot room. It is quite angry that it is stuck in there and attacks the party. It has 4 arms and 4 eyes, it is a flesh gollum. After killing it, the party move on to the fourth room. Another tomb with sarcophogus that has wax seals and is purely decorative. Mimsey has Glod kick the lid open. It contains various scrolls, books and tomes containing symbols of masks on them. Mimsey takes all. When the door to the next room is opened a fanfare starts. There is a symbol with a mask on it. The room and coffin is searched and the party find a staircase inside the coffin heading down into the darkness. Tankar starts to glow and himself, Basalt and Willowbark descend into the depths. It is a 50 foot by 50 foot room filled with many sacks, urns and chests. This turns out to be a treasure room with much money hidden inside. With the whole floor now cleaned out the party go back into the manor house and find the city is now on fire. Tankar deduces that the city shows signs of a red dragon attack. They attend a city council meeting and after helping to dig out the local bank which is now under tons of rubble the party get their bounty they were promised, after everything is split up the party gets 12,027 GP each. The council asks or begs the party to go after the Dragon that ruined their town which turns out to be a Copper Dragon and deal with it and can keep anything they can find for doing so. The party now has 2 choices, go after the dragon or follow the treasure map that Glim acquired in the cellars. They enter an inn that is still standing and rest and go shopping for the remainder of the day.

View
Session 20
8 December 2013

Session 8 December 2013

The party are standing outside 3 doors in a corridor. Coming around the corner is a mighty Gelugon the ice demon. Ortillo stands to face the group and states he must battle this beast. Grip the Gelugon is about 12 feet tall and he has a long spiked tail. “Where is Ortillo”? The beast demands as he nears the group. Ortillo wastes no time and admits to his identity. Grip charges at the cleric spear in hand. The demon is tearing Ortillo apart as the others stands back. Jock has seen enough and rages into battle. If a mere moment he unleashes 3 swift attacks which hack away at the creature which seems to almost kill it then and there. The others enter the fray. After a few more attacks by his companions, Jock fells the beast with a mighty swing of his axe.

Suddenly most of the problems associated with the cards are normalised. There appears a half elf standing where the demon was. Cedric the cleric has come from another dimension. Some discussion is had to try and let Cedric know where the party find themselves and trying to figure out where she came from.

As they bring their attentions back to the immediate surroundings they all become aware of the 3 doors again. Willowbark knocks on the middle door. They pick their way in to the left of the 3 doors. They walk into what appears to be a robe room. The right room is a high priest’s robe room. Not a lot in there other than that. There is however a chamfer wood chest. Willowbark opens it and a cat jumps out and attaches to her face. Jock punches it into oblivion. It turns out it was a fairy cat so it survives and tries to leave the room. IT’S CARRYING JOCKS OTHER SOCK!

Jock goes into a rage to chase it and Tankar tries to stop it. It has run off with the one he was wearing but Jock thinks it is his missing sock. Cathbad tries to empathise with it to calm it down. The sock is enticed out of its maw with a sardine and Jock is reunited with his only footwear.

The double doors open to a temple to the god of this cult. It has been desecrated and prepared for dark and evil rituals. In the room there are candelabras that look to contain candies. They appear to be incense blocks. Willowbark is hit by lightning as she is standing next to the altar. Avarice, greed, larceny, malice, rapacity and wantonness are words written on the plinths holding the statues around the altar. Mimsy summons Glod to destroy the room as the party members leave the room.

Eventually the adventurers go around the corner that Grip walked around and they come to more doors. These doors have cards in them. Glim takes the first card. He pulls the key card which gives him a treasure map. Jock pulls the other card and is given a wish. It has happened, he summons all him mental capacity and wishes for his sock. The relic appears and he his ecstatic.

In the room beyond the party find a few items of interest and then move on. The next room has nice tapestries on the walls depicting solar and lunar eclipses. They search all the wardrobes etc. They move on again. In the next room is a demon named Phaegem who is the leader of the masks. Tankar tells him to repent and he keeps saying can’t repent he was born that way. Glim asks about the pentat and Phaegem says he can fire them then burns a message on Glim’s chest. Glim shoots a fire ball out towards him and the group.

The demon casts meteor swarm. The battle is brutal. The demon is greatly powerful. Cathbad falls in battle quickly but is healed by Cedric. After many attacks the demon tries to escape through a portal but is inexorably attacked before fleeing. Cathbad casts drown and fills his lungs with water, felling the beast. They have killed the demon. They search the room before departing. They find a wand.

View
session 19 part 2

It seems the card Glim drew from the door is a free get out of 1 situation card. Basalt unlocks the door. Tankar stops Glim from entering but he still enters anyway. There is another room and corridor with a door. The door has another card which Mimsy draws out, suddenly she gains a level. Basalt unlocks door. There is an empty room with a slab where a sarcophogus can rest. They continue down the corridor to the next door. Hacksor takes the card. In the room beyond is a roughly dug pit that has been excavated, there are various shovels, pickaxes etc laying about. They search the room and find a grave in the middle. Hacksor tries to dig it up but the party stop him. The party back tracks to the imp room and take the 1st corridor on the west. there are 3 doors all with cards in. Kurl takes the 1st card and 50 Gems start raining down on his head. Ortillo takes the 2nd card. it seems there is an ice demon called Gryp (somewhere in the dungeon) who is joined to this card and it is his destiny is to kill whomever takes this card out of its socket. Basalt draws the next card and is now wearing some boots of elvenkind which he gives to Willowbark and goes up a level. The party go through the N door. There is a corridor with various corridors running off it that lead to a storeroom. They go back and check out the S door and enter a room that is 60ft x 40ft. On the W side there is a bookshelf, E side carpentry stuff and 2 large crates which contain writing implements. On the S side there is a door that opens into an empty monks cell room. On the W wall another door with a card. Tankar draws is and looses a level. Corridor with another door and card. Tankar draws it again (doesnt know what it will do). Open door, another corridor and door with a card in, which Glim takes and every magic item he owns is destroyed. Luckily for him he uses his previous get out of situation card and everything is returned to him. Another corridor and door, Ortillo takes card, apparently the next time he confronts and defeats a powerful monster alone he will go up a level. There are 2 doors, 1st contains empty wardrobes, 2nd door has 3 wardrobes + mirror. Inside the wardrobes are black/red masks and robes and a phylactery. Basalt looks in the mirror and it cracks. Glim wears a robe and mask, nothing happens except now he looks like a Priest of Masks. Cathbad checks out the phylactery, it is empty. At the next corridor and door there are 5 suits of plate armour gilded with intricate symbols. The party moves along to the next door which leads again into another corridor. The walls and ceiling of this corridor are painted black. Cathbad gets his glow thing happening. The walls represent various eclipses and depict 2 holy days associated with masks. They continue down the corridor to 3 doors with more cards in them. Hacksor takes the middle card and is motionless. It seems his soul has left his body but the body can still obey simple commands. Ortillo takes the next card and starts feeling like doing evil things. It seems he has changed into a Lawful Evil character which the party are not aware of. Kurl takes the next card and he suddenly vanishes from sight except for all his possessions which fall to the floor. ( he has been gated into the middle of a maze on a prime material plane.) Tankar, seeing that Cathbads glow is affecting/harming Ortillo and realising that he is now evil starts a fight with him. Cathbad intervenes as someone could get hurt. 1/2 the party now know Ortillo is evil and have serious issues with him. Cathbad steps in as mediator and comes to an agreement with Ortillo and the party that if he doesn’t harm the party in any way, they will try and find a way for him to return to his previous alignment.

View
Session 19
24 November 2013

Session 24 November 2013

The group are currently all standing in the empty barracks. They have persuaded the members of the shadow society to leave. They have had a map drawn for them and the literate members of the party begin to try and figure out where to go. They assume the closest tunnel connects to the southern corridor. It does and now they can see the other unexplored tunnel further south. There are two doors on the east wall of the corridor. Jock and Basaslt open the first door. It leads in to a kitchen with three other doors on 2 walls. There is a well stocked larder and many hanging breads and cured meats. Jock loads up on meats and pork pies for the journey. The door on the far wall leads to a scullery. Another door leads to a dining room. Jock and Tankar start dancing on the table and then Jock attempts to pull the table cloth off without knocking everything over. Somehow it works amazingly well.

They find the door that leads to the privy. It smells more like a privy than any privy should. This is a sign to move on and explore the other end of the corridor. It turns out to be quite a long corridor. At the south end of the passage there is a new corridor turning east that leads to a door. They figure out this door leads to the other side of the alcove barracks from before. So the adventurers start to explore the rooms on either side of the long corridor. They go back to the northern most end and go in the east door.

In this room there is a person hanging from a noose. There is a hood over the head and the many pocketed coat is covered in bells. This room is clearly a training room for pickpockets. When they determine that there isn’t much to take they move to the next room.

The next room is full of fake doors all trapped and locked. This is clearly a room for training lock picks. Basalt goes to open the first lock without checking for traps. He is sprayed with acid and somehow manages to get even uglier.

The next room seems empty. But the floor is covered in different surfaces. Dry leaves, pebbles and cobbles etc. It is a room for training light feet and soft footfalls.

The next room is for training in the art of hiding.

The next room has tables and chairs and a lot of trunks. The trunks are full of dice, cards chips etc. It is a training room for gambling.

This next room is a gymnasium. It is a tumbling room.

There is one more room. It is full of shelves full of bottles labelled in a language none of the party can read. Actually at closer inspection Mimsy recognises it a thief’s cant language. The bottles are all herbs and poisons.

They have looked through all these rooms and go to the only door on the map they haven’t explored. It is marked on the map with many question marks. The door appears to have no handle or hinges but it does have a lock. There is a little card slot with a card in it on the other side of the door to the key hole. Jock slides the card out and his already meagre intelligence is lessoned. Tankar goes through the door and tumbles 15 feet. He stands up and gets attacked by very unpleasant, smelly creatures. The rest of the party file in and start to attack the imp like beasts. It didn’t take long and most party members actually got a hit in, but all imps are dispatched.

Willowbark leads the way through the corridor running east to west that starts on the south wall. There is another door with a card slot. This time Glim takes the risk and draws the card.

View
Session 18
10 November 2013

I apologies about the small gaps. This was the session I was in and out due to my son.

Session 10 November 2013

The party are in the city of Westgate in the forgotten realms. The group seems to have arrived here via a magic portal. There is word of a gang war brewing in the city between the Night masks and the shore patrol. They can stand to make a bit of coin if they can deal with the night masks. They have discovered that the night masks occupy the family crypt under the city and they have located one of the entrances under their family house. They should be able to enter through cellar.

A letter arrives for Jock and Willowbark reads it out. It is from Thraeko and it states he is studying what happened to his people. The letter introduced a dwarf Mimsy cave walker. She is a friend of Thraeko and will accompany the party from now on.

Tankar follows one of the lords, lord Dosar, and asks him many questions to see if he knows anything about the nightmasks. He asks for permission to access his house and the catacombs underneath.

The party goes to the house. They enter the basement and find themselves in a cellar about 20 square feet. In one wall there is a circle with an inverted triangle. Cathbad activates it and suddenly they are pitched into blackness. Glim nervously reacts and casts magic missile which accidently hits half the party.

When the dust settles a magic door appears. The adventurers go through into an alcove leading to a long corridor. Tankar investigates there in. There is a guard in the opposite room who seems to sense movement. The guard sees Tankar and attacks him. There is a fight that follows in which more guards appear. They are beaten to the last man and the final guard surrenders. In the guard room there are mundane chairs and tables but there is also a gong. Willowbark investigates the gong. The group realise their danger and try to lure her away. Whilst doing this they are aware of just how dilapidated the builing is and fear the gong could trigger a total collapse. Tankar takes the gong’s hammer and puts it out of reach in the darkness of the room. Interrogating the prisoner reveals that there are 50 people down here.

Tankar asks the guard how to get out of this. They can go find the Maharaja in a door out the corridor. Cathbad goes in search of the wizard and breaks into a dorm room and hides under a bed. There is indeed a man inside that looks a lot like a wizard. Mimsy charges in and casts fireball. She kills the wizard and 2 of the 12 guards that are in there. Before half the party can attack the guards are all felled and useless. The looting begins, the wizard was wearing a ring. He has some herbs in his pocket. The wizard was probably the Midnight Maharaja. The men here are the Sultans of Sunsets who are part of the night masks.

Tankar goes to the room which is either the lieutenant or captain’s room. In the captain’s room there is 200gp, a suit of armour, a short sword and a dagger. All items appear to be magical as well as what seems to be an invisible ring. Jock jokingly offers Mimsy the belt of gender change he is holding. She amusingly puts it on. Ethelblue will have to remove the curse again. Tankar convinces the captain to order his men to stand down from this war.

A gong sounds and a stream of soldiers starts marching past. These are the captain’s men. They are stood down and are marched out.

They come to a pristine map of the city. They move on to the treasure room. They realise the door is guarded as the captain warns them of a deadly threat. Basalt opens the door anyway.

View
27 October

After going through a portal the party arrive at night in an alley next to some docks in a town. The docks contain the usual assorted fishing boats and some war galleys. From what they can tell it has been a hot day and the evening is warm and humid and there is a smell of rotting fish in the air. on closer inspection the War Galleys are flying banners that we don’t recognise. There are people walking around. At the end of the street there are 1/2 dozen guardsmen (heavily armoured) standing around some barricades. Cathbad approaches them while the party hang back. They are in Dock street in Westgate. The town is ruled by the Lords of Westgate. Thraeko flies up to get a better perspective of the surrounding town and immediate surroundings. Westgate is on the west coast of a large sea, mountains in north and the city has forests and fields surrounding the rest of it. Glim comes up and attempts to communicate with the guards as well. They dont understand him and call a gnome guard over to talk to him. Glim is ecstatic to find another Gnome as he was told they are all extinct. He asks if the town has a library so he can study some books to learn some more languages so he can communicate better with everyone. He is given directions and he heads off. Cathbad asks more questions of Sergeant Horatio. Accomodation can be found at the Spitting Cockatrice. The merchant quarter is in the Westgate area of Westgate. There are riots occuring in town-several criminal gangs vying for control of the town and it is not safe to travel alone. The gangs are The Nightmasks, who are everywhere, wear/worship masks and are the more powerful of the 2 groups. The other is The Shore Patrol who are less organised and are usually located near the shore. There are also rumours that the Lords of Westgate are hiring people to deal with the gangs and stabilize the city. The party heads for The Spitting Cockatrice. Ethelblue senses that there is something not quite right in the city but cant figure out what. The Spitting Cockatrice is a 4 storey building with a gorgeous (apparently )1/2 Orc guarding the door, his name is Rozk. He informs us not to cause trouble while in the inn and lets us enter. They enter a large common room with a bar and a buffet table for anyone to partake of. Ortillo approaches the barkeep for info. The Guilds are getting upset over the gangs and will soon go on strike if anything isn’t done about them. The Lords are located in a citadel and you must first talk to the secretary before being admitted to see them. The party takes 2 suites for rest. The barkeep points out a Kobold sitting in the corner with a what looks like a dwarf/dragon mix person. They join the party. Outside Thraeko flies into an invisible barrier and comes to the conclusion that it is an invisible Obelisk like one the party found in a previous town. Glim finds him and brings him to the inn. Thraeko and Cathbad try to investigate the tower while everyone rests up. All they can make out is it is a structure about 120’tall. As dawn approaches the party are woken by 1/2 dozen people in pink robes singing in the common room "Morning has broken " for 22 minutes. Ortillo approaches a woman and apparently this happens every morning when they are in town. They are priests of Lothander, (god of morning). Glim joins in the singing just for the sake of it.The party finds merchants and sell everything. Glim goes to the library. The party are now in the world of Feyroun in the forgotten realms. Everyone receives 100PP, 362GP, 2SP and 8CP after giving the rest of the money to Willowbark who it seems is lacking in items so she can go shopping. (thanks to everyone.) They approach the citadel and speak to the secretary who informs them there is a 100,000 GP bounty to fix the city’s problems. The city is paralysed/shut down by the assorted gangs. He informs of 3 rules. 1-the city can’t be burnt down. 2-no merchant can be accused of anything. 3- dont rely on any militia,they wont help. He demands a sigil of our guild and the name of our party to go onto the books. The party call themselves “Warriors for Good” and Thraeko conjures up a sigil. This appeases the secretary and he appoints the party to fix the city problems. The party split up. Glim,Willowbark, Basalt and Tankar go to the Purple Lady tavern to try and infiltrate the Nightmasks. Inside the tavern there is a statue of a scantily dressed lady and about 20 people who watch their every move. Glim and Tankar approach the apparent leader. They are accepted to do a quest to see if they will be accepted or not. They have to infiltrate the Pentad (group of 5 people who rule the nightmasks) and deal with them as they see fit, as there are different factions inside the nightmasks all vying for control. They are located at the Dosar mansion on the east side of town,over the river and near the beach. They must get into the cellars where there is a secret entrance into the nightmask teriitory. Glim scouts out the mansion and talks to guard who will meet him later. Meanwhile Cathbad, Ortillo and Kurl check out the Shore Patrol. They talk once again to Sergeant Horatio who informs that the best place to try would be the Empty Fish Tavern where there might be members hanging about. Cathbad asks for a pass to talk to any jailed members in the city jail. He heads to the prison tower and makes a deal with prisoner Leonard for a bottle of alcohol for information and maybe a lighter sentence. He tells that he is “just an honest businessman” and is in jail for thumping the sergeant. He used to be in control of the shore patrol. The nightmasks are based in catacombs under the Dosar mansion. Pentad-doesnt know much about them. The Shore patrol just want to get on with things-they co operate with the city, pay taxes and all that stuff. The Shore Patrol password is Frogspawn. They have to go talk to 1 eyed Jacks who should be in control now. Meanwhile Glim and his 3 members meet the off duty gurad and Glim attempts to bribe him to be elsewhere when the party want to enter the cellar. It works, unfortunately a group of guardsmen approach and arrest them for bribery. Glim talks their way out of it with Sergeant Horatio. Elsewhere Tankar takes a bottle of alcohol to prisoner Leonard as part of Cathbads deal and sits down to help him drink it. Cathbad searches for 1 eyed Jacks at the Empty Fish Tavern. As he approaches a dead body is thrown out the door, he gives the password and is admitted. 1 eyed Jacks is at Lilders, the local brothel. After locating him, he informs that he is presently in control of the Shore Patrol and is trying to turn them into a legitimate group that can work with the city but the Nightmasks are stopping him. They are just managing to survive against the nightmasks who do alot of street crime + worship mask. He also informs of an invisible tower in the middle of the city confirming Thraeko’s earlier discovery. Both parties meet up at the Inn to discuss plans. Ethelblue goes to investigate the tower at night, he casts daarkness then true seeing. He sees the obelisk for 6 seconds, it is definately similar to the previous one the party found. Cathbad takes rat form and investigates the mansion doing some recon. He comes to the conclusion that the front door is a trap, the best way in is through either the back door or the cellar. He makes his way back to the party. They now have to decide which quest to undertake.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.