Dreams of the Slumbering Gods

Escape from the Abyss
Session 9

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Sound the Warccordion!

PCs (Players)

Astellan (Craig)
Cal (Jon)
Taarna Broodtender (Drew)
Eldrath (Nathan)

NPCs

Stitcher
Lach Morlund Guard Captain

Locations

Lach Morlund
The Lair of Summaton

Dates

Saggal 3rd

Encounters

  • 2 Kuo-toa sentries (in the entrance to the main hall)
  • 14 Kuo-toa and 1 Kuo-toa Arch Priest (in the main hall)
  • Summamaton the Aboleth (in his lair)

Rewards

  • Summamaton’s Hoard
    —700 cp
    —12000 sp
    —2800 gp
    —180 pp
    —8 art objects (2000 gp total)
    —Rust Colored Bag of Tricks
    —Gauntlets of Ogre Power
    —Ring of Warmth
    —Sentinel Shield
    —Adamantine Chain Shirt
    —Accordion of the Sewers
    —A piece of Falthon Falz’jimet’s Phylactery
  • 5000 gp from the town of Lach Morlund for returning 50 towns people and slaying Summamaton
  • -2000 gp to pay Stitcher to build an elevator to rescue the victims of Summamaton from the abyss.
  • A second piece of Falthon Falz’jimet’s phylactery (the one that Maddias willed to Cal, found in the Reeve’s secret room).

Summary

  • You travel through the tunnels of black, greasy stone following the sound of many voices chanting. Finally you come to the end where green and purple lights glow and flash in the cavernous room beyond. Sentries guard the arched gateway but they are distracted by the ever increasing fervor of the chanting. “Summamaton! Summamaton!” You manage to sneak up and dispatch them before they can sound the alarm.
  • You look into the massive room and see hundreds of kuo-toa chanting and dancing around a central pool. You cannot see the ceiling above. It extends up for hundreds of feet. You are at the bottom of the sacrificial chamber on Weeping Isle! Above them on a balcony you see the many tentacled form of Summamaton. It speaks. “Go forth and bring them to me! The people of the lake town will become my slaves! Go!” With that the hall all but vacates as hundreds of kuo-toa plunge into the hole in the center of the room. Summamaton returns to his lair leaving only a few sentries and an arch priest.
  • You assault the remaining kuo-toa and defeat them despite being heavily out numbered. You explore the chambers surrounding the hall and find fifty towns folk fused with some kind of organic prison like a horror from the boundary. You free them but they are too weak to be of much help.
  • Finally you arrive at the lair of Summamaton. He waits for you in his foul pool, surrounded by one thousand people fused into an organic prison lining the walls. They are his victims spanning thousands of years. The most recent are the townsfolk, including Marcellus’s lost brother and many of the lost members of Taarna’s tribe. In an epic battle you defeat the terrible “God” of Lach Morlund and plunder his treasures, including a necklace it was wearing. A shard of pottery on a mithril chain.
  • His victims are freed but you have no way of getting them back to the surface. Using your last remaining water breathing potions you swim out the hole in the main hall and return to the surface of the Lach.
  • Taarna and Eldrath return to town and hire Stitcher, the dwarven head of the thieves guild, to go to Weeping Isle with his crew and build an elevator to bring everyone to the surface. You learn that the town was attacked by a horde of Kuo-toa and when all seemed lost the enemy suddenly fled in terror. Without Summamaton, the spell was broken.
  • When you all return to town heroes you learn that the reeve has been slain in the fighting. He lies in state in the great hall of strong hold. You visit him to investigate. You detect a faint signature of magic coming from his private quarters.
  • Behind a bookcase in his study you find a small room. You are met with a terrible stench. You see the flesh golem, the creature that murdered Maddias and tracked you in the woods. Near it you find a black robe and a stack of papers with the familiar handwriting of Maddias. On top of the stack of papers you find the source of the magical aura, a shard of pottery on a mithril chain. The shard fits together with the piece possessed by Summamaton. The notes indicate that Maddias discovered the shard while exploring the ruin in the Duskwood. He learned that it is a piece of a phylactery to the ancient lich Falthon Falz’jimet and there are others. He was trying to find the location of the other pieces when he attracted the attention of the reeve who appeared to be in the service of Falthon.
  • You have saved the town from the dread god of the lake but have uncovered a far more powerful threat to the realm. You must track down the other shards of Falthon’s phylactery before his cultists do!
View
The Darkness Deepens
Session 8

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PCs (Players)

Astellan (Craig)
Cal (Jon)
Taarna Broodtender (Drew)

NPCs

None

Locations

Lach Morlund
The Lair of Summaton

Dates

Saggal 2nd – 3rd

Encounters

  • 1 Black Pudding and a Dark Mantle (when the black gate opened)
  • 2 Gibbering Mouthers (at the entrance to the labyrinth)
  • 4 Merrows (two each in two smaller encounters in the underwater labyrinth)
  • 1 Formorian “Super Gollum” (on the island in the Underdark)

Rewards

  • GAIN A LEVEL. YOU ARE NOW LEVEL 5!
  • 2000 GP worth of coinage, gemstones and jewelry
  • Used three potions of water breathing

Summary

  • You make your way through the pitch black tunnels of Summamaton’s lair and you come to a massive stone door, perfectly circular, fifteen feet in diameter and covered in elaborate runes and pictograms. In the center of the door is an alcove.
  • Taarna takes the statue you retrieved from the Weeping Isle and places it in the alcove. The door opens like an iris. The gloom beyond the door begins to pour through and you realize that is an acidic ooze, a black pudding. It reaches for you as a creature takes flight from the ceiling above. It is a dark mantle and it swoops down filling the room with supernatural darkness. You destroy them but not without injury.
  • You come to a second door made of stone and you find a glass statue in a black pool nearby. You use it to open the door. The floors, walls and ceiling of the room beyond appears to be made of living flesh. It pulsates as if it had a heart beat. Beyond you see a vision of Summamaton emerging from a pool of water. It speaks to you and begins to laugh. The laughter grows louder and louder until you realize that the walls themselves have grown mouths and are laughing at you. The laughing changes to gibbering as the flesh attacks. You vanquish the gibbrering mouthers but they have strained your mind.
  • You follow the vision of Summamaton into the water filled tunnels. You navigate a maze and are attacked by merrow, the tunnel guardians.
  • You emerge from the tunnels into a small lake in the Underdark. In the center of the lake is an island and on this island is a sleeping Formorian giant. You ambush the giant and manage to kill it before you completely expend all your resources and then you use the island to rest.
  • You disembowel the giant and use its intestines to store air for your journey back through the labyrinth. You emerge into another chamber. This one is filled with statues of ancient gods and and the walls floor and ceiiling are precisely carved with intricate designs. At the far end of this room is another stone door, this one with three alcoves that remind you of the ones you saw in the standing stones in the forest. You place your gifts from the gods in the alcoves and the door opens.
  • You prepare to enter the inner sanctum. In the distance your hear chanting…
View
We The Unwilling...
Session 7

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PCs (Players)

Astellan (Craig)
Cal (Jon)
Eldrath (Nathan)
Taarna Broodtender (Drew)

NPCs

Meryl
Sir Almaric of Morningshore

Locations

The Duskwood
the Pyramid of Falthon Falz’jimet
The Shuronii Village
Lach Morlund
Castle Ashbyrne
The Lair of Summaton

Dates

Saggal 1st to 2nd

Encounters

  • Two Water Weirds in the lair of Summamaton

Rewards

  • Battle axe of Sharpness
  • Two Longswords of Sharpness
  • Eigth potions of water breathing

Summary

  • You discover the medusa has tasked the village to excavate a pyramid deep in the woods. A palace from the ancient kingdom of the Vildrik’s.
  • Eldrath uses gaseous form to explore, finds a massive throne room dedicated to a powerful Vildrik king, Falthon Falz’jimet. A great gate, inlaid with adamant and mithril is barred on one end of the hall.
  • Taarna and Astellan unwillingly explore the pyramid while Eldrath and Cal head for the coast to get sea water so Marcellus the alchemist can craft potions of water breathing.

*Taarna and Astellan find the armory and gather three blades of sharpness (the only weapons remaining). They then leave through the gate in the great hall. They come to an underground river. Taarna jumps in. Then Astellan unwillingly jumps in. They are swept by the current deep beneath the Earth. Soon, they run out of air and have to resort to using their potions of gaseous form to survive. After almost an hour they arrive at the sea.

  • Cal and Eldrath reach the coast and climb 500 feet down the cliffs of insanity to gather water. They meet up with Taarna and Astellan and climb back up. You return to the Shuronii village. Marcellus crafts potions for you and you are on your way.
  • You return to Lach Morlund and find that the town has been attacked again. This time by transformed townsfolk as well as transformed members of Taarna’s tribe. They have been changed by the power of Summamaton to something other than human with mottled, amphibian-like skin and bulging pupiless eyes.
  • Almaric the Reeve implores you to save the town. Offering any assistance and you have them craft a diving bell and take a boat to the center of the lake. You dive 800 feet to the bottom and before long you find a small cave entrance.
  • You enter the lair of Summamaton and find a large air filled chamber. As you make your way inside you encounter puddles on the floor that rise up like great snakes and attack you. After fighting them off you prepare yourself to venture deeper into the cave.
View
Medusa Coup D'etat
Session 6

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PCs (Players)

Astellan (Craig)
Cal (Jon)
Eldrath (Nathan)

NPCs

Meryl
Miela

Locations

The Duskwood
The Standing Stones
The Shuronii Village

Dates

Scopris 29th to 31st

Encounters

  • Miela the medusa and two of her basilisks

Rewards

  • 5 Potions of Gaseous Form (Granted by the Wild Gods at the Black Standing Stone to Eldrath)
  • Cloak of Bear Strength (Granted by the Wild Gods at the Green Standing Stone to Cal)
  • Ring of Water Walking (Granted by the Wild Gods at the Blue Standing Stone to Astellan)

Summary

  • In the predawn light, you awaken one by one to find that the campsite is vacant. Everyone is missing but the camp looks untouched, and all the gear is still present. After some time you discover that you have all been turned invisible. But why? And what caused it?
  • A short time later you hear something crashing through the underbrush, something big. A hooded and cloaked figure, over nine feet tall arrives at the camp. It reeks of death and begins to search around, sniffing and rummaging through your belongings. Eldrath uses has magic to create distant sounds that lure it away. You’re not sure what it was, it was not undead, for it possessed no aura of evil, but the smell and the telltale stitch marks on its hands suggest that it was assembled from corpses and given some mockery of life.
  • Your invisibility dissipates and a Shuronii druid, named Meryl approaches your campsite. She appears young, but elves can be deceptively old, and a ghostly looking barn owl perches on her shoulder. She claims she turned you invisible and that that creature had been tracking you since you entered the forest. She sensed that creature meant you harm but otherwise does not know anything about it.
  • She asks who you are and why you are travelling in the Duskwood. You tell her you are tracking the Shuronii and Marcellus. She saw them pass this way perhaps only a half day ahead of you. She says approaching the Shuronii village will be very dangerous without her help, for her people have become wild and dangerous of late, now that Miela has usurped her power. Meryl suspects that Miela is an evil creature that rules the Shuronii through fear and an iron fist. If you aid Meryl in deposing her, she will help you capture Marcellus.
  • You agree and set off toward the village. You trek for hours until near mid day, you encounter a clearing that contains eight standing stones arranged in a circle, eldritch totems to the Gods of the Wild. Meryl begins to pray, as does Cal. The standing stones each venerate the eight pathways. The Green, the Red, the Blue, the White, the Black, the Grey, the Void and the Aether.
  • You receive gifts from the Wild Gods. To Eldrath, a gift from the black stone, to Cal a gift from green. To Astellan, a gift from blue, though he very nearly angered the gods greatly by attempting to place an idol of Summamaton in an alcove in the blue stone. Meryl stopped him, but it was a close thing.
  • You journey on to the Shuronii village as dusk approaches. You come up with a plan to infiltrate the village disguised as Shuronii that recently left on a hunting trip with Cal and Astellan as captives. You convince the sentries to let you in and bring the prisoners to Miela’s cave fortress. You approach her lair.
  • Her lair is guarded by basilisks, chained to either side of the entrance, their faces hooded, though they snarl as you approach, sensing you with their keen hearing and smell. Entering the lair you find it dimly lit by torchlight as a veiled woman wearing an elaborate head scarf asks who you are and why you approach while a huge basilisk lounges at her right side on the feet of the dais.
  • Wasting no words, Eldrath springs into action, cursing her with blindness. She lurches up from her throne, her veil and head scarf falling to the floor as she does. She is no elf, but a terrible monster of legend, a medusa. Her snakes for hair writhe as she screams in pain and surprise. “Kill them!” she screams, as her basilisks lunge forward. Astellan uses mage hand to keep the basilisk hooded as it charges into Cal Branford who meets the giant beast head on. Astellan nimbly runs up the dais and attacks Miela, stabbing and slashing, his daggers quick as the vipers that bite and tear at him from atop her head. Eldrath fires wicked bolts of black energy at the basilisks and Miela, to devastating effect. Cal wrestles the basilisk, trying to keep its gaze from falling on any of them. Astellan slashes Miela again and again with his daggers, but the terrible poison of the vipers begins to sap his strength. Meryl steps up to heal him as Cal and Eldrath kill the basilisks. Finally, bloody, poisoned and exhausted, Astellan plunges his dagger into Miela one last time and she falls dead. The day is won!
  • Meryl springs into action, reassuring the guards who approach after hearing the battle. She seizes power and is true to her word. She leads you to Marcellus, who is in a crows cage in the center of the village. Shuronii gather around you and cheer at their new found freedom.
View
Horror From the Depths
Session 5

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PCs (Players)

Astellan (Craig)
Cal (Jon)
Hrosvir (Charlie)
Eldrath (Nathan)
Be-Ter of Aa’ron (Jacob)

NPCs

Artas
Kenril
Keldon
Brom Bandraddon
Sir Almaric of Morningshore
Mab

Locations

Lach Morlund
Dockside
The Old Goat Tavern

The Duskwood

Dates

Scopris 26th through 29th

Encounters

  • Kuo-toa Rakka (reskinned ogre), Kuo-toa arch-priest, 4 Kuo-toa warriors

Rewards

  • GAIN A LEVEL. YOU ARE NOW LEVEL 4!
  • The Arch-Priest’s scepter (150 gp)
  • Kuo-toan jewelry (500 gp)
  • 2 recovered jars of ancient elvish wine stolen from Stitcher and resold to the Greeponi (600 gp)

Summary

  • You run for the docks as the screams of horror and clash of steel grow louder. Before long you burst upon a scene out of nightmare. Terrible monsters, their skin mottled and slimy are climbing out of the water and attacking the town. Many of the creatures are carrying polearms outfitted with wicked hoops of iron. They are snaring their victims and dragging them back into the water. The town guard is fighting back but they are outnumbered and outmatched.
  • A huge beast, easily twice the size of the others smashes a guard to pulp before your very eyes with the broken mast of a ship. Without hesitating, Astellan and Cal Branford charge in to help defend the town. They make devastating attacks against the giant creature and appear to be gaining the upper hand when Cal is struck by a bolt of lightning from the pier. An arch-priest of the dark god Summamaton, his scepter still crackling from the attack, steps forward and summons a swarm of demon visages that swirl around him, killing all they touch.
  • Cal and Astellan fell the giant beast and wade into the kuo-toan warriors, who have recently finished with the town guard. They slay many with blade and maul but the demons of the arch priest are devastating.
  • When all seems lost, Eldrath unleashes wave after wave of destructive energy slaying the arch-priest. With their leader dead and their champion vanquished, the remaining kuo-toa retreat back into the depths. The day is won! But Cal and Astellan lay dying. Be-Ter of Aa’ron and Hrosvir, delayed by that damn chicken vendor, appear and revive Cal and Astellan. As you rest and take stock of the situation, the peasant girl that you left to watch the Old Goat runs up to you and screams that the tavern is ablaze.
  • You return to the The Old Goat Tavern to find that it is almost completely engulfed. Flames are shooting from the roof and smoke billows out from every door and window. Faintly you hear a call for help in Greeponi from a barred cellar window. Three men are trapped down there!
  • You spring into action. Eldrath uses acid spray to melt the bars enough for Astellan to bend them while Cal and Be-Ter run inside. Hrosvir uses mist form to investigate the cellar. In the cellar, he finds three Greeponi present and Marcellus the Mad is missing. Hrosvir uses illusions to conjure the image of a fire demon and interrogates them. They are so afraid that they near the point of epiphany and tell Hrosvir everything. They were sent by Queen Mab as agents of the Seekers of Truth to kidnap Marcellus when they were attacked by Shuronii warriors. The Shurronii had come to retrieve their captured companion and they took Marcellus with them as well. Afterwards they locked the Greeponi in the cellar and set a blaze.
  • Cal manages to get the cellar door open but the ceiling collapses above him forcing him into the cellar as Be-ter dives out of the way. Be-ter sees an opportunity. He steals back the two surviving jars of wine that they sold to Stitcher and heads for the exit.
  • Eldrath and Astellan manage to destroy the bars enough for all to escape and you run for it as the building collapses and Stitcher and his goons are about to arrive. You make you way to the Lucky Lantern and get a room for the night.
  • The next morning you are awakened by the pounding fist of the town guard on your door. “Open up in the name of Sir Almaric!” they shout. “The reeve wishes to see you at once.”
  • You are escorted to the Ashbyrne Castle where the reeve rules in Lord Ashbyrne’s sted while he is away in Dreykar putting down a rebellion. The reeve doesn’t know whether to hang you, jail you or hire you. He received word that you had visited Weeping Isle and that almost immediately afterward their was this terrible attack on the town. Over one hundred townsfolk are missing and twenty town guard slain. You manage to convince him (and rightly so) that you are blameless in this and in fact, you helped to save the town the night before. He decides to hire you. He offers a reward of 100 gp for every towns person recovered and 200 gp for every one of those creatures slain and sends you on your way.
  • You make your way to see Mab. You learn much from her about the region but she is close-mouthed about why she wanted Marcellus or the Seekers of Truth. She tells you that if he was taken by the scarred elves then he must be somewhere further south in the Duskwood and she sends you on your way as the caravan packs up and leaves and she returns to the woods.
  • You make your way into the Duskwood and travel until night falls. Be-
    ter takes watch. One by one you awaken to find your companions are missing.
View
Dealings in the Den of Thieves
Session 4

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PCs (Players)

Astellan (Craig)
Cal (Jon)
Hrosvir (Charlie)

NPCs

Konig – one of the thieves in Stitcher’s guild
Stitcher – head of the Iron Fivers Thieves Guild
Deidre – bartender at the Old Goat Tavern
Marcellus the Mad – mad alchemist, prisoner of Stitcher’s and all around scumbag

Locations

Lach Morlund
Dockside
The Old Goat Tavern
-The Brosmor Warrens

Dates

Scopris 25th through very early morning 26th.

Encounters

  • 6 Scouts (reskinned as Shuronii warriors) in the Brosmor Warrens

Rewards

  • All participants gain inspiration for outstanding in-character roleplaying!
  • 200 GP x3 (600 GP total) for the three jars of wine acquired last session, bought by Stitcher.
    Everything Below was taken off the body of one of the Shuronil rogues that assaulted you:
  • Amber Necklace
  • Grey Green Cloak
  • 10 GP in a pouch
  • Shortsword
  • Longbow
  • Quiver with 15 arrows

Summary

  • You make your way through the dirty, narrow streets of Dockside, past the textile mills and fishmongers until you reach a run down tavern. It is three stories tall, narrower on the bottom than the top, so much so that your not sure how it has not toppled over. You enter through the saloon doors, the sound of a mediocre bard playing over the low murmur of a nearly deserted common room.
  • A large, bald brosmor with a patch over one eye bars your path and asks your names and your business. He lets you pass after a man who sits at a table behind him looks you over and gives an approving nod.
  • You buy a round of bitter, stale ale. Hrosvir chats up Deidre the bartender trying to find out information on the red bearded man. Cal Branford, not used to such environs struggles to hide his true intentions and attracts the attention of the group of men sitting at the table.
  • An iron dwarf with his beard burned off approaches you. He is Stitcher and after some small talk and winemongering, you ask him if he knows anything about your quarry. He says he does and will tell you where he is if you do a job for him. He wants you to escort a wagon of goods to the Brosmor Warrens.
  • You leave immediately, escorting the horse drawn wagon down the narrow streets of Dockside. It is driven by Konig who only speaks Baerkriggan and Ivarrian so broken it is little more than a string of obscenities supported by crude gestures.
  • You come to a small market where the path is blocked by two vendor’s carts arguing over the validity of their claims on a stall. Cal Branford buys a chicken and a piece of fruit from them both, respectively and manages to convince them to move before it comes to violence.
  • As you enter the warrens you come to a particularly narrow and deserted alley that puts you all on edge. And for good reason. You spot them. Darting amongst the chimneys and hapharzard crenellations of the warren rooftops are cloaked figures, following your every move.
  • Astellan, sensing an attack is imminent, has Konig park the wagon out of sight. Focusing his energy he calls forth the elemental power through the aether and creates an illusion of the wagon and its party. As the phantom wagon rolls down the alley you hear a war cry followed by an explosion. Jumping down from the rooftops are fierce scarred elves. The illusion vanishes and they are thrown off guard.
  • You counter attack, charging down the alley. Cal and Astellan cross blades with them as Hrosvir launches volleys of arcane power. But the scarred elves have left some of their band in reserve. Two more assailants round the corner and attack Hrosvir and Konig. The one assaulting Konig to trying to grab a small chest hidden under the seat of the wagon.
  • As you dispatch them, the last remaining thief manages to grab the chest and take off down the alley. You pursue and eventually grab him but not before destroying a chicken cart and attracting the attention of the city guards. He drops the chest and it bursts open revealing a clutch of basilisk eggs. The Shuronii wanted desperately to retrieve them. The scarred elves are fierce defenders of nature, but this level of zealotry is unlike them.
  • Konig is very pleased when you return with the eggs and an elven captive. You deliver the goods to a Brosmor medicine man (basilisk eggs are thought to be a powerful aphrodisiac) and return to the Old Goat.
  • Stitcher is true to his word and tells you where Marcellus is. He has him chained up in the root cellar where he spends his days as his prize alchemist. Stitcher hates the man and would have killed him long ago if he wasn’t so useful to him.
  • You meet with Marcellus. He tells you much about what happened the night of Maddias’s death but you sense that much of what he says is lies and half truths.
  • Eventually you call him on it and he takes a much different and sinister tone. He tells you of the day he went mad and speaks a few words of the Black Speech, the infernal tongue of devils. He learned these words when he happened upon a secret meeting on the shores of Lach Morlund. A score of dark clad figures chanting. Marcellus recognized two of them, his brother and Sir Almaric, reeve of Lach Morlund.
  • Finally, Marcellus remarks on how the creature that assaulted Maddias was interested in only one thing, the necklace that he wore. He says he will help you and tell you everything he knows if you help him escape.
  • You refuse but feed him a chicken, hoping that he will use the bones to pick the locks and free himself. Stitcher bids you farewell and says to come back again if you need work. He will have need of your talents again. You also learn that Sayden Fisk knows how to acquire devil’s weed, a rare plant that can grant you the ability to breath water.
  • You wait, hidden outside the Old Goat Tavern, covering the exits from nearby buildings. Cal recruits the street urchin woman he met that morning to watch one of the exits. Night drags on past midnight with no sign of Marcellus.
  • That is when you hear a terrible sound from the water. Alarm bells are sounding. Dockside is under attack!
View
The Abyss Stares Back
Session 3

Hellish_abyss.jpg

PCs (Players)

Taarna (Drew)
Astellan (Craig)
Cal (Jon)
Be-Ter (Jacob)
Hrosvir (Charlie)

NPCs

Jerryl Holt – the cook’s boy
Falkine of Eastingway – seneschal of Castle Azulrock
Nic “Two Blades” Eberict – fence at Two Blades Emporium

Locations

Lach Morlund
Dockside
-Two Blades Emporium
Castle Azulrock
Weeping Isle
The Great Barrow

Dates

Scopris 23rd through midday 25th.

Encounters

  • 1 Helmed Horror in the corridor north of the Great Barrow
  • 1 Flame Skull and 4 Skeletons in the sacrificial chamber

Rewards

  • 2800 CP, 1500 SP, 60 GP
  • 1 polished silver pitcher
  • 1 onyx pitcher
  • Woeden mask with silver inlay
  • Obsidian dagger from Taarna’s tribe
  • Onyx figurine of a three eyed, tentacled god
  • Suit of ancient half plate (worn by helmed horror, sold to Two Blades for 375 GP)
  • An ancient Dreykarii Slayer’s Axe (traded the Helmed Horror’s longsword for it)
  • Ancient shield (carried by the Helmed Horror)
  • Purchased two daggers with a magical aura from Two Blades Emporium for 4 GP
  • 3 jars of water (5 gallons each)
  • 3 jars of oil (5 gallons each)
  • 3 jars of wine (5 gallons each)
  • 1 jar of black powder (5 gallons)

Summary

  • You explored the corridor north of the Great Barrow, Cal setting off or avoiding cross bow bolt traps as you do.
  • You enter a large chamber to the east, pools of black water are arrayed in a grid pattern on the floor, surrounded by intricate sand paintings. This was the divination room, used by the ancient priests to consult with their ancestors. Two of the paintings have been disturbed. Investigating the pools and the sand you barely notice one of the statues in an alcove doesn’t belong. It is an ancient suit of armor that draws its sword as its hollow body begins to glow like hot coals. It rushes to attack. It is a difficult and heavily armored foe but you manage to quench the demon fire. You collect the valuable armor and sword.
  • Depleted, you leave the tomb and make camp outside. That night, as Be-Ter keeps watch, the lake water on the shore nearby begins to froth and boil. A pale, bulbous, alien head breaches the surface. It stares at Be-Ter with its three eyes and says one word “Summamaton”. Be-Ter is overwhelmed by supernatural fear and passes out. He awakens hours later in a daze.
  • You enter a room whose northern and eastern walls are covered in intricate mosaic murals. They show a journey of the ancient kings through the after life. One of the murals matches the scroll possessed by Taarna. Investigating further, Hrosvir discovers a hidden passageway behind it. You follow two pairs of foot prints into the rooms beyond.
  • The hidden passage still contains treasures of the ancient kings. You open the treasure chests and make your way to the end of the passage where you find two pitchers (one black and one silver), a Woeden mask and obsidian dagger. They are from the same tribe as Taarna. Dismayed by what this might mean, Taarna dons the mask. At the end of the passage is an open shaft of near unfathomable depth. As you peer down into it, you see a faint green flame and then hear a terrible scream. Flying out of the depths is a disembodied skull wreathed in unholy fire. Following close behind it are its skeletal entourage.
  • You fight the undead. Taarna, in a fit of rage, jumps out into the abyss and grabs the flame skull plummeting into the depths. when the skull is destroyed, she manages to jump off and cling to the side and climb out. Brutal. You crush the skeletal warriors and scatter their bones.
  • Taarna removes the mask after the fight and notices writing on the inside of it, though she cannot read it. She shows it to the others. It reads:

If you are reading this then I am dead. I hope I went peacefully and that I have had adequate time to prepare all of you for the terrible burden that I am to bestow upon you. But in my heart of hearts I know this isn’t true. You probably do not have much time.

For these long years I have kept a terrible secret. There is a great evil beneath Lach Morlund. An ancient god called Summamaton. Despite my best efforts I have been unable to stop it. I can only delay it. And I have only been able to delay it by turning to evil myself.

It demands a sacrifice. A human sacrifice. Every year, during the fall equinox I find a person whom I deem unworthy of this life and cast them into the pit you see before you. I am weak. I have fought much evil in my life but I have been unable to defeat this foe. I am sorry. For the good of the realm, continue the sacrifice or find a way to stop this horror!

  • Cal searches for the presence of evil in the pit and is overwhelmed by a terrible almost living presence that seems to leech the courage from his very soul. He is overcome and falls to the ground unconscious. While asleep, he is tormented by an alien, three eyed creature that utters a single word, “Summamaton”.
  • Shocked by what you have uncovered, you return to Castle Azulrock. After a night’s rest you continue your investigation into Maddias’s murder. Falkine, Maddias’s seneschal, questions the staff again and you find that there was a witness to the murder after all, though an unreliable one. A simpleton boy, Jerryl, the cook’s assistant.
  • You question him and learn that Maddias was carrying a bound prisoner onto the boat that night when a huge man, easily a head taller than even a Woeden, emerged from the lake and assaulted Maddias. The man reeked of death and killed Maddias easily. It took something from around Maddias’s neck and walked back into the water. The bound man eventually woke up and ran back toward town.
  • You make your way into town to investigate this new person based on the boy’s description. Cal learns of a man named Stitcher from some street urchins. He is the head of one of the thieves guilds and sounds like he might know him. Astellan fences your goods and asks the proprietor, Two Blades Nic if he knows anything about it. He says that Stitcher can usually be found at a bar called the Old Bloat on the north end of Dockside.
  • You make your way The Old Bloat to find Stitcher.
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The Tomb of the Ancient Kings
Session 2

lifedrinker_s_barrow.jpg

PCs (Players)

Taarna (Drew)
Astellan (Craig)
Cal (Jon)
Be-Ter (Jacob)

NPCs

Sayden Fisk – Fisherman
Sir Almaric of Morningshore – Reeve of Lach Morlund

Locations

Lach Morlund
Dockside
Castle Azulrock
Weeping Isle
The Great Barrow

Dates

Midday of Scopris 23rd through early evening.

Encounters

  • 3 Ghouls in a pit trap at the entrance to the Great Barrow
  • 2 Wights and 2 Spectres in the Great Barrow

Rewards

  • A scroll containing an elaborate, ancient elvish pictogram, left to Taarna by Maddias
  • An ancient elvish lyre, left to Be-ter by Maddias (restrung by Astellan)

Summary

  • Taarna and Be-Ter arrive at Lach Morlund and make their way to Castle Azulrock where they receive the items bequeathed to them by Maddias. Taarna receives a mural of ancient elvish origin and Be-ter an ancient elvish lyre.
  • Taarna and Be-Ter, anxious to follow their companions who have made their way to Weeping Isle earlier in the day, negotiate passage with Sayden, a local fisherman who is braver (and more foolish) than most.
  • Astellan and Cal explore the tomb and as they pass near the entrance see a shadow pass by and then they smell smoke. They rush outside to find their boat in flames. They fight the fire and Cal summons his great strength to capsize the boat to extinguish the blaze.
  • Shortly after, Taarna and Be-Ter arrive and help to recover the badly damaged vessel. It will float but not much more. With night falling in a few hours you hasten on into the tomb.
  • You come to a stone door that looks to have remained unopened for thousands of years. Astellan manages to defeat the lock but when he opens the door a pit trap in the floor is sprung and he and Taarna fall thirty feet into cold, black water. Be-Ter lowers a rope and begins to pull them up.
  • Three corpse eaters rise up from the blackness below and try and drag Astellan down to the depths to be eaten. Taarna and Cal dive in to help fight them off while Be-Ter strains at the rope to pull up the wounded. With the rope secure he unleashes holy fire upon them. With holy might and the grace of the All-father you vanquish these foes.
  • You make your way through the stone door into the Great Barrow. In it are scores of statues of the ancient elven kings that ruled this land during the time of the Wild Gods. Down the center line of the room are two altars, one of black stone, the other of white carved with intricate pictographs in the same style as the mural that Taarna is carrying. There is a recess in each altar that would fit the statues that Astellan possesses.
  • Astellan hastily deciphers that he should place the golden statue in the white altar and does so. He has chosen…wisely. The statue melts and fills in groves in the altar revealing a map. It is a map of Lach Morlund and an X is marked over a location of open water in the Lach.
  • Tempting fate, you insert the stone idol into the black altar. You have chosen…poorly. The guardians of the barrow awaken, two wights descend on Taarna as spectral creatures assault Be-Ter. After fierce fighting you destroy them and are left to ponder your next move.
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Mystery on the Lach
Session 1

weeping_isle.jpg

PCs (Players)

Eldrath (Nathan)
Astellan (Craig)
Cal (Jon)
Hrosvir (Charlie)

NPCs

Mab – Greeponi hermit, healer and soothsayer
Marcellus the Mad – Drunk and former alchemist
Ulvan Vowdrey – Proprietor of the Lucky Lantern Inn and Tavern
Sayden Fisk – Fisherman
Brom Bandraddon – Town guardsman
Gedron Duskwood – Proprietor of Duskwood’s Dry Goods
Sir Almaric of Morningshore – Reeve of Lach Morlund
Willem Fuller – Groundskeeper of Castle Azulrock

Locations

Lach Morlund
The Duskwood
Greeponi Encampment
Lucky Lantern
Castle Azulrock
Weeping Isle

Dates

Evening of Scopris 22nd through mid day the 23rd.

Encounters

  • 1 Ankheg – in the tunnel into the Life Drinker’s Mausoleum.
  • 4 Skeletons, 4 Zombies and 1 Giant Wolf Spider (reskinned as a poisonous zombie) – in the antechamber
  • Pit Trap, 1 Skeleton and 4 Ogre Zombies (overcome by leading into the pit trap) – in the cells

Rewards

  • All participants gain inspiration
  • A Disturbing Golden Idol (and a disturbing stone idol)
  • Maddias’s Sail Boat
  • A Shard of the Life Drinker’s Crown

Summary

  • Cal, sitting sullen at his campfire, is unaware of the Greeponi wise woman, Mab until she is sitting next to him eating his rations.
  • Eldrath and Hrosvir are travelling with a Greeponi caravan to Lach Morlund. Hrosvir is applying ghost pepper balm to his junk (created by Eldrath) after an encounter with an amorous farmer’s daughter.
  • Astellan notices the caravan during his nightly drug selling and needs to resupply.
  • You all meet and learn that you are there to deal with Maddias’s will. You make your way into town and get rooms at the Lucky Lantern.
  • The next morning you make your way to Maddias’s estate, Castle Azulrock, where you learn more about Maddias’s fate.
  • Sir Almaric of Morningshore reads the will and sees to the distribution of your items. Eldrath’s chest is empty but was supposed to contain a shard of a crown. Hrosvir’s contains a scroll that is a writ of ownership for Maddias’s sail boat, the Zephyr. Astellan is given a disturbing, amphibian-like golden idol. Cal’s chest is also empty but was supposed to contain a pendant.
  • You investigate the missing items and Maddias’s death further. You learn that Maddias died on the night of the equinox and that he routinely told his servants that they were not to go out on that night. They were to remain in their quarters.
  • Willem Fuller the groundskeeper found him the next morning and Jerryl Holt went to fetch Brom. Maddias was badly cut and bruised and his head was turned completely around. He had had a terrible fall down the stone steps.
  • You go to the boat and Eldrath notices a faint spot of blood under one of the benches. The bench had been altered. Prying the front off easily, he finds the missing shard of the crown with one word written in chalk on the planks beneath. “WEEP”. Maddias was up to something the night of his death and you suspect foul play.
  • You sail to Weeping Isle and make your way to the entrance of the mausoleum of the Life Drinker. You wade into the ankle deep, black pool in the entrance, taking caution at what might dwell beneath the water. The creature came from above. An ankheg descends spitting acid and snapping its razor sharp mandibles. You dispatch it and make your way to the stone door entry.
  • Using the shard of the crown as a key you enter the mausoleum. Before you is an antechamber where ancient funeral rites were performed. On an altar is a stone statue, like the golden one Astellan possesses. Around it are arrayed nine mummified human hearts. Cal Branford senses evil here. From off the walls come the ancient undead. Servants of the life drinker attack as you crush and destroy their hearts. They turn to dust as you fight them. As the last one dies your hear it utter a single word, “Sammumaton”.
  • You make your way further in and find a room with a treacherous false floor. You find your way across and here the clanking of chains coming from the hallway beyond. A skeletal jailer is leading four giant undead prisoners in an endless circle around the cells. They see you and attack, but they do not heed the pit. You trick them into plummeting through the floor.
  • You gather your strength and prepare to venture further into the black depths of the crypt.
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