Showing posts with label temple of the black goat. Show all posts
Showing posts with label temple of the black goat. Show all posts

Friday, June 4, 2010

Fruit and Milk of the Maggu Mani

Fruit of the Maggu Mani:A mass of alien biological matter occupies the area in front of the statue, and small patches of the stone altar atop which this material grows can be glimpsed. This strange live resembles gooey yellow-purple polyps the size of cantaloupes. They grow in clusters like grapes and are covered with a slick, sticky film. This material is a plat native to Nihil and was brought down by the Overpriest to serve his nutritional needs. The strange fruit can be either profoundly stimulating to the human body—or a deadly poison. Anyone eating one of the polyps must save vs. poison. If failed, he perishes horribly. If the save is made, however, he gains 1 point of CON permanently. There are enough fruits here for ten (10) such meals. They rot quickly after being plucked (within 4 hours).

Milk of the Maggu Mani:This grey fluid is the milk of Ishnigarrab him/herself and produces strange effects on living tissue. Anyone who samples this liquid must make a save vs. poison. If successful, the drinker immediately gains the benefits of a full day’s food and heals 1d3 points of damage. If the save is failed, they undergo a spontaneous transformation. Roll on the table below:

1

1d4 sightless eyes grow on the drinker’s hands

2

A second mouth sprouts from the drinker’s throat. This mouth can only make whimpers and horrid smacking sounds.

3

Hair follicles secrete urine regularly

4

Drinker’s mouth fills with puss-containing blisters and boils. Drinker can breathe through nose but cannot eat or drink.

5

Wormlike tendrils sprout from the drinkers nostrils.

6

Drinker’s body absorbs a random body part – 1: left arm; 2: right arm; 3: left leg; 4: right leg; 5: sex organs (male) or breasts (female); 6: head (this is fatal).

Roll each time the liquid is drunk, rerolling on duplicated results. If the character is afflicted by all six effects and continues to consume the liquid, each additional failed save results in the PC losing 1d4 points from a random ability score. Any score reduced to 0, the character is reduced to a viscous puddle of proto matter and is slain.

Once a save is failed, the drinker develops a craving for the liquid and will continue to sample it unless prevented by physical restraint. Once the character has drank the liquid a number of times equal to 20 minus his CON, his cravings are permanently satiated—provided he survives the process.

Monday, May 24, 2010

Watchfires & Thrones: Session #9

Session 9 The adventurers returned to the gore-streaked refectory where they had ended their previous expedition into the undercroft of the pyramid. Doors in the southern and eastern walls waited to be breached and, having long ago decided that when all choices seem equal to go left, the party entered the southern door.

Opening this valve unleashed a horrific stench of putrescence, one so foul that Baragkus was overwhelmed by the almost physical odor and vomited his recently-consumed meal of trail rations upon the slimy flagstone floor. The room beyond contained a rotted kitchen—one decorated by rotting mortal remains. In the far corner, a gaunt, fanged creature gnawed upon the maggot-infested arm of a man. It leaped up and streaked towards the party with leonine agility and speed, but was brought down by two well-placed arrows to the throat and head before it could close the gap. A careful search of the horrendous kitchen uncovered a leather bag filled with many electrum shekels concealed in the rancid oven and a small, much-flawed diamond amongst the broken crockery.
Shadowy Referee Returning to the refectory, the party investigated the chamber beyond the eastern door and found a dusty dormitory. The room had already been tossed, and the pallets and footlockers were empty and much distressed. A door stood in the southern wall of the chamber, its wooden surfaced gouged by skeletal claws and ragged nails, but still intact. A path in the dusty floor led from that door to the one through which the party had entered, but even Kyrinn’s skill at tracking was insufficient to identify the marks. Nevertheless, he was able to ascertain that they were not created by boot-shod feet.

Failing to turn up anything of interest in the chamber, the adventurers moved to that southern portal and Baragkus, with great impetuousness, forced the door open without care. As it swung ajar, the party watched in horror as a small blue-black crystal fell to the stone floor before them. A nearly invisible wire had held it in place between the door and the jam. The crystal shattered on impact and a concussive blast and flash of blinding light swept over the party. The first two ranks of the group took the brunt of the blast and both Kyrinn and brash Baragkus were knocked senseless by the explosion.

The chamber beyond was once the quarters of two of the temple’s priests and contained the normal array of bedsteads, chests, and closets. Rugs were rolled against the wall as if to clear passage to the door that stood in the far wall of the room. The adventurers rightfully deduced that the sound of the concussive blast would have alerted whoever was lurking beyond that door so, after making sure that Kyrinn and Baragkus were still living, the fighting men took position up before the door.

Mars Markus yelled for the inhabitant of the room to come forth less he, she, or it wished to face the “twenty men we have here” in combat. Silence was the only answer.

Having given fair warning, the party moved into action. Finding the door locked, they tried the ring of keys they discovered in the pyramid above and managed to unlock the portal. However, the door was barricaded and it took both Domdull’s and Syl’s combined efforts to break open the door—which unfortunately left them in a vulnerable position against the creature who lay in ambuscade.

The chamber was a workroom of sorts. Tables littered with shards of crystal, odd colored sands, snips of wire, glowing rods, chips of stone, and weird tools occupied much of the room. It was the purple-robed thing that stood in the distant corner which occupied the charging adventurers’ attentions, however.
Ocythoid Battle Its face was a wriggling mass of tentacle-like feelers and milky white, pupil-less eyes glared at the intruders. In its many arms were serrated blades and a small rod-like weapon. As the door opened under Domdull’s and Syl’s attack, the creature’s facial feelers drew an intricate pattern in the air and a blast of cold, raw power swept over the front ranks. Syl was struck motionless and half-blocked the doorway, but the others shrugged off the incantation.

Domdull charged forward into the room while arrows and eldritch bolts flew from the back ranks to strike their weird target. Rynn the dog rushed in on Domdull’s heels to join the fray.
Get 'em Domdull & Rhynn! The creature coldly pointed the short rod at Domdull’s chest and a violent explosion threw a glowing bolt at the fighter, but it whistled harmlessly past the fighter’s ear to impact on the wall behind him. As the fighter and hound closed the distance, the creature seemed to weigh his choices before his tentacles twitched again and a glowing 10’ x 10’ portal opened in the air beside him. Through the eldritch doorway, night-shrouded ruins were visible and the party’s strange foe moved to step through the arcane doorway to whatever place lay beyond.

Domdull threw himself at the creature in an attempt to tackle it to the ground, but it sidestepped the fighter on many tentacle-like feet, causing the dim-witted warrior to crash into the worktable and collide with a chest that sat beneath its wooden surface. Rynn the dog snapped at the robe-clad monstrosity without success and a barrage of missiles tried to stop its flight, but all were unsuccessful. The creature vanished and the party watched as the portal silently closed in its wake.

Although this creature inspired many questions, they were insufficient to keep the party from quickly dismantling the room and taking anything and everything which might have some value. A large bath-like basin occupied one section of the room and, although it was too large to haul away, a sample of the silver syrup which filled it was taken. The chest which had been discovered by Domdull’s head was pulled out from underneath the worktable and its surface, crafted from an odd unrecognizable metal, was considered. A simple latch held the lid shut but eight ½” holes were drilled into the lid and had no easily identifiable purposed. Domdull attempted to open it by striking it with his sword, but the blade just bounced off the latch—and left the strange metal unmarred. Tigir stepped up and flicked the latched open—after all, it seemed simple enough—only to feel a sharp pain as the poison pin it concealed slid into his flesh. After ten minutes of convulsions, the sorcerer expired on the cold floor, proving that if the referee takes the time to draw a picture of the chest and indicate its features, it’s most likely trapped and should be approached with caution.

Now disarmed at great cost, the chest was opened to reveal a sizable cache of silver, gold, and platinum. While the gold and platinum were of local minting, the silver coins were each octagonal and bore the regal visage of a tentacle-faced creature of the same ilk as the one which had just departed the chamber by mystical means.

With all the chamber’s secrets unveiled, the party briefly debated the wisdom of submerging Tigir’s lifeless corpse in the vat of silver syrup, but the majority decided against that course of action and his body was slung onto the single mule which had accompanied the party on their underground exploits. The group backtracked to the surface to unload the loot and the dead and grab another mule to pack the library from out of the pyramid’s sublevel.

Unhindered by encounters, the library was easily retrieved and redistributed amongst the six mules in the walled courtyard. With the pyramid soon to be a dim memory, Malbane and Anwar went to take one final look at the odd plant and fruit which grew atop the temple’s altar. They carefully harvested the ten polyp-like globules and stowed them in sacks, but Anwar decided to taste the strange fruit. At first there was no reaction, but he soon began twitching and convulsing as Malbane watched, fascinated. After ten minutes, the convulsions ended and the swarthy sorcerer felt much better. Malbane, however, keep a close watch on his fellow spell-hurler, as he suspected something untoward might have occurred.

Once the sorcerers had rejoined the party, a small group climbed the pyramid to view the surrounding territory and check for any remaining secrets. The structure held but a simple iron bowl where offerings were once burnt, but its great height allowed the adventurers to identify several landmarks in the vicinity. To the north, the land continued to rise until it reached a chain of mountains. The dry riverbed which ran past the temple grew wetter until a small stream or river was visible closer to its undiscovered headwaters. To the west, the land descended into a arid meadow, one punctuated by a table-like plateau topped with small hills. To the east were more dry hills, but to the northeast, a crumbling tower was sighted atop one of those hills. Looking southeast, the party spied the top of an intact tower protruding from a hill-ringed bowl or basin. From its location, this was likely the home of Ch’uk and the other Low Men. The group descended and finally, after many deaths and much treasure, put the Temple of the Goat behind them for good (supposedly).

The trip back to Rhuun was mostly uneventful. The party was shocked to discover that the polyp-like fruit that Malbane and Anwar had harvested rotted just hours after leaving the temple, much to the dismay of Malbane, who had decided to sample the fruit himself once they had returned home. It was at this time that it was revealed to the players that Anwar’s eating of the alien fruit had resulted in a permanent increase of his CON by a single point. The nine other opportunities for others to increase their health were now so much acrid pulp rotting under the desert sun.

After returning to town, the party sold their acquired jewels and gems to their now-regular jeweler, Seno Harka, who was unable to identify the strange metal from which the skeleton’s lozenge and treasure chest were formed. He asked to hold onto it for a few days while he consulted some fellow experts. Syl discovered that his exploits were sufficient enough to seek training at the hands of a weapons-master and embarked on three days of instruction.

A party consisting of Malbane, Habdazar, and Fanta ventured to the tower of Jathal the Hexmaker, as they had many questions regarding the strange creature they fought in the pyramid’s sublevel and wanted to see if the sorcerer could also identify the silver coins and an oddly lightweight stone they had found amongst the workshop table’s implements.

After almost inadvertently insulting the sorcerer with a lack of patience on his doorstep, they were finally granted an audience. They showed Jathal their booty and told their tale. The Hexmaker identified the creature as an ocythoid, a decaying race that dwelled upon the lesser moon of Nihil. An enigmatic species, he could not even guess at what purpose it might have in the temple. He was able to identify the coin and stone as products of Nihil, and hazard to guess that the odd plant they had discovered was as well, judging by the rate of the fruit’s decay once separated from the vine.

The party also learned a trivial fact, but one which may serve them in the future. Magical portals that lead to other worlds are almost always vertical when invoked, hanging in the air like doorways. Portals that lead to another locale on the same world, however, are nearly always horizontal and must be stepped into or pulled over one’s form to work. Judging from the glowing doorway that the ocythoid had conjured, it likely terminated somewhere on the Rotted Moon overhead.

The party regrouped back at their rented home and planning for their next expedition began. Although still in debate, it seems likely that they will soon be headed to the Black Gut, a complex of ancient catacombs to the southeast—the ones which Fanta and Domdull had been exploring before they found themselves transported to the sarcophagus-like cells under the Temple of the Goat…

Friday, May 21, 2010

The Titles in Athkul’s Library

Whenever a library is introduced into the game, someone always needs to know what titles are in the collection. Those of you with copies of The Dungeon Alphabet know that I've already taken a stab at addressing this referee's conundrum, yet I still managed to put myself in a position where I needed more campaign-specific titles. One of these campaigns, I'll finally learn my lesson...

Below is the complete listing of all 143 titles contained in the crates which were discovered in the sublevel of the Temple of the Goat. Most concern chemistry, astronomy, sorcerous theory, biology, botany, metallurgy, and other topic of interest for a sorcerer/self-made god-king. The total collection weights 1,000 lbs.

1. Of Destiny & Moon
2. The Edition of Eliadus
3. The Able Planet
4. The Pamphlet of Severra
5. Of Crown & Thorn
6. The Manifest Connection
7. Unclean Beginner
8. The Almanac of Larerawen
9. The Dictionary on the Spectre
10. The Vociferous Hell
11. The Primer of Yaregan
12. The Crossing and the Weeping
13. The Tale of Cadigoweth
14. The Toad-Eater's Coarse Tomato
15. The Atlas on the Sickle
16. The Ledger of Cheann
17. The Blasphemous Notion
18. The Repairman's Viscous Folio
19. Unstable Monarch
20. The Prophecy and the Dissertation
21. The Folio of Abelaven
22. The Comber's Carnal Sanctuary
23. The Gourmet's Periodical
24. The Encyclopedia of Kaoanidd
25. Of Sage & Decade
26. Imaginos: The Obsidian Mirror and the Chamber of Jade
27. The Grave and the Report
28. The Manuscript on Sin
29. Of Camel & Algebra
30. The Calm or the Rule
31. The Festering Jailor's Ghost
32. The Guidebook of Boajan
33. The Acater's Gazetteer
34. The Best People
35. The Ironworker's Tablet
36. The Bladed Wight
37. The Periodical of Siraviel
38. The Prince's Abysmal Battlefield
39. The Hopeless Grave
40. The Correspondence on the Lake
41. Bombarded Prince
42. The Translations of Zauri
43. The Advantaged Academy
44. Accentuated Boneman
45. The Tract of Etela
46. Annals of the Ape
47. Of Serving & Entrance
48. The Dissertation of Umassa
49. The Lineage of Eastern Dukes
50. Of Sorcerer & Collection
51. The Crime and the Claw
52. The Anxious Discrimination
53. The Voracious Aunt
54. The Town Crier's Annals
55. The Guide of Uniladith
56. Blackened Courier
57. The Original Student
58. The Bedeviled Infanticide
59. The Joker's Folio
60. Versed Poet
61. The Azotic Injury
62. The Monarch's Primer
63. The Honest Traveler's Dirt
64. Of Occurrence & Heaven
65. Intractable Footpad
66. The Legend of Rerif
67. The Handbook of Qani
68. The Star or the Legend
69. The Important Chaos Beast
70. Of Pump & Grapevine
71. The Apotheosis of Saints
72. The Encyclopedia on the Nothingness
73. The Longshoreman's Iron Golem and the Frost Worm
74. The Midnight Blue Clock
75. Of Strategy & Increase
76. The Custodian's Chemistry and the Creature
77. The Gravedigger's Bony Journal
78. The Labyrinth or the Eagle
79. The Novel of Rhoth
80. Of Sky & Codex
81. Besotted Gladiator
82. The Review of the Year (297)
83. Clever Librarian
84. The Pamphlet on the Shrieker
85. The Fool's Manuscript
86. The Translations of Fyth
87. The Crystal or the Hag Covey
88. The Cheese and the Crocodile
89. Unremitting Witch
90. The Seven Sleepers
91. The Edition of Gomannon
92. The Apprentice's Body and the Romance
93. The Grimoire of Helian
94. The Loser's Chicken and the Ogre
95. The Tired Ice
96. The Brochure on the Life
97. The Sapper's Review
98. The Anthology on the Heavens
99. Of Dress & Golem
100. The Tablet on the Jungle
101. The Grig and the Machinery
102. The Purser's Translations
103. Zealous Empress
104. The Scroll of Ethaya
105. The Lamentable Twin
106. Of Vermin & Celebration
107. Sensible Refugee
108. The Textbook of Diech
109. The Thegn's Tract
110. Aflame Villain
111. The Portfolio of Johadus
112. The Mustache or the Fist
113. The Book on Triviality
114. The Purple Country
115. Of Thing & Tome
116. …And We Fear the Worst
117. The Legend of Jererassi
118. The Glossary of Curses
119. The Compendium of Cerrac
120. The Volume on Death
121. Of Philosophy & Coal
122. Vested Brazier
123. The Dictionary of Jaliwyr
124. I Look to the Stars and Laugh
125. Of Monograph & Yarn
126. The Manuscript of Cen
127. The Lugubrious Symphony
128. The Booklet of Ethoi
129. Of Feeling & Drugs
130. Silken Alchemist
131. The Periodical on the Stirge
132. The Glossary of Nuthiel
133. The Favor and the Talisman
134. The Circular of Dreric
135. The Mistress of the Hounds's Vermiform Dissertation
136. The Journal of Unerip
137. The Drugs and the Month
138. The Desperate Lizardfolk
139. The Libretto of Yoremma
140. The Album of Haykith
141. Dry Sorcerer
142. The Opus on the Fraction
143. Of Grimoire & Accolade

Tuesday, May 18, 2010

Watchfires & Thrones Session #8

With the undead…um, dead…and the coin and gleaming shield policed up, the adventurers observed that this former refectory contained two exits aside from the secret door by which they entered. As tempting as the valves were, it was decided that a return to Rhuun was warranted to acquire suitable transport to retrieve the valuable library of Athkul they had uncovered. After stopping back to grab what texts they could and conduct a partial cataloguing of their titles, they once again secured the door to the library and departed the Temple of the Goat.

Several hours into the return trip, the party rounded a bend in the dry riverbed that leads to the temple only to run directly into a small hunting party of formidable looking humanoids. Dressed in hides and bearing crude weapons, these large-browed and fanged manlike beasts were recognized as “Low Men,” a decayed branch of humanity that had undergone strange alterations in some distant epoch. Both the adventurers and the Low Men were surprised and several seconds elapsed as both groups stared wide-eyed at one another. Then, with empty hands extended and his voice pitched in friendly tones, Habdazar stepped forward to greet them.

One of the Low Men recognized his words and replied in a gruff pidgin dialect. He was Ch’uk, leader of the hunting band. They were scouring the arid hills in search of bear and inquired if the party had seen any. After some discourse, it was learned that Ch’uk and his tribe were laired in an old tower that lay to the northeast. They had recently arrived in the area and knew little of the surrounding vicinity other than “blood birds” made their home in the hills and that the party should be careful of these creatures. When asked for clarification, he raised his hand above his head to indicate a 7’ or more stance and grunted “big bird, big beak.”

Showing remarkable restraint, the party decided to break bread with the Low Men and the two groups sat down to share a repast of trail rations and raw varmint—you can guess who offered which. A new friendship was kindled that night under the desert stars and I suspect the two groups may have dealings again, even to the point of trade. After all, the Low Men are always on the lookout for “bear…and women!”

After a brief rest, the two groups went their separate ways. Sometime afterwards, the party heard the clattered of a dislodged rock in the wild hills to their left. This was followed by the sound of a low cooing, but nothing was sighted. Readying their weapons, the party continued on cautiously but, other than the cooing repeating once more and another sound of crunching gravel, they sighted nothing. Their mules and animals finally relaxed, indicating that whatever was out there has decided to let them be. They arrived back in Rhuun in the early morning on the following day.

Back in town, the party split up to attend to multiple tasks. Fanta and Domdull set off to the temple of Mog to see if the Spider Mother could reverse the fighter’s newly grown eyes and boil clogged throat, while Mars Markus went with them to undergo initiation into his temple’s deeper mysteries. Two hundred gold jitais was enough to convince the spider priests to remove Domdull’s curses and Mars found himself spending the next day under the tutelage of Mog’s earthly servants. At the end of his instruction, he was gifted with a set of spider silk vestments, a silver holy symbol that helps guard against arachnid venom, and a small vial of liquid that would grant him the ability to scale walls as if he were a spider.

The rest of the party decided that after their difficulty in obtaining rooms during the Festival of Erion, they should look into renting a small building to serve as their crash pad/recruiting office. They spread out throughout the town in search of a suitable structure that fit into their price range. Eventually, Habdazar found a former stable for the cheap price of 150 gold jitais a month.

While Bannath and Syl were out looking for real estate, they turned down a side street to look for a possible candidate that they had heard about. As they strode down that dusty alley, both of them suddenly felt their limbs lock up and were unable to move. From out of the shadows came three robed men who promptly placed bags over the duo’s heads and bound them tight. The two were then lifted up and carried off to an unknown destination. As they traveled, the two heard the men carry them into a building, converse with someone in there, then be brought down a steep flight of stairs and into a cool, echoing tunnel. After an indeterminate time, a stone portal was heard opening and the duo were lead through it. There, they were separated, with Syl being imprisoned in a bare cell and Bannath brought into a low domed chamber.

In that chamber stood a stone idol of Yg, done in the Dissian style. Two masked men in the traditional garb of an Overpriest and an underpriest of Yg stood before the statue, while the three men who captured Bannath and his companion/bodyguard waited nearby, dressed in the robes of the Scaled Brotherhood. As the enchantment wore off and Bannath could move again, the masked Overpriest informed the novice cleric that the Scaled Brotherhood had been watching him since his arrival in Rhuun and they had judged him at last to be worthy of learning the first circle of Yg’s secrets—provided he survived the trial. Bannath agreed to undergo the test and, after stripping him bare, he was lowered into a covered pit from which the heavy odor of snake arose.

With the pit closed above him, Bannath took a meditative position and waited. He soon heard the sound of a stone panel being moved and something HEAVY dropping into the room. The sandy floor betrayed a large scaled form sliding across it and he felt the tubular body of a serpent the size of a palm tree brush by him. This snake coiled itself around Bannath’s waiting body, but the cleric remained motionless—even when the serpent took the cleric’s head into its own large and fanged maw. After what seemed an eternity, the serpent finally withdrew and left the newly initiated priest of Yg unharmed. Another three days of instruction would follow, but Bannath would leave the hidden temple with a silver holy symbol that obscured any falsehoods he told from magical detection and a scroll that would neutralize any poison.

As all this was occurring, the party’s homebound sorcerer, Anwar, finally deciphered the Brazen Tablets of the Viscous Mother, completing the task that he and Malbane had started some seven days previously. Amongst the lore contained on those brass sheets were four spells which had been lost from common knowledge: an incantation that lulled slimes and oozes into temporary dormancy; a conjured ball of acidic slime that could be hurled at opponents; an abjuration that protected one against the corrosive attacks of oozes, slimes, and other amorphous creatures; and a summoning that cloaked the caster in a protective layer of slime which could prevent even potent attacks like petrification and energy drain from affecting him. And as if this acquired lore was not enough, the scribe that the sorcerer had hired to decode the spellbook of poor deceased Presto finally managed to decipher a spell of shielding and invisibility from that text.

With training now completed, a new home arranged, and additional spells added to the sorcerers’ spellbooks, the party turned the attentions back to the Temple of the Goat. Arrangements were made to purchase four more mules and a pair of muleskinners to help handle them. The novice sorcerer Tigir also suggested that they bring along an acquaintance of his, the fighting man, Baragkus. With these last additions, the party, now comprised of four sorcerers, five fighting men, two clerics, an Old Blood, a guard dog, a Mhyrakian watch lizard, a domesticated rat, six mules, and two hesitant pack animal handlers, left Rhuun bound for the Temple.

The journey back to that pile was uneventful with the party’s large size discouraging even the dimmest of creatures from confronting them. Upon reaching the temple, they found that another of the legendary toadhemoths had crawled up from the depths of the foul lake which surrounds the complex to dine on several of the fanged toads that lurked there. This bizarre creature took its meal directly before the entrance to the stepped pyramid’s courtyard and had to be defeated to regain entrance. A barrage of arrows again brought the creature low before it could close the distance to use its wriggling tongue and sucker-laden tentacles on the party.

Toadhemoth Fight
Muleskinners' Blues Breeching the temple once again, the adventurers left a small party of mules, the muleskinners, and some of the fighters and sorcerers in the courtyard while the rest descended into the temple’s sublevel to start bringing out the tomes of Athkul’s collection. As they reentered the building, the last vestiges of the temple’s stirge population took flight to feast on the adventurers’ rich blood. As spells were hurled, missiles fired, and spears and swords swung, Baragkus took a minor injury, but the creatures were finally defeated. In the wake of the battle, the party released that they had never given the foyer of the temple a thorough going-over and, finally doing so, uncovered a leaded glass bottle encrusted with dried guano and several dozen silver and copper coins amidst the accumulated filth.

The party, now a little richer, headed back towards the circular chamber that contained the books they sought to recover. However, it was decided at the last minute to finish their exploration of the temple before bringing out the cache of books, as the party wanted to make sure that any remaining threat had been dealt with. Heading towards the refectory from which they had ended their last sojourn into the temple, they again encountered skeletons in the hallway of statues. This time, once they had defeated the bony guardians, they took the silvery-green lozenges which adorned the foreheads of the defeated skeletons’ skulls. Gripping their weapons tightly, they then headed towards the hallway’s far door…

Monday, May 3, 2010

Watchfires & Thrones Session #7

Several hours previously, back in Rhuun…

Two bonded servants of House Bashari, Habdazar Doomwing and Kyrinn, were being entrusted with a task. Their master’s wife had recently been rescued from danger by the adventurer Fanta and his companions. Unwilling to be in anyone’s debt for long, their master entrusted to this sorcerer and fighting man the task of delivering a box containing a suitable reward to that adventurer. As the duo were rapidly approaching the end of their indentured servitude, should they successfully complete this task, they’d both be freed from bondage early. Readily agreeing to these conditions, Habdazar and Kyrinn ventured forth to find their quarry. When they were told that the party had departed the city, bound for an abandoned temple in the Hills of Scowling Bones, they too turned and headed in that direction.

Back at the Temple of the Black Goat, the party prepared to enter the temple pyramid itself. As they hobbled their mules and set Rynn the hound to watch over them, they detected the approach of two strangers crossing the wide plaza before the pyramid. These two quickly introduced themselves as soon-to-be former servants of the man whose wife the adventurers had recently rescued and that they bore a gift for “Fanta” and his comrades. The party eagerly opened the box, perhaps expecting coin or grants of land. Instead, they found a letter that informed anyone who read it that “Fanta and his associated comrades were in the good graces of House Bashari and should be awarded proper consideration and respect due to such individuals from any and all agents in the service of the trade clan of the Jasmine Circle.” The party was underwhelmed by the Basharian ideal of generosity.

With their servitude now ended and in need of coin, the newly-arrived sorcerer and fighter agreed to accompany the party on their explorations of the pyramid in exchange for a share of the treasure, bringing the party’s number up to twelve—plus two mules, a guard dog, and Mhyrakian watch lizard whose owner was beginning to experience buyer’s remorse.

It was decided that the entire courtyard should be explored prior to entering the pyramid. As the party circled the temple, they discovered two smaller statues that depicted the hermaphroditic god/dess, Ishnigarrab. Both of these statues stood above a trio of shallow basins and a grayish, watery milk leaked from the teats of each. Domdull was elected to sample this liquid and stepped forward without hesitation. Moments after dipping a finger into the stream and tasting it, his hand began to itch. Stripping his gauntlet off, he watched in horror as his flesh puckered and throbbed before finally splitting open, revealing three blind, cataract-covered eyes that stared sightlessly up at him from his hand! Despite experimenting with these new ocular growths, they seemed to grant the warrior no additional ability or hindrances—although they are unnerving to behold.
Upon discovering the second fluid-leaking statue, Domdull again sampled from the liquid, thinking that it might counteract the effects of the first statue. Unfortunately, this drink caused pus-filled boils to arise in his mouth and throat, making it impossible for the fighter to drink or eat, but still allowing him to draw breath. Bannath, “magic” dagger in hand, stepped forward to try and relieve the swelling, but the snake priest’s unsteady hand inflicted a minor wound upon the much aggrieved Domdull.

With promises of purchasing the fighter an ointment when they return to Rhuun, the party entered the pyramid—finally—to discover the entryway bore statues of the now-familiar tree monsters, their tentacles holding the ceiling aloft. Spatters of ashen guano marked the floor and a shaft of the setting sun’s light indicated an airshaft above. In the stagnant air hung a musty-yeasty smell, similar to the same scent produced by the milky liquid outside. After carefully checking the ceiling above for bats, they found the entryway empty and moved deeper into the temple.

In the nave, they found a glyph-inscribed pool of the dirty gray milk, a pair of stairs leading down, and an open set of doors to the temple’s main worship hall. Kallen moved closer to the open doors and caught the sickly scent of over-ripe fruit in the air. Hurling a torch into the great hall, the flickering flames revealed a large statue of Ishnigarrab flanked by cold braziers and a stone altar covered by an alien vegetation. Purplish-yellow and covered by a glossy film, this plant was polypus and bore large fruit the size of cantaloupes. It was these strange fruit that perfumed the air.

After venturing into the hall under the watchful eyes of the rest of the party, Kallen lit the braziers and discovered two smaller doors leading out of the chamber. The party voted to investigate these before delving into the temple’s lower level. Skirting the strange vegetation cautiously—which caused it not to react to their presence—the party discovered that each of these doors lead to hallways which terminated in small utility rooms. One was a robing room that bore musty, threadbare vestment. After prodding about with their pole, the party uncovered a case that contained a protective scroll against magic—a well-received piece of loot. The other chamber held charcoal for the brazier, votive candle holders, and a selection of aged wines and liquors. Amongst those containers, two potions were found, one of which is suspected to be a healing tonic with multiple draughts.

The upper level cleared, the party ventured beneath the temple. There, they found a common area that bore crumbling furniture and two dry wall fountains. Three corridors exited the chamber—two diagonal corridors and a central straight one. When Mars Markus and Syl edged close to one of the diagonal hallways in order to peer down it, they witnessed a large drop of watch leak from the nearest fountain. That large droplet fell into the basin below and transformed into a spider the size of a poodle and composed entirely of water!

The watery arachnid leaped on Syl—after Mars Markus, feeling very close to advancing in his career as a cleric, fled with a yipe—and plunged its fangs into the soldier’s chest. The venom was not enough to bring down the doughty warrior, who quickly dispatched the beast with his enchanted blade. Afterwards, he considered speaking with several of the archers in the party and teaching them a new word—“friendly fire”—for in their zealousness to bring down the spider, no less than three missiles flew dangerously close to the warrior as he battled it.

The melee finished, Kallen detected more movement in the gloom down the central straight corridor and the party edged down it cautiously. In a crumbling chamber, they encountered dirty white rats scampering about rank puddles and collapsed masonry. These they dispatched in quick succession, the fighters making ample use of the “Chop when They Drop” rule.

The corridor continued on and, unable to pierce the gloom from where they stood, Kallen tossed his torch into the next room—just missing setting the entire papyrus-filled scriptorium that occupied that chamber alight. A cursory search was insufficient to find anything of value amongst the reams of paperwork, scrolls, and writing implements, but a dust-free path crossed the chamber and exited through a pair of doors. Along that path lay blood stains, dried viscera, and brains—the brains being what the players fixated upon for some reason and spent the next twenty minutes of real time bringing up in conversation and planning.

The doors were eventually breached and the PCs discovered a long corridor flanked by alcoves containing statues of Ishnigarrab’s favorite terror trees. Kallen stepped down the hallway until the first of six skeletons, their foreheads adorned with glowing silvery-green lozenges, lurched from the gloom behind the statues. In the short melee, two skeletons were dispatched before Mars Markus’ divine power forced them back along the hallway—until they reached the closed door at its end. The party would have to destroy these foul things if they wanted to press forward and that meant breaking the power that held them at bay.

In the battle that followed, the party demonstrated an admirable amount of tactical thinking by alternating their missile attacks and frontline fighters. They should be very proud of their planning and it demonstrated to me that both the players and the characters are really coming around to “old school”-style thinking. Unfortunately, even the best plans can only mitigate the odds and a lucky dice roll killed bold Kallen. Mars Markus barely escaped the battle alive as well thanks to a sundered shield. Had he not, he would have fell a mere 70 experience points away from 2nd level.
After clearing the way of skeletons, Mars elected to venture back to the mules to acquire a replacement shield. Although he initially meant to venture alone, he was ultimately joined by Malbane the Green and Domdull “just in case.” This was a very, very good thing because the wandering monster check determined he ran into something during his journey. So, as the trio reached the entry way, they were horrified to see six stirges returning to their roost via that chamber’s air shaft. Fortunately for the party, they won initiative and Malbane got off his sleep spell before they could swoop down and what beasts didn’t die from falling to the floor below were quickly stomped to death.

The rest of the party took the time to catch their breaths, but Fanta spent the time doing a better cataloguing of the scriptorium’s contents, allowing him to uncover both a scroll of healing and one that detected magical auras. This was lucky, because this hopefully starts a new trend where the party finds the hidden healing objects that have been placed about the campaign world rather than bypass them as they’ve been doing so far. I really am a kindly referee despite the campaign’s body count so far. They just keep missing the good stuff.

Once the party had reassembled, it was decided that the party would explore the two bypassed diagonal passage before pressing deeper into the temple. No one wished to leave enemies at their backs. These explorations were both quick and profitable. One corridor led to a chamber whose organic contents seemed to have vanished and a thick layer of yellow-hued mold had sprouted. This chamber was left along. The second hallway led to a decaying library. Although the religious tracts found within (including The Apotheosis of Saints by Father Buckwald Idell—determined by the oh-so-useful Dungeon Alphabet) were heavily decayed, the party did discover numerous shipping crates which contained a treasure trove of texts on alchemy, astrology, sorcery theory, etc. The library of Athkul had been discovered at last!

This discovery led to a debate regarding returning to Rhuun to acquire a wagon of some sort. Even from their cursory examination of the crates, the party could tell that there were easily 1,000 lbs. of texts present. This course of action was decided upon, but the party first wished to secure the library, which they did by placing a fake magical glyph on the door, and checking to see what was beyond the door at the end of the statue corridor.

Returning to that door, they discovered a cleared T-shaped chamber beyond and that the bloody, brain-speckled path led to a bare wall at the base of the T. Fanta easily discerned the secret door in that wall and popped it open.

An abattoir lay beyond, with skeletons and horrific half-corpses gnawing upon the bloodied remains of unknown creatures. Surprised by the dead, the party fought viciously for their lives but quickly turned the tide of battle thanks to the efforts of Mars Markus and Bannath, their divine favor forcing back the dead. However, there were a few more undead than initially realized and, when they sprang from the darkness, the party was forced to face them without the use of magic. In the end, despite this drawback, the adventurers were victorious.

A search of the room turned up many coins of all types amidst the gore and a shield in excellent condition. Although there appeared to be two more exits from the room, it was decided that the party would return to Rhuun to acquire a wagon and so that the two clerics could undergo initiation into their respective churches.

Thursday, April 29, 2010

Watchfires & Thrones: Session Six

Leaving the Temple of the Black Goat behind them for the nonce, the party trudged back to Rhuun to recruit and reequip, pausing in the journey only long enough to bury the earthly remains of Reddannon and Yodahlla under low cairns in the Hills of Scowling Bones. After an uneventful trip, the walled settlement soon appeared out of the desert haze, with the blue, red, and bronze of the town’s guardsmen visible in the late morning’s heat.

Even before they reached the gate, the party heard the sounds of music, laughter, and happy chatter floating through the air. One of the guardsmen halted them at the entrance and informed the adventurers that the Feast of Erion was underway in Rhuun and a therefore a feast tax and arms peace were in effect. After paying eight silver smerduks each to enter (plus five copper groats to cover Gladys the mule) and acquiescing to having their weapons bound, the party stepped through the gate and onto the crowded Street of Cobras.

Amongst the crowd of celebrants, snake charmers, dancing girls, acrobats, mummers, and the like were other itinerant adventurers, each of whom had recently arrived in Rhuun: the fighting brothers Xander and Lyrax Tonn, the novice sorcerer, Tigir, and Kallen Doomsong, another fighting man (and apparently, a gambler and thief).

Once within the town wall, the party wanted to head directly to Seno the Jeweler in order to see what the necklaces they recovered from the fungal dead were worth. Before they could attempt to push through the crowded streets, however, the cry of “The procession is coming!” rang through the air. The street before them cleared swiftly as the crowd moved to either side of the avenue.

From around the corner came an odd parade. Four men dressed solely in loincloths, sandals, and brazen, full-headed dog masks appeared carrying a litter. Atop this sedan rode a woman dressed in vibrant white, her features hidden by gauzy veils. Behind them came numerous other men and women, each dressed in white and wearing half-face masks that also depicted the face and muzzle of dogs. A pair of draft lizards, each adorned with ribbons and bells, and ridden by a pair of men brought up the rear.

The party was prepared to wait for the procession to pass before venturing forth to take care of pecuniary business, but they soon found themselves in the midst of a conflict. Two men stepped from the crowd and halted the procession in the middle of the street. These two men confronted the lead litter bearer and insults were exchanged between the men and the bearer. As the crowd went silent, the adventurers could overhear the names “Bashari” and “Sulaj” mixed amongst the insult. Insults turned to pushing and shoving, and the threat of physical blows loomed nigh. It might have spilled over into violence had not two more men, each wearing a red turban, emerged from the crowd to try and broker a peace. Their efforts were initially rebuffed by the two instigators with words that they needed no help from “an Etar when it comes to dealing with Bashari filth!” Bannath, a cleric of Yg and enemy of Tarim, (whose church Erion is associated with) stepped close to the confrontation and did his best to stir the pot, hoping to incite a riot in which he could strike a blow against the Tarimites. Xander Tonn, a charismatic soul, attempted to calm the situation before it grew out of hand.

With things teetering on the edge of a knife, a scream arose from near the rear of the procession. Looking in that direction, the adventurers (and everyone else) saw that one of the draft lizards was now riderless: his master and handler, a man in his early sixties, lay on the dusty street after having fallen from the saddle. Whether overcome by the heat, the excitement, or perhaps his aging heart, the man lay unmoving on the ground.

The now-uncontrolled draft lizard—a beast the size of a rhino and looking like a cross between that animal and a Komodo dragon—began grunting and bellowing, shifting about nervously as the crowd backed away. Then, with a bass rumble from deep in its throat, the normally placid lizard charged the crowd, tossing bodies about like drop-me-sticks. The crowd screamed and ran—with the exception of the adventuring types who held their ground against the rampaging beast. In the rush to clear the crowded street, the four litter bearers dropped their passenger to the ground.

Between a barrage of arrows, sling stones, spears, and magic missiles, the party was able to bring down the large lizard before too many were injured and killed. In the aftermath, they discovered that they had saved the life of Shasira Bashari, who was the woman in white that had been dropped in the rush. She is apparently the wife of some powerful individual and promised to seek out the party at Qytuul’s caravansary later to offer them a proper reward for their actions.

The party departed the scene (after learning that the lizard’s rider was indeed dead) and paid a visit to Seno. There, despite efforts to convince me otherwise, they learned that the necklaces were of minor value. Multiplied by twelve, however, and with the much more valuable torc thrown in, the party walked out with a lot of jingle in their coin pouches.

Which led to the predictable purchasing of oil and animals—the two great combat upgrades of low-level adventurers everywhere. A guard dog, a rat, and a Mhyrakian watch lizard were all purchased, as was a barrel of oil to pour down into a certain fungus-filled crypt. Some armor upgrades were done and the party hired their comrades-in-arms from the street fight to fill out their ranks. I was busy stating up the dog and lizard during the hiring phase, but let me say that the terms of employment sounded pretty lousy to me. Had I not chimed in, I’m thinking that the party would have taken 25% of the newcomers’ experience point rewards as well!

Now that they were restocked and replenished in numbers, the party, after finding it most difficult to get lodging for the night in the festival-jammed town, decided to head straight back to the Temple of the Goat. They left a note behind, which told their would-be benefactress to leave their reward with Anwar (who remained behind to crack the code of the Brazen Tablets of the Viscous Mother).

On the return trip to the Temple, they ran across the path of SOMETHING in the desert night, but wisely chose to keep their nose out of strange monsters’ business unless imperiled by it. By 4 PM the following day, they had returned to the complex and were ready to finally venture into the pyramid itself.

After a quick side trip to pour 55 gallons of oil down a certain well and set it alight, the party approached the portal that granted entrance into the walled courtyard which held the stepped pyramid. A grotesque face adorned the iron doors and no keyhole was visible. After a quick once-over, they produced the symbol of Ishnigarrab and waved it before the values—which swung open with a groan. Beyond them lay a bricked courtyard and a few smaller statues of the hermaphroditic god. After learning that the gates don’t stay open long, the whole party ventured into the courtyard. A door on the side of the pyramid faced the courtyard’s entrance, and two gargoyles looked down on them from the corners of the stepped temple’s second tier. A loosed arrow failed to spur the gargoyles into action so the party prepared to enter the vulva-shaped doorway before them

That when the dogs came creeping around the sides of the pyramid and a fight broke out.

Although they managed to overcome the Hounds of the Great Mother, the sorcerer Tigir was brought to the edge of death when he waded into combat—perhaps unwisely—and Xander Tonn was slain when one of the Hounds landed a particularly nasty critical hit on the young fighter (12 points of damage!). After taking a break to bandage their wounds, quaff some wine, and wake up Hicks—err, Tigir—the party looted their dead and headed into the temple…

Monday, April 19, 2010

Watchfires & Thrones: Session Five

Mars Markus descended into the well and discovered that it ended in an L-shaped chamber some 30’ below the room above. A 10’ square platform lay directly under the shaft, but the rest of the room was choked with a thick carpet of humongous fungus that blanketed the room 3’ deep. At either end of the room sat stone boxes, each 10’ long, 4’ wide, and 3’ deep, with their open tops covered by metal grills.

Mars was soon joined by Syl and El Ravener, and the trio cautiously began probing the fungus surrounding the platform with the party’s every-ready 10’ pole. In one particularly thick patch of fungus, something grasped the end of the pole and attempted to pull it from the Mars’ hands. When he pulled the pole back, a vile corpse, its body encrusted with pallid fungi, emerged from the dense growth of toadstools that covered the floor.

This creature was quickly put down, but in battle it proved to be unaffected by either Mars’ turning attempts or by Syl’s undead-slaying falchion. Pushing past these strange implications, the trio began further probing the room, headed towards the nearest of the stone boxes.

The rest of the party began making its way down the well, lured by shouts of “treasure chests!” and the clamor of battle. As the reconnoitering trio approached their object of investigation, more of the fungus-laden corpses began to emerge from the dense mushroom cover of the room and advance towards both those adventurers wading through the room and those perched atop the stone platform at the room’s ingress.


Wave after wave of the creatures appeared, but the party’s efforts were sufficient to maintain the upper hand in battle. Unfortunately, they suffered a grievous loss when Reddannon the cleric was slain, his head ripped from his shoulder’s by one of the mushroom zombies.

Amidst all the chaos and death, a strange event caught the party’s attention, although only Mars Markus was close enough to investigate. As the combat raged, two of the room’s stone boxes were suddenly illuminated by brief flashes of light which seemed to originate from under their grill-like covers. Mars peered into the strange container closest to him to discover a very confused –looking Old Blood sorcerer staring up at him. “Umm, some assistance, please?” the sorcerer asked.

After defeating the fungal menaces, the party took the time to police the fungus-coated zombies for any wealth and discovered each bore a simple, workman-like necklace of gold and silver beads. Reddannon’s remains were lifted from the room and Bannath, Mars, and Azerran gave him last rites. Mordakis the Silent, companion of the slain cleric, mourned in quietus and consumed the party’s sole healing draught to restore the vitality he lost in battle. However, that elixir’s potency seemed much reduced by the ages and his health was little improved.

Back in the pit, the rest of the party was introducing themselves to the newly-arrived Old Blood, [[:fanta Fanta]], and his companion, [[:domdull-stonejaw Domdull Stonejaw]] (who had been the source of the second flash of light but wasn’t freed from his imprisoning box until after the battle). This duo told a curious tale of exploring the massive dungeon complex known as “The Blackgut” when they ran afoul of a curious archway that must have teleported them to the Temple of the Goat.

Then, as the party was engrossed in conversation, the first of the slain fungal zombies rose to its feet, followed quickly by another and another.

In the chaos that followed, the party found themselves cut off from the chamber’s sole exit and swarmed by the suddenly revived corpses. In the melee, El Ravener, Yodahlla, and Azerran all perished in the mass of animated dead, and Domdull barely escaped with his life. Yodhalla’s body was the only one of their comrades’ mortal remains that was recoverable from the safety of the well’s opening and the rest of the dead were unfortunately left to the strange fungus zombies that haunt the Temple’s underbelly. This did not sit well with the survivors and many oaths were sworn to come back and soundly eradicate the fungus creatures, if not recover their comrades’ remains.

Even with more than a quarter of their number dead, the party pressed on. With but two outlying buildings remaining in the temple complex and still several hours remaining before nightfall, the party returned along the westernmost walkway to the first of the two remaining buildings. Inside, they discovered more of the obscene cravings which depicted the tree-monsters engaged in unspeakable acts with human victims, but nothing else of interest.

With one building remaining, they continued on the raised pathway towards it. There, after cautiously opening the seemingly long-sealed door, they discovered a water-filled building with a raised path that snaked through its interior. Four statues, three standing 10’ tall and depicting the same tentacle-faced monstrosity and a larger one of a four-faced woman, were placed about the path. A stone box sat in a slight cavity beneath the four-faced statue.

The entire setup screamed “danger” but Kliegeles, Mordakis, and Mars entered the building. Mordakis and Mars stood watch at the doorway while Kliegeles made his way along the path, probing carefully ahead with the sturdy wooden pole. Finding nothing amiss, he carefully approached the box beneath the statue, eyes peeled for danger. When nothing was detected, he risked opening the container…and the three smaller statues ground into action while the door to the building slammed shut!

As the Mordakis and Mars tried to pry the door open, two of the statues bore down upon them, and another strode towards Kliegeles. Before the Old Blood adventurer could flee, its rocky fists pummeled the life from his body and his unmoving form fell upon the walkway.

Outside the building, Fanta and Domdull worked to pry the stone door open, and with crowbars in hand, managed to get purchase on the heavy valve. As they struggled to free their trapped comrades, the first of the two remaining statues reached Mordakis. Its first blow struck the dwarf senseless and, before Mars could pull him to safety, its second blow sent the mute dwarf to the afterlife.

Moments before the grim statues could reach Mars, the party pried the door ajar enough to allow the Baman cleric to escape from the building which had become the tomb of two of his compatriots. As the party fled the scene, seeking safety in the surround hills that ringed the temple complex, the survivors of the day’s events decided that it was time to return to Rhuun in the hopes of recruiting replacement members before planning their next foray into the blasphemous Temple of the Black Goat…

Wednesday, April 14, 2010

Watchfires & Thrones: Session Four

After a brief respite in the House of Altars and a hurried debate about whether to wait for more of their number to arrive from Rhuun or not, the party consisting of Bannath, Syl, Mars Markus, and Azerran returned to the slime- and moss-covered bunker-like building they had briefly reconnoitered, leaving Yodahlla and Gladys back at their newly-pitched camp. Not trusting the squat and slimy pile, Syl cautiously poked at its sandstone walls with his spear. His precaution was rewarded when a gray, viscous creature rose up from amongst the slimy moss and struck out like a desert asp. Its pseudopod was ill-aimed, however, and the party was easily able to enact a fighting withdrawal, peppering the gray ooze with missiles until it was slain.

Entering the building, the party discovered a simple room whose floor sloped slightly downwards towards a 10’ diameter shaft in the floor. A bas-relief carving of one of the temple’s ubiquitous tree-monsters adorned the wall behind the open shaft and a vine grew from out of that channel’s depths to wrap around one of the carving’s protruding tentacles. The party cautiously edged forward and quickly learned that the “vine” was actually a moss-encrusted and rusty chain. At the far end of the chain, 30’ down the shaft, a canvas-wrapped rectangular shape hung. Even in the dim torchlight, the party could discern that this item’s dimensions suggested it was a chest, perhaps one filled with booty!

A torch was dropped into the shaft and it briefly illuminated a ledge which ringed the shaft’s throat some forty or fifty feet down. As the torch flickered past, the party caught a glimpse of something lying atop the ledge, unmoving. After about 100’, the torch flickered out, but whether from hitting bottom, falling into water, or some other cause was unknown.

The party, although anxious to recover the supposed chest, grew uneasy with the setup and decided to take precautions against danger—which would have mixed results. After retrieving Gladys from the House of Altars, the party looped a coil of silk rope around the dangling chain and attached the other end to their trusty mule. Using Gladys as a—well, mule—they slowly started dragging the chain up from below, causing the wrapped chest to bang against the shaft’s unyielding stone sides as it rose. Unfortunately, the wet environment and age had weakened the wooden chest. A sharp crack was heard as the side of the box collided with the wall, followed quickly by the unmistakable sound of coins, lots of them, spilling out of the broken chest and into the void below. Despite their attempts to prevent the loss, the party watched in horror as a fountain of silver coins hemorrhaged from the ancient chest, gasping aloud when a glass bottle tumbled from the split chest and into the shaft as well. By the time the chest was safely in their hands, an estimated half of the chest’s contents had been lost.

Meanwhile, back at Rhuun, Reddannon and Mordakis had finished their duties at the shrine of Uun the Unknowable and returned to Qytuul’s caravanserai. There they encountered a bored Ravener, who was rethinking his decision to remain in town. He had made the acquaintance of an Old Blood warrior named Kliegeles and, as the two swapped tales in the caravanserai’s common room, grew antsy for adventure. After boldly suggesting that the Old Blood fighter accompany them on their expedition to the Temple of the Goat, Ravener, Reddannon, Mordakis, and now Kliegeles left town three hours behind the main group and headed north towards the Temple.

Speaking of the main party, they were determined to make the best of a bad situation and salvage as much wealth as they could. This meant someone had to go down into the shaft to investigate the ledge and what lay atop it. Mars Markus took this opportunity to sample from the effervescent puce-colored liquid that the bottle held and was pleased to discover a shaving nick he had incurred early in the day was suddenly healed. With the newly-found potion in his possession, Syl bravely stepped forward and volunteered to be lowered into the shaft. As Azerran covered him with a crossbow overhead, Syl slowly made his way down to the ledge below. After steadying himself, he discovered that the object they had briefly glimpsed as a rag-clad skeleton. A careful inspection of the corpse revealed an electrum ring of intricate geometric design, which Syl quickly acquired.

As the fighter was looting the dead, however, the air currents that had been whistling through the shaft suddenly increased. Throwing himself against the shaft’s wall to prevent being swept away should this breeze grow gale-like, Syl dropped his torch down into the shaft. As the rest of the party watched, they saw the flickering flames illuminate a writhing mass of albino tentacles rising quickly up the vertical tunnel. The torch suddenly vanished as a large parrot-like beak snapped it in half and consumed the burning morsel. Urged on by Syl’s commands to “get him out of here!”, Gladys and the rest of the party hauled up the warrior just ahead of the rising, alabaster-hued monstrosity. The party fled from the building as the mass of tentacles erupted from the pit, slamming the door behind them.

While the party ran screaming from the building, the smaller group of adventurers arrived at the edge of the foul lake that ringed the temple complex. In the bright moonlight, they could see a group of figures accompanied by a vaguely mule-shaped form exit one of the buildings. Rightfully guessing that this group was their comrades, the smaller party began making their way towards the building by walking the network of raised stone walkways that served as the complex’s “streets.”

Not far into the complex, the party found their way barred by three of the fanged and clawed frogs that had confronted the party previously. In the melee that erupted, Reddannon was almost slain and Mordakis and Kliegeles both took wounds before dispatching the beasts. Even the fortifying effects of wine and the binding of wounds were insufficient to restore the health of the adventurers, so, after rejoining their companions, the party decided to retire until daybreak.

The following day, the now-rested and recouped party decided to attempt to enter the large building they had previously tried to explore but were prevented from doing so by a seemingly-jammed door. Making their way around to the opposite side of the building, they first had to pass through a smaller L-shaped structure. Within that building, they discovered a single room which bore a large statue of a tree-monster and numerous obscene frescoes. Despite their efforts to uncover any of the building’s secrets, none were to be found.

Continuing onwards, they finally entered the largest of the outlying buildings. Inside, they discovered that the building was divided into three chambers. Each room told part of the temple’s history. In one room, they encountered painted bas-relief carvings that depicted the construction of the temple complex. Humans and tree-monsters worked side-by-side to raise massive stone blocks, overseen by a pair of red eyes which hovered in the sky overhead. Another room’s carvings showed the temple at its height of worship. Numerous humans intermixed with larger, less-defined forms knelt in obedience on the central plaza before the pyramid. The last room showed a scene that looked familiar to the party: The complex seemed abandoned, looking very much like it did at this time. Unsettling, however, a writhing mass of black-green tentacles were erupting from the entrance of the pyramid while Nihil, the Rotting Moon, hung in the night sky overhead, its face depicted in a skull-like visage. Grim portents, indeed.

Since nothing of monetary value had been unearthed, the party again debated the wisdom of venturing directly towards the pyramid and leaving the rest of the complex’s building for their anticipated exiting of the temple. Again, the majority argued that leaving unknown enemies at one’s back was ill planning, so the search of the outlying constructions continued.

As the party crossed the raised walkways towards the complex’s western end, they gasped as an enormous toad-like beast rose from the rank water’s near the stone path. Tentacles replaced the creature’s forelimbs and a sticky tongue wiggled in its gaping maw. It could only be a specimen of the legendary Toadhemoth! Despite their initial fears, the party quickly discovered that not all legends are true when a shower of missiles quickly slew the abomination before it got within striking distance (a mere 15 hit points was all the beast had, proving the Fates were again in the players’ favor).

The party pressed on and, despite being surprised by a sucker- and mouth-covered spider with a single baleful crimson eye in one of the complex’s ancillary buildings, they almost completed their survey of the complex. In one building, they discovered a floor that held four concentric rings which slowly turned in opposite directions to one another. Covered in alien sigils, the party could only suppose this device was perhaps a calendar, timer, or combination lock. Whatever it was, the wall carvings surrounding it depicted an otherworldly city being consumed by a thick, monster-filled mist, so the adventurers chose to leave the spinning rings alone for the moment.

At the very end of one section of pathway, the party entered a building whose walls bore images of slavering mouthed tree-monsters in the process of devouring helpless human meals. In the center of the single chamber was a capped well, its mouth covered by a simple stone plug with an iron pull-ring. Being adventurers, the party simply had to uncap it. Mordakis and Syl pulled the plug free and a vile, noxious odor pour out of the black pit below them. A series of hand holds were carved into the side of the well. A dropped torch revealed a bare stone floor some 30’ down and three ancient bones visible in the guttering flames. After tying a rope around himself and securing it to the plug’s iron ring, Mars Markus slowly made his way into the well…

Monday, March 29, 2010

Watchfires & Thrones: Session Three

Upon returning to Rhuun, the party separated to visit their respective spell-casting employers. Bannath, Mordakis the Silent, Syl, Malbane the Green, and Reddannon returned to Jethal the Hexmaker with the skull of Athkul, while Mars Markus, Presto, Anwar, and Ravener stopped at Dhamel of the Sapphire Eye’s abode to give up the deceased sorcerer’s left hand. While they collected their various rewards, Bannath informed Jathal of their encounter with Dhamel’s minions, a fact that the Hexmaker took great interest in, rewarding the snake priest with additional coin. Malbane unwrapped the head of the guardian creature the trio had slain in the tomb’s main temple and asked if Jathal could identify the beast. After a quick inspection, Jathal pronounced it one of the “tomb herd,” but provided little more information. Over at Dhamel’s, Presto inquired about the possibility of learning new spells from the corpulent sorcerer. He of the Sapphire Eye invited the novice magic-user to return for training when he was ready.

Both parties returned to Qytuul’s caravanserai, their missions completed. As they entered the establishment, Malbane recognized a pair of faces in the common area. These two iterant adventurers, Azerran and Yodahlla, were old acquaintances of Danek, and had come to Rhuun seeking to join up with the (unknown to them) recently deceased fighter. The sad news was revealed, but with the forthcoming investigation of the mysterious Temple of the Goat looming, an invitation to join the group was extended to these newcomers. It was quickly accepted.

The following morning, Reddannon announced that since the coming evening was the night of the full moon, his present was required at the shrine of Uun. His mute dwarf companion, Mordakis, would be accompanying the moon priest since his crude sign language is only fully understood by Reddannon and he often needs him to translate.

With a full night’s rest behind them, Malbane and Anwar each prepared an incantation that would allow them to read the magical script inscribed on the brass tablets they recovered from Athkul’s tomb. Under the spell’s effect, the book reveal itself to be the Brazen Tablet of the Viscous Mother, a grimoire of unknown power but almost certain to contain rare magics and uncommon lore. The script was stilted and archaic, and it would require several days’ study to unravel the grimoire’s complete contents. Deciding that the lure of unknown magics was worth the time and possible danger required, both of the minor sorcerers decided to remain in Rhuun to work on the Tablets while the rest of the party investigated the Temple of the Goat. Ravener, one of the party’s fighters, chose to remain in town for his own purposes as well.

With the roster finalized for the expedition to the temple, the party reequipped for overland travel through the desert and pooled their funds to purchase a mule to help carry their load of food, water, and (hopefully) treasure. After naming the beast (Gladys) and waiting for the cool of night to fall, the adventurers headed out the town’s northernmost gate and onto the hardpan desert.

By midnight the party had reached the Hills of Scowling Bones and, aside from a jackal’s howl in the night, encountered nothing on their journey. Dawn saw them erecting crude shelter against the rising sun, but the day passed uneventfully. Come nightfall, the adventurers returned to the trail on a northward course.

Meanwhile, back in Rhuun, Anwar and Malbane made the first bit of progress deciphering the Tablets of the Viscous Mother. Obviously written by a madman, the plates contained copious information on the appearance and qualities of various forms of slimes and oozes—revolting reading to say the least.

Back in the hills, the party came across a series of buildings located at the bottom of a broad valley. A stepped pyramid rose towards the sky and was flanked by a pair of 120’ tall statues, each of which depicted a hermaphroditic goat/humanoid hybrid. Presto and Yodahlla elected to sneak down for a closer inspection of the site while the rest of the party and the mule sought concealment.

Carefully working their way down into the valley, the duo noted that the air grew moist as if an oasis or other body of water lay nearby. In the light of the two moons above, they were able to make out more details of the temple complex before them. At the bottom of the valley was a small lake filled with black, brackish water and dying plant life. The temple complex sat in the center of this foul body of water, its building rising above the black, still surface of the lake. The stepped pyramid was surrounded by a defensive wall and connected to a half-score of plain stone buildings by a web of walkways that rose 2’ above the water. A large central plaza lay in the center of the complex and the only access to the site was via a slick ramp flanked by two strange statues—-things that can only be described at 20’ tall tentacled trees.

The two scouts returned to report and soon the entire band descended into the valley and approached the entrance ramp. After some initial attempts to stir the tentactled statues into action by pelting them with slung stones, the adventurers tentatively ventured onto the raised walkway with their eyes peeled for danger. The party quickly darted towards the large plaza in the center of the complex without incident. Tactics were discussed with some favoring a direct investigation of the pyramid, while others wished to explore the outlying buildings first. It was eventually ruled that leaving the unexplored structures at their back might not be the wisest course, so the party headed towards the largest of the outlying buildings.

As they approached the structure by way of one of the 10’ wide raised walkways, Yodahlla, at the head of the party, caught site of four bulbous batrachian eyes glaring up at him from the murky water to the left of the platform. Wishing to avoid confrontation, he edged towards the right-hand side of the walkway in an attempt to put as much distance between himself and the gigantic frogs that lurked below the water’s surface. Alas, this tactic met with two more frogs suddenly launching themselves from the water on that side of the walkway and landing amidst the party with wicked claws and viscous fangs slashing.

Once the adventurers were engaged in battle, the two frogs on the left sank beneath the water and disappeared, leaving their croaking brothers to do battle. Yodahlla suffered grievous wounds during the fight, but the killer frogs were dispatched in haste and the party paused to take a breath—one that was quickly interrupted by the reappearance of the initial pair of frogs, who launched themselves from the water as if to avenge their slain froggy friends!

This second melee almost ended the life of Yodahlla. Had it not been for two near-miraculous interventions of his shield [David rolled two natural 20s back to back on his save vs. death when using his shield to block the damage that would have killed him. I ruled that a natural 20 means that you not only avoid taking damage but the shield itself does not splinter as normal, allowing it to be used again], the Old Blood fighter would now certainly be food for frogs deep under fetid lake’s surface. But Mog was with him this day and the frogs soon joined their brethren in death.

After a twenty minute break to bind wounds and partake in some well deserved vino, the party continued on to the large building ahead. The stone door failed to open under their efforts, seemingly having been knocked off kilter by their initial inept attempts to pry it open. Rather than make the long journey back and around to the building’s other entrance, the party moved to investigate a smaller but closer building instead—-a decision that would prove to be fatal for one of their number.

This smaller building seemed to be an odd shrine of ancient origin. The building was divided into three 20’ x 20’ chambers, each separated from one another by open archways. These rooms held numerous low altars placed below niches that contained smaller versions of the tentacled trees depicted at the complex’s entrance. Other than this, the building appeared empty.

As the party was about to leave the structure through a second exterior door they had found, Presto poked his head into one last unexplored room. As the rest of the party watched in horror, a ghastly creature suddenly appeared from thin air. Loathsome of form, resembling an albino hybrid of lobster, mantis, beetle, and crab with a carapace covered by dozens of teeth-filled mouths, this beast pounced upon the curious sorcerer and, in an eruption of fine red mist, Presto was no more.

The party fell upon this creature with missile and melee weapons, quickly cutting down the beast before it could slay another of their number. After gathering what still-useful equipment they could from the slain sorcerer and thoroughly examining the beast for treasure, the party prepared to depart this grisly site. That’s when Mars Markus noticed one last alcove in the building, a much narrower chamber that held only a larger altar and idol, and lay beyond a final archway. Probing cautiously ahead with a 10’ pole, Mars felt the wooden shaft grow suddenly cold in his hand and, once removed from the chamber, noticed a fine rime of frost on the stave’s end.

Boldly, Yodahlla volunteered to enter the room and, after tying a rope to himself and anchoring the line to Gladys, he stepped beyond the archway. Immediately his form was subjected to a blast of frigid air that inflicted minor damage upon him. He wisely retreated and the party debated on their next course of action.

After preparing a grappling hook and line, the party managed to snare and then topple the statue in the room beyond, breaking it into two pieces. However, the chill remained. They chose to throw the corpse of the slain lobstrosity into the chamber as a final test. After doing so, they noticed that it began to smoke and mist as if slowly dissolving away—-a most curious development.

Although unconvinced that the alcove didn’t hold additional treasure or secrets, the party nevertheless pressed forward, leaving the building of many altars behind. A short stretch of raised walkway later, the party faced a third building. This one was squat in construction with a much lower roof than the previous structures. Its surface was covered in a slimy film and numerous patches of water mosses clung to the ancient sandstone blocks. Another stone door separated the adventurers from the building’s inner secrets, but they chose to return to the house of altars to reconsider their next step…