Tag: Dungeons and Dragons

  • Group 1, Session 21: Death of a Necromancer

    Group 1, Session 21: Death of a Necromancer

    Searching for a second Lorebook has consumed much of The Five’s resources. During this search, with a goal of more power and the elimination of the Stench of Sheljar, they have acquired property in the abandoned bog city. They have earned the enmity of the Necromancer, a group calling itself the Proctors of Grace and maybe more of the GobKon. In session 21 one of those enemies dies. Spoiler alert: you already saw the headline.

    Session Notes:
    Aamar starts at the Inn. His player is present. Mo and Ajhenas start at the Temple. Their players are not present.
    Shonie is still in Telse, they think.

    Mansaray’s whereabouts are unknown. His falcon is remains at the inn, but seems aggravated lately.

    Ghost Dog on the Bridge

    As night falls Aamar is worried. His group is caught away from their inn, their safehaven, where no tunneling nightmares have appeared and no undead have come. He decides to leave the inn at night, with the blessing of Quar bringing daylight down from above.

    He walks surrounded in the bright light of noon, something foreign in Sheljar with its fog and stench. On the long bridge to the central city island he sees a spectral dog. That dog sees him and runs. The guard at the temple, Ajhenas, also notices the dog as it runs through the wall of the Library of Glight.

    Aamar, with the wisdom of Quar behind him, suggests that he join the group as they attempt to corner the Necromancer and take another Lorebook. This will also mean that The Five can use magic effectively, rather than sporadically. Ajhenas and Maurice, with their companions, head back to the inn to assure that none approach across the bridge.

    Canceled Repairs

    Samul is on the last guard. Up in the bell tower he watches. In the faint light of dawn, through the fogs he sees a couple goliath-sized skeletons approaching with wood, axes and a huge hammer on shoulder. They are accompanied by two human sized skeletons, one with a bow. They are walking towards the collapsed vestibule. They may be merely repairing the trap he’d sprung a few days prior, but they are also armed.

    “Waken,” he shouts in his Mehmd accent. “More skeletons come to the entry.”

    As the rest of the group rises, not bothering with armor, but grabbing their arms he leaps off the tower to the roof of the nave. He then leaps again attempting to chain-whip the largest skeleton. That attack hits, but throws off his balance and he falls prone, twisting an ankle.

    Prior to his allies coming he takes out one of the large walking dead. As they come the little repair crew is ravaged. They cannot stand against the combined group of mystical powers, melee and teknology. Even without their armor they are hardly wounded. Only Samul’s fall is the significant injury.

    Death of the Necromancer

    It is dawn. A few moments to eat and prepare their armor. Then the group heads back to the Library of Glight. From the ghost dog to the sealing off of other exits they know that the Necromancer is there, though he’d somehow hidden from their previous search. Now they are healed. The power of the Lorebook of Cortez is with them. Aamar’s prayers to Quar continue to gain strength.

    This portion of their quest will end for either Sheljar’s master of death, or for our heroes.

    They take a frontal assault, but upon entering the Library split up. Behn leaps upon the tops of the bookshelves. Ixnyx, Aamar and Bernie take the hall along the wall closest to Temple. Samul and Boo (in skeletal ripper form) take the center aisle. Saffron turns herself invisible, with a devious plot in mind.

    Spotted the Necromancer starts casting spells. Aamar responds. Bernie rushes the man in rather normal robes (the group already has his nicer robes and dagger from when they raided his temple-home). Ixnyx and Behn start shooting with their missile weapons.

    Samul and Boo face the spectral dog. That ghost dog charges Samul and disappears into his body. Our Mehmdian Pit Fighter is possessed. Boo runs out of range.

    Many blows are traded, some fighting the possessed body of their friend, others fighting the spell-caster, who is still weakened. Eventually Bernie, the bear, Boo, the skeletal ripper lizard, and Samul are down and out. Saffron slipped her Crown of Forgetfulness on the Necromancer as he took more blows from the rest. She also stole his folio sized Lorebook of Rohan.

    Aamar, Behn and goblin Ixnyx finish off the Necromancer in a mix of sorcery, prayer and teknology. Much healing is needed. Betwixt vials of the Everflow, Quar’s gift, and Aamar’s prayers the group heals. They flee back to their inn – as conquerors. Four zombies try to stop them and fail.

    It is over. They’ve acquired a second Lorebook and one set of robes they have yet to identify. Victory is theirs, just maybe they can control all of Sheljar soon.

  • Session Report: Shipping to the haunted north

    Session Report: Shipping to the haunted north

    Smaller merchants are willing to move goods. Those unfamiliar with local histories and legends are also more willing to move those goods to an area where normal humans would be afraid. This is the tale of a small-time merchant, rare smuggler who took a job that may beyond his abilities.

    Session Notes:
    This is a first time player who is also testing my Uncommoner concept. They started at 4th level because they will be joining The Five, eventually.
    It is also a solo session.

    Hiring

    Wandering past the Fine Market in Telse, Doceo is approached by another halfling. This one is from the west, probably Telse. She is strong, lithe. Doceo just sold a few goods that he’d picked up on the way, and has yet to approach the House of Quar.

    This new one sees the empty cart, points and offers more work. Bargaining takes place with warnings to not be followed, as there is a slaver trying to track the group down. Doceo gets a higher rate via the negotiations.

    His cart is loaded. In the next ten days he must head into Sheljar, a supposedly haunted city, to deliver some basic staples. Two messenger pigeons are sent with him and full payment will be given upon delivery.

    Attack of the Worgs

    Three nights out Doceo and his two mastiffs are attacked. As the previous nights they head well off the main road. On this eve they find some sanctuary. If not for his loyal companions Doceo’s little smuggling operation would be over quickly. But the three of them take down the two worgs. It is a rough fight and takes some time to recover. These are not normal wolves. The Western Wildes surrounding Telse are stocked with the unfamiliar.

    Feral orchards

    Another day north towards Sheljar, now half way on his journey, Doceo notices an encampment out to the east. This camp with four tents and several fires is at the edge of sight. There are a variety of races present.

    He leaves the road and heads into a feral apple orchard. Continuing on lane in the orchard that parallels the road the halfling feels undiscovered, until he notices a raven that stays about four trees in front of the small cart.

    Doceo attempts to scare it off, but all that does is get the raven to stay another few trees away. But it still shadows the cart.

    At the edge of the apple orchard there is a small rock wall that demarcation about eight inches tall. The next orchard is pears. Doceo notices the old homestead. He sets a false trail to the barn there, starting a small fire as the storm errupts overhead. The heavy rains, clouds and thunders should provide him cover.

    Then he hurries off on the real path. At the next demarcation he doesn’t have time to take down the rocks, instead he finds an old cart and uses it as a ramp. The player suggested this in a moment of player agency.

    The spaces between the vines runs east-west rather than north-south. Doceo hurries to the west and the gully at the edge of the property heads up a few lanes and then hides inside the vines. Looking back he notices two humans, a scent dog and a raven. They look confused. They’ve lost the trail and Doceo has escaped these hunters.

  • Song for Mehmd

    Song for Mehmd

    As Saffron gets to know Behn and Samul she wrote a song celebrating their homeland.

    Night pours over the rolling dunes.
    First, pink and purple, swallowing the sun-soaked sky.
    Then red to match the blood-soaked hands.
    And a whisper in the wind decries:
    nothing remains now
    except stars and scars.

    Dawn breaks the black horizon.
    We are thirst, and thirst is all we know.
    We are sand, wind, sun, and burning sky.
    We are.

    Here, in the desert,
    We cannot be claimed nor owned.
    Carried by winds,
    A mirage of heart and bone
    And memories built by hand.

    I turn toward emptiness.
    I see nothing, hear nothing.
    Yet through the silence something throbs.

    Here, in the desert,
    Ahid wraps tight around our ribs
    Preparing us for battle.
    We stand at the gates,
    Men and women,
    Myths and legends.
    Ready to fight.

    We are Mehmd.

  • Group 1, Session 18: Enter a dragon

    Group 1, Session 18: Enter a dragon

    The Five keep growing in size, but are far from completing their quest. The fogs of Sheljar have them on edge. They fear another tunneling nightmare striking their inn-home. Furthermore, the dead walk the night and there is the problem of their still hidden master wandering the bog-city.

    Session Notes:
    A guest player is here on a one-shot. They are playing a non-humanoid.
    Ixnyx remains at the inn, working on an unknown project.
    Shonie is still in Telse, they think.

    Mansaray’s whereabouts are unknown. His falcon is back with Ixnyx.

    IMG_20151202_183816186
    Inn by Stephen Joy https://twitter.com/mstephenjoy

    Stumbling back from the battle at the temple the group is weary. They fear going back to the island with the city center and its Library of Glight. Over the next day they will set a watch. Sure, the Necromancer will have some time to recoup, but the group needs the health and energy, especially if more wights or tunneling nightmare’s show.

    During their rest day Saffron goes fishing with her mage hand. Ajhenas’ heron helps gather fish as well. Samul is mourning the loss of Boo, his trusty lizard. Aamar is in the main room of the inn. Behn took a perch on top of the storage shed to paint the faint images seen through fog. Mo is up there as well.

    Encounter: Pet Shop Boys

    Limping through the thick fogs is a skeletal form. It has a spear it uses as a staff and a cape. Beside it is the ghostly visage of a massive warhound. Next to that is a tiny skeletal creature. Ajhenas is fishing at the base of the bridge and orders the skeleton to stop. This works, just short of the alarm zone.

    “Stop!” Ajhenas shouts. The skeleton and its companions stop. “Approach,” the scout from Kirtin says. A few steps forward. The start and stop commands continue. Leaning on the staff like a weak old man the skeleton does not seem threatening.

    Ajhenas mistimes his start-stop commands and the non-enemies, they cross Ixnyx’ alarm system. No longer is Ajhenas audience the two halflings on the storage shed, but the whole group, coming out into the courtyard seeing the creatures on the edge of the bridge.

    When Samul exits the building the tiny skeletal lizard sprints towards the massive gladiator, leaping up into his leather shirt’s inner pocket. This thing is, was?, Boo.

    Mo’s shortbow and Behn’s crossbow remain trained on the human skeleton. Ajhenas notices the cape is from a different light infantry unit than his own, one that was eliminated during the Awakening. Saffron asks the undying soul if it can talk, it shakes its head. She then follows up seeing if it can write.

    Through a long conversation with a skeleton carving words in the dirts of an abandoned isle the Five learn that the skeleton’s master is angry about the destruction of the temple, but extends the offer of an animated Boo as a symbol that the two parties may be able to communicate with less violence. They arrange a meeting with the Necromancer. Tomorrow, the Five will see this man across the collapsed bridge that once connected city center to the grand market. There will be a gap between the adversaries, so while missile and spell fire could happen, retreat into the fogs will be possible.

    Encounter: Enter a dragon

    With time to prepare the Five (it’s not five, but this adventuring party hasn’t named itself) build a second rope bridge over the gap between where the old massive stone bridge fell apart. That rope bridge is about 60 feet above the water. The stone bridge had a massive rise so smaller sea-worthy vessels could round the market isle.

    The also construct a couple simple defenses for the ranged fighters to use as cover. They’ll be shooting at shadowy objects through the fogs, but the cover provides some felling of safety. There are two of these. Some of the group is set to prevent a flanking action. Then they wait.

    Marching in step two banks of four skeletons walk to the edge of the bridge. Taking a knee and placing their shields in front the first row provides defense for the second row and their bowman. These are all human sized, but the skulls indicate that not all are human. Two mulkon zombies stumble forward from the rear of the military unit to the edges of the rope bridges. Their massive forms holding the giant morning stars that are common among their living race.

    These walking dead provide a defense for a large pitch black cloud of darkness that walks forward. This is powerful magic, not some mere illusion but a black that makes night seem like broad daylight. The group of adventurers is tense. If this meeting comes to violence they have a chance, Behn always thinks they have a chance.

    Greetings are exchanged. Interrupting the pleasantries is a resounding screech comes from the sky. The skeletons aim their bows up, as does the group. This is something different – a third side to the potential conflict.

    A winged form, somewhat related to the flying lizards of Mehmd comes into view, a second screech. There is a rider.

    “DRAGON!!!!!!!” screams Saffron and she sprints away, cowering in an abandoned merchant booth.

    And the fight starts. Bolts, arrows and spells fly out at the beast. The rider flings spells back. While in the air the wyvern does a spin move to avoid one of Behn’s spells. Its rider is flung aside into the water. Ajhenas runs down to the shore and Maurice leaps off the bridge chasing the stout form.

    The rest focus their efforts on the winged beast, eventually slaying it. When it dies the Necromancer and his companions are gone. That group of Behn, Samul, Boo, Saffron and Aamar look down to the water.

    Between the quick thoughts and strengths of Ajhenas and Mo they’ve captured the man. He is about 4 feet tall, with broad shoulders and a beard. He is a spell caster, once using a spell to get away from the group, but they recapture him. He has heavy armor, a hammer and is quite angry to find his mount is dead.

    While interrogated he declares that he is a “Proctor of Grace.” He displays some contempt for the “pathetic” spells used in the conflict, and disgust specifically for Behn. Some of the group take this Proctor back to their inn. The rest field dress the fallen wyvern and take its venom from the stinger.

    They now have a prisoner who can cast spells beyond what they do (he claims), wyvern parts and are no closer to learning the identity and disposition of the Necromancer.

  • Group 1, Session 17: Ajhenas in the temple

    Group 1, Session 17: Ajhenas in the temple

    The loss of Boo still haunts the group as they consider their next move in the audience of a few dozen decomposed bodies. The skeletal remains of a congregation loom over the party, their open eyesockets unmoving but seemingly following each nervous tic, every sideways glance.

    Session Notes:
    The player running Ajhenas wrote this recap. This is the first recap written from a single player’s angle and thereby gives new insights into the story.
    Samul and Maurice are absent from the session, but they remain in the temple nave. Maurice also helps open a lock.
    Shonie is still in Telse, they think.
    Mansaray’s whereabouts are unknown. His falcon is back with Ixnyx.
    Ixnyx is back at the inn setting some alarms.

    Given the disastrous, carefree door opening of Samul only moments prior, it is instead the recently revived Ajhenas who is entrusted with opening the doors of the temple. The Kirtin man still hasn’t fully recovered from the severe head injury that left him floating alone miles downriver. Silently he curses himself for not sensing the earlier trap that left much of the party injured. After due diligence, Ajhenas opens the left door into a back room, with Aamar, Behn and Saffron close behind. Injured and traumatized, Maurice and Samul wait in the rubble. Ajhenas’ heron remains outside on watch. Mitzie, Edgar and Barkley stay with the barbarian and rogue. If the skeletons animate the halfing and human will have some help.

    Beyond the door the party finds a simple set of rooms and a pair of staircases. In one room lies a table with a set of unfamiliar books; Behn notes that the books have been disturbed recently. As much of the party examines the mundane items scattered about, Ajhenas goes to a window to look more closely at the side of the church farthest from where they entered.

    To his astonishment, the thick fog that hindered their progress earlier appears to have completely lifted in the direct vicinity of the church, allowing him to see outside. There, ten yards out from the church, is a lone pole with a pennant hanging from the very top. A gruff word calls the others to the window, where no one is able to recognize the peculiar symbol adorning the flag. Behn takes note of it for later.

    By Randy McRoberts at https://flic.kr/p/oGzdYG
    By Randy McRoberts at https://flic.kr/p/oGzdYG

    Having seemingly seen all that is there to be seen, the party considers the stairs and decides to travel downwards first. Their descent leads them into pure darkness, greeted only with a nasty stench not unlike a sewer. Saffron and Ajhenas light torches in an attempt to make sense of the room, but to no avail. It simply isn’t worth the risk, and an exploration of the basement is abandoned.

    That leaves only the upwards stairs. At the top, nothing greets them save for a few more books with more strange symbols, and two more doors facing towards the back of the building. Behn presses his ear against the right-most door, and hears nothing living. Ajhenas is wary nonetheless, and opens the door with an axe at the ready. And sure enough, upon opening the great wooden wall, a wight blows by him to attack the rest of the party. In a moment of weakness, Ajhenas attempts to bring one of his trusty handaxes down on the nasty ghoul only to get it stuck in the doorframe. An encounter with the other leaves him badly wounded as a rusty sword slashes his chest.

    Behn and Aamar have similarly poor luck despite seemingly excellent preparation. An attempt to disarm the opponent leaves both Behn and this new enemy without weapons.

    Bernie, Aamar’s bear cub, rushes forth swiping at the wight attacking Behn. Saffron stands back in support. The fellow Kirtin-ite drumming inspiring beats, with secondary rhythm that place that same wight at a disadvantage.

    Calling upon his long military career, Ajhenas attempts to isolate this armed creature from the rest of the party. The cut he sustained was deep, and the man has seen how man and beast alike fare with such wounds. His shield equipped, Ajhenas pushes his attacker deeper into the room from which it came, blocking the door with his body. He attempts to push it closed behind him, but fails; a most fortuitous fail.

    In the other room, the party appears to have the wight in hand. A series of swipes and spells leave it all but defeated. Behn considers finishing it off, when out of the corner of his eye he sees the struggling Ajhenas alone, staggering with his shield high. Behn calls on one of his most powerful spells (I silently pray for good aim) and fires a bolt over the shoulder of the Kirtin man into the face of the looming creature. The wight lets out a horrific scream, barely clinging to the world of the living. Everybody looks on, anticipating that Ajhenas will run his longsword through the blight and earn his bravery.

    But the man is too weak, a lumbering strike misses wide and his body is left open to a critical strike, which falls swiftly after. Ajhenas crumples to the ground, wondering if this is the day he dies, surrounded by foreigners in a foreign land for a cause he doesn’t fully understand. He thinks of his blacksmith parents, of his bonded bird, the halls of the academy and of the many mountains he will never traverse. It’s only when he feels the healing salves on his lips that he realizes just how overly dramatic he was being.

    Helped to his feet, Ajhenas sees the smoking remains of the two vestiges of death. The man is not one who speaks, but Behn earned a few words of gratitude. Also to Saffron and Aamar, for their generous use of healing Everflow.

    By now the light struggled to survive through the island’s fog. The party checks the accompanying door, which was gratefully empty. Ignoring the remaining upwards steps the party returns to the first floor, where Behln stops just before the party reunites with Samul and Maurice. He reminds the group of the  pennant flying outside and how it appeared to repel the fog. After some discussion, Behl bursts through a window and (with help) retrieves the cloth. As soon as he does though, the fog that was held back as if by a glass bowl flows back into the empty space, and a sense of dread envelops the group along with the thick air. Replacing the pennant does nothing. Ajhenas calls for Laurel, who through speaking with Aamar informs them that a green cloud is approaching from that side of the building (and also that it’d be a very good time to leave.)

    The group reunites in the main chamber, ready to pack up and go. But the skeletons still sit in their pews, waiting for the sermon that will seemingly never come. Tired, wounded and annoyed, Ajhenas calls for the whole damn building to be burned down. But that idea doesn’t fly. Instead, Aamar sends the others on and lets forth a powerful spell from the center of the room which thunderously shatters the remaining bones.

    From there it’s a race to get off the island, away from the now apparent green cloud, and to the party’s base of operations. But as they cross the long bridges that connect the haunted village to the mainland, a bell rings in front of them. Ajhenas mentally braces himself for another fight, particularly when a goblin approaches excitedly. It’s all the party can do to keep him from throwing an axe at the monster. It makes the coming introductions between hottie Kirtin outsider and former captive turned Five member Ixnyx rather awkward.

    The green fog approaches no further, the group returns to the inn and the party settles down for rest at last.