Saturday, January 23, 2010

Episode 20: 9/26/09

The Party:
Ashelia Raminas, elf ranger-rogue/3-3
Nineve, human knight/6
Xicar, human cleric/6
Sarek, human wizard 6

We're standing over the smoldering remains of Mohrg Ondore, and we notice he has a note pinned to the inside of his jacket, along with a key.

Ondore,
You have served the Circle quite well. A pity you were not more careful. Alas, your carelessness has brought your demise early. We are still in need of you, though now, you shall serve in a much...different capacity. Your return did not go as we had hoped, but you may yet prove more valuable than we had dared dream.
Your antagonists continue to harry you, and are responsible for your current form. If you must dispose of them, do so quickly. It would be unwise to toy with them. That could draw them into the Circle's business.
When you find your mind cleared after the trauma of your rebirth in His dark Name, and capable of understanding the tasks before you, return to your ancestral manor. There, we shall contact you, no need to trouble the Circle yourself.
~Your mistress, Wanton of Nature's Pagan Forms

We collect what remains of his remains and search the cavern. We find his desk area, and it is clear that his transformation into Mohrgdom was unhinging to his mind. We find another note, along with several sketches of us, dying horrifically.

Ondore,
Do you recall the working of the ancient runes that I showed you? Of course you do. You were always so very...clever. Father Skinshaw will provide the list of proper victims for you in two days' time. Commit that list to memory and destroy it before you begin your task. Who can know how your works will shape the future? Each murder inescapably alters the destinies of us all, drawing us inexorably towards His dark designs.
The ones you sacrifice must be marked as they die, otherwise they bring little glory to His dark Name, and their souls will go to waste. You may do with any others as you please - it matters not to me. I ask only that you mark them properly, and let their deaths serve our Bleak Lord as well as your lust for murder.
~Your mistress, Wanton of Nature's Pagan Forms

There's nothing else to see here, so we climb the stairs back to the mansion basement and make our way out. As we exit the house, we notice that thousands of silent black birds are perched on all available surfaces, watching us. It's very odd, and we're uneasy, so we hurry to put some distance between us and this cursed place.

As we leave the mansion behind, the troubled sky clears and the moon illuminates the countryside - the storm seems to have vented all its wrath. Reflecting on our recent trials, we find ourselves cresting the rise overlooking the House of Lillybrook and its grounds. Suddenly there shoots through the air a resounding crack, like thunder, from the direction of that forlorn house. Turning about, we gaze as a fissure rapidly widens across the abutment of land and the antiquated structure, and much of the cliff, wavers and abruptly falls, sliding and tumbling into the churning lake below. There is a long tumultuous crashing and rumbling sound, like the voice of a thousand breaking waves - and then the deep and ominous lake closes sullenly and silently over the fragments of the House of Lillybrook.

We move on and find an abandoned farm to sleep in for the night. In the morning, we find we are all afflicted with Red Death, and Nineve has another case of Ghoul Fever. Fortunately, Xicar is able to cast Remove Disease on all of us, and we feel much better, though we still look like hell. We head back to Istivin and arrive in the afternoon. We spend the evening in the Flask and the Terrasque, a tavern on the outskirts of the city. In the morning, we approach the gates of Dura. As expected, we encounter a unit of town guards at the gate, but we slip past them.

We find ourselves in the Wealthy district. A merchant, mistaking us for common laborers, offers us 2 gp each to help him unload his fragile goods. To avoid drawing attention to ourselves, we help him out. He pays us and offers us a ride through the district. We take him up on it and find ourselves in the market district. A street urchin takes a liking to us, but Xicar puts him off. However, we manage to make our way through the district without attracting undue notice.

We next find ourselves in a poor quarter. We round a corner onto a murder scene, but we manage to slip away before being noticed by anyone. Unfortunately, we draw undue attention to ourselves while trying to leave the district, and are forced to high-tail it to the neighboring market district.

There, we spot a group of town guards up the street, but we evade their notice and exit the quarter without encountering any problems. In a civic district, we pass a paladin of Heironeous and his retinue, but fortunately he is too full of his own self-importance to notice us. We return at last to the Cabal.

We visit Mossad's office and find him hanging out with Arrad, reminiscing on old times. We give our full report. They congratulate us, but are disappointed in our lack of clues. Nonetheless, he and marten have decided to indoctrinate us into the Ritual of the Lady's Favor, in honor of our service to the Church. That evening, amidst much pomp and ceremony, we undergo the ritual and gain one action point, usable once per day! Afterwards, we show those clerics how to party!

Nineve and Sarek undergo additional rituals the next day. The following morning, an acolyte summons us to the Great Library to meet with Mossad & Advocat. They explain they've been researching the manifest I brought back. Several other crates of earth have been delivered to multiple locations around the city. Mossad would like us to investigate a warehouse and a papermill, while other agents check out other locations.

We start with the papermill on Cliffside. The Ministry of Justice is still looking for us, so we must tread carefully. We evade guard patrols, get momentarily lost in the maze of the poor quarter, and unlock a neglected door in a market district which leads to the Cogs. With their knowledge of history, Sarek and Xicar lead us through these underground passages to the slums. We slip past the gate guards and make our way to a large papermill clinging precariously to the side of a cliff. The waterwheel running the papermill is powered by a giant waterfall. The wheel itself is a marvel of engineering at 45 feet across!

We open the door, and a mill worker tries really hard to get us to leave, but we eventually convince him to let us speak to his manager. The manager is evasive to all our questions and signals his worker-thug to attack us! The "worker" charges into Xicar, pushing him into the mill machinery! As he slams into Xicar, we recognize him is Kinto Anderhoff, the one that got away. A vision of The Trumpet appears to me. It is clear that this papermill is just a front for a group of Nerullian cultists. The workers and manager (who is a cleric) suddenly don raven masks, but Sarek blasts through them with an unnecessarily massive fireball. Figuring we've alerted everyone in the building to our presence after that display, we disable the lift and run up the stairs.

We find an office area with more stairs leading to yet a higher floor. We take a moment to rifle through the desk, but don't find anything incriminating, so we kick through the double doors leading to the main room on the floor. The Nerullian cultists are ready for us. Sarek throws down another fireball, but to his great disappointment, doesn't manage to ignite any of the machinery. Suddenly, an armored Nerullian cleric appears behind Sarek and attacks. Sarek blows out the windows with another massive fireball as Nineve falls under the cleric's curse. More cultists pour in and join the cleric as the battle shifts back into the office area. The tide of battle turns against the Nerullian dogs, and the evil cleric attempts to flee, invisible. Luckily, Sarek pegs him with an old glitterstone he must've been carrying around for 5 levels! We follow him up the stairs onto the third floor of the papermill. We finish off the ringleader cleric and most of the cultists, taking some of them prisoner. The cleric, like all the cultists, is wearing a strange raven head dress called a Reaper's Mask, which we collect for the Cabal. I find a secret passageway deeper into the cliffside, and we secure the prisoners. We regroup and heal up before heading into the natural caverns revealed behind the hidden passage.

The passage descends steeply and Xicar, Nineve, and Sarek all slip and tumble clumsily down the corridor. I manage to dodge them as they crash past me, but when Xicar's shield pops out of his hand, I jump up on it and surf down the passage like Legolas, BECAUSE I CAN! It's good to be an elf.

Thus, with varying degrees of grace, we enter a stone chamber containing 2 Filge-special acid zombies and 2 (hiding) alchemical horrors. Just as we're coming to grips with Filge's pets, a shadow appears and attacks Xicar. Sarek and Xicar dissolve the shade as Nineve and I wade through the zombies and horrors.

~Ashe

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Sunday, August 02, 2009

Episode 12: 10/11/08

The Party:

Ashelia Raminas, elf ranger-rogue/2-3
Haroldur, human cleric/5
Nineve Floret, human knight/5
Sarek, human wizard/5

We're just finishing up with Filge's pets when suddenly we hear the elevator returning from upstairs! We scramble into a defensive formation. The doors open to reveal four more cultists. Fortunately, we have the tactical advantage. We corner them in the elevator and cut through them like a knife through butter. At the end of the skirmish, we hear horses and a commotion upstairs. Nineve and Haroldur head up to investigate and hold off any over-zealous authorities while Sarek and I examine the altar for evidence.

Using Improved Sift, I see a vision of Filge and a buxom shrouded female in the midst of what appears to be a reanimation ceremony. A loud crash (sounds like us) breaks Filge's concentration and the spell goes awry amidst much cursing and calamity. On the altar, we find diamonds and the remains of diamonds (about half are intact), along with a partially-charred scroll of Raise Dead. We net:

2100 gp in diamonds

I put everything into an evidence bag and we join Nineve and Haroldur upstairs.

Nineve has skillfully convinced the mounted city guardsmen of the truth - that we are here on business with the church of Wee Jas, and have captured the Sawfish Boys for assisting with illegal necromancy. We notice that Kinto is missing from our group of captives, but the other three are still there. The guards take our prisoners into custody and we are escorted back to the Ruby Temple with only moderate hassling. We check in with Mossad, heal up, and go straight to bed!

First thing in the morning, we're summoned to Marten's office. I'm pleasantly surprised to find my favorite uncle, Justice Ironbriar of the city guard, is also there. Unfortunately, my bright mood evaporates as it becomes clear he is not visiting, but in fact here under rather unpleasant circumstances. He inquires about our involvement in the deaths of Captain Tevlis and his two (secretly treacherous) guards, and a challenging conversation ensues.

The interview does NOT go well. We are implicated in the deaths, and Uncle Ironbriar, who could never be accused of nepotism, demands our arrest. Just when I think this can't get any worse, Marten uses his considerable political clout and refuses to allow us to be taken into custody, assuring the Justice we'll be secure in the custody of the church. Suddenly, the city jail is looking like a better option...

Uncle Ironbriar leaves and Marten lays into us, suspending our Keeper status! After a thorough dressing-down, we leave and meet with Mossad. He explains that he's still in our corner, and will try to get to the bottom of this complex situation. I hand over our bag of evidence to Mossad and thank him for his support. We go have breakfast in the mess and return to our quarters - only to find our things have been relocated to the acolytes' quarters! We trudge down to the common sleeping area and begin our new, mundane tasks as acolytes. Yay.

Our first task: The Potter's Field.
Cremation and entombment cost money that is rarely spent of the poor, Instead they are buried in the potter's field, left to decompose, and the graves are eventually re-used, over and over. However, it takes skill and careful cataloging to prevent disturbing previous graves that have not had time to rest sufficiently. We spend all day in the archives going over the complicated plans so we can find an appropriate resting place for this week's batch of deceased peasants. We give the burial orders, but a few days later we hear there were some problems with the plots we ordered for a few of our charges...

Next up: The Drowned Son
The eldest son of a well-respected family loyal to the Cabal has drowned in the river - they desperately want him raised as they feel he perished before his time. They cannot afford the Commune spell, nor the cost to raise him, but they are insistent. They have been loyal parishioners of the Cabal for years, and we are keenly aware that mishandling this situation could cost the Cabal valuable members. We almost feel like Keepers again as we make our way to the somber house. Through sensitivity and patient understanding, by the end of the afternoon we convince the family to let their son go.

Then, we're back to playing corpse-jenga with: Cataloging Catacomb 7A
As is to be expected, the catacombs of Whitewall become overcrowded from time to time. When this happens, acolytes are sent into older catacombs to catalog the remains therein and determine where there is room to inter additional remains. This week, that's us. We get to brush up on our Profession: Gravekeeper skills and spend several days carefully cataloging, reorganizing, and cleaning this section of the catacombs in preparation for future use.

During our "adventures in acolytism" in the Temple one day, we hear Marten curse and then stagger backwards through a doorway, clutching a fresh, bleeding wound in his shoulder. Naturally, we're intrigued. Resisting the urge to start chanting "Fight! Fight! Fight!", we sidle in closer for a better look. Moments later 31E hobbles into view, eyes red and weapon bloody! Marten sees us and demands we deal with our "rogue construct". 31E matter-of-factly informs Marten that he cannot give him the key-plate under any circumstances, and demands to be taken to the Exarch at the Grand Terminus immediately. It's a tense situation, but we tread carefully and manage to talk sense into both Marten and 31E. Marten reluctantly agrees to allow 31E to retain the key-plate, and 31E agrees to cooperate with Marten and the Cabal's clergy (on the condition that said cooperation will not violate his programmed directives). We all gain 1 influence point.

The next day we're back at it with: The Sickly Girl
A young girl is very ill and near death. We visit the home to discuss arrangements with her family and ease their grief, but while we're there, I happen to notice that she's suffering from Red Ache, the same disease that almost claimed Tamclar's wife. I bring this to everyone's attention, and suddenly our focus shifts from easing her passage to bringing her back from the brink of death! We give her family detailed instructions on how to tend to her, and with some magical assistance and our careful ministrations, in a week or two the girl recovers and the family members all become loyal followers of Wee Jas!

A few days later we are assigned to investigate: Missing Gravediggers
We receive word that several gravediggers have gone missing in Whitewall this morning. Gravediggers vanish from time to time in the Whitewall, so this isn't terribly unusual. Occasionally, gravediggers turn to tomb-robbing and attempt to make off with their ill-gotten gains! We're sent to get to the bottom of it.

When we arrive at the scene, we quickly rule out skulduggery. It looks like the workers were digging a grave when the floor collapsed beneath them. They must have breached the vault of an old crypt, not listed in the records. It appears they may have fallen in. We tie a rope to a piton anchored to the secure part of the floor and descend into the pit. We find a shovel on the floor directly under the hole, and at the other end of the room, two dazed-looking gravediggers. They don't seem to notice us, which is odd. Just as we're trying to figure out what's wrong with them, my heightened hearing detects an incoherent babbling off in the distance. It's so distracting! I'm forced to stare off blankly into middle distance while the rest of the party addresses the gravediggers.

Luckily, I snap back to reality just in time to brutally lay into an Allep. After it is dispatched, we turn our attentions towards the skeletons which start to pour into the chamber. We've got a lot on our hands, suddenly. Honestly, it's the most excitement we've had in weeks. It becomes too much for Sarek to bear. Crackling with unspent magical energy, he fireballs the place without warning, which takes care of the skeleton problem but also immolates the hapless gravediggers, unfortunately. We climb out of the vault, seal it up temporarily, and report back to the Cabal.

That evening Mossad asks to speak with us. Marten is still very irritated with us, but Moussad hates to see our skills going to waste on mundane tasks. He recommends we leave town for a while to let Marten and the general political climate cool off a bit. We agree and make preparations to leave while Mossad works on finding a reason for us to be gone.

Meanwhile, Sarek and Haroldur have also noticed some of their inconsequential personal items are missing. We're a bit concerned when we realize that someone is stealing from us. Our thoughts turn to the usual suspect - Hezzrak. We lure him out of invisibility with a game of chess, but we quickly become convinced that he's not the one behind the thefts. Sarek cleverly convinces him to help us find the culprit.

The next day, it's back to business as usual as we're tasked with cataloging the remains found in the newly discovered crypt. We toil for days and produce a accurate and beautifully detailed record of the entire area. Around this time, Sarek receives a Sending from Lazare:

"A friend, Jakardos, may have insight that can aid you in solving the mysteries of 31E37 and the Cairn. Go to Blackwall Keep."

We relay this message to Mossad. He thinks Blackwall Keep is a perfect destination - a potentially dangerous journey, but remote enough so that the trip there and back will give things time to calm down in Istivin. He tells us he'll look into this possibility.

A few days later, Mossad approaches us with a plan! Blackwall Keep is on the frontier of orc and goblin country. Because of this, detail on the Keep is dangerous and maintaining a sufficient garrison is always a concern. In fact, garrisoning Blackwall Keep is so dangerous, violent, convicted criminals are frequently offered the option to serve at Blackwall instead of going to prison - if they are still alive at the end of a two-year tour of duty, they are freed. Some choose to stay on at Blackwall and become part of the elite group of rangers which manage and run the Keep. It happens that a group of such criminals is to be dispatched to Blakcwall Keep presently, and Mossad has arranged that we are to be their escort.

Additionally, it would seem that Tamclar, who has been studying in the Temple, is running into some difficulty. Mossad has observed that our favorite dwarf seems to be struggling to balance Our Lady's tenets with the deep-seated cultural and ideological ways of his people. Noting that Tamclar is the type that prefers deeds over words, Mossad suggests that he shoud take a break from his scholastic endeavors and accompany us on our journey to the Keep. Perhaps he can find his way more easily in a forest than in a library...

We set off the next day, with Tamclar and our company of criminal scum. They're unarmed and shackled together, but there are about 50 of them. About half an hour outside of town they make their first attempt at a mutiny. Fortunately, we're able to intimidate them into submission - for now. This will no doubt prove to be an interesting journey. I lead us through the woods and we find a place to camp for the night. Just after dinner, Zolara appears to us and offers us a reading:

The Choosing:

Sarek: the Midwife
Haroldur: the Owl
Nineve: the Mute Hag
Ashe: the Queen Mother

The Spread:

The Foreign Trader-----The Dance-----The Unicorn
The Eclipse-------------The Forge------The Keep
The Joke---------------The Midwife----The Winged Serpent

~Ashe

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Episode 11: 9/20/08

The Party:

Ashelia Raminas, elf ranger-rogue/2-2
Haroldur, human cleric/4
Nineve Floret, human knight/4
Sarek, human wizard/4

We proceed down the stairs after Vander Anderhoff. Just as we're leaving, we hear armed men running to the front of the building. Captain Tevlis of the city guard, accompanied by two of his men, bursts through the door. He demands we cease and desist. We try to convince him that his goals and ours are not mutually exclusive. He concedes, but insists on accompanying and keeping an eye on us while we investigate the slaughterhouse.

We decend down the stairs and Vander is waiting for us in ambush! We rush into combat. As Nineve and I flank Vander, a vision of The Twin appears to me, and I gain a mirror image! Haroldur and Sarek take on Vander's burlier, angrier brother, Parn. Nineve eventually convinces Vander to surrender to her. Haroldur finds himself in a bad spot and flees across the slaughterhouse... only to run into another of Vander's barbarian brothers, Torkan! The cleric whittles him down eventually. In the meantime, the city guards turn on us and their erstwhile leader! Captain Tevlis, totally caught off guard, gets stabbed in the back by his own men and goes down. The guards are dealt with. Sarek also falls, but I manage to navigate the treacherous gauntlet of chutes, platforms and machinery, making it across the slaughterhouse floor just in time to save the wizard from certain doom. As the battle wraps up, we stabilize the three unconcious Sawfish brothers, time them up, and hang them by their bounds from the hook line in the ceiling. Then, we proceed deeper into the slaughterhouse in search of Lord Ondore's missing body.

As we're exploring the warrens of the slaughterhouse, we stumble upon an ogre, who attacks! He catches me on his hook, but fortunately, Nineve disarms him of his weapon before he has a chance to drop me into the mysterious vat of bubbling slime he's presiding over. As Nineve and I are battling the ogre, another stealthy Sawfish brother, Kinto, sneaks up behind Haroldur and Sarek! Nineve and I finish off the ogre and turn our attentions to the last Sawfish boy. We quickly subdue him and tie him up with his brothers.

At last, we enter a room obviously used for illegal necromancy and other foul-smelling evils. Disturbingly, the walls of this chamber are lined with familiar-looking cylinders - acid zombies! We've all been through this drill before, so rather than waiting for them to burst out and attack, I pop the cylinders from afar with my bow, and surprisingly, the zombies slump lifelessly to the floor.

Throughout, I can hear frantic chanting in an ajacent room, followed by some panicked-sounding but fluent cursing. Something must be going poorly... Suddenly, our old friend Filge the Necromancer bursts into the room. He must've heard our approach because he doesn't seem particularly surprised to see us. He animates the zombies with his familiar "Arise, my beautiful monstrosities!" line. Then he runs away like a little girl.

The battle is joined. We mow through the zombies and chase after Filge. We burst through a door farther down the hallway and find him - with some friends. Filge and a closely hooded female seem to be arguing over the shambling, reanimated corpse of what used to be Lord Ondore. Two acid zombies, massive skeletal monstrousity, and two cultists (from the shadows!) attack us. In what is becoming a disturbing trend, Filge uses foul magics to escape our wrath. The female and Lord "Shambles" Ondore escape up a concealed elevator of some sort while we are locked in a battle royale with the rear guard. Between Filge's pets, the cultists, and Haroldur's uncontrolled spider swarm, it's a tough fight, but we somehow manage to stay up and put them all down.

~Ashe

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