Saturday, November 28, 2020

Kommando Kronikles: The Sword


...kinda.

Characters Present
Sir Istvan the Vulgar Knight (Foul Changeling Fighter)
Sir Uein of the World (Human Fighter)
Abraham, Lord of the Prison (Human Rogue/Ranger)
Father Kozel of the Wood (Fair Changeling Cleric)
Mother Johanna of the Church of St Santa Claus (Human Cleric)
Frederick van Bull (Frogling Fighter)

November 27th, 1396
  • Uein had concocted a plan to defeat the last Hochmeister and gain the seals needed to open a door on the Baroness Level. They believed this door concealed either a relic cross or a powerful magic sword.
  • Entering through the graveyard entrance, the party soon found that the geomorph they normally enter through had changed orientation, meaning the way in was no longer the way out and led instead into a series of catacombs.
  • Heading into those catacombs, Istvan was able to see with his special eyes that there were a number of odd, hunched figures down one of the passages. 
  • The party planned to attack them, but the lighting conditions of the dungeon proved difficult to overcome, and in setting up they soon attracted the attention not only of the foes they expected (which turned out to be a group of ghouls) but also a formation of Blind Bruders.
  • This led to a combat on two fronts, with the clerics and Istvan heading to face the blind brothers and the two fighters engaging the ghouls. Uein was fairly significantly wounded but both battles went easily in favor of the Kommandos.
  • There was then some debate about which way to go, and as it was decided that north was the  proper way, the party was ambushed by a pair of broken dead. These too were fairly easily overcome, but there was a brief moment of panic as the creatures are often a great annoyance to delvers.
  • Making the way north they found an altar covered in offal and depicting dead beings dancing around a great sphere, rusted and pitted and covered in eyes. This they remembered from a  previous delve, but were at first convinced that it lay near the lair of Great King Death. Luckily Abraham was eventually able to remember that it actually lay near the Hochmeister they sought.
  • Their previous encounter with the Hochmeister had ended with them retreating for at the time they lacked clerics, area of effect spells, and blunt weapons.
  • This time, however, the creatures were easily dispatched due to the magic of saint Santa Claus and the potent sling bullets of Abraham.
  • The monster's lair was in a great catacomb, which the party spent some time exploring to find some treasure. This they did, though perhaps not as much as would normally befit such a potent adversary.
  • However, most importantly they found the fourth and final sword brother seal.
  • Uein realized that a simple walk west would lead outside the dungeon and that their best bet was to reenter through the East Tower in order to make their way to the Baroness level. Their current position on level 3 had no established root to that level, though previous outings showed it was possible to get there.
  • So they did indeed exit and return by the East Tower, soon finding themselves on the second level.
  • They passed through a portal of darkness and into strangely regular square rooms they knew to be associated with the God of Law, and to house the item they sought.
  • There was some confusion as to where everyone needed to stand to put in the seals simultaneously, but eventually this was sorted out and the seals placed and the door opened.
  • It revealed a two handed sword composed entirely of right angles - with a flat top, cubic hit, rectangular handle and guard, and a razor thin blade. Kozel was able to recognize this as a fabled "shard" of the God of Law, struck off him during the War in Heaven. He also determined the area they stood in was consecrated, though the sword itself seemed neutral in aspect.
  • Johanna and Uein then each toyed with it while it was still shoved in the dais. Uein ultimately pulled it out causing a thrum to emit through the room as though he had struck a tuning fork.
  • They then decided to make their way back to Nightwick village, to study the sword in greater detail.

Monsters Slain
19 Blind Bruders, 6 Ghouls, 1 Hochmeister, 2 Broken Dead

Treasure Gained
5,000sp, a suit of strangely spotless half plate of  great antiquity, a shard of the God of  Law

XP Per Player
875


Sunday, November 22, 2020

Kommando Kronikles: Hunting the Hundprest

Characters Present
Sir Istvan the Vulgar Knight (Foul Changeling Fighter) (only first session)
Sir Uein of the World (Human Fighter)
Abraham, Lord of the Prison (Human Rogue/Ranger)
Father Kozel of the Wood (Fair Changeling Cleric)
Mother Johanna of the Church of St Santa Claus (Human Cleric) (only second session)
 
November 13th - 16th, 1396
  •  As discussed in the previous write up, the countryside has been harried for the past several weeks by a creature unleashed by the Kommandos themselves.  
  • Now armed with a mace which could banish his spirit back to hell and two clerics capable of casting banishment, the party believed they had what they needed to end his reign of terror.
  • Since they did not know his precise location, they decided the best thing would be to make their way to Knightpath and ask there for more specific directions to his new camp.
  • En route they were first stopped by an encounter with some of the Hundprest's own hunting hounds - unfortunates who had been transformed by his terrible curse. Abraham used his rod of rulership to cow some of them, while Kozel removed the curse from as many as possible. Some were unfortunately slain before they could be helped.
  • Heading further down the long road, the party encountered a large set of bandits (somewhere between 30 and 300) whose ambush Sir Istvan was unable to spot in time. Kozel summoned a thunderhead and used call lightning to destroy a small set of the bandits, causing their leader to flee. Upon seeing their leader flee, the rest of the bandits followed suit. 
  • Istvan decided to chase down the leader and engage him in single combat, and seeing how fast the barbarian could move, the leader indeed turned to face his opponent. Istvan was ultimately able to defeat him (with some aid from a well placed bolt shot by Abraham).
  • Abraham and Kozel then set about killing who they could of the remaining bandits with bolts both crossbow and lightning.
  • Realizing that the commoners and dogs they had in tow were a burden and could be endangered by further such encounters, the party decided to alter their route and head to the Rumpelfort. This is a small fortified manor that once served as the home of a being called the Little Magic Man, but the Wild Daggers (i.e. the gamestore group) had cleared it to be occupied by the Order of the Elk.
  • They found the guards of the Rumpelfort quite ornery and suspicious, but they quickly realized that this was because the plague in Lychgate was having a resurgence and many who traveled from that city to the various villages along the Long Road were now infected.
  • A cleric was summoned to inspect them for disease, and finding none they were allowed in - and apologized too on account of their fame in the bishopric.
  • The next day Kozel and the chaplain of the fort removed the curse from the remaining dogs.



  • On the third day, the party left the Rumpelfort to head into the Little Heath, an area lying between the Great Swamp and the Mire of Princes. This is where they had been directed by the knights of the Elk and was also familiar to them from an earlier adventure which had led to the destruction of a pagan settlement at the edge of the swamp.
  • Abraham, now having been trained in the arts of the woodsmen of Nightwick in return for his earlier acts of "heroism" on their behalf, followed the mixture of dog tracks and hand and feet prints along the southern edge of the heath. 
  • The trail became muddled, but finding more tracks led them to a burned out building as well as a pile of burnt bodies. Near the building was a large cauldron and the skeletons of small fairy creatures, unidentifiable to those present. Some speculation on the purpose of the bones and the cauldron was made, but it was agreed by all that the house had been burnt by the Hundprest himself.
  • They then made their way to the village they remembered from their earlier escapade. They arrived at dusk to find that it showed some evidence of having been rebuilt only to have been recently destroyed again - likely by the Hundprest. The party decided this would be a fair place to camp as the ruined buildings would provide a place to hide as well as some safety from the pouring rain that had begun only a short time ago.
  • During the night, Abraham caught sight of a groan. When previously encountered, the village had worshiped these creatures, and Abraham observed it approach, see no signs of life, and then slink off back into the swamp as though greatly saddened.

Pecz
  • The next morning, still in the rain, they decided to cross through the middle of the heath in hope of picking up the trail.
  • After only a short trek, Istvan spotted a herd of reindeer ahead, tended to by an old man. Kozel recognized this immediately as a druid dedicated to "St Santa Claus." He had earlier researched reindeer, asking around informants in the Woodsmen's Lodge, and they had told him of such a herd and such a druid.
  • From this druid, whose name was Pecz, they learned that the Hundprest was once a chaplain of the Sword Brothers, and descendants of his flock were bound to serve him as hounds due to the sins of their ancestors. 
  • They also learned that though the Hundprest was bound in death to hunt the Bogdani,* he was not very picky in his choice of victim. These two facts together answered a question that had long bedeviled the party - how does this racist ghost operate? It turns out that while he could not accurately pinpoint his foeman, he did know his compatriots. Thus was his curse endlessly maintained.
  • Asking for some aid, Kozel and Abraham were each provided with both a large stag reindeer and a smaller female reindeer (one for fighting and one for light riding) to serve as mounts.
  • They headed south over land they had already covered, for Pecz had directed them thus, and soon were able to pick up the trail again and find the monster's camp.
  • Currently he was gone, but the camp was attended by a lone figure in Sword Brother robes. Seeing this for one of the Blind Dead, Abraham struck swiftly with a sling bullet and destroyed the creature.
  • The party then set about searching the camp, finding a rack of "sausage" that seemed to be just human entrails, and a spot of frozen ground which Abraham identified as the area where the Hundprest would manifest at night.
  • They set a plan - create a roaring fire on top of his "spawn," cast banishment when he appeared, and if he stayed then wail on him and make sure the last hit was with the mace.
  • The creature appeared as soon as the sun had dipped below the horizon, and at the same time so did a pack of fierce wolfhounds. Abraham subdued these with his rod of rulership - the dogs so charmed fighting with those that made their save. Kozel and Johanna both attempted to banish the creature, but it laughed in the face of their prayers.
  • The combat which occurred thereafter was not terribly difficult, though the cackling of the Hundprest even as his own body burned was greatly unnerving, but ultimately when it slipped out of its body to find a new host, Johanna struck it with the mace casting it back into the Pit.
  • Then they camped and the next day headed back to Nightwick, making a brief stop to inform Pecz of the success of their mission.
Monsters Slain
40 bandits, 1 bandit captain, 1 blind dead, 25 wolf hounds, the Hundprest

Treasure Gained
2400cp, 1000sp, 30gp, 15 crossbows, 45 bolts, 150gp in women's jewelry

XP Per Player
305 per session
* The natives of the Dark Country.

Friday, November 13, 2020

Kommando Kronikles: The Bowling Alley Job


Characters Present
Sir Istvan the Vulgar Knight (Foul Changeling Fighter)
Sir Uein of the World (Human Fighter)
Abraham, Lord of the Prison (Human Rogue)
Father Kozel of the Wood (Fair Changeling Cleric)
Mother Johanna of the Church of St Santa Claus (Human Cleric)

Shocktober 30th, 1396
  • A few weeks ago, the Kommandos had encountered a revenant known to locals as the Hundprest.
  • This first encounter with him proved that he could not be slain by the party at the time - they lacked powerful enough magic to do so. 
  • Kozel spent some weeks researching the creature, and his efforts will be discussed in a future kronikle. For now, suffice it to say that he felt he knew how the monster could be dismissed but that Mother Johanna would possibly need to advance in level to ensure success.
  • With this in mind, the party decided to return to the fetid hole known as Nightwick Abbey!
  • Their plan was to enter the third floor and clear out a bowling alley of dregs and gambling den of devil-men that was associated with it. This, they hoped, would yield a fair amount of treasure while requiring little exertion.
  • They entered the dungeon by the east tower - for they knew not the relation of the graveyard entrance to the bowling alley but did know that it lay at the base of the stairs down from level 2.
  • On their way, they encountered a group of cultists in garbs they had not seen before - all black. Abraham was able to charm some using a rod of rulership the party had wrested from a pagan tomb shortly before the events in Vollage. The rest were quickly slain.
  • From those enthralled, they learned they served in the cult of a being they called only The Master. Unfortunately, it is quite common for cults to refer to their idols by this moniker, but Kozel was able to ascertain they venerated a vampire.
  • They also discussed how they (and the Master) were at war with a demonic being they called Plutus, and they had come to break open the seals to level 4 to aid in this war.
  • Abraham then explained that they should present themselves to the guards at his prison and begin "infiltrating" by submitting themselves as prisoners there.
  • They found that Uein's remembering of the Baroness's level was apparently incorrect, and while trying to locate the stairs to level 3 they encountered a caged one. 
  • They slew it, but doing so required the clerics to anger the Abbey, causing a shift. Still, the encounter occurred right next to the stairs so while leaving may have been an issue, they could head to their quarry without incident.
  • Heading down the stairs they arrived at the bowling alley, and only remembered that even when bowling dregs make no noise.
  • There was a short attempt to parley, but Istvan's inopportune question of "so are we killing these guys?" ensured its failure.
  • Battle was joined, though many of the dregs retreated to fetch devil-men alleys from the gambling den and even a chamber beyond (that happened to be connected at the time of the battle).
  • Both Kozel and Johanna used effects that automatically caused the abbey to shift, but it seemed not to impede their current aim.
  • These spells, and their companion's blades, proved sovereign against the assembled devil-men and dregs.
  • They did, indeed, find a great deal of treasure, but decided to continue on in order to map out the current geomorph configuration.
  • They found that the chambers they next investigated now housed a warlock and members of the Cult of the Ever Watchful Eye. The warlock they recognized by reputation to be Nymandus, a man who had previously been responsible for the stoppage of Blackleg's mine (their forces encountered him after the incident with the two ghosts.)
  • Again, battle was joined. Though warlocks of Armadeus are known to be fearful opponents, quick thinking, spells, and decisive blows all focused on him defeated him in only a few rounds. The cultists were much more easily killed.
  • With some of Nymandus's goods as treasure, and with the haul from the bowling alley, the party decided now would be a good time to escape to the surface.
  • On the second level, they found they didn't know the way back, but since the party was high enough level that they would all automatically survive being lost on the 2nd level the session ended there.
Monsters Killed
13 Cultists, 19 Devil-men, 22 Mites, and Nymandus

Treasure Gained
5300sp, 1300gp, 6 black pearls (100gp each), 2 peridots (250gp each), and two scrolls

XP Per Player
1171