Ur-Hadad & Beyond

Two Men Enter

The Party at session’s start:
(H=henchman)

Artur (7 Iskurlandik cleric)
Ingvar (4 fighter)(H)
Frederic (4 venturer)(H)
Hildr (1 priestess)(H)
Oosh (7 Siccalian thief)
Krim (6 Port Scourge assassin)(H)
Kalilah (6 Skallic priestess)
Gilbard (5 Elven ranger) (H)
Horn (5 Kaasataha explorer)
Basquda (2 Thrassian gladiator) (H)
Hazaq (4 Av Arat venturer)
Ofgar (1 craft priest)(H)
Aesl’n (5 Elven spellsword)
Grumlock (G. Creepus) (5 warlock)(H)
Jhimy (4 machinist)(H)
Lippu (6 Elven courtier)
Eusebios (3 fighter)(H)
Torgall (1 paladin)(H)

Artur is escorted into the courtyard of the western tower and comes face to face with Thane Sturmssen. The Thane is a burly, heavily muscled, and horrifically tattooed berserker and he readily takes up Artur’s challenge. Seig’s housecarl Loden throws insults upon Artur. He is recognized as the coward that cut the party’s ropes when they descended into the tomb of Ulmur the Pious.

Seig equips his plate armor and fights with an enchanted warhammer. Artur draws first blood but Seig retaliates with a massive blow. Artur calls upon the might of Stirkur and Seig is held as he deals another fell blow that nearly guts Artur. The victor gathers himself and calmly decapitates the Thane.

The crowd is stunned by this turn of events. Artur claims two magic rings from the corpse but leaves the arms and armor for the Thane’s children.

Artur sends to Sakriskyn and bids Thane Stefan to come to the tower. Artur spends the rest of the day trying to explain his motives and plans to first Arnkell, then Vigulfr, then Stefan, and finally to Horn. He feels that installing Vigulfr as the new Thane of Dysvollr will help ensure peace along Sakriskyn’s north and east borders. He announces that his next step will be to travel to Iskurland and to seek an audience with the Jarl.

That night there is a great feast. The treacherous housecarl, Loden, loudly boasts about killing Kaasataha and being a generally bad person. First, Eusebius poisons his drink and then Horn stealthily drowns him while he sleeps and Horn slips out of the hall without being detected.

Meanwhile in the Sultanate, the party returns from the Orroztalani feast. Gilbard demands that they be examined for signs of poisoning. An extended examination finds no sign of illness.

Kalilah experiences various dreams and visions all extolling her to “seek the third witch”. Kalilah plans to stay behind to research her new spell but sends a note with the ship asking Artur to help her find the third witch.

Basquda has a vision of his future self, first as a slavering warlord and second as a hermit. He questions whether either of these futures are what he desires.

Oosh passes a map to the “outsider thief guild” of the vermen/local thief guild hideout.

The party sets sail for the surface. They experience several navigational mishaps and the ship is damaged and 8 light infantry are lost.

The session ends as the ship reaches the foggy lake before the cave opening to the surface. There are signs that several skittering maws are trailing the ship.

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Foreign Relations Part 2

The Party at session’s start:
(H=henchman)

Artur (7 Iskurlandik cleric)
Ingvar (4 fighter)(H)
Frederic (4 venturer)(H)
Hildr (1 priestess)(H)
Oosh (7 Siccalian thief)
Krim (6 Port Scourge assassin)(H)
Kalilah (6 Skallic priestess)
Gilbard (5 Elven ranger) (H)
Horn (5 Kaasataha explorer)
Basquda (2 Thrassian gladiator) (H)
Hazaq (4 Av Arat venturer)
Ofgar (1 craft priest)(H)
Aesl’n (5 Elven spellsword)
Grumlock (G. Creepus) (5 warlock)(H)
Jhimy (4 machinist)(H)
Lippu (6 Elven courtier)
Eusebios (3 fighter)(H)
Torgall (1 paladin)(H)

The party members spend one last week in the sultanate as Hazaq completes the sale of the trade goods.

Oosh sets up a meeting with a couple of low level thief shrooms. However, he doesn’t go to the meeting but disguises himself as a shroom and waits outside for the thugs to exit the apartment. Oosh is able to trail the shrooms to an alleyway that ends with a door.

Before the two fungi get to the alley door they spot Oosh and confront him. Moments later, the two shrooms are joined by three other thief shrooms that come from the street behind Oosh. After a few words they pull out short swords (an odd weapon for the shrooms to use) and attack. The fungi manage to land some lucky hits on the artist but nothing too severe.

Oosh figures that he has discovered his goal, the entrance to the new thieves guild. So, instead of counterattacking he runs and easily leads the five attackers into the hands of local law enforcement that send the thug shrooms directly to jail. Also, during the chase the careless thieves give Oosh one more piece of information. They speak the name “Aranka”, a possible leader of the new outlander guild.

Krim works on the ship and adds a few more hit points to the hull.

Lipu spent the time preaching to his followers.

Kalilah spoke with a mushroom dignitary and gains access to the Sultan’s library. She intends to stay behind when the others return to the surface. She hopes to create a protection vs. petrification spell.

Gilbard finds maps leading to the fabled underground realm of Olorusura (treasure of the gods), the land where an ancient race kept magical fauna.

Basquda prowls the taverns and wine bars mingling with the locals and hearing rumors. He learns that the Fane of Pain is constantly becoming a greater and greater threat. No one seems to be organizing to confront the Fane.

One day Basquda is approached by the lizardman sub-chief Lawita. She seems surprised and hurt that Basquda hasn’t caroused with the lizardman delegation. She invites him to visit their embassy. Basquda visits their embassy and agrees to a contest of arms with one of the lizardman warriors. Basquda is bested and realizes that he has become diminished in the eyes of Lawita.

Ofgar learns that the Orroztalani worship gods that come from the stars but now live in the sea. Centipedes are a common motif in their symbology.

The party decides to attend a goodbye feast hosted by the Orroztalani before returning to the surface.

At the Orroztalani goodbye feast all but Gilbard eat some black giant centipede meat. Eating the meat allows one to be able to communicate telepathically. Basquda, Krim, and Hazaq hear a "trusted” voice in their heads after eating the meat. The voice telepathically communicates that “in the future it will tell (them) the truth”.

Also, the Orroztalani give gifts for the Thane and the party ends.

Meanwhile on the surface, Artur sets out to parley with Vigulfr, the castellan of the central tower. Horn and Aesl’n council for taking precautions but Artur sets off alone on horseback.

Unbeknownst to Artur, Horn follows his trail after being made invisible by Aesl’n.

Artur is quickly intercepted by a mounted patrol and taken to Vigulfr . Artur attempts to convince Vigulfr to rise against his Thane but Vigulfr refuses. Artur even cancels the quest on Arnkell but still Vigulfr refuses to change his allegiance.

Finally, Artur commits himself to face the Thane of Dysvollr in single combat. Vigulfr is impressed by this and Artur sets out for the western tower, the seat of the Dysvollr Thane.

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Foreign Relations

The Party at session’s start:
(H=henchman)

Artur (7 Iskurlandik cleric)
Ingvar (4 fighter)(H)
Frederic (4 venturer)(H)
Hildr (1 priestess)(H)
Oosh (7 Siccalian thief)
Krim (6 Port Scourge assassin)(H)
Kalilah (6 Skallic priestess)
Gilbard (5 Elven ranger) (H)
Horn (5 Kaasataha explorer)
Basquda (2 Thrassian gladiator) (H)
Hazaq (4 Av Arat venturer)
Ofgar (1 craft priest)(H)
Aesl’n (5 Elven spellsword)
Grumlock (G. Creepus) (5 warlock)(H)
Jhimy (4 machinist)(H)

The warning horns are blown in Sakriskyn when the lookouts spot smoke rising from the lumber camps.

Aesl’n sends Jhimy with 20 men to the southern camp while he takes 20 men to the northern camp. Artur and Horn are in Ingisfjord and head towards the camps picking up light infantry along the way.

Jhimy’s detachment runs into a 25 man Dysollvr raiding party and battle commences. Jhimy deploys his infantry on the high ground and his men set spears to receive the Dysollvr cavalry charge. The recently hired siccalian heavy infantry prove their worth by destroying the first charging unit. The Dysollvr 2nd in command is amongst the enemy dead.

Despite drawing first blood, Jhimy is hard pressed by enemy cavalry on 3 sides of his small force. Luckily, Aesl’n and Artur arrive with their units and join the fray. Aesl’n uses magic to harm the enemy while his recently trained crossbowmen fire into the enemy flank.

Artur with Horn and 30 light infantry charge into the enemy flank. The enemy is reenergized when they manage to drive away Jhimy’s light infantry unit on the opposite flank.

However, the battle is won when Aesl’n uses sleep on the enemy medium cavalry unit and Artur freezes the enemy leader with a hold person spell.

The remaining raiders flee and take more losses when they are unable to evade pursuit. In the end, only 5 raiders escape back to Dysollvr. Fifteen others including the enemy leader are taken back to Pytrograd as prisoners. The heads of the slain are mounted on stakes along the border as a warning.

Artur interrogates the enemy leader Arnkell. At first, he refuses to answer Artur’s questions but his tongue loosens when Artur uses a blade and his healing powers to torture the raider.

Arnkell tells Artur that the Dysollvr Thane holds the western tower while Arnkell’s brother holds the eastern tower. Artur casts quest on Arnkell and tells him to destroy the western tower. Artur considers whether it would be possible to travel to the eastern tower and convince Arnkell’s brother (Vigulfr) to switch sides in return for allowing him to reign over the eastern portion of Dysollvr.

Meanwhile, in the mushroom sultanate, the trade mission meets with the Orroztalani trade group in their enclave. The Orroztalani put on a fine feast of what appears to be human flesh and human blood wine. The party wonders if the strangely somnambulant servants are the source of the feast.

The Orroztalani are very orderly, disciplined, and fond of adornment and art. The party spies a tapestry depicting an Orroztalani victory over the Sandlanders with the aid of an underwater benefactor.

The Orroztalani theocrat is a loquacious host and tells how they have been searching the underground for years in search of a cure for the stone plague. They feel that “the source of the contagion is close” and that they are “close to the energy that stifles them”. They also report being hard pressed by the Otengwe and the Kaasataha.

The session ends with some discussion of whether the Orroztalani and the party would benefit by cooperating in an effort to end the stone plague. The party also remain wary due to the Orroztalani motives remaining mostly shrouded in mystery.

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Three Weeks of the Carouse....dor

The Party at session’s start:
(H=henchman)

Artur (7 Iskurlandik cleric)
Ingvar (4 fighter)(H)
Frederic (4 venturer)
Hildr (1 priestess)
Oosh (7 Siccalian thief)
Krim (6 Port Scourge assassin)(H)
Lippu (6 Elven courtier)
Eusebios (3 fighter)(H)
Torgall (1 paladin)(H)
Kalilah (6 Skallic priestess)
Gilbard (5 Elven ranger) (H)
Horn (5 Kaasataha explorer)
Basquda (2 Thrassian gladiator) (H)
Hazaq (4 Av Arat venturer)
Ofgar (1 craft priest)
Aesl'n (5 Elven spellsword)
Grumlock (G. Creepus) (5 warlock)(H)
Jhimy (4 machinist)(H)

After spending roughly two weeks, in the previous session, with the party traveling to Shroomington (one week for travel, one week for Hazaq to sell the first round of goods but with no other Shroomington players taking action), the scene shifted back and forth between Shroomington and Sakriskyn. This session consisted of three weeks of in-game time (mostly used to “carouse”), which means that we ended the session at Week 4 for the group in Shroomington and Week 3 for those in Sakriskyn.

**

Sakriskyn Group

Aesl'n spent all three weeks training 15 crossbowmen.

Thane Stefan hired 10 mercenaries from Yestapol after peace broke out between the bandits and Yestapol, Eusebios spent his time training them. [?]

Horn began his three weeks by mingling among the residents of Sakriskyn and looking for guides for the upcoming raid on Garthrgnaefa and Austrgnaefa. Horn decided that he would scout the towers himself. Eventually, Horn discovered the hand signal for the towers (but not the password).

Artur began to lay the spiritual foundations for his place of worship by establishing a cadre of devout worshipers and beginning the training of a priestess of Sturkur.

Jhimy spent his three weeks getting his workshop set up and hiring (training?) engineers.

**

Shroomington Group

Upon the group’s arrival at Shroomington, they made their way to the Embassy from the Future. Once there, the group was informed that things have changed since their last visit. First, no more Sleestaks were coming to Shroomington. Second, a delegation from Orroztallan arrived recently, and they hired Dursen (the party’s former retainer/advisor). Next, they scheduled an audience with the Sultan. At court, the usual characters were in attendance (brain worm and morlocks, Xoanan, red dwarves of Aganon), but the new Orroztallan delegation were also there. The party’s audience with the Sultan included an offering of two meats….

Oosh learned of two thieves guilds that are working in the area. One is the dockworkers made up of mostly vermen and the second NEW guild is made up of Shrooms and outsiders ( Orroztalani ). Oosh also acquired a map of the underground giving us a +1 to navigation. Finally, Oosh attempted to learn more about his new magical bow by visiting the Xoanan. He engaged with the Xoanan a debate about art and managed to sell a painting for 450 gp but it did cost him 500 gp to make. Also he did not learn much about his bow from the Xoanan.

Krim was able to make some repairs to the ship the first week. The second week Krim fucked up all the repairs on the ship and ended up making a giant shroom statue that just looks like a huge penis.

Lippu continued his good work with the young mushrooms of Shroomington by further encouraging their love of song. Lippu noticed that the young mushrooms had taken to a fashion of feathers and gold. Also, Lippu tried to find his three worshippers. Orroseatl followers are not acting like themselves

Basquda

Kalilah and Gilbard both began their time in Shroomington with an eye toward better understanding the petrification affliction (each for their own reasons). As they asked around, they found out that there is an area of caverns where things turn to stone naturally on their own, where the only things that survive are creatures that petrify other things. After further inquiry, they found a couple of explorers that have have returned from those caverns. One crazy ol’ shroom in particular (Niktar) tells story of strange structures in those caverns the likes of which he’s only seen in the far eastern caverns.

With Kalilah in tow, Gilbard pressed Niktar for more information and found out that petrification is centered on gaze. Also, Niktar agreed to serve as guide should the group decide to foolishly explore the petrified caverns.

After their conversation with Niktar, the unlikely duo followed a path more geared toward Kalilah’s interests: Tribe of Xoanan. The Xoanan, when asked about petrification, encouraged both Kalilah and Gilbard to participate ecstatic, frenzied dance, which yielded nothing for Kalilah other than extreme psychic exhaustion. Gilbard only observed and was neither helped nor harmed by the experience. Not convinced that she had truly plumbed the depths of the knowledge of the Dweller of the Gulfs In Between [did I get that right, Adam?], Kalilah tried once again to “interface” with the Tribe of Xoanan. This time, they asked Kalilah to participate in a riddle tournament, in which she failed pathetically…and she learned nothing more about petrification.

Gilbard pursued a more, shall we say, practical route for information on petrification. After a small amount of digging, Gilbard found what can only be described as his tribe…ya know, if he didn’t already have an elf tribe: the Sultan’s Society for the Study of Extranormal Fauna. Here, Gilbard found a group of the Society’s members that had encountered a society deep below surface that were mammalian but more like morlocks with sight. This society kept fantastic beasts as tamed creatures, but as of a century ago, their city was deserted.


Ingvar

Torgall

Hazaq

**

Av Arat Group
Grumlock is well on his way to Av Arat to learn about the depraved shit that he specializes in.

UNFINISHED POSTWILL CONTINUE TO UPDATE

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Trade Mission

The Party at session’s start:
(H=henchman)

Artur (7 Iskurlandik cleric)
Ingvar (3 fighter)(H)
Oosh (7 Siccalian thief)
Krim (6 Port Scourge assassin)(H)
Lippu (6 Elven courtier)
Eusebios (3 fighter)(H)
Torgall (1 paladin)(H)
Kalilah (6 Skallic priestess)
Gilbard (5 Elven ranger) (H)
Horn (4 Kaasataha explorer)
Basquda (1 Thrassian gladiator) (H)
Hazaq (3 Av Arat venturer)
Aesl'n (5 Elven spellsword)
Grumlock (G. Creepus) (5 warlock)(H)
Jhimy (4 machinist)(H)

The session begins with the members of the party reviewing their bonds with each other.

Despite building nationalistic fervour demanding the return of Dysollvr to Sakriskyn, the party decides to postpone the raid on Dysollvr.

Instead, the longship is loaded up with trade goods (mostly wood with some preserved meats) and sets sail for the mushroom sultanate. Several party members stay behind to finish other business.

The ship is helmed by Krim and navigated by Gilbard. Also on board are Kalilah, Lippu, Torgall, Ingvar, Basquda, Oosh, Hazaq, and 60 light infantry serving as oarsmen.

It takes a day to find the tunnel leading underground and the ship strikes some rocks while the party crosses the foggy underground lake in search of the river mouth.

The ship is attacked by 2 skittering maws but they are easily defeated. One is slain and the other flees. The slain maw serves as rations for the crew.

The party reaches lizardman town without further incident. The lizardman leader reports that the sleestack ancestors have returned to their peacable ways. Basquda beseeches the lizardman leader to spare the lives of the sleestacks.

The party reaches the mushroom sultanate without any other significant events. Hazaq commences the sale of the trade goods.

The session ends with the party expecting that it will take several more weeks to sell all the goods. Early returns suggest the party will earn about a 50% profit.

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Rest and War Plans

The Party at session’s start:
(H=henchman)

Artur (7 Iskurlandik cleric)
Oosh (7 Siccalian thief)
Krim (6 Port Scourge assassin)(H)
Lippu (6 Elven courtier)
Kalilah (6 Skallic priestess)
Gilbard (5 Elven ranger) (H)
Horn (4 Kaasataha explorer)
Basquda (1 Thrassian gladiator) (H)
Hazaq (3 Av Arat venturer)
Aesl'n (5 Elven spellsword)
Grumlock (G. Creepus) (5 warlock)(H)

The session begins with 2 weeks rest in Geren’s Ferry while the longship is under repair.

Artur convinces some peasants to row the ship up river and many (including the shipwright) agree to move to Sakriskyn.

Oosh and Hazaq explore the local underground and discover that there is an active smuggler network bringing clay from Tengh to Port Scourge. Also, the smugglers rely on false documents and transferring ownership of the boat between crew members to make it up and down the river.

Horn and Hazaq strike a deal with Oosh to exchange their platinum for gold.

The rest of the party studies spells and their newfound magic items.

Kalilah used divination to begin investigating the petrification sickness and divined the following:
- The source of the petrification sickness is “underground.”
- Port Scourge houses the nearest magic user that can turn stone to flesh.
She also begins asking the Garrin’s Ferry townsfolk about the petrification sickness and learns that those in Mithoth (an orphan barony to west-southwest of Fallen Temosh) have been acquiring petrified bodies, revering them like saints’ relics.

Kalilah (and, later, Artur) cast divination to learn about the party’s immediate future, and their gods warn them to leave Geren’s Ferry ASAP. The party hustles everyone aboard the half-repaired longship as a party of Basran tax collectors arrive.

Artur and Lippu convince Decxa, the tax collector, to accept a 180 GP fee for every time the ship makes a round trip through Geren’s Ferry.

The longship arrives in Sakriskyn and is warmly greeted by the young Thane. The Thane is pleased to see his great grandfather’s longship.

The Thane reviews current events in the baronies. Many peasants have immigrated/defected from the neighboring thanedom of Dysvollr, including 120 light infantry. The Iskurlandik thane of Dysvollr is displeased with his people leaving and sends his envoy to Sakriskyn to protest. The Thane responds by gutting the envoy and makes preparations to annex Dysvollr.

Artur advises the Thane to consider an alternate strategy. Artur suggests a quick raid on Dysvollr to “bloody their noses” and a more lengthy campaign focused on capturing the disordered barony of Yaropol.

Artur feels this will increase the Thane’s power without risking open war with Iskurland. Kalilah suggests making contact with Tengh. She feels an alliance with Tengh can help give Iskerland pause before attacking Sakriskyn and possibly give the party access to powerful Otengwe magic.

The session ends with the party resting and forming plans for the campaigning season.

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THE BOAT! THE SUN!

The Party at session’s start:
(H=henchman)

Artur (7 Iskurlandic cleric)
Oosh (7 Siccalian thief)
Krim (6 Port Scourge assassin)(H)
Lippu (6 Elven courtier)
Kalilah (6 Skallic priestess)
Gilbard (5 Elven ranger) (H)
Horn (4 Kaasataha explorer)
Basquda (1 Thrassian gladiator) (H)
Hazaq (3 Av Arat venturer)
Aesl'n (5 Elven spellsword)
Grumlock (G. Creepus) (5 warlock)(H)

As the androgynous, four-wing, fire tentacle archangel Bowie (with tusks) watched Horn from a reasonable distance in the jungle surrounding the Sleestak ziggurat, and as it slowly moved toward him, Horn commanded the jungle plants to lift him into the trees. Bowie reacted to this by rising from the jungle floor at the same rate at Horn and began moving more quickly toward him.

Bowie introduced himself by noting, “This one is Horn,” with all the social awkwardness of a….well, a fire tentacle archangel. In an attempt to control Horn, Bowie said, “You will tell me who are the wicked ones,” but Horn resisted and left Bowie with a promise of returning with the “wicked ones.” Horn returned to the party and explained the strange encounter. Before a consensus could be reached, Gilbard bolted toward Bowie in attempt to learn more about this new species of magical fauna. Meanwhile, Lippu, Artur, and Horn returned to Bowie, who kept asking to see the “wicked ones.” Sensing little immediate danger, Horn brought the rest of the party to Bowie, including Oosh and Krim. Bowie appeared “happy” (if that is even possible) that Oosh and Krim were brought forward and said, “We will return your faulty ones to you now.” Bowie then drew the shape of cube, and Creepus and Aesl'n appeared within and then slowly descended to the ground.

Later it was revealed that Creepus and Aesl'n, while preparing to attack the thieving fairy in the god pit, were transported to a city street, and Creepus was choking a humanoid, not a fairy. (Aesl'n cast invisibility on himself.) In this city, the sky was dark and full of black stars. They didn’t encounter anyone else on the street and never found any doors to buildings. There were people in this city, but they were inside the doorless buildings. In the sky, they saw the silhouettes of winged things that were carrying people to deposit them on top of buildings and then take off. After much wandering and the return of Aesl'n to the realm of the seen, they found a ziggurat at edge of a lake, which was the first time actually saw people outdoors. The throng were chanting as if they were a part of a ritual, and as Creepus and Aesl'n approached the ziggurat, the people parted to make room for them. The people were all of the human species, but their skin tones were vibrant colors…blue, green, actual white, and the like. They ascended the ziggurat, and at its summit, a yellow-skinned man with a robe said to Creepus, “He Who Shall Not Be Named shall receive your gift now.” Creepus then brought out the Agony Pearl to drop into lake, which looked like yellow kraken underneath its surface. As Creepus presented his offering, one star in the sky became bright, and then Bowie appeared, grabbed Creepus and Aesl'n, and blasted the yellow priest with fire. Then, all at once, they were in the jungle, slowly descending to the ground. The Agony Pearl was still in Creepus’s hand.

While Creepus and Aesl'n attempted to regain their bearings, Lippu asked Bowie for help getting back to longboat. Bowie said that Lippu, “dances too closely to wickedness, to the edge of chaos” and gestured to Ooah and Krim. Bowie then asked for “transactional accord” if this request was granted. Horn spoke up and said that he would eliminate slavery on the surface world in return for Bowie’s help in finding their way back to the longboat. Then, with prophetic gravity, Bowie proclaimed, “Work always toward this endeavor, one called Horn, and our conditions have been met. You will find in time that your people live in you more strongly than you have been led to believe. In time, you will know that which your people are truly enslaved to.” Bowie also told us his name (Otlzicali), and at Horn’s behest, he identified the magical properties of the scabbarded sword from booty in the god pit (works well against wizards and sorcerers). Finally, Otlzicali cast a flare upward that made a path toward the longboat.

On the way back to the longboat while Gilbard was navigating and Horn was scouting, Horn found a small town sized walled fortress with seamless, smooth stones. Horn mapped its location, and the group agreed to move on. After finding the walled fortress in the jungle, Horn noticed a portion of the jungle where the animals were too quiet. He then noted that every animal was made out of stone and then avoided being detected by basilisk, the likely reason for the stoned fauna. The group avoid the basilisk, and kept plodding toward the longboat. Finally, Artur suffered a restless night after the basilisk encounter. The following day, Horn found a nest of large dragonflys, and the party, once again, decided to avoid the encounter.

Finally, the party found the longboat after the Sleestak ziggurat adventure (with CassiusSaghini, and Eusebios waiting)!!  Gilbard navigated while Krim helmed the ship (75 HP max, 58 HP currently). The longboat took some damage during the first watch (-1, down to 57 HP), and the crew noted that the ship would soon become unstable (at 35 HP). The first major challenge for Krim was to navigate through a fog bank. The mist was overwhelming, and it was generally humid with a deep mildew smell. The ship once again took some damage (-5, down to 52 HP), but Gilbard and Krim were able to safely guide the ship out of the fog bank. Once the air was clear of mist, there was no land to be seen. The party’s light did not extend to any type of shore or wall. It appeared as if the party had entered an underground pool or lake, and the only motion in the water was from the river they has just departed. Krim noticed that the water was, in fact, rising and that it was brackish. From this, he concluded that they ocean was near and that high tide was near. The ship shortly came upon a wall, in which was carved a Sandlander text, that said, “This is the high tide mark, and when water gets up to this level, you are 6 hours away from the low tide.” Then, there was an arrow pointing out the exit was 15 units to the left (to port). The party sailed to port and found the exit spot (similarly marked) and decided to move back to 15 unit mark to avoid getting pulled under the exit at low tide.

As the party waited for six hours, a swirling creature moved toward boat. A volley of arrows and bolts were shot at the creature, and it was dead before springing from the water. Upon examination, the creature was very large beast that looked like a cross between a shark and a centipede…a skittering maw.

As the tide got lower, it did so very fast, and Krim effectively navigated out of cave with some damage done to the ship (-7, down to 45 HP).

For the first time in a month, the party saw the light of day, but the sun was drowned in a rain storm with strong winds. The view from the longship entailed a series of sea cliffs, which seemed similar to those seen near the lichway. The party decided to ride out the storm in order to get their bearings.

As Krim helmed the ship (-8, down to 37 HP), the sea cliffs were determined to be north. Krim helms us east, and we follow the cliffs. After the cliffs recede into the shore, a low plains land emerges but then rises sharply into cliffs again. The ship bears towards the southeast, and the party saw another area of mountainous crags to the south and east that looked similar to the area around Philipol, an orphan barony of Basras (and near the site of Gilbard’s first date with his bear “friend”). Atop the cliffs, we see what looks like Philopol, and then the cliffs ease into the sandy shore where a small fishing enclave sits at the wide mouth of a river. Lippu calls out for their location, in Common, to the residents of the enclave. “This is the River Salagad,” the river that runs through Sakriskyn. Garrin’s Ferry was determined to be just up the river, and the party rows upstream to Garrin’s Ferry to dock.

Everyone pulled up a stool for a long overdue “surface meal” meal, and Hazaq asked around for a shipwright. Fortunately, he found the best shipwright in town. unfortunately, he also found the drunkest shipwright in town. And they were one and the same. After some slurred negotiation and haggling, the shipwright said that the boat can be completely repaired for 6750 gp but that it would take 15 days to do so. The party agreed to the repairs but also sent Gilbard to Sakriskyn to inform Thane Stefan Pyotrovich Arnfastr of our imminent return. As the party settled into its first day of carousing, Horn began to ask Lippu about the guano cave, which was identified on the map.

XP:
Mains – 600; Henchmen – 300

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Return to the Jungle

The Party at session’s start:
(H=henchman)

Artur (7 cleric)
Oosh (7 thief)
Krim (6 assassin)(H)
Lippu (6 courtier)
Kalilah (6 priestess)
Gilbard (5 ranger) (H)
Horn (4 explorer)
Basquda (1 Thrassian gladiator) (H)
Hazaq (2 venturer)

The session kicks off with a fight versus 3 gnome-sized creatures with bat wings, crazy shark eyes, and lots of sharp teeth and claws. They seem to be some sort of parasite that burst from the sleestak God’s skin.

One of the shark gnomes latches on to Kalilah and nearly kills her with it’s nasty claws and fangs. Luckily, all 3 are slain before she expires.

After this fight, the party hauls the magical loot out of the pit and attempts to spring the gas trap by pulling platinum ingots off the pile by pulling on a rope. This proves to be a slow tedious process and Oosh decides to try to deactivate the trap using his thiefly know-how. Unfortunately he trips the trap. The rest of the party, hauls him out via rope before he has to breathe any of the gas. Artur then neutralizes the gas and the party loads up as many of the ingots as they can.

Before leaving the pit, the party decides to try to talk to the god. Lippu swallows a potion of ESP and goes into a trance immediately. After several minutes, Oosh slaps him out of it and he describes his talk with the god.

It turns out that the god has the consciousnesses of Ogun and his two friends. Ogun God explains that the shark gnomes are creatures from a horrible dimension; the opposite of the Dreaming Dimension that the elves come from. We decide to name this dimension the Nightmare Dimension or Negative Zone.

It was then that we noticed that Aesl’n and Creepus had disappeared without a trace.

Ogun God explains that the apocalypse mentioned in the pictographs wasn’t the actions of the rebels. It was the steady encroachment of creatures from the Negative Zone that frightened them.

Ogun God tells Lippu that this apocalypse has been stopped for the time being. This gives the party a sense of closure and they load up and head down the passage that Ogun God told them it would lead out of the temple.

The party is ambushed by a mob of the ancestors when they leave the temple. Kalilah had cast tongues on Lippu and he attempts to convince the ancestors that the party are the chosen of Ogun God and that they should be allowed safe passage.

At first, the ancestors respond poorly to Lippu’s words. Lippu convinces them to escort the party back to the God pit and get the truth from “the horse’s mouth”. After the god rumbles to them, they let the party leave unscathed.

The party advances into the jungle hoping to reach the boat in 3 days. Gilbard acts as navigator and Horn takes on the role of scout.

The party has 4 encounters over the next day and a half.

The first encounter is an ambush by 11 8’ tall possum beastmen. They quickly take out Kalilah and Hazaq and swarm the rest of the party. Things look dire, but the party’s superior power and armor allows them to steadily cut down the strange beasts. The final two or three flee when their morale breaks.

Oosh and Basquda tend to their fallen comrades. Kalilah rises with minor scars but Hazaq is in a bad way with a shattered hip. Artur beseeches his God to heal the venturer and his shattered knee and hip are completely healed with no lingering I’ll effects.

The second encounter occurs at the “sports bar” the party came across on their way into the jungle. This time, Horn is unseen and spots a wraith sobbing inside the bar. After some debate, the party decides to avoid this encounter.

Later the party spots a horde of ver-men approaching. The party decides to flee from this swarm and commences a force march.

The fourth encounter is introduced as the session ends. Horn is out scouting and comes across an “Androgynous fire tentacle archangel Bowie” and it doesn’t look friendly.

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The God Pit

The Party at session’s start:
(H=henchman)

Artur (7 cleric)
Oosh (7 thief)
Krim (6 assassin)(H)
Lippu (6 courtier)
Aesl’n (5 spellsword)
Creepus (4 warlock)(H)
Kalilah (6 priestess)
Gilbard (4 ranger) (H)
Horn (3 explorer)
Basquda (1 Thrassian gladiator) (H)
Hazaq (1 venturer)

While the party licks their wounds and gulp down healing potions, Horn questions Ogun.

Ogun is impatient with the simple minded party but explains that the rebels are no longer in this time stream and are unlikely to be a threat for some time.

Ogun emphasizes the need to see if the rebels have “altered” the god of the ancestors and rushes the party down one of the corridors exiting the reactor room.

After 20 minutes, the party enters a large chamber with a massive pit in the middle. Multi colored mist and light emanates from the pit. There are three capped pillars that descend into the mist.

Ogun fiddles with nobs and the mist stops pouring out of the pit stretches out his hands before the pit and, in the hissing sleestak language, says something or other, and is immediately replied to by a deep rumbling from below. Suddenly he explains that he must leave because he’s “already here”. He pulls out a motherbox but Horn grabs it from him. After Ogun provides some cryptic answers to a couple questions, Horn returns the box. Ogun hits a button and disappears.

The party hears some rumbling from down in the pit. Lippu sings a song praising the party and the rumbling seems to harmonize with his voice. The elven contingent decide to descend via ladders set in the side of the pit. Aesl’n mentions wanting to commune with a god like himself.

The elves and Oosh descend and discover pictographs all along the walls of the pit. The floor of the pit is soft and appears to be the body of the god. They also discover that there are two alcoves full of platinum ingots and various other treasures.

Through inspection, it appears that the pictographs chronicle the history of the ancestors up to the near present. Ogun and two others are mentioned and appear to have become alarmed regarding an approaching apocalypse for the sleestaks. The party hypothesize that this Ogun must have been a “past” Ogun.

The party decides to camp out at the bottom of the pit and recover their spells. Three skinless heavily muscled gorillas attack during one watch. They are dispatched fairly easily but they badly maul Hazaq when he pulls a sword out of the pile of treasure. He is stabilized with a badly damaged knee. It remains to be seen what he was attempting by digging in the treasure.

The party uses magic to find that the ingots are trapped by a gas trap and that a suit of plate mail is cursed.

The session ends with the party uncovering an invisible creature trying to steal a reliquary. Lippu exposes the invisible creature by throwing dirt into the air.

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The Reactor Room Fight!!!

Our brave adventurers found themselves in the reactor room, whose middle section was a shaft of burning white light, surrounded by 4 mini-lighted machines (computers), and on the far wall, a bricked up larger machine, which Ogun told the group he needed to get to in order to shut down the reactor.

All the characters were looking around in differing areas when the sleestaks came in through three different entrances, including the one the adventurers just came from. In the groups were one raptor each, three regular sleestaks, and one “rebel” orange sleestak.

The regular sleestacks were quickly dispatched via a fireball and sleep. The orange sleestacks strangely seemed to “zap” out of existence as they fell, but the raptors quickly came to attack. Kalilah charmed one raptor on one side and grew it to twice its size, while Artur and Aesl’n dispatched the raptors on the other side. Bizarrely, the “rebel” sleestacks once again zapped into existence, but now they were flying, and were zapping the adventurers from a distance with force lances. More regular sleestaks appeared, and Artur went to engage them, and the enlarged raptor was convinced to attack his own friends.

Hazaq at this time, started to disassemble the bricked up larger machine while the rest of the team shot arrows at the rebel flyers.

Krim managed to strike a great blow by taking his grappling hook and swinging one of the flying rebels into the reactor, whereupon he zapped from existence. Unfortunately, he reappeared even more futuristic and even more unfortunately, they seemed to have “technological” magic, which they used to web Lippu, Ogun and G. Creepus. Another of the flying rebels were dispatched only to reappear in the newer, upgraded form. Artur mowed through more regular sleestaks, but he was bombarded by finger and toe rockets, as well as repulsor rays from the newer upgraded rebels. This is when Artur fell. At this time, more sleestak reinforcements arrived, as well as fresh raptors, who Kalilah once again charmed and grew. Both Oosh and Aesl’n had gone out to assist Artur, but Aesl’n used his staff of nullification to set Lippu, Ogan and Creepus free. However one of the new rebels webbed both Oosh and Aesl’n. Using this opportunity to line up his foes, Aesl’n pushed a lightning bolt, killing the sleestaks, injuring the raptor, and also injuring Ogun. Unfortunately, this caused the webs to start on fire, killing not only the raptor, but laying Aesl’n low.

At around the same time, one of the enlarged raptors managed to kill one of the techno-rebels, who then came back in its ultimate form. Hazaq finished unbricking the large monitor to which Ogun began using. He told Hazaq a sequence to input in one of the reactor side computers. Also, Creepus pulled a wand of paralysis from the nether regions of his robe and froze all three of the flying rebels, one after another. At approximately the same time, Ogun and Hazaq finished inputting the sequences (Hazaq forgot the last of the sequence, but still managed to get the computer set), which shut the doors of the reactor room, and finally shut down the reactor, at which time the rebel sleestacks vanished from existence.

Both Artur and Aesl’n decided not to test fate and used the big result (d30) die, and both awoke with no lasting injuries and 1 hit point. They both saw the shadows of past dead compatriots, but had no lasting wounds from this small death.

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