Showing posts with label flgs. Show all posts
Showing posts with label flgs. Show all posts

Tuesday, February 25, 2020

The Continuing Adventures of Gawain the Inquisitor



[Gawain is a 4th level cleric and inquisitor dedicate to the cult of St Richard the Prior. What follows is an account written by his player (with some edits by me). His associates are Paul (Frogling Barbarian 4), Robert van Hoppen (Frogling Fighter 4), Adran Wildedagger (Karslish Rogue 4), and Flint Lichtbringer (Dwarf Paladin 3).]

It is the 28th of Unodecember. Town pop is still doubled and the noble’s wife gave birth to a stillborn changeling. (Acquired a +1 mace from previous session, the book is a history of Nightwick, the amulet is a Darkshard Amulet only useful to pagan casters, the perfume is a magical mixture called the Perfume of Beguiling) 

Ventured back down into Nightwick, almost immediately encountered a foul mound of larva (they are the lost souls of men doomed to hell) , I proceeded to dispense the holy justice of St Pryor upon them by burning the sins from them. Something demonic looked on from above until Sir Richard fired a volley at them, chasing them off. While I was administering justice, we were surprised by a group of Mongrel Men. I wanted to dispense of them as they are foul creatures and unnatural but I went along with the judgement of the party and allowed them safe passage to leave. 

We went into the door they did not and encountered a room dominated by a jelly like, inky black pool full of deer men. 7 in total, several armed with mancatchers. Defeated the deer men easily enough. Upon investigating the pool, we noticed a luminous green gem at the bottom. Paul jumped into the pool to retrieve but was having some issues. I volunteered to tie a rope to him, but as I leaned over the water I was dragged in by a foul force. It clung to me like a vicious goop, and tried to force its way into my mouth. I gripped my symbol of St Richard the Prior and mentally voiced a prayer of protected. A bright burst of light freed the goop from my face and allowed to get to the surface where I was able to get out with the assistance of Sir Robert. 

 Paul by then had successfully retrieved the gem, and then we discovered it was responsible for the summoning and transformation of the deer men in this horrible place. In the next few rooms, we encountered a freshly killed and mounted human and goblin head, and a bunch of dregs. Easily dispatched. Followed the sound of almost meaty impacts, till we discovered a most foul creature, The Butcher. He was a solid fight but easily dispatched by our skilled party. Received 650 exp apiece, 23 platinum and 988gp.

Monday, December 23, 2019

FLGS Nightwick Session 12: Can't Save them All


Characters Present
Mrs. Claus - a human druid dedicated to some weird combination of Father Winter, St Santa Claus and the Krampus (level 2)
Gwenifer Nighthawk - another druid and member of the Circle of the Moon (level 2, now deceased)
Paul - a frogling barbarian from Unknown Lands (level 2)
Adran Wildedagger - Karslish human rogue (level 3)


Decenber 13, 1395

  • Flint probably remained in Knightpath to distract his fellow members of the Order of the Elk while the kidnappers made good their escape. 
  • Mrs. Claus and Gwenifer elected to head out in the night, after a spot of freezing rain had turned the little snow fall into a nasty mush.
  • Adran was able to spy some deer-men and an elk-ogre up the road, and a debate began about how to deal with it.
  • Ultimately, partly due to Gwenifer's insistence, it was decided they would fight these creatures.
  • Mrs. Claus and Paul turned the cart the kept the children upside-down in to offer them a modicum of protection. Mrs. Claus then stayed with them to make sure none were endangered (or escaped).
  • Adran set himself up in a nearby tree, trapping the area around it, and made ready with his crossbow to snipe at oncoming deer-men. Poul waited next to the cart.
  • Gwenifer surprised everyone by turning into a strange, spider-like creature unknown in the whole of the World of Nightwick. She lept towards the deer-men but was soon surrounded and knocked unconscious. The elk-ogre then smashed her unconscious body with a huge club, killing her.
  • During this time Adran's shots were hitting with good effect, but the monsters had focused on the spider because his great adeptness at hiding meant he remained unseen.
  • Paul arrived in the melee just before Gwenifer died, and was able to begin slaying the creatures she had softened up. Mrs. Claus aided with a few eldritch blasts.
  • Once the creatures were dead, the party retreated and encamped in the shadow of Knightpath, hoping they would not be discovered.
  • They weren't, and the next day they made their way towards Frogguts.
  • About an hour outside Frogguts, the children (who were separated into two enormous roughspun sacks) began arguing about whether the priest of Nightwick or Knightpath was more holy. When Arnest, one of the boys from Knightpath, said his priest was a saint a strange sound was heard.
  • It turned out to be the swift approach of a Rawhead, who became visible just long enough to grab Arnest and disappear again, leaving the living party members stunned.
  • Once in Frogguts they found the town completely deserted, except for a mother and daughter hiding in a building. The mother informed them that they had been assailed by that creature ever since her daughter lied to some 'likely bandits" about how many were with them. The bandits had tried to slaughter the beast and died.
  • Paul, who lacks the moral complexity of some of his human company, knocked the mother out and then replaced Arnest in the bag with the daughter - who had lied and therefore was naughty. Mrs. Claus was able to figure that the Rawhead had just eaten a child and would likely be sated long enough for them to make their escape.
  • They then pushed on to the outskirts of blackleg, where, exhausted, they stayed at a small inn. In this inn, Adran and Mrs. Claus met a set of dwarfs who said they had no work in the mine since it was shut down and would be willing to lead the party to the shrine of Knecht Ruprecht for a fee. They agreed.
  • They also picked up two new naughty children - one who had traded his parents magic beans for a cow, and another who had min/maxed while playing imagination games.
  • When Paul came back from fetching these children, he noted that the "dwarfs" were obviously not dwarfs, since his frogling senses paid attention to aspects not obvious to humans. They were extra hairy, possessed of even more pointed ears, and wore no shoes. These, it seems, were knockers.
  • The knockers, realizing their child eating plan was up, enlarged to great proportion and attempted to do battle. However the work of Paul, who was able to more or less keep the creatures in place, and Adran who ducked and weaved about them stabbing at their vital bits made short work of them.
  • The next day the party made their way tot he shrine, based on information they had gotten from a pagan in the outskirts of blackleg. At the shrine the children were purified by the sacred switch of Knecht Rurpecht.
  • Ruprecht's switching had disloged something from one of the children - a hellish larvae the size of a massive grub. He placed it in a jar and gave it to the characters, along with a bevy of magic items (described below).
  • With that, Mrs. Claus declared her work done and separated from the party for the foreseeable future.
Monsters Killed
6 Deer-men, 1 Elk-ogre, 3 knockers

Treasure Gained
1 magic switch, 1 magic shield, 1 magic bow, 20 silver arrows, a magic horn, a silver dagger, and a potion of healing.

Xp Per surviving player
525

Tuesday, December 17, 2019

FLGS Nightwick Session 11: Suffer Little Children

I have elected to do my own recounting of events for the last session because I think relying on Chris's was making me lazy.

Characters Present
Mrs. Claus - a human druid dedicated to some weird combination of Father Winter, St Santa Claus and the Krampus (level 2)
Gwenifer Nightwick - another druid and member of the Circle of the Moon (level 2)
Poul - a frogling barbarian from Unknown Lands (level 2)
Adran Wildedagger - Karslish human rogue (level 3)
Flint Lichtbringer - Dwarfish paladin and member of the Order of the Elk (level 4)

December 10th, 1395

  • Mrs. Claus and Gwenifer, while on the road to Nightwick, encountered a strange, masked Elf riding a reign deer.  His mount suddenly pitched and he fell, clutching his chest.  As they went to investigate, he stood back up and asked them if they were children of the Old Gods. They replied in the affirmative and he said that he felt a servant of Father Winter perish and placed on them the duty of rounding up naughty children to be taken to be punished by Knecht Ruprecht. Knecht Ruprecht must punish the children, absolving them of their naughtiness, so they are not taken away by fouler creatures in the winter.
  • Adran and Flint were looking for new room-mates when they met Poul, a frogling of martial aspect, and later the two druids. These seemed suitable companions to the twain - Flint's order has not the hatred of Paganry found in other Lawful sects.
  • Gwenifer turned into a potato bear and perched herself on Mrs. Claus shoulder as she went to ask a group of old women about children in the village.  Asking around they found out about a "knitting club" of old women where much of the gossip of the town was discussed. Mrs. Claus found this delightful and made her way there.
  • The knitting bee as held in a largish peasant hovel made quite smokey (and warm) by a great fire. As the two druids had guessed, these women were of pagan persuasion and quickly knew their business (and saw through Gwenifer's disguise). They learned that there were three notably naughty children in the village - Elbel, a weird boy who flies kites at night and whistles near the Fog-bound Forest, Czylle who refuses to help her mother clean, and Bartke who "ate a grub" in the Fog-bound Forest and now only says "the name of the Devil."
  • The party then split up to acquire these children. Mrs. Claus and Poul went to get Elbel, Gwenifer and Adran went after Bartke, and Flint went to acquire Czylle.
  • Elbel was outside a wood cutting camp at the edge of the woods, whistling while the woodsmen shook their heads in sadness. Mrs. Claus decided to tempt him with cookies and then to have Poul strike him with a club if necessary. They found that Elbel only whistled aggressively when talked to, and that he was one of those little boys who is always wet. After some attempt with the cookies, a frustrated Poul hit him with a stick and stuffed him in a bag.
  • Adran and Gwenifer found that the mother of their quarry was quite willing to get rid of him, and that he was clearly possessed. He would only intermittently scream "Armadeus, Moloch, Furcas," etc.  His mother was very sad, but was happy that a pagan woman had come to help as she did not trust the Church of Law.
  • Flint found Czylle alone on the stoop of her house, and was able to convince her to wear a pair off manacles "so she could be a famous actress."  "It's all for a part, I promise."
  • The party then tied them all in a large bag, put it in a newly purchased cart, and made their way to Knightpath.
  • On their way they found a troop of dogheads picking over the remnants of a frogling caravan. Battle ensued, with Gwenifer changing forms twice - first assuming the form of a great bear and then again turning into a hideous spider. Mrs. Claus spent her time watching the children while the others did battle, occasionally attempting to convince Czylle of some fact about dragons that was completely preposterous. Czylle, for her part, simply said "uh huh" over and over in rapid succession.
  • Once in Knightpath, they were directed to the village midwife, one of the few women left after the ravages of recent warfare. She was able to point them to three more children - Ute, whose mother is convinced is a lying changeling, Arnest who throws sharpened sticks at people, and Fricz who "killed a bird in an unsavory manner."
  • The druids went after Ute, finding that there was a case of mistaken identity involved. Ute's brother, Dompring, was bright green and had huge, almond eyes. He was chasing his sister about with a rushlight while their mother, in a dull monotone, insisted that "you have to let your brother set your hair on fire. You're just a changeling." Realizing the issue, the druids snatched up Dompring and left before the mother could protest.
  • Adran and Poul found Arnest in the middle of the village, chewing on sticks like a beaver. Instead of debating a method of capture, Poul simply asserted "worked last time" and hit the kid with a stick.
  • Flint found Fricz playing with his kill while his mother cried. Fricz had made a marionette out of the bird, insisted that he was "birdie the bird" and made sure to shove the dead creature in Flint's face as much as possible. Flint continued his lie about being a traveling entertainer, and noted that he needed a puppeteer for his troupe.  Fricz mother merely stared into the middle distance as her boy was taken away...
Treasure Gained
Some goods I forget how much and Chris didn't write it down.

XP Gained
Same

Saturday, December 7, 2019

FLGS Nightwick Session 10: TPK -1

Not... exactly...

Characters Present
Ermel the Dagger - Karslish Human Ranger 3 (Deceased) (writer of the recap)
Adran Wildedagger - Karslish Human Rogue 3
Lucius Winterfell - Fair Changeling Warlock Hexblade 3 (Deceased)
Arcturus - Dwarven Rune Knight 3 (Deceased)


26th of November
Delegation of elves, small, came to Nightwick to talk to knights and one stayed in Nightwick after, asking for Lucius. Name's Sugarplum. He's in a hut on the edge of the Fog-bound Forest. He wants Lucius to gather bad and naughty children and put them in the pear wiggler for their sings [sic]. Later we follow a druid named Mervyyn to Nightwick Abbey! We go to 2nd floor (B). We find a room that appears to be an employee's room for devil-men and we leave there and find another room with papers on the floor with 2 cultists licking red blood from the wall. We then go to the other side of the devil-men congregation and Arcturus asks to the see the manager. The manager comes...

[Text ends here, as does the journey of Ermel the Dagger.  How Adran Wildedagger - the only survivor - got the text out is unknown.]

Treasure Gained
None

XP for the Surviving Player
100


Wednesday, November 20, 2019

FLGS Nightwick Abbey: Session 8: Evil Takes Shape



Characters Present
Ermel the Dagger - Karslish Human Ranger 3 (and writer of the recap)
Adran Wildedagger - Karslish Human Rogue 3
Lucius Winterfell - Fair Changeling Warlock Hexblade 3
Arcturus - Dwarven Rune Knight 3

12th of November [1395]
It's very cold in the Dark Country now so with the hardened ground there is more travel. A third of the townspeople of Nightwick are gone logging. We deal with the leper [sic] house belonging to the party now. We go to the Abbey! We go to the west [sic] tower and open door to the left. Lucius finds demon statues and nobody's what it means. We continue on to a large room with non-structural columns and alcoves. There's saintly depictions in the alcoves and one giant alcove with a depiction of the spherical God of Law but warbly and ruined.  One of the alcoves has a silver altar that Lucius takes and another has 200 silver pieces in their stone altar. We enter double doors and it's a spherical room! We have reflections and a couple attack us!

***FIGHT IT OUT!!*** 2 dead

They are vanquished by us and we leave the sphere room to enter another room with graphic depiction of a mouth on the floor and a sky in the ceiling. There are deer monsters!

***FIGHT IT OUT!!*** 6 dead

Dead deer, but there are more deer down this other hall! Seven of them.

***FIGHT IT OUT*** 7 dead

A hard-fought battle won and there are yet more noises in a door. There are piles of garbage with animl things under them!

***FIGHT IT OUT*** 5 dead

We killed the garbage beasts and found a trap pit and got across it. The room contains glass vials and a gold skull with ruby eyes. Then we found stairs to the second level of the Abbey! Then Adran finds another trap and disarms it. After an encounter with some baddies we turn back and hightail it back to Nightwick.

XP Per Player
515



Friday, November 1, 2019

FLGS Nightwick Session 7: Osculum Obscenum


Characters Present
Ermel the Dagger - Karslish Human Ranger 3 (and writer of the recap)
Adran Wildedagger - Karslish Human Rogue 3
Flint Lichtbringer - Dwarven Paladin and member of the Order of the Elk 3
Lucius Winterfell - Fair Changeling Warlock Hexblade 3*

Arcturus - Dwarven Rune Knight 3*

29th of Shocktober
Prperations for the Halloween Muster are underway; no attacks from baddies just yet.  A noble wants to, rumor has it, setup a village in the ruins next to the Witchwood [Vollage]. Bad time to do it, since winter is arriving. But that doesn't concern us! Off to the Abbey! It has been raining so the evil kudzu is retreating because of the cold weather. We descend into the East Tower! We find a room full of broken furniture and deer velvet sheddings. The velvet is glowing and the room is breathing. Adran inspects a scab and it sprays him. We use the only other exit, a door that leads to a long hallway. We open a double doors and there are a bunch of 8 mites bowling!

***FIGHT IT OUT!!***

We mopped them clean. Then everyone but me picked up rocks that make them remember someone else's memories and age a year afterwards. Then we go to another door that leads to a bat squeaking and a door encrusted with bat guano. Adran lights the door on fire and we move on to the next door which leads to the room with MUNG written on papers and then the dancing room where we fought sparring skeletons. After that we find a room full of rusted weapons covering 1000cp. Adran collects it. We go back to the bat guano pre-room after it had burned.  In the post-guano room there is about 180 gold worth of silver slag which the two dwarves collect. The next door leads to a closed-off room that Adran explores and triggers a trapped lock. He finds a quicksilver potion and 250 silver pieces. We found ourselves in familiar territory so we go back to the sitting room and enter the door that was mysteriously a scabe beforehand which leads to stairs and a hallway that leads to more stairs and a door. Another room full of broken furniture and antler felt goop. The next room has the offending deermen in it.

***FIGHT IT OUT!!***

Six dermen down. We open a door into the sphincter room. We close the sphincter door and bar it closed. Unfortunately there are baddies!

**FIGHT IT OUT!!***

After killing 4 time ran out and we left the Abbey!

Monsters Killed
8 Mites, 6 Deer-men, 4 Cadaverites

XP Per Player
250



* I let the two people who died from being lost in the dungeon remake at the same level they were (though with the base xp) because the lost in the dungeon table was triggered by my own physical malady.

Sunday, October 27, 2019

FLGS Nightwick Session 6: Lost in the Dark


Characters Present
Ermel the Dagger - Karslish Human Ranger 3 (and writer of the recap)
Adran Wildedagger - Karslish Human Rogue 2
"Sir" Ginger van Evergreen - Frogling Cleric of St Santa Claus 3
Flint Lichtbringer - Dwarven Paladin and member of the Order of the Elk 3
Anastasia Romanov - Novgovite Changeling Warlock of the Archfey 3

(The other two players who had joined left to start a Pathfinder group due to a poor DM/Player ratio at the store)


22nd of Shocktober
Town pop has doubled almost! Mercenaries from Lichgate [sic] showed up along with a bunch of knights after campaigning against Witchwood. Lord Albrecht has returned! Adran and I did crime, and we failed but escaped ok. Anastasia was waiting for us to go to the Abbey. We decided to go to the graveyard again and the entrance we used disappeared behind us. We go into a room full of skulls and when Adran gets to the middle of the room there are wheel skellies!

***FIGHT IT OUT!***

We killed the wheel skellies but we get separated again. Trying to find our way around, we try to find our way back, ending up in another skull room; only rat skulls this time. Ginger and Anastasia journey on their own and find a room full of brokenup skeleton limbs. Insight tells both Ginger and I that scabs on doorways mean edges of the Abbey existence.  We encountered some more wheel skellies

***FIGHT IT - wait actually GM feels bad so time to roll to get out!

Adran, Flint, and I make it out.*

Monsters Defeated
"wheel skellies"

XP per Surviving Player
50



*Ginger was killed by monsters and Anastasia was possessed by a host of fiends and now wanders the dungeon.  I used this table, which I need to drastically revised given the amount of time it takes to make a 5e character.

Monday, October 21, 2019

FLGS Nightwick Session 5: The Anchorite


Characters Present
Ermel the Dagger - Karslish Human Ranger 3 (and writer of the recap)
Adran Wildedagger - Karslish Human Rogue 2
"Sir" Ginger van Evergreen - Frogling Cleric of St Santa Claus 3
Flint Lichtbringer - Dwarven Paladin and member of the Order of the Elk 3
Anastasia Romanov - Novgovite Changeling Warlock of the Archfey 3

Vlad - "Priest" [Wizard] of the "One True God" 2
Aradon, Son of Evermore - Dwarven Barbarian 1

15th of Shocktober
[Aythe] lets us know that the dwarf barbarian that was with us is being held for ransom for 61 gold.* So we go to murder them. Off to the Abbey! A cockerel crows as we break through to the Abbey. Some creatures tell us the same thing as [Aythe], and Anastasia threatens them. One of the mongrelmen had some sass so we pin cushioned him.  The rest gather the barbarian and return him to us. We decide to follow the mongrelmen. We descend into the west tower and go into the left door. Flint licks a pulsing tumor with small creatures in them like tiny old men. After that he hacks at it and rouses it from its slumber.

***FIGHT IT OUT!***

... And it dies in one hit. We spend some time killing the rest of the tumor mens. We enter another door with the sound of crying behind it in a room full of paper detritus. Adran gets pushed in to check for traps and gets downed immediately by invisible claws.

***FIGHT IT OUT***

They are victorious but the abbey changes, separating me from the rest of the party.  I head back to the entrance.  Meanwhile they loot the room that the baddie was in.  They get 2 scrolls (1 w/3 spells the other 1 spell), a chaise lounge, and a golden cross. There are goblins!

***FIGHT IT OUT***

They burninate them and some stupid stuff happened that the Abbey rewinded and kept from happening** Friends, everyone.

There are goblins tending a jail!

***FIGHT IT OUT!***

They prevailed after some pratfalls against the goblins.

We go back to Nightwick, Anastasia leaves.

Monsters Defeated
A Lost Soul, the Anchorite, a bunch of goblins

Treasure Gained
180gp, chaise lounge, golden cross, 2 scrolls, 2 dogs.

XP Per Player
260


*The result of a roll on this chart.

** There was some player v player conflict that ended in a maiming and I decided to rewind time to not have things escalate in that manner.  It was a poor kludge.

FLGS Nightwick Session 4: Look Out Stomach...


Characters Present
Ermel the Dagger - Karslish Human Ranger 2 (and writer of the recap)
Adran Wildedagger - Karslish Human Rogue 2
"Sir" Ginger van Evergreen - Frogling Cleric of St Santa Claus 2
Flint Lichtbringer - Dwarven Paladin dedicated to St Richard the Prior 2
Anastasia Romanov - Novgovite Changeling Warlock of the Archfey 2

Rhiannon Fleetwood - Karslish Human Druid 1 (Played by my wife, who has played every incarnation of Nightwick)
Aradon, Son of Evermore - Dwarven Barbarian 1

8th of Shocktober
We leave the village about dawn for the Abbey.  This time we go towards the west tower! Flint kicks the door open, and then tries to stomp the trap door open, only to have his leg go through the door.  I help the dumb dwarf out of the door and the barbarian dwarf opens the trap door like a civilized being. Down into the trap door and into a room with flower columns [sic]! We open a door to noises and there are leather-face guys torturing some creature!

***FIGHT IT OUT!!***

We smushed um, but Flint accidentally killed the chimera that was being tortured. Rhiannon found a secret button on the St Gax column [sic]! It opens a secret door to a secret room.  There's another door with noises behind it. Time to immediately open it! There are rats with crow's heads!

***FIGHT IT OUT!!***

We kill the swarms and there are 100 silver and 4 habits. another door, another room with a pedestal and a book.  Anastasia picks up the book and blood gushes out. The barbarian tries to sunder the source, only to make it gush more.  Meanwhile, Ardan opens another room that yells "thief!" at him. "Liar!" at Ginger. The barbarian jumps into the blood hole and gets lost in space and time.  Anyway there are cultists!

***FIGHT IT OUT!!***

We killed 5 of them and the last one runs away!

Monsters Defeated
2 Berserkers, 2 swarms of Awful Rats, 6 Cultists

Treasure Gained
100 silver, 4 habits

XP Per Player
190

FLGS Nightwick Session 3: Don't Go Into the Graveyard!


Characters Present
Ermel the Dagger - Karslish Human Ranger 2 (and writer of the recap)
Adran Wildedagger - Karslish Human Rogue 1 (formerly played Ysentrude)
"Sir" Ginger van Evergreen - Frogling Cleric of St Santa Claus 2
Flint Lichtbringer - Dwarven Paladin dedicated to St Richard the Prior 2
Anastasia Romanov - Novgovite "Human" Warlock of the Archfey 2

Vlad - "Priest" [Wizard] of the "One True God" 1 (played Oberich in session 2)


1st Day of Shoctober, King's Day
There is a festival for the first frogling to convert to the God of Law!* Later, though; right now we're off to the Abbey! Time for graveyard. Seems like a bad idea to me, though. There are six freshly-dug graves and mausoleum doors in the mountainside [sic]. Inside there are empty coffins and two large angel statues with swords.  As soon as we enter the north room we are attacked by skeleton wheels!

***FIGHT IT OUT***

Ginger turned the skeletons and we killed the one that remained. Flint licked a fleshy bit of wall and fell over, unconscious. Curse his need to lick everything.** Ginger shocks him back to consciousness.  Having awakened, Flint leads us on to the room the skeletons attacked us in before. Flint opens a door to a room with a sarcophagus and a painting. Inside, a nun corpse with a habit and jeweled eyes. The rogue swipes the two eyes and Vlad shakes the corpse loose from the habit.  Suddenly there is a Hell knight of something to dislike us so flee!!


***Fight it Out***

We... scared him off???*** And now we are trapped from the Abbey changing\\ around us, but we eventually make it out!

Monsters Defeated
1 Broken Dead

Treasure Gained
4 purple gems, monk habit, nun habit

XP Per Player
425 (bonus for exploring Level 3)



* St. Toad of the Black Moor

** Flint has been licking various stone structures throughout the Abbey to perform "stonecunning." The fleshy thing in question was a strange scab formed in a door frame, a common sight in Nightwick.

*** Ginger was able to wound the creature with a damage type it had a vulnerability to, forcing it to make a morale save which it failed.

FLGS Nightwick Session 2


Characters Present
Ermel the Dagger - Karslish Human Ranger 1 (and Writer of the recap)
Dame Ysentrude - Realmish Human Paladin 1
"Sir" Ginger van Evergreen - Frogling Cleric of St Santa Claus 1
Flint Lichtbringer - Dwarven Paladin dedicated to St Richard the Prior 1
Anastasia Romanov - Novgovite "Human" Warlock of the Archfey 1

Oberich - Dwarf Rogue 1 (New player)

24th of September, King's Day
There was a hub-bub happening in the village, a mob gathered around one of the bigger buildings, yelling about deviltry and some such. Something about taking dogs up to the Abbey again.* The cleric [Ginger] disperses the crowd and we enter into the building and call out to the denizens,** who meekly come down and are immediately questioned about their state.  I asked about the skeletons of the dogs and got a satisfactory answer for now. They tell us that if we get a female dog back that they will work for us.

The drunk guard gets told that he's going to the Box!*** And we follow the goblin tracks toward the Abbey. The tracks themselves don't seem to be affected by the trees and dissipate at the edge of the Abbey. We enter the Abbey again and find more tracks in the East Tower and then down and find more tracks in the East Tower and then down the latter towards whispering. We go into the room, which has goblins!

***FIGHT IT OUT***

We only killed two and the last one got away and warned other goblins including a big one with a fancy sword but the cleric scared them so they ran off. We found them again by chasing and the fight begins again.

***FIGHT IT OUT***

We killed a King Goblin and his girls in his room. Flint found a key ring and uses it to open a locked door and behind it a chest! Flint tries a random key and he and two others get splashed with acid. One [Dame Ysentrude] just outright dies; down one paladin. Inside the chest was 6000 silver pieces, a jeweled diadem, and a red liquid filled vial that was used to heal Flint. We burned the body of the dead friend.

We continue exploring and go to a room full of broken furniture as well as "mung" spelled out in intestines.  We decide to go back to Nightwick Village but are assailed by a Blood Jelly [Sic]!

***FIGHT IT OUT***

We defeat it without problems! We leave back to Nightwick.

Monsters Defeated
8 Goblins, 1 Great Goblin, 1 Vampire Jelly/Blood Pudding

Treasure gained
6000sp, Jeweled Diadem

XP Per Surviving Hero
175


\

* Longtime readers, and those who played in the G+ era, may remember that anyone taking animals to Nightwick Abbey is suspected of Satanism because they often return without the animals.

** Longtime FLAILSNAILSers may remember Samson Jones, who had a few adventures in Nightwick.  These were two deformed henchmen he had left to breed dogs in the village.

*** The drunk guard in question was Wamba Big-member, whose drunkeness allowed goblins to enter the town and steal the dogs.  He claimed the dog breeders had "witched him" and led the mob.

Thursday, September 12, 2019

FLGS Nightwick Session 1

We had a near TPK in my FLGS Wilderlands game and decided to take a hiatus at least until the end of October. In the meantime I'm running Nightwick for them. Unlike the Nightwick Regulars (who are still in the month of Elders, 1395), this game's in game month lines up with our current month - i.e. September 1395. Hopefully the coming weeks will show how I plan to reconcile this disparity.

This is another guest post by longtime player in my games, Chris.  You may remember him as Burgell the Gnome and Aslog in the Wilderlands.

Characters Present
Ermel the Dagger - Karslish Human Ranger 1
Dame Ysentrude - Realmish Human Paladin 1
"Sir" Ginger van Evergreen - Frogling Cleric of St Santa Claus 1
Flint Lichtbringer - Dwarven Paladin dedicated to St Richard the Prior 1
Anastasia Romanov - Novgovite "Human" Warlock of the Archfey 1

10th September 1394
We're in Nightwick and trapped due to some military happenings. Dame Ysentrude gets taken to a chirch for some walled-in girl to tell her some vision of seals breaking. Some lady in the town complained that her grandmother got killed by a sword brother and wants us to put her to rest. Another lady mentions her father is a wizard and wants to meet anyone going into the abbey.

We go see the lady with the grandmother problems who expresses that she is very poor and cannot offer much. Lame. Then we go to see the wizard in his tower.  Halfdan says he's a terrible wizard and he looks like it. He wants us to find some plants. Okay. So we head, finally, to Nightwick Abbey.

After journeying through woods we burst through to the abbey covered in kudzo and also two bell towers and crumbling ruins without the crumble. There is a cemetery covered in that same kudzu, though not as much. The east tower's doors are smashed open so we enter in. There is also a 10 foot hole with a metal ladder, which the trap door of is cut like meat fillet and half of it is plopped into a corner. Flint unspools rope down into the opening out of mistrust for the ladder and Ginger just goes down the latter.

Flint kicks the door open to reveal a room with a large statue at the end of it. It's a sword brothers statue! Ginger busies herself listening at each door. There's fighting beyond one of the doors. Of course one of the paladins wants to go to that. Thank goodness she is distracted by poking at the statue. Not enough though, and Dame kicks the door open and it breaks like meat. Good. Dame and Flint charge into the room where the battle sounds are coming from. There are a bunch of undead dancing around in combat with themselves. Flint throws a javelin at them and makes them angry!

{FIGHT IT OUT}

We fought a bunch of skeletons and Ginger and Flint got hurt. We prevailed over them, eventually, and were rewarded with 2 gold crowns from two lead skeletons. We decided to leave, licking our wounds, back to Nightwick.

Monsters Defeated
10 Blind Dead and 2 Blind Bruders

Treasure Gained
2 Ducal Coronets (50gp each)

XP Per Player
150

Saturday, August 17, 2019

Tales from the Boar's Head: Thalos' Tomb

A Bad Way to Go

Session Date
13th Day of the month of the Crimson Dragon 4500CCC (August 13th)

Characters Present
Aslog, Skandik Priestess of Odin
Velor Silent-stream, Half Elf Druid
Dabetha Darkmantle, Dwarf Storm Sorceress and devotee of Manas
Udogar Thalthaac, First Man Bard
Thalos, Tiefling Blade Pact Warlock (Deceased)

Events
  • The party met with Thalos, a warlock from the Demon Princedoms far to the south, and convinced him to seek treasure within the tomb they had been exploring.
  • Dabetha also took the time to make sure she had notes on the other possible adventures around Haghill and the City State.
  • They left Haghill at dawn on the 13th and arrived at the tomb without incident.
  • After reviewing Velor's map, they decided to try to explore beyond the chamber where they had fought a group of guard skeletons and, on a later expedition, the shade of a typhonic beast.
  • Near this chamber they found what appeared to be an ancient library of sorts filled with scrolls. A skeletal priestly figure mechanically puttered around looking at scrolls seemingly without comprehending them. In the center of the room was a great brazier.
  • Thalos attempted to test the skeleton's reactions by dimming the fire within the brazier. This prompted no reaction. 
  • Before the party could move in behind him, Thalos attacked the creature with an eldritch blast.
  • The rest of the party filed in, attacking with spell and sword, and the skeleton had no time to react before it was destroyed.  With its last act it attempted to push some of the scrolls into the fire but was unable to.
  • Searching among they scrolls they found that many were blank, but that some still contained writing.  They were able to find an ancient King's List, a strange map, and a scroll of diminution.
  • Dabetha, feeling there might be a secret door nearby, attempted to search for one using her stone-cunning, but to no avail.
  • They then decided to see what was within the pit found in the room where Velor, Aslog, and the now gone Torin had faced a bronze cobra.  They, in fact, used the wreckage of this cobra as a weight for their rope as they lowered themselves down.
  • Or rather some did.  Udogar, frustrated with dithering over whether to go down the pit or a nearby flight of stairs, jumped down and was quickly joined by Talos.
  • Below they found a strange set of cells packed wall to wall with bones, as though a great many people were locked in them and left to rot over hundreds of years, and a torture chamber. 
  • The torture chamber was guarded by a hulking skeleton with a great, two handed scimitar. Once he drew this vile weapon a swarm of scarab beetles appeared from no discernible location and followed him.
  • Thalos attempted to fight the undead torturer while Velor and Aslog began to make their way down the rope.
  • Dabetha jumped past the two going down the rope and cast a shield spell in mid air, using her storm sorceress abilities to gently land on the ground once this was done.
  • Thalos took a mighty blow from the torturer, but what slew him was the scarabs. They swarmed over him - two swarms in one space! They then set about hollowing out his corpse.
  • The torturer then turned his attention to Udogar and Dabetha, but Velor was able to intervene and do a great deal of damage to him.  Aslog also helped with her mace, which had great efficacy against the being.
  • Udogar was knocked unconscious by the torturer's wicked blade, but Aslog was able to heal him.
  • Once the torturer was dead, they felt some sorrow for their newly met and newly departed friend, but Aslog did observe that they had not been shieldbrothers long.
  • Dabetha took the sword and began experimenting with it, finding that if any part of it touched the ground scarabs began to appear. She faintly heard the voice of Thalos's shade say "careful where you sleep."
  • They then climbed back up the rope, retrieved it, and went down some nearby stairs. The sound of running water, which pervades the strange tomb, was even louder in this section of the dungeon.
  • Beyond this they found another guard chamber of skeletons - 4 with swords and shields and 4 with bows. These proved to be more aggressive than the first set, with the archers firing as soon as they were within sight.
  • The fight saw Udogar use illusions to great effect, creating illusory cover for his allies as they moved up the hallway and dealt with the sword swinging skeletons.
  • Having spent many resources and lost a friend, the party decided to return to Haghill rather than continue exploring, at least for now.

Wednesday, August 7, 2019

Tales from the Boar's Head: High Times in Haghill

First Session Date
July 30th (30th day of Vineyard's Bounty - 1st day of Crimson Dragon 4500 CCC)

Characters Present
Aslog, Skandik Priestess of Odin (Cleric 2)
Velor Silent-stream, Northern Elf Hermit (Druid 3)
Dabitha Darkmantle, Dwarf Storm Sorceress (Sorceress 1)
Udagar, First-man Courtier (Bard 1)
Pakhom, Altanian Warrior (Fighter 1)
Morcant the Magician, Avalonian Scholar (Wizard 1)

Events

  • Velor visited the strange priest known to locals as Boomer, who worships a spider god. He was able to determine from the austere nature of the temple - a black cube with an open bronze dome, that it was not dedicated to Nephtlys but little else.
  • Boomer appeared as a man with a great belly and round, hairless head but long, spindly limbs. His lily-white skin glistened with sweat. He charged Velor an exorbitant price to remove the strange disease given to him by the ghostly set-animal encountered in the tomb.
  • Torin, the first-man barbarian who had been accompanying Aslog and Velor on their previous adventures, was called back to the City State for some kind of mercenary duty. Distraught by this, Huberic scoured the area until he found Udagar, a bagpipe playing member of that strange and ancient race, to serve as entertainment at his now near constant feasts.
  • Udagar had been charged by some ancient member of the Reptillons to follow Dabitha but arranged for her to follow him in order to make some money in Haghill.
  • Morcant and Pakhom had arrived because of rumors of a tomb containing ancient Orichalcan treasures.
  • Aslog and Velor explained to these four the nearby tomb, and also why their other hooks (killing adherents of the Toad living in Mermist Marsh and dealing with flying snakes in the Dearthwood) should be avoided.
  • After a day of feasting they headed into the howling hills, and found the tomb in the late afternoon.
  • Entering the tomb there was some retreading of areas to explain the situation to the newcomers, but eventually they decided to take a path shrouded in darkness.
  • ...That led to skeletons! Some armed with swords and some with bows. Battle was soon joined.
  • Aslog's ability to turn undead proved decisive, as did Udagar's fiery breath which he belches through bagpipes.  Less decisive was Morcant's use of Fog Cloud, which temporarily made the undead very difficult to hit.
  • Despite being victorious, the party felt it had used a large number of its resources and it would be best to return and rest, and perhaps feast a bit, in Haghill. 
This session was a bit short because we had four new people, two of whom came in after we had just gotten past introducing the situation and so they had to be caught up.


Second Session Date
August 6th (6 - 12th Day of Crimson Dragon 4500 CCC)

Characters Present
Aslog
Velor Silent-stream
Dabitha Darkmantle
Udagar
Alkmemna, Tiefling Noble (Warlock 1)

Events

  • Dabitha spent the week between sessions gathering herbs, giving her one use of a medicine kit.
  • After informing Alkmemna, who Aslog had met before, of the tomb and its treasures the party ventured into the Howling Hills.
  • Near the tomb, they spied an Altanian barbarian acting as a sort of lookout  near a rock on a nearby ridge. Alkmemna, who saw him first, waved, which prompted him to blow into a horn he carried.
  • Udagar began to blow on his bagpipes as a kind of dominance display - a "counter-doot" to use his verbiage.
  • The barbarian seemed to take this to mean that he was summoning even more men, which caused him to run off the ridge waving his arms, presumably for his comrades to stop.
  • While the party could not understand Altanian, Aslog was able to find a higher vantage point and see that there were a group of Altanians yelling confusedly at each other about whether or not they should attack. Eventually it seems the more sheepish members  of the troop won the day and the barbarians slunk off into the distance.
  • During her watch, Aslog noted that there was a great tower in the distance and a circle of standing stones on a much closer hill.
  • Entering the tomb they made their way back to where they fought the skeletons, but unfortunately the room was now home to a ghostly set animal much like the one they had faced previously! Battle ensued and both Aslog and Velor were stricken with the strange, lotus shoot malady the beasts carry.
  • While wanting to go on, the disease made it too difficult for Aslog or Velor to participate in combat so they decided to return to Haghill.
  • They arrived in the dark of the night, though the light was good because both Howla and Vanis were in the gibbous phases. They found Boomer sitting in his temple, disrobed, though once he realized his presents he covered his glistening white bulk with disturbing alacrity.
  • Dabitha and Aslog, who had not entered before, realized that this was a temple to Yezud, not the spider god of the City State.
  • Dabitha had used prestidigitation to make it appear as though Velor was nesting a group of spiders on his body, in hopes they could shave off some of the exorbitant rate. Boomer agreed to do this for Velor, but noted that Aslog's obvious devotion to Odin would mean she was lucky to get any treatment from him whatsoever.
  • Boomer also revealed that the plants which sprouted from them were Amber Lotus, a plant held sacred to Set.
  • They then asked Boomer to join them for a feast at Huberic's mead-hall, and he reluctantly agreed. 
  • Huberic through an even bigger do once he saw they had managed to bring Boomer out of the temple, killing cows with his whips and trading stories. Huberic informed the party that along the Pagan Coast they had encountered the strange sand dunes that were home to giant moles - "big as a dragon."
  • Ochcall Cat-eye, Huberick's skandik lieutenant, discussed a time when he found a strange tree bearing golden fruit in the Adderwood, claiming when he reached for an apple the tree bit him and nearly killed him.
  • Boomer then shared his knowledge of the existence of a strange weapon known as the Infinity Blade that seems to "stretch infinitely" into other planes. He stated that this would be found in the Admantine Crypts of the Dark Star, reported to be somewhere in the Howling Hills.
  • They asked Boomer if the tower they saw was the location of these crypts, but he stated that locals called it the Howling Tower, and that it is where the hills get there name - "well that and all the wolves."
  • They then drank and partied all night, with Udaga getting a bit of a hangover (and a level of exhaustion) but they decided to try to return to the crypt the next day.
  • Unfortunately, on their way Alkmeman spotted a group of 6 riders in the livery of the city state - a priest and 5 guards.
  • The party decided to approach them and ask their heading and business, but the guards moved to block them from interacting with the priest.
  • Udaga saw that the priest was a young man in a kind of old age makeup who had also used some sort of makeup to make his whole body look jaundiced.  This detail helped Alkmemna and Aslog know that he was a priest of Hamarkhis, but only made Udaga scoff at the strange actions of youth.
  • Scoffing, it turns out, offended the priest, who swatted at him causing a blind red light to flash in the air. When the party regained its vision, Udaga was on the ground dying.
  • Rather than flee, as Alkmena and Dabitha advised, Velor and Aslog waded in with spell and sword.
  • Aslog's use of inflict wounds nearly killed the priest, whom a guard had called Jahungir, and a thunderwave from Velor finished him (and most of the guards) off.
  • The rest of the battle was quite short but soon all the guards were dead and their horses fleeing.
  • Feeling this a bad omen, the group returned to Haghill to rest for another week.




Tuesday, July 23, 2019

Tales from the Boar's Head

I've mentioned before that I've started running games at my FLGS.  I've decided to center that group around the Boar's Head Tavern in the CSIO. The first few sessions involved whoever showed up fighting against the same cult the Cutthroat Inn group fought against.  Last time, I started running an adventure originally made by Cole for his Swords of the Inner Sea campaign.  I converted it to 5e as well as changed some of the aesthetics to match the history of the Wilderlands.

You may notice that one of the characters is from the home group game I had to abandon.  Some of the players have migrated to the game store group.

Aslog, Priestess of Odin

Session Date
July 2nd (2nd Day of Vineyard's Bounty, 4500 CCC)

Characters
Aslog, Skandik  Priestess of Odin (Cleric 2)
Torin, First-man Warrior (Barbarian 2)
Velor Silent-stream, Half elf hermit (Druid 3)

Events

  • Torin competed in some pit fights where his strange, draconic aspect drew a big crowd.  He won two of his three bouts.
  • Aslog performed ritual services at the Temple of Odin.
  • Velor spent his time in civilization enjoying its more decadent offerings.  While drinking and partying he met Kawab, an Altanian traveler who claimed to have recently seen the entrance ton an ancient tomb in a valley in the Howling Hills.
  • Kawab offered to take them there for a fee, which led the trio to debate their other options: heading into the Mermist Marsh to kill servants of the Toad God for the priest of Tsathoggus, head into the Dearthwood to deal with the menace of strange, flying snakes, or attempt to burgle the manse of Xanatheira Lily-limb for the wizard Sarkand.
  • They decided burgling was outside of their skill-set. Velor noted that the flying snakes were supposed to possess poison of great potency, and the trio all generally agreed the indigent priest of Tsathoggus's promise of an unspecified "boon" was too vague to be of value.  That left the tomb.
  • After some debate over price, Velor paid Kawab and they left for the Howling Hills.
  • Heading along the Twilight Road, they pass through the village of Darkfield, taking only a few brief moments to notice the strange, metallic spire that dominates the town and the distant sight of a tower of stone.
  • They arrive in Haghill after dusk, but their hardy adventuring constitution prevents them from being too tired.
  • Just outside the village, an assemblage of warriors - Skandiks, Altanians, and Tharbrians - watched as Huberic of Haghill showed off his prowess with a whip by killing grown bulls.
  • Torin approached the group, and was greeted by shocked gasps from warriors who had never seen a member of the first race of "men" before. 
  • He attempted to kill a cow with Huberic's whip.  When he failed he offered Huberic a bet that he could kill three cows without moving from at least three strides away. Huberic accepted this bet and offered 100gp. Torin then proceeded to spit a line of lightning out of his mouth, killing the three cows and winning the gold and the admiration of Huberic and his warriors.
  • The trio and Kawab were taken to Huberic's meadhall where they were offered a chance to feast. Aslog elected not to, fearing she would be too tired for their journey to the tomb in the morning.
  • The rest joined in the revelry but only Kawab felt the effects the next day.
  • Despite his hangover, the Altanian led the trio of blue weirdos to the valley where he claimed the entrance lay. 
  • The valley had no vegetation, unlike the scrubland seen in other valleys in the hills, and it appeared to be the remnants of a riverbed, long since dried up. In the center  was an immense stone slab.
  • Aslog approached the slab ahead of the others. As she did so a troop of jackals appeared, their eyes inhumanly intelligent. 
  • As she approached nearer one of the jackals opened its mouth and spoke in the tongue of ancient Orichalca. Aslog, handily, understood this dead language and realized that the jackal was warning her not to open the tomb.
  • She explained this to the other members who decided the treasure within the tomb was worth fighting a few jackals. And fight they did, making short work of the jackals as they pounced.
  • Using the combined strength of the four of them they removed the slab and were greeted with a set of stairs down into the earth and the smell of fresh, running water. 
  • Kawab was told to wait outside and there was a brief discussion once in the dungeon about whether or not they should kill him. Torin wanted to get their money back but Velor looked down on such an obviously evil act and forbade it.
  • They came to a chamber that was lit by the remaining sunlight above and Aslog struck up a torch. Inside were the remnants of ritual killings from when the tomb was sealed - much of their bodies now crushed into mummia by time.
  • There was also a spinning wheel, a loom, and jars that seemed to be for dye. Inspecting the jars  they found a blue dye, a red dye, and one which seemed colorless but looking at it made their eyes hurt, much like the visual artifacts of a migraine.
  • Beyond this chamber was a walkway suspended over some kind of pool. Velor decided that they should through the bodies into the pool, less they animate.
  • When he went to do so, he noticed only too late the strange, stone apertures that lined the side of the walkway.  From one of these emerged an arm of normal girth but inhuman length, purple skinned and terminating in wicked talons.  The arm also grasped an ancient form of bronze scimitar which it used to hack at Velor, who was injured but not mortally so.
  • Retreating, Velor then decided to use the bodies to test these arms, throwing them down the causeway. He discovered that every 5 feet there was an aperture containing one of these wicked arms. Torin and Velor worked together to lure out a great number of arms which Velor then cast entangle on. Thereafter the two hacked apart the immobilized arms.
  • Aslog destroyed the remaining apertures with her mace before an arm could emerge. 
  • The causeway, they found, was a four way intersection. Taking the way opposite the entrance, they found a huge relief of Set making the desert bloom in front of a great pit. Aslog noted that Set is an enemy of Anubis, and that may have been the reason for the jackals.
  • In front of the pit was the image of an immense snake wrought in bronze. Both the snake in the relief and the brazen image had a strange, lotus-pod like growth on their heads from which protruded an extra number of eyes.
  • Moving into the room, the bronze snake activated. Luckily, this beast was made in a time before steel and its immunity to normal weapons was overcome by the party's modern weapons.
  • Leaving the broken bronze cobra, they made their way back to the intersection so as to not get in to deep and have their method of retreat cut off.
  • Heading a little down the causeway to their left, the say an eerie green light and decided to double back and check that out later since it could portend intelligent foes.
  • The other way led to a platform on which stood a terracotta statue of a priest. This statue held a real wooden staff in its hand which it raised as they approached causing a great wind. 
  • Torin and Aslog were able to keep their footing but Velor flew from the causeway and into the pool. Once inside, his half-elf eyes saw that the floor and walls were covered in those terrible arms, in such a way that he was not sure there was any substance beyond them. The arms rushed toward Velor, elongating hideously and grabbing him.
  • Aslog went to throw Velor a rope while Torin rushed forward to fight the statue.
  • Velor was able to use the spell thunderwave to drive off the arms and make his way to the rope.  Once he was back on the causeway the combined might of the three of them easily overcame the statue, which broke at the top revealing a bare skull underneath.
  • Then they returned to the room with the eerie light. Inside was a sconce with a torch on it that glowed the eerie green color. 
  • The torch cast the shadow of a creature that was unseen otherwise - Aslog was able to tell that it was the outline of a Typhonian beast! 
  • She removed the torch from the sconce seeing if the light would change (it remained green) and then approached the shadow.  Upon reaching the middle of the room where the creature would be if it were to cast such a shadow, she poked the empty air with the torch.
  • Though the air wasn't so empty! The invisible fiend grew angry and attacked Aslog with its unseen claws.
  • The inability to see the creature except by its shadow and the creature's great speed and ferocity took the trio aback, but they were able to slay the beast.
  • Velor, who was injured in the battle, noticed that he had a strange, green shoot coming out of the wound. They decided this was likely some kind of hideous infection and returned to Haghill in hopes of getting it cured before their next outing.
The past couple of weeks we've failed to make quorum but hopefully their adventures in the Setite tomb will resume tonight.


Monday, June 17, 2019

Characters for the Wilderlands

Like this post but for my FLGS Wilderlands game. Innana has already been claimed by someone. The other players, so far, have made their own.  Cole is responsible for both finding the PC portraits and color correcting them to match my crayon-colored-weirdos vision of the Wilderlands.

Aslog

  • Aslog is a Skandik hermit and priestess of Odin. Her alignment is Chaotic Good.
  • She was raised in a Skandik noble house on the island of Bezal. 
  • Her home was raided by a rival band of Skandiks and her family killed.
  • She was thrown on a raft by the raiders before washing ashore on an uninhabited island. 
  • Odin appeared to her and told her to seek out the secrets of the Runes.
  • She has made her way to the City State of the Invincible Overlord to see what secrets of the Runes may have led to the Overlord's ascension and to imitate her god in a life of wandering and adventure.


Innana

  • Innana is an Alryan street urchin and rogue. Her alignment is Neutral.
  • She was born in some village in the Northern Wilderlands, but she doesn't remember where.
  • She was captured as a young age and raised as a slave in the slaver city of Antil. 
  • She was able to escape with the help of a guard that took pity on her.
  • After that she traveled the cities of the Western Wilderlands, thieving and foraging, until finally arriving in the City State of the Invincible Overlord.


Morcant

  • Morcant the Magician is an Avalonian sage and wizard. His alignment is Neutral Good.
  • He was raised in Valon, city of the Sea Mages, by a rich artisan.
  • He was sent to sea wizard school where he became fascinated with the lost history of the Orichalcan Dragon Lords.
  • He was selected by a sage and wizard who specialized in ancient Orichalca to serve as an apprentice.
  • However, at some point he angered one of the nobles of that fair, northern city and was forced to flee.
  • He has made his way to the City State of the Invincible Overlord to learn more about its Dragonlord past.


Pakhom

  • Pakhom is an Altanian outlander and fighter. His alignment is Chaotic Neutral.
  • He was born in barbarian Altanis.
  • His parents abandoned him in the jungle when he was a babe, but he was found and raised by another tribe of Altanians.
  • He became a warrior and a smith. He even had a wife.
  • During a battle with a Skandik raiding party, he maimed a witch. The witch placed a curse on him that he would bring doom to his tribe.
  • Fearing this curse, his tribe forced him to leave.
  • He has made his way to the infamous City State of the Invincible Overlord to win fame and glory.


Alkmemnon
  • Alkmemnon is a tiefling charlatan and Warlock of the fiend. His alignment is Chaotic Neutral.
  • He was born and raised in the distant Demon Kingdoms to the south of the Wilderlands.
  • He claims to have been raised as a noble, but his family was ousted from power and scattered throughout the world through the use of diabolic magic.
  • He has spent the rest of his life lying and cheating until he can figure out a way to return and reclaim his birthright.
  • He now finds himself in the City State of the Invincible Overlord, which overflows with wealth and has a number of ships ready to sail the Winedark Sea.


Arbrannon
  • Arbrannon is a wood elf ranger and spy. His alignment is Chaotic Good.
  • He grew up in the forest near Caer Cadwen in the land of Viridistan.
  • He spent most of his life fighting against the World Emperor, ruler of Viridistan, and his demonic satraps - helping guide rebels and spy within the city and castle walls.
  • The replacing of the satrap of Caer Cadwen with a demon of great power forced him to leave his forest in fear of his life.
  • He has now ended up in the home of the World Emperor's chief rival, the City State of the Invincible Overlord.  He seeks to gain money and power before returning again to defeat Viridistan's demonic forces.