Monday, April 25, 2022

Ironguard Keep: Session 11

Another session, another PC death.  It may be noticed by now that if a player is missing, their PC is still run and is still quite capable of being killed off.  Adventuring is dangerous business, after all.

BlueJay, Fineach, and Avalon (formerly Maria's) players only played sporadically, if that.  Now one is passed, one is working offshore, and the other has left the group for personal reasons.   Such is life.

-----

7/13/20

PCs with players in attendance

Yelrah, halforc barbarian

Klayton, human warlock

Svetlo, human cleric

PCs with players NOT in attendance

Avalon, ? bard

Bluejay, dwarf fighter

Kirsten, elf ranger?

Albrecht, human sorcerer

NPC henchman

Ulster, human fighter


The plan for the evening's session was to return safely to Ironguard Keep and hand the items over to Mario, so they could get paid.  Things started off well, with a second visit (and lunch) with the Beekeeper from session 9 (who warned them of fresh troll spoor in the area), but quickly went awry as a pack of (5) hungry owlbears found the Group.

A clutch of well-painted Owlbear minis, none of which are mine.  Sweet Mini, though.

As the horrid beasts shrieked and charged from the woods, the Group was momentarily stunned - because the Owlbears won initiative.  Fair Avalon of the Hurdy-Gurdy fell beneath the claws and beaks of three of the beasts, with Albrecht and Yelrah getting tagged by the other two (the dice were unkind - multiple critical hits AND exploding damage dice).  

Upon their initiatives, the Group rapidly plunged into the river (PUN!), preferring the unknown waters and rapids to the known owlbears.  When they finally washed ashore, most had taken damage and a few were utterly exhausted (1 level of exhaustion) from the watery escape.  Saddened by the loss of their companion, Klayton bled upon his rug, calling forth his magic cabin.

That evening passed uneventfully, as the dice were again unkind, but this time to the DM.  That trend continued until the Group reached Ironguard Keep.  Passing through the gates, they found Brunhilde - one of the Keep Magus's apprentices - on duty, who said that Yelrah’s book had been examined and that he should see her later that evening when the gates closed.

Being mercenary bastards at heart, the Group went immediately to Mario’s for the rest of their payment.  He handed them their gold and asked them to clean up before joining him for dinner.  Fondly remembering the last meal, the Group agreed.

Dinner provided full stomachs, bottomless wine glasses, and interesting news.  Chief among the news was that the person they picked the items up from was referred to as Old Granddad, being an ancestor of Mario Favarro.  Furthermore, it was learned that individuals could commission enchanted items through Mario, and with a suitable down payment and a wait time of no longer than ten years, they would have an item close to what they want - no one really argues with a Lich, especially when he’s the only game in town.

This saddened Yelrah, who was tired of his rusty goblin dagger and was hoping for a shiny new magic sword.  While the two blades that had been retrieved were spoken for, Mario reminded Yelrah of the odd stone sword in the shop.  Yelrah then purchased Stone Cleaver - 'a heavy blade of gray stone cracked and reeking of elemental power, carved from the heart stone of a powerful earth spirit and inlaid with geometric sigils in black marble' - for a now-forgotten sum (also, the description is in quotes because I lifted Stone Cleaver word-for-word from a blog that is now also forgotten).

Poorer, but better armed, the Group went to bed - some at the Lion’s Den, some in their shared apartment.  While in the apartment, Yelrah and Klayton came to an agreement.  Klayton would gladly pay Yelrah 300gp for Yelrah’s magic belt (from an earlier session).  The deal was sealed in the sight of Svetlo Sudca, cleric of Odin, and partner in crime.

During the night, Klayton’s shrunken head again visited him in a dream, offering power for the small favor of a body.  When the shrunken head was not forthcoming about why and what type of power, Klayton said no.  The shrunken head nodded slowly (quite the feat without a neck) and the dream ended.

The following morning, Yelrah sought out Brunhilde at the Lord Magus's tower.  She was with fellow apprentice Gudrun and shared that not only did the book contain spells, but it detailed a Chest of Many Stairs, which opened to stairs to a variety of locations, depending on where the Chest was located.   

Access to the Hive Dead, the Wandering Glade, and the Black Library were all called out by name.  They then offered to buy the book for 225gp.  Yelrah asked for time to consider the price, then thanked them and left to seek out his roommates.

Klayton and Svetlo meanwhile had gone to see Captain …. the Warden.  She paid them for their butchery (harpy feathers, ogre tusks, some other random body parts) and more importantly for information.  Klayton spoke of all he knew of Mario and Old Granddad, as well as what the Twk-Men had said.  They took their pay and left.

Everyone rendezvoused at the Lion’s Den, where Bluejay thanked them for their adventures, but declared a friendly parting of ways.  As Bluejay said goodbye, Ulster spoke up and asked about decent armor, weapons, and kit (the DM also swore to do the guy’s character sheet before next session).  

Deemed a fine use for cash, Ulster was given a sack of coin and sent on his way.  While he shopped, Yelrah told Svetlo and Klayton of the book and what it contained, and that the ladies of the tower offered to buy it for 225gp.  Klayton (may have) stated that he was bad at math, so they should ask a price divisible by three, and it was agreed.  So off they went, and convinced the ladies to sell the book for 300gp, which was promptly split among them.  

While at the Magus’ tower, Klayton attempted to tell the ladies of his shrunken head, but couldn’t get the words out, instead spitting out a giant tequila wurm (like in the movie Poltergeist), which crunched loudly under multiple boot heels.  His untoward actions resulted in Brunhilde sending them away.

Over dinner, it was decided that the Group may know where the Chest of Many Stairs is, and it was considered the next place to visit.  Then other options were raised (along with several mugs of the Lion’s Den finest), and it was decided that instead of the abandoned wizard’s tower and its suspected Chest, they would instead visit the caves under Wyrmsback Ridge and capture a pod man to return to the Keep.

Realizing that they would need more muscle to replace their rapidly dwindling comrades, they looked about the room and spied Morgan Ironwolf, who agreed to join them for an equal share of the treasure.

Until next time….

-----

DM Note - When the campaign was active, I was reading lots of Goblin Punch blog posts and Echoes from Fomalhaut 'zine issues, among others, which is where several of these items and places come from; I promise I am not nearly clever enough to do so myself.  


Monday MtG: Play Report

I got to play some proper 3- and 4-player pod Commander games a few weeks back, when work took me to Opelika, and in turn, to the awesome game store Game Time Hobbies.  Over the course of several games, I piloted Dragonlord Dromoka, Heartless Hidetsugu (x2), and Xyris, the Writhing Storm (x2) - note these links run to decklists that need updating, but are close to what I ran.  

Dragonlord Dromoka did quite well, using Fracturing Gust to devastate my opponents (one being a well-equipped Wyleth and the other being Morophon and its mana-rocks) and ensure victory.  It wasn't until this game that I realized that Fracturing Gust was an instant, making it quite the one-sided sweeper (and me the unobservant player - the card is nearly 15 years old).


Heartless Hidetsugu led strong its first game, with a turn 2 Generator Servant into a turn 3 Heartless Hidetsugu.  I kept folks low on life, but ultimately lost to Skithiryx, who infected the table with Karn's Bastion and Ichor Rats.  The second game I drew no haste-makers, so never got to use my commander.  Both of which are typical results of the deck in multiplayer games.  

That second game also featured someone playing Jeleva stealing cards with Harmonic Prodigy in play, which didn't win, but DID make things interesting. So now Jeleva is on my to-build list.  One day.

Xyris was more a live practice duel for the deck, as my opponent was curious as to what the deck would actually do, which was spam the field with snake tokens and accidentally win with Epic Struggle.  By this, I mean I played it and it stuck, but neither of us noticed the win until three turns later. The second game with Xyris saw it do nothing but die to bad draws.


All things considered, I left the shop in a grand mood with a few new cards in mind to purchase (Karn's Bastion and Harmonic Prodigy, among others) and changes to be made to decks (revising which haste cards are in Heartless Hidetsugu).  I did not browse the single cards at the store, but saw they were in binders by set - ideal for impulse purchasing, which is why I didn't browse that evening  as I would have purchased many.

I'm looking forward to visiting Opelika and Game Time Hobbies again, if only for next year's work-related convention.  If you're in the area, I recommend checking them out, especially on Monday afternoons for Commander play.



Thursday, April 21, 2022

Short Video on Adventure Design

I freely admit to being a fanboy of Bryce and his blog Ten Foot Pole.  Only my wallet knows how much money I have spent based on his adventure recommendations over the years.

There is even a useful forum attached to his blog where I have lurked and learned.

Now, though, he has an interview on the Dieku Games channel where he also discusses Adventure Design.  It is close to an hour long and worth the listen for aspiring DMs.


Full disclosure: my dream is to stop being lazy AND to actually publish an adventure that is not only reviewed by Bryce, but passes muster.

First though, I gotta not be lazy.


 

Tuesday, April 19, 2022

Ironguard Keep: Session 10

This was an exciting session, where I had hoped to tempt the Group into doing foolish things.  They didn't fall for it, though, and instead mostly survived. It was a good time, though, and that is what's important.

I still dislike 5e's cantrips, but love exploding dice and the d30 house rules

-----

29 June 20 - Yelrah, Albrecht, Klayton, Svetlo, and Kirsten

NPCs - Bluejay, Fineach, Avalon, Ulster the man-at-arms

The session picked up where we left off - in the courtyard of the keep.  The screeching and cawing turned to beautiful music as the harpies’ charms took effect.  Several of the party were struck dumb - a case of music soothing the savage beasts that the PCs are.  The harpies took advantage of this state by attacking Albrecht and Fineach!

Harpies Attack! Art by Emmanuel Martinez; Discovered on ArtStation

Albrecht barely survived, but alas, poor Fineach was shredded by the filthy talons of the hideous beasts!  Reeling from the blows, the Group was in dire straits when an arrow flew from behind the PCs, burying itself in one of the foul beasts - Kirsten the Elf had joined them (having been following them since leaving the Keep, we later learn)!

The fighting swung back and forth, with Klayton and Albrecht’s spells dealing the most damage (as the d30s were used for the session).  In the end, the harpies were routed, retreating back to their nests among the teetering battlements, leaving a trail of blood, burnt feathers, and a pair of their wicked sisters behind them.

The Group took shelter inside the keep, plunging through the broken down door and finding themselves in a cold, dark room.  As their eyes adjusted to the darkness and torches were lit, a translucent figure materialized - a ghostly butler.  When asked their business, the Group said they were there to make a delivery and pick up, then showed the letter Mario had given them.  Their papers in order, the butler agreed to fetch its master and disappeared, it's sepulchral voice telling the Group to make themselves at home.

Kirsten, Yelrah, and Albrecht interpreted this as permission to explore (and hopefully loot) the keep.  The trio hadn’t gotten far before encountering the master of the keep approaching them from the opposite end of the corridor.  Pleading ignorance, the trio hastily retreated before the Lord Magus.

Phylactery Lich, by Michael Komarck, WotC 2018 - makes a fine Lord Magus Favarro.

Once back together, the Lord Magus addressed the Group, with Klayton functioning as the party face.  The Lord Magus seemed, not so much distracted, as lost in time (or senile).  He realized that his guests needed light, so clapped his hands (it was noticed that these hands were skeletal), and waves of magic rippled across the room, lighting the fire in the hearth, repairing the rotted tapestries and generally making the room look new and inviting.  In this light, the PCs all noticed that the Lord Magus was a robed skeleton. A skeleton who asked about his grandson, Giovanni Favarro, and was amazed to learn that the small village of Kingsbridge had blossomed into a full town that was subsequently already a ruin itself.  

Reminded of the official business, the Lord Magus again clapped his hands, and a formerly empty table now had several items upon it: a pair of sheathed longswords, three rings, an amulet, and a staff.*   After watching Klayton retrieve the chest, the Lord Magus offered to buy the rug-cabin, noting that it was something he had never created and now felt inspired.  Klayton politely declined to sell it. 

Yelrah stepped up, however, asking about the strange tattoo (which is still bitchin’) and the strange ring.  As the Lord Magus took Yelrah’s hand to examine the ring, Yelrah felt a wave of freezing nausea pass over him, but it seemingly had no effect (made his save).

The Lord Magus said he would need time to examine them both.  Yelrah declined the offer to enjoy his hospitality.  So the Group bade the Lord Magus farewell and left with a different chest containing the items to be delivered.  Exiting the keep, they found that the bodies of the slain harpies and Fineach were gone, with only pools of dried blood and loose feathers to show they were there.  

They quickly began the trek back downriver.

-----

*Specifically, the items picked up for delivery are:

Longsword – Green and red and gold colorings. Named Mocker.

Longsword – Blue and white and silver colorings. Cool to the touch. Named Rimefang .

Ring – bluish metal, cool to the touch.

Ring – verdigrised copper.

Ring - Two golden snakes intertwined.

Staff – 5.5 feet long, whitish wood (ash) and bound with iron. Head carved to suggest a dragon with gemstone eyes.

Amulet - Oval cloudstone on a gold chain.

-----

The session ended so the DM could do family things.  Among other things, this session resulted in my writing up this post on Grandfather Favarro, the suspected lich.  The items are detailed at the link.


Ironguard Keep: Session 9

This session kicks off with an encounter I've used a few times over the years, and it finally pays off!

-----

Adventure Log 6/22 - Klayton and Albrecht and Svetlo

NPCs Ulster, BlueJay, Avalon, Yelrah, and Fineach

The group continued north with little issue, until after lunch they heard the growing sound of buzzing - giant bees!  They bravely ran off into the woods to avoid the bees.  There they found a bear cub trapped below a fallen tree!  They rescued it, with Albrecht mightily heaving the tree off of the poor thing!

The bear cub waved and ran!

A bit later, the intrepid explorers encounter a large, bearded man at a lodge; he invites the party in and  they talk and drink mead and eat honeyed cakes.  Albrecht realizes it is strong mead as he passes out.  The group trades some iron pitons for beeswax candles, then they drag Albrecht to the barn to let him sleep it off in the hay!  The watch hears a terrible shrieking that is cut off suddenly, but are otherwise unmolested during the night.  

From one of the Tolkein calendars illustrated by the Brothers Hildebrandt

The next morning, the bearded man provides travel rations and firkins of mead for all - Wolf Sausage and Honeyed Mead!  No doubt the sausage came from the massive wolf whose head drips from a pike near the lodge door.

(DM Note - readers of the Fellowship of the Ring will recognize Beorn, whom I lifted in all but name for this encounter; he may yet prove a useful ally in the fight against Chaos).

Eventually, the Group decides to cut through the bee-fields, and solemnly swear to No Frolicking among the flowers.  The Black Lab-sized bees provide incentive to maintain the oath. 

Their journey northward is mostly uneventful, encountering only a Twk-Man and a pair of hunters.  The Twk-Man trades the following information for salt:

The Goblins are marching

The Lady of the Lake needs help

The statues have awakened

While the hunters merely exchange greetings.

Night falls, and Klayton bleeds on his rug, calling forth the cabin.  The strange portal to the Garden of Ynn has disappeared.  Near dawn, the Group awaken to the sound of someone - or something - trying the door.  As they ready themselves for a fight, Albrecht realizes his dagger is vibrating in his hand as he takes his place near the cold hearth and chimney.

Klayton opens the door using Mage Hand and CARNAGE ENSUES!

A Goblin charges in, screaming 'Bree-Yark!' and Yelrah slams it into the wall (natural 20), breaking several parts necessary for life, and the beastie dies.  As this is happening, footsteps are heard on the roof, nearing the chimney.

Albrecht learns that his Dagger (recovered several sessions prior) vibrates when goblins are afoot and begins glowing when they are closer.  A goblin slides down the chimney in time to see its companions cooked in a massive Burning Hands from Klayton!

The chimney-goblin is captured and hogtied.  It refuses to say anything useful beyond Bree-Yark! Albrecht uses Comprehend Languages and his own knowledge of Orcish to learn several creative insults and also that the PCs will die. 

At this point, Klayton runs it through, so that he can return to napping.

Yelrah claimed the goblin’s mighty blade (a crappy dagger).  

Just as the party calmed down and drifted back to sleep, they were awakened to slamming on the cabin door!

Again with the Mage Hand, but it wasn’t a goblin, it was a hulking Ogre Zombie!

(DM Note - Several players used their once-per-session D30s for massive damage - it was arguably more fun than exploding damage dice! We realized that an exploding D30 would be this side of hilarious!)

With the dawn came the inevitable butchering of the slain monsters to sate the Groups’ strange desire for bloodlust and more random encounters.

They were not disappointed when a little man (about a foot tall) wearing leaves as clothing and a large acorn cap on his head appeared.  After conversing, the little man offered to buy the house, but was politely rebuffed.   He says if interested in selling, simply find an oak tree and call his name.

His name being Jack-in-the-Green.

Jack-in-the-Green; character more inspired by the Jethro Tull song than this image, but they're related.

The Group bid farewell to Jack-in-the-Green and proceed north at a trot to avoid further wandering monsters.  It was past lunchtime when they sighted a keep on an island in the river. 

Proclaiming it their destination, they slowed their roll when they realized the poor repair that the keep was in. The drawbridge was down, though in ill-repair, and the portcullis was rusted in the ‘up’ position.  As they stepped into courtyard, a terrible shrieking was heard around and above them….

Throughout the session there is a strong belief that the bear cub, the bearded man (and perhaps his family), and the little man are druids.   Being a clever DM, I can take a hint...


Saturday, April 16, 2022

The Deed of Paksenarrion

I received an Amazon gift card and spent it on a trilogy some of you may recognize, and all of you should read: The Deed of Paksenarrion by Elizabeth Moon.

How I missed it in my heyday of reading, I don't know.  They are read, now, and I am better for it!

Cover art from the used versions I picked up.


Book One - Sheepfarmer's Daughter - saw me power through from 8pm to 4am; an excellent book that reminded me a bit of Cook's Black Company and a bit of several military science fiction pieces I had read in the past.  Mostly mundane, with hints of magic that gave way to larger amounts near the end.


Book Two - Divided Allegiance - I made time to sleep, and frankly, am still recovering from all-nighting the first book.  This one includes several sections that read like D&D adventures, which I particularly enjoy.  Truly, it was others' comparisons to these books and D&D that led me to reading them.  Anyhow, I was not expecting the cliffhangerish ending, so of course, I picked up book three almost immediately.


Book Three - Oath of Gold - this took several days because of real life.  Stupid responsibilities.  The first part of the book is Paksenarrion's truly becoming a Paladin in the D&D sense: creating light, healing wounds, detecting evil, resisting fear, and even a magical mount appearing.  By midway, I could see the ending, but not how it would end, so I read on, and it ended quite well.

Overall, I am glad I finally took the time to read this trilogy, and I reckon by next week, my sleep schedule will be more back to normal.

If you are looking to run a paladin in a DnDish game, give these books a read to see a way it could be done and treated.  furthermore, the books provide a fairly cohesive world and demonstrate one way how a world with numerous active deities might function.  

The standard fantasy races of Elves, Dwarves, Gnomes, and Orcs are included, but made distinct through speech patterns and nonhuman cultures.

Go forth and read!


Sunday, April 10, 2022

Ironguard Keep: Session 8

Moving forward, I became the chief scribe.  Truth be told, I had almost as much fun writing these post-session logs as I did DMing them.  The Group are good folks.

----- 

Original Session 6/8/20

PCs

Klayton - Warlock

Yelrah - Half Orc Barbarian

Svetlo - Cleric

Bluejay - Dwarf Fighter

PCs as NPCs due to missing players

Albrecht - Sorcerer

Fineach - Sorcerer

Avalon - Bard

True NPCs

Ulster - fighter


The session opened with a continuation of dinner at Mario’s to recap for Yelrah's player.  In the morning, Ulster (rescued from the Pod People) offered his services as a reward for rescuing him.  Recalling his deadeye shooting with a crossbow, The Group gladly accepted.  They were also joined by the Dwarf Bluejay, not seen since the caravan they all guarded arrived at Ironguard Keep several weeks prior.  No doubt he was busy tippling in the Lion’s Den all this time.  

Now eight strong, The Group struck out northwards, following the river to a keep with an eccentric owner.  They purchased a cart and horse to pull it, because the chest they were delivering was equal parts large and heavy (like a typical 6-drawer dresser).  A few hours outside the Keep, the party realized they were being watched from the treeline. Observation suggested a humanoid, which they called out to.

Quirion Dryad, by Todd Lockwood - a Magic card, of course

She responded, and suddenly Klayton leapt down from the cart to join her.   His companions successfully restrained him, and the woman in the trees pouted and said, ‘fine. Be that way.’  At which point an awful screeching was heard, followed by a second screech.  The Group braced for whatever was shrieking and crashing through the undergrowth towards them.  Svetlo grabbed the horse’s reins in an attempt to calm it, and while he did keep it from bolting, it stamped and snorted, eyes wide in fear.

At this point, a pair of owlbears broke from the trees and made a beeline for the horse.  Bluejay suffered a mighty bite from one, and the poor horse had its head bitten through as a massive featherfurred paw ripped its throat out.  Avalon sent one owlbear running with a spell, while the others enraged the second, eventually slaying it with sword and spell (mostly spell).  They immediately chased down and slew the retreating owlbear, with Albrecht putting a crossbow bolt in its brainstem.

Being The Group, they immediately fell to bathing in the reeking gore of the scorched and bleeding corpses, skinning them and hacking away at beaks and claws for souvenirs.  This dallying almost proved their undoing, as a flight of griffins passed by and decided fresh dead horse and owlbear made a tasty meal.  The Group wisely ran into the woods to hide and watch.  

Busy watching the griffins feed, The Group did not see the woman from earlier approach,tap Klayton on the shoulder, and caress his face while saying, “come with me.”  He got up and willingly strode into a massive oak tree.  By the time his companions noticed he was missing, it had been an hour.  A twk-man flew by as they dithered and traded information for salt:

The old soldiers are stirring!

The forest queen has a new prince!

The old man of the mountains knows - he knows!

They tracked Klayton to the tree, whereupon Yelrah struck it with his wooden sword.  All were amazed to see tendrils extend from both tree and sword, the tree apparently trying to absorb the weapon! Despite a valiant effort, Yelrah lost the tug-of-war, and his weapon was gone.  Suddenly, a naked, sap-covered Klayton was spat out of the tree, landing on the ground, the dirt and dead leaves coating his body in strategic, yet awkward places.  His clothing and pack were spat out after him.  

Gladdened at having their friend back, though saddened at the loss of Yelrah’s magnificent Living Sword, they returned to the cart and chest.  As Klayton bathed in the river (no wandering monsters, sadly), the others decided that manually pulling and pushing the cart holding the chest would be the fastest means of travel.  They made another three miles before nightfall loomed.  

Klayton unrolled his carpet and bled upon it, summoning the cabin.  The entire party went inside, carrying the chest with them.  At this point they realized they could likely use it to more easily carry the chest.  Demiplanes are like that.  They ate and drank and set up watches.  All was quiet until Bluejay’s watch, when he saw a door in the wall that wasn’t there before.  

Being the curious sort, he cracked the door open and was greeted with bright sunlight, bird calls, and the distant sounds of laughter and music.  Bluejay then boldly strode through the door into the gardens, going deeper and deeper into …. a rather strange place (the Garden of Ynn).   His chief triumph was helping a stalemate made of living chess pieces determine a winner.  The method chosen, however, was unsatisfactory to both sides, and they all exploded after rewarding him with an ornate music box.

Cover of the Gardens of Ynn - so much fun.  Buy it today!

Running from the exploding chess pieces, Bluejay encountered a being made of glass that wanted Bluejay to stay for dinner.  As it advanced, it kept discussing all the tasty tidbits it could make from Dwarf: pickled Dwarf ears, sauteed Dwarf beard, a soup made of Dwarf fat - all sorts of tasty things.  

Blindly running from the Glass Butler, Bluejay found himself in an abandoned theater where an ominous ticking could be heard from underground.  As he stood there, he watched his shadow begin to extend far beyond what it should, so he bolted, heading back to his companions.  

Along the way, he passed a Gazebo, which had some interesting graffiti and some more interesting golden trinkets.  Adding them to the ornate music box he had found, he merrily retreated more.  At the courtyard with the door to his friends, he found three fresh corpses staked out on the ground, orchids growing from their mouths.  As he moved to bravely loot said corpses, he heard a terrible snuffling behind him.  Axe in hand, he turned to face a …. thing! and what a terrible thing it was! The body of a zebra, the head of an orangutan, the feet of a gecko lizard, and flapping bat wings (a lovely random table, that one is).  Bluejay ran, making it through the door and almost closing it.

But.

But the thing got a tentacle-toe in the door and was trying to crash through!  Bluejay called out in fear and consternation, waking his friends, who helped drive off the beast and close the door.

We ended there. 

-----

Note that this was the last time I gamed with Bluejay's player due to a car accident.  

Requiem in Pacem, James.


Tuesday, April 5, 2022

Ironguard Sessions 6 and 7

Making cryptic notes readable is a fun challenge for me.  Apologies if I misremember any particulars, members of THE GROUP.

----- 

Original Session 5/25/20

Avalon the Bard

Klayton the Warlock

Yelrah the Barbarian

Svetlo Sudco the Cleric of Odin 

Fineach the Sorcerer


Having passed the evening in the safety of Ironguard Keep, our heroes awoke to a bizarre discovery: Yelrah's arm was missing! 

The arm from the shoulder down was just gone; speculation about the mystery ring he donned in the rat-house and its involvement was rampant.  Oddly enough, Yelrah could still feel his arm (and at one point, someone tickling it), yet it wasn't there.

Lacking anywhere else to go, Yelrah asked Constanzo in the Oddities Shoppe, who could only shrug his shoulders and state, 'I have no idea.  Good luck!'  While there, Klayton took an interest in an odd voodoo head that seemed to stare at him from a shelf.  He did not purchase it, though.

Not the image from the game, but close enough.

Before setting off to continue explorations of the area and to 'hold back Chaos,' THE GROUP was joined by a man of faith, Svetlo Sudco, Cleric of Odin.  Understanding both safety in numbers and the importance of a local healer, THE GROUP welcomed him and they left Ironguard Keep together.

Movement to Wyrmsback Ridge means being outside the walls and away from the road, which means random encounters.  Sadly, all they encountered were some hunters and a patrol from the Keep.  Both groups warned of strange footprints and other signs of rising Chaos.  The PCs boldly ignored said warnings and continued on.

Wyrmsback Ridge was aptly named, being formed by the skeleton of a massive (green) wyrm, now slowly going back to nature.  Its skeletal mouth gaping open, forming a cave of sorts.  Entering the mouth-cave, our bold explorers found themselves in the Pod-Caverns of the Sinister Shroom! (although they didn't know this until reading this post and my secrets were revealed!).  

Exploration of the Pod-Caverns witnessed combat with a Shambling Mound, weird plant things, and some pod-people that were feeding someone into a click-clacking person-shredder over the water, creating an EVIL fertilizer.

The Group was victorious over the pod-people, and freed a pair of humans from a cage, leaving a strange growling shape-shifting humanoid in a separate cage.  The humans were grateful, especially after having seen their companions fed to the person-shredder. 

When asked, the captives said their names were Merenthea Favarro and Ulster the Guard.  They had been enroute to Ironguard Keep when ambushed and taken captive.  Their friends now dead, they just want out of the caves.  

The Group armed Ulster with a spare crossbow and dagger, then agreed to take them both back to Ironguard Keep.

They exited the caves with no issues but giant centipedes (which are disappointing in 5e), to find the sun setting.  Being wise to this DM's thinking, Klayton unrolled the rug and cut himself. 

As the Group prepared for bed, there was a knock on the cabin door...

And that is where we closed for the night.

-----

Original Session 6/1/20

Avalon the Bard

Albrecht the Sorcerer

Klayton the Warlock

Svetlo Sudco the Cleric

The knock at the door was followed by a voice, a soothing voice asking for permission to enter and have some tea.  In response, the party snuffed the fire and pretended they weren't home.  Eventually, the knocker went away and the Group returned to their slumbers.

In the morning, Yelrah was thrilled to find his arm had returned! Granted, it now wore a different ring and sported a bitchin' tattoo.

Verily, a bitchin' tattoo! Other bands play, Manowar kills!

Back on the trail, the dice indicated an encounter with a mounted patrol from Ironguard Keep, led by a rude Knight-Lieutenant, Sir NAME.  They exchanged words and went their separate ways.  

Upon returning to the Keep, Klayton went by himself to the barracks to level a complaint about the lieutenant. As that was happening, Albrecht escorted the captives to Mario, who welcomed them with open arms. 

Since he was nearby the Oddities store, Albrecht bought a Turks-head meerschaum pipe (not haunted!) and a piggybank.  Klayton met Albrecht at the Shoppe after lodging his complaint, and bought an odd voodoo head that seemed to ... speak to him.

As this happened, Avalon went to the Lion's Den and broke out her Hurdy-Gurdy to sing a song that only slightly exaggerated the Group's deeds.  She earned as much as she could drink as payment.

While the PCs were gathering at the Lion's Den for dinner, a servant arrived, bringing them an invitation from Mario Favarro to come and dine with him.  The PCs gladly did so. 

In addition to thanking the party as a whole for rescuing his cousin and her guard, he asked them if they would make a delivery and pick up for him.  The Group agreed to the task and said that they would leave in the morning.