Yep, I'm still running Cuccagna, and I have been quite neglectful in posting session reports. I want to resume my posts of the sessions, but I don't have good notes on a lot of the ones I've missed. As such I will try to do some highlights from the ones I've missed. So instead I must offer a list of highlights from previous sessions and hope that's enough for anyone who for whatever reason wants to keep up with the adventures on that strange isle.
11*: The party investigated more rooms on the ground floor of the Lapis Vaults. There they found a trio of rooms that appeared to be inhabited by a strange and beautiful sorceress. These were illusions crafted by Prospero the Blue and seemingly depicting a romance with the woman in question, including a nice picknick on the beach, a night in the boudoir, and her cuckolding him with a man capable of casting fireball.** The party in general recognized the man from one of the portraits they had taken in an earlier session and Jules de Mozarin recognized the woman as the subject of the crystal ball they had found.
12*: A strange "knight" from a far off land joined the party. He insisted that all things should be done chivalrously, and that Prospero the Blue should be met openly. The rest of the party gingerly tried to play around this, not admitting they were there to loot the place. Notably he confronted a group of giant bees who were doing something to the bodies of hirelings that had been left in the dungeon long before, and remarkably survived. Alas soon after he fell to a group of backwards Blemmyes. Then it was revealed this remarkable man was a living harness! No more will his like be seen again on the World of Nightwick.
13*: The party took to the upper floor of the vaults. There they found a foraging party of pseudopods which they learned were looking for food as the Kingdom of the Monopods [sic] is lacking such. They deceived these creatures into believing they worked for Prospero the Blue and were sent to reclaim objects to be moved to a new manse. Shortly after they found the lair of the toy dogheads and decided to face them in open combat. I think Oro the dwarf died in this one, but overall the party was victorious. They also found the strange room they believe to have once been the home of the intelligent rats that people the dungeon, and found primitive tools made for tiny hands used to escape it.
14*: Lord Saurr decided it would be a good idea to start bringing food to the pseudopods to win their favor. Jules wished to explore the second floor and see what a room he had seen off of the Doghead lair was, but they were interrupted first by giant rats and then a rotten room full of shriekers. The shriekers summoned a number of glass statues similar to the ones the party had previously encountered. Lord Saurr was knocked unconscious but the party prevailed. A group of pseudo also appeared to watch the combat and then hop off without participating. Shortly after the party found a large number of glowing vats containing misshapen beings - prototypes of the creatures seen elsewhere in the manse. Beyond this they found a secret door in which were a group of magicians they quickly slew in a battle of magic. From this they obtained a fair amount of treasure and a spellbook containing spells from the continent.*** A karslish fighting man pc named Thomus was also killed this session in one of the struggles.
15*: The pseudopods are once again given food. Jules finally gets his wish and the party, with some fights against intelligent rats, finds its way to the room that seems to have been a doghead prison. The blemmye he saw in the room had been killed by someone else searching the room. Feeling they had finished exploring the upper level the party at last descended into the tunnels beneath the manse. They found a wine cellar, the door to which was trapped and killed an Averois fighting man PC whose name I do not remember at this time. They carried a great deal of the wine out using the obscene number of hirelings they now possess - the party now contains some 20 odd members including mercenaries and porters.
16*: The pseudopods are once again given food, but seem kinda squirrelly for a reason unknown to the party. The party then fought more intelligent rats on the way to the tunnels. They then tried to get a wagon in the tunnels to the surface level so that they could bring the last of the wine out and make bank. During this they were again attacked by intelligent rats who skirmished with them, shooting and then retreating into the darkness. They eventually got the barrels out with their huge number of hirelings and the wagon. They then returned and found a number of barrels containing "the black blood of the earth" which they also took to the surface to sell.
17*: Pseudopods fed again. More of the tunnels explored. A large cave filled with strange, iridescent stalactites. This room proved to cause strange vision if any noise echoed of the stalactites, as the cleric Skleras found out to the party's peril. Maglor believed he heard a large number bees coming from one cave, and Lord Saurr found the site of an old battle between several of the creatures from the dungeon. The cat was then chased by some mushrooms he believed to be shriekers, though why they were chasing him he wasn't sure. Finally they found a cave containing a number of spider webs that, surprise surprise, was home to a tarentella. This they slew but then Skleras fell down its trap door lair into a nest of its sprawling children. Numerous bites sent him into a dancing frenzy but the hireling Tomantha was able to cast sleep on him such that they could pull him out of the hole without interference. In the lair they found the corpse of a magician and his spellbook.
19*: Jules de Mozarin was summoned to the Viridian Palace by Prospero the Green. He brought with him the entire party as a display of his own importance. Prospero the Green offered him the chance to have have the great wizard serve as a mentor**** if Jules and company would perform two related tasks. First, find the petrified body of Sir Wint of Dril, spy for Prospero the Green who had been captured by Prospero the Blue, and prevent a party sent by Prospero the Orange from doing the same. In the dungeon they again gave food to the psuedopods and this time asked them where the body of Sir Wint could be found. This they provided and soon the party headed to the sitting room and strange room of statues where they had previously fought a Scitalis. This time they fought a group of magicians and their hired men-at-arms. These they defeated, gaining spell books and a scroll with a great deal of Cuccagnan spells. Jules used a scroll provided by Prospero the Green to debrief Sir Wint, learning that Prospero the Blue used a strange blemmye with the head of a cockatrice to petrify suspected thieves and spies. They then spent some time carving his statue out of the wall in which it had been placed and returned to their wormship and back to the Great Wen where Sir Wint was returned to flesh.
20*: Psuedopods again fed. This time they discussed the blemmyes and the tunnels. Lord Saurr hoped they could be made to attack the Blemmyes but the pseudopods are too afraid of the backwards anthropophagi. In the tunnels below they had a brief fight with some Blemmyes after a hireling fell in a pit. They seemed to be guarding an area with the mounted heads of their enemies. Beyond that they found a strange trapped room in the cave covered with depictions of satyrs. The phalli of the creatures produced arrows when someone stepped on the tiles. They found a room with a statue and a large number of shriekers, that Maglor was able to see without disturbing thanks to his dark vision. After some discussion they decided against fighting the shriekers and instead made their way to the area where Maglor heard the bees. There they found a strange device, pictured below.
* Numbers are somewhat speculative as I'm worried I missed one or two.
** This spell was an illusion and merely caused a number of members of the party to pass out.
*** Continental spells - those found in the OSE core rulebook, are only available to starting characters.
**** Mentors are very important for the magician class, assuming you want to control which spells you gain as you level.