Monday, September 28, 2009

September 2009 Session Notes

What follows are the notes from our September 2009 sessions. Again, these monthly notes are out of sequence, and reflect what has been happening most recently with the game.

Sessions:

September 20
September 27


September 20 Notes:

After completing their business at the carnival, the party headed south to the Abbey to pick up Guy, then east to Guy’s Port. On the way to Guy’s Port, they passed Malus’ farm, noting that the area had not been tended in quite some time, and the corn crop had begun to grow wild. At the edge of the field, they found a spot where a box had been unearthed. Discussing the matter with a gopher did Guy no good, but the party did find an open wooden box not far from the dig site. The box did not appear to be shaped for holding a body, and the current hypothesis is that it held a weapon of some sort.

Floyd sends Scaramouche with a letter to Rashoman, the FiftyGnome at work on operation Burrowmaster, to see what developments have been made in the case. He instructs Scaramouche to find him in Nemia.

The gang proceeded to Guy’s Port, where they booked passage on a ship bound for Barradon, a coastal town in the country of Nemia. Virgil expressed a desire sew some oats with the captain of the ship, a woman named Amies, and Floyd aided Virgil’s effort to the best of his ability. The results were disappointing.

The trip itself was fairly uneventful until the end, when it became apparent that a hurricane was approaching. Thanks to Floyd’s inspirational singing and speaking and Brix’s spellcasting, the ship made it into port just ahead of the storm. Floyd was exhausted, but Guy removed his exhaustion so that they could run up the steps to the town, and seek refuge in a Barradonian tavern called (name?). Mere moments before the storm hit, Dr. Ethan joined them at the tavern.

While riding out the storm, Ethan revealed to the party that the reason he had asked them to come to Nemia was because he had located his daughter Ashlynn (Visgoth’s chief lieutenant) living in this town. Determined to destroy her, he enlists the party’s help. The boys are to attack Ashlynn at her residence in town, and defeat her, forcing her to retreat to the location of her coffin, where Ethan will deliver the final blows.

After the storm, Ethan shows the boys the cave where Ashlynn’s coffin is located, and the house where she conducts business. Sensing that there may be some trouble leaving Ethan to destroy his only daughter, Virgil casts a word of recall on the cave so that he can quickly arrive and assist Ethan and ensure that nothing goes awry with the plan.

At the residence, the party waits for the appropriate moment, then storms the house, easily dispatching the low-level guards inside. Ashlynn herself proves to be much more difficult, as she placed numerous traps in the house to deter intruders, and enlisted a pair of dopplegangers which explode when destroyed. Finally, after the dopplegangers and Ashlynn are defeated, she turns into mist and retreats to her coffin. Virgil attempts to use his word of recall, but finds it has been dispelled, likely by Ethan.

The party runs towards the cave. Virgil, aided by an Expeditious Retreat spell, arrives first, just as Ethan has successfully destroyed his daughter. The toll it has taken is extensive, and Ethan tells Virgil he cannot live with himself after having to endure this task. He asks Virgil to promise that the party will make it their mission to defeat and eradicate Visgoth, to which Virgil agrees. Ethan then falls to his death from the precipice of a cliff by the cave.

Brixmore and Guy arrive and retrieve Ethan’s body, burying it in the cave next to his daughter. Virgil stoneshapes the mouth of the cave shut, and inscribes a simple mark to notate the burial site of one of the party’s oldest friends and mentors.

The group returns to Ashlynn’s house to find it has been looted of all valuables by the guards. Feeling unsatisfied and hollow, the party contemplates its next move.

September 27 Notes:

Gameplay starts off with the party in Barradon, shopping around for equipment that would bring Axe’s gear up to speed with the rest of the gang. After looking around in some of the local shops, they determine that the best prices available are in Dreia, and that shopping will need to be tabled until they return home. In the meantime, Brixmore loans Axe his shield, significantly boosting Axe’s magical gear quotient, and beginning Brix’s transition into a two-handed holy war machine.

Guy purchases a travel guide to Nemia and a city map, and begins plotting a course to bore Virgil and Floyd with a trip around the Holy Land. While the trip is being planned, Virgil spends a few days scribing scrolls, and Floyd plays the Barradon taverns, earning a few gold, and learning about the goings-on in Nemia.

Floyd learns that Nemia has been treasure-searched out, but that there are legends to be explored as the party travels north. In addition, he hears tell of dark times for the northern Nemian city of Nobis, and decides that the group should investigate the goings-on. This works out coincidentally as Guy determines that Nobis is the closest town to the next missing piece of Visgoth’s soul.

The gang disembarks from Barradon and visits the site of the Proclaimer’s first proclaiming. Guy and Brix take this trip very seriously, so Floyd and Virgil do their best to hang back and stay interested in something out of earshot. Axe, meanwhile, becomes interested in the teachings of the Proclaimer, giving Guy and Brix a focal point for their lecturing and praying.

Next up, the party visits the site of the hanging. In stark contrast to the simple marker of the first site, the Bishop at the site, one Bishop Rory (silk robes and all), has turned the site of the hanging into a veritable religious Graceland. Exorbitant admission prices and souvenier / trinket prices are charged to all who enter, and Guy, Brix, and Axe begrudgingly pay the admission price and pray at the site, which gives them a boost to their wisdom for a time. Brix attempts to give a sermon at the site, but he is forbidden. Suppressing their anger at the commercialization of the site, the party leaves.

The group heads to the site of the ascension, and finds it more simple and peaceful. Guy, Brix, and Axe take it all in, and the pilgrimage chapter of the session comes to an end.

From the ascension site, the boys head to Nobis. As they reach town, they find that everyone is very happy to see them, and eager for them to be happy with their stay. The townspeople escort the party to the inn, where they are met by Helga, the proprietress. Helga tells the boys that they are welcome because the news of the bad situation in Nobis has reached the surrounding lands, and visitors and commerce have all but disappeared. The townsfolk are also hopeful, based on the party’s appearance, that they might want to help with the problem.

That evening, Baron Humphrey, the local ruler of Nobis arrives at the tavern and meets with the gang up in a private room. There, he explains a less-than-human sect has been terrorizing Nobis, demanding material goods such as game meat, gold, and recently, human sacrifice. He is careful to describe three distinct types – the monsters themselves, whom the Baron calls “Chaka,” their humanoid, skinless servants, and a figure clad in black who arrived after Nobis put up an initial resistance to the Chakas’ bullying who has the ability to emit a terrible scream. These Chaka come from the north, and demand sacrifice from the town once per week. This reign of terror has been going on for almost eight months. Furthermore, the next visitation is scheduled to take place the next night.

The party pledges their help in any way they can provide it, and sets about preparing for the battle. After a night’s rest, Virgil polymorphs into an eagle and flies north, looking for signs of their encampment. He spies a castle, a house, and a place with smoke, but his animal instincts prevent him from exploring much more. Meanwhile, back at the tavern, Floyd keeps the townspeople from being a nuisance to the rest of the party by regaling them with stories of the boys’ exploits and making the citizens of Nobis feel confident about the party’s chances against the Chaka.

Helga approaches Axe and tells him that they may be able to learn more about the Chaka by visiting an old paramour of hers, Sien, a woodsman who lives in the forest outside of the town. Guy, Brix, Virgil, and Axe go to visit Sien, who, after disabling a trap Axe almost triggers, lets them into his home. Sien lives a Spartan life, but he has a wicked cool bow that Virgil admires.

Sien tells the boys that the group that Nobis knows as the “Chaka” is actually a sect of a cult that worship the pagan god Toth. The Chaka themselves are snake-people, and their servants, referred to as “Changed Ones,” are former humanoid races made to resemble snakes. The leader of this sect is an individual known as Yuantiki.

Sien and Vigil talk bows for a bit, and exchange a few arrows with each other for good measure, then the group returns to the town. After explaining the Sien encounter to Floyd, the party gets set for the arrival of the Snake-folk.

Virgil and Brix position themselves at the North end of town to prevent the escape of the cultists, and Axe, Guy, and Floyd wait in the tavern with Baron Humphrey. When the cultists arrive, they take the sacrifices of gold and meat, but do not demand a person this time. However, it’s moot since Virgil drops a fireball on the cultists and Guy carves up the one guy remaining. An illusory version of Yuantiki shows up to inform Baron Humphrey that Nobis is now doomed.

The party gets eight hours of shut-eye and then heads out to the cultists’ lair. After attempting to check for traps, the party eventually sets off an alarm and a horde Changed Ones surround the party. A fight ensues, but it is largely one-sided as the party easily bests the low-level creatures. Proceeding through, the party encounters four large snakes, who try to swallow the heroes. Those snakes are defeated handily, and the party continues into a room where they see an individual being transformed into a Changed One. There are Chaka, Changed Ones, and vipers throughout the room. Big fight, and the room is cleared out by the gang. One Chaka escapes, and when Brixmore goes to investigate how he disappeared, he finds there is a hole at the top of the ziggurat in the room. As they ponder their next move, it is the end of the session.

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