Attronarch's Athenaeum

Wilderlands

Adventurers

Character Class Description
Thorm Dwarf level 2 Ashen hair, beard, and eyes. Left his own clan due to financial trouble.
Thorin Whiteheart Cleric level 1 Wide-eyed and innocent goodie-two-shoes.
Centuria Elf level 1 An academic elf fond of teasing those of lower status.
Tu'Fles Elf level 1 Massive dork for dragons.

Gloomfrost 14th, Fireday

“And where excatly is this bandit lair full of treasure?” Centuria inquired Balarus. “Shrieking purple mushrooms, orcs with flaming eyes on their shield, white apes, bandits, yes, anything else?”

A humble party of four led by Thorm the dwarf rode to the the bandit lair that Balarus, Bragi, Ignaeus, and Foxglove had just returned from. They wanted to maintain the momentum and prevent bandits from regrouping.

Thorm was joined by Thorin, follower of Umannah, and two bookish elves, namely Centuria and Tu'Fles. They passed the shrooms and descended down the trapdoor into the bandit lair. Eight pig-faced beastmen corpses greeted them, just as Balarus had described.

Illustration by IdleDoodler.

They turned south, then west, forced doors open, then forced south doors, followed the corridor to the junction, turned east, and marched into the chamber.

Thorin failed to see, smell, or hear two large hairy brutes hiding just around the corner. He barely survived the initial onslaught. Beastmen had weird bestial faces—as if someone had flattened a tiger's face by repeatedly hitting it with a shovel. Standing just over seven feet tall, and armed with battle axes, they were no laughing matter. Both focused on Thorm and hacked him to death in less than ten seconds.

Illustration by IdleDoodler.

Centuria and Tu'Fles fell back into the corridor so Thorin could withdraw. Acolyte of Radiant Death poured oil on the ground. Beasts pursued, despite one of them already being on fire! That caused exact result adventurers were hpoing for—both monsters caught fire.

Stench of burnt hair and flesh permeatted tha hallway. Beasts swung wildly as they burned to death. Thorin did not escape their mighty blows, and his light extinguished forever.

Once the flames subsumed the elves recovered one hundred fifty four platinum pieces from the beastmen. Then they decided to haul Thorm's corpse back to Hara. There Centuria kindly requested Ambros ap Mortain to perform a miracle.

Illustration by IdleDoodler.

“Would you please raise Thorm from his sliced up death? We were prepared for the orcs, white apes and bandits, but the adventurer's scouting party had made no mention of there being bugbears!”

Ambros performed another miracle—Balarus being his first one—and brought Thorm back to life.

“Clean out that den of thieves in the name of justice.”

Thorm uttered “Ambros be praised!” with great difficulty, experience of death still fresh in his mind and body.

“Don't forget that you both have to clean the place out...”

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Adventurers

Character Class Description
Balarus Fighter level 4 An ex-woodsman, quite a crackshot with his bow.
Bragi Twinefinger Halfling level 1 A stout strong halfling. As a devotee of the Great Tailor he is always smartly dressed (under his armour) and overly fond of multiple breakfasts.
Ignaeus Elf level 4 A slightly weathered looking elf with dull blonde hair and chiseled features. Seeks wealth and knowledge.
Foxglove Thief level 4 A willowy human, long hair ties in a pony tail, looks a bit dangerous and dainty at the same time.

Gloomfrost 13th, Earthday

“Look—there, among the trees.” Balarus said to his fellow adventurers whilst motioning at a poorly concealed hut. It was a primitive wooden construction with foliage on top surrounded by a copse of trees. Among the bushes three purplish, hobbit sized mushrooms could be spotted.

Balarus followed the trail from the waylaid barge. A hobbit merchant approached Braggi three days ago. His goods—six barrels of fine silk—were stolen by a bunch of bandits. “All I know is that bastards have a flaming eye painted on their shields!” Some people were killed too, but that wasn't his primary concern. He had little to pay with, but did say that “Listen, there was a chest full of coin there. Proceeds from other merchants... I won't tell anyone if you happen to find it...”

Party of six—Balarus, Bragi, Crosonus, Foxglove, and Ignaeus—rode along the mighty river Farhills. Once they found the shored barge, Balarus was able to follow the tracks all the way to the bandits' hideout.

Foxglove snuck up to the hut. Mushrooms began shrieking violently. Everyone promptly hid in the bushes, missile weapons at the ready. After few minutes the lean-to plank that served as hut's doors fell straight to the ground. Groggy looking pig-faced orc stepped out, shielding his eyes from the sun with his right hand, and holding a saggy wineskin in his right.

He looked around for few seconds. Then he proceed to the closest screaming mushroom and poured some liquid on it. Shroom went quiet. He repeated the process with remaining two. Once they were all quiet, he went back into the hut, lifting the plank back in its place.

Adventurers quietly approached the hut. Shrooms remained quiet. Beefy Balarus grabbed the plank with his mighty thews, and then stepped backwards quietly. Foxglove and Ignaeus moved in, surprising the orc sitting on the ground. Elf skewered the beast straight through its throat. Then he jerked the blade sideways, ripping of half of its neck and face.

Heavy wooden trapdoor with a large iron ring sat at the bottom square-shaped depression. Right next to it were three wooden pillars with one beam jutting above the trapdoor. This was obviously a very primitive pulley system to lift and lower heavy objects through the pit below.

Balarus the Mighty forced the trapdoor open. Iron rungs descended down the thirty feet deep pit. Adventurers dropped down a single gold coin that had continual light cast on it. That hadn't revealed much except that the floor was stone.

Foxglove quietly descended, minding the rungs. You never know where a trap could be. As soon as he jumped down he was jumped by eight bloodthirsty pig-faced monsters armed with hand-axes and shields with flaming eye painted on them. Ignaeus rushed down to help his friend. Balarus and Bragi followed. Brutal skirmish was over in less than a minute. Orcs fought to the bitter end, but were no match for the more experienced and better armed adventurers. Searching their corpses produced four hundred fifty two gold pieces.

There were two exits from the anteroom—-doors to the north and open corridor to the south. Party went north, until they reached a four-way junction. A square chamber with a large marble statue of two lovers kissing was straight ahead. It was a rare crimson marble, and would surely be worth something to an arts collector. Two dozen logs rested against the east wall. The statue rested on hay and straw. The chamber was otherwise empty.

East corridor stretched into darkness, as did the west one. Adventurers opted for the latter one. They soon reached another junction, splintering south and east.

Following east route led them to two dead ends. The first was a rectangular chamber with a number of large ceramic pots with lids. One of them had “DO NOT BREAK” inscribed on top. Foxglove lifted the lid, saw a giant rattle snake slithering amongst thousands of coins, slammed the lid shut, and left the chamber. The second was an unfinished tunnel. Abandoned shovels and pickaxes were strewn about. Adventurers helped themselves to some of the mining equipment.

Then they backtracked and went down the east corridor. Forcing the doors open unleashed horrible stench upon the party. Two large white apes with thick iron collars around their necks charged the adventurers. Balarus slammed the doors shuts, but was driven back by sheer strength of the ape duo.

Ignaeus put his magical sword to use and froze one of the apes. Balarus killed the other one with a single blow. He swung his battle axe straight down the giant ape's right shoulder until he hit the hip. Then he kicked the simian, jerking his two-handed axe loose. Nothing but vile stench was to be found in this chamber.

Forcing the south doors led the party to another junction. Pressing further south resulted with an interesting encounter.

“W-who goes there?” a meek voice inquired from darkness.

“Justice!” Ignaeus retorted and marched on.

Four scrawny guys huddled in a center of square chamber. They were armed with spears. Shields with the familiar motif of flaming eye leaned against the south wall. The party hesitated for seven seconds before running them down. One dared to attempt escape. Balarus and Bragi shot him down. Although scrawny, the four bandits had a total of six hundred forty six gold pieces.

“Let's head back to Hara, heal, and return here.”

Everyone agreed. Riding back, they reached the fortified city of merchants several hours after dusk.

Will their follow-up delve be as successful as the first one?

#Wilderlands #SessionReport

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A special one-shot session to celebrate third birthday of our Wilderlands campaign Conquering the Barbarian Altanis. Players controlled a set of characters whom were tricked into being he first ones to open the mythical Red Gates of Chudengora.

Denril’s Tale of Chudengora written by Kublaibenzine whom played Amril the Clumsy and Denril Lighttoes. Crumpled Scroll by Akragon of Apollo courtesy of Theo whom played Akragon and Erevos.

Adventurers

Character Class Description
Amril the Clumsy Dwarf level 1 Short and stocky dwarf. Been around for some time. Impressive mental fortitude but two left feet.
Denril Lighttoes Elf level 1 Malnourshied, weak and weedy elf with no muscle and constant chest problems. Dreams of adventuring, but no one wants him.
Inlissior Elf level 1 A dwarfish-looking elf. Handsome and blessed with fake-looking beard. Weak cough plagues him.
Bullon Dwarf level 1 An elvish-looking dwarf. Dashing and attractive.
Akragon Cleric level 1 Tall, well-built, plague survivor. Devout.
Erevos Thief level 1 Dark haired and dark eyed lanky and wiry thief of quick reflexes and wit. Enjoys civilisation.

Denril’s Tale of Chudengora

The Gods alone knew how we reached the top of Bludgeon Peak, but there ahead of us was the long staircase leading to Chudengora. Our employer must have been desperate to hire a bunch of raw adventurers such as ourselves, or he figured our low salaries were worth paying on the off-hand chance we would find the Red Gates open.

Well, we proved him wrong and some of us even made it out.

The gates were wide open and we entered the antechamber of this fastness, full of awe and pride. The floor was some kind of elven concrete, the scale was a bit underwhelming, yet our attention was captured by 6 statues, 5 male and one female, clearly deities. Oddly, the male statues had clearly been decapitated cleanly and swapped around. They were all bearded, arrogant looking beings. Our Cleric recognized one as representing Medicine, while the others could be guessed at as Death, War, Craftsmanship and Justice. The female was unknown, haughty looking in her peasant robe.

There were 3 single doors and one double door, all leading to the unknow and all made of fine, iron-bound wood. We scattered to listen for sounds beyond the doors. It was perhaps unwise of us.

Erevos was the first of us to fall, as half a dozen fire beetles burst through the northern door. Within seconds he was neatly severed in two. Amril the Clumsy fell next, hacking at the beasts. Typically, he tripped over his feet and the beetle just gored him.

We survivors fled through the open northern door while the beetles feasted on the corpses. The room had old weapons racks and rudimentary tables in it, all damaged by time. There was but one exit, East, so we took it and closed the door behind us.

We were in a long corridor with a door at the end as well as a junction south. We opened the door to discover a small room full of crates caked in the dust of ages. As we sneezed and coughed in fits, 13 giant rats came down the corridor at us. We closed the door, Akragos the Cleric throwing a vial of burning oil as we did so. Inlission still took a mild bite in the process. When we opened the door again, the vermin were dead or gone and we hastened south without exploring the crates, for fear more would show up.

We soon reached a 4-way intersection. The western side held a door, which opened onto what might have been a reception hall, all ruined now. On the opposite side was a door, which we estimated led back into the antechamber.

Backing out and going west, we entered a circular room. There were 5 masks on the wall and a spot where a sixth had once rested. Seated beneath that spot was a decayed skeleton in antique chain. A corridor exited the room on the east side. We took it and found a north south corridor. To the north we immediately found an iron door, which we were unable to open.

We then went south, taking the first corridor to the west, entering an irregular, almost T shaped space that contained empty bookshelves and two more exits to the west. We suspected the upper west exit led to the north and back towards our entry point.

We doubled back to the corridor and found a southern facing door which led to a dead-end room. This contained a damaged altar dedicated to War and half a dozen large sconces, each containing a skeleton with an odd metallic sheen. We backed out hastily and went back to the irregular bookshelf room.

Here we took the southernmost corridor running west, which soon turned south and ended at another door. Opening this, we were confronted by an overwhelming stench and the sight of old carpets and furniture overgrown by orange mould. Fearing the worst, Bullon tossed a flaming vial in and closed the door for a few minutes.

Re-opening the door did not reveal anything moving, so we hastened across the room to a southern door. This gave on to what appeared to be a large 20-foot-wide corridor running east and west, with a double door nearby going east and a single door south.

The double door east gave on to a large circular room that might have once been barracks. A corridor led north from it into a room full of crates, less dusty than the other batch.

Back in the east west corridor, we tried the south door. It was a room with detritus and parts of 4 skeletons. A corrido ran east from it. We heard echoing voices in the room and uncertain of what it meant, we did not explore here further, but closed the door again and went west down the wide corridor.

We soon noticed another door giving south. Entering it we beheld a long, wide steel reinforced oak table covered in multi-coloured stains. The walls had iron shelves, also stained. The ground was strewn with broken vials and coloured oozes. The smell of rot and acid pervaded. We entered anyways. There were two doors herein. An eastern door led to a small library full of rotting tomes. Exploring for a few minutes we found a book of ancient lore, a map of an area completely unknown to any of us and some odd elvish book of games with their rules. We left all and went back into the alchemical room to try the south door. This gave onto another storage room full of crates and a door leading south, which we could not open.

Again, we backed up to the large east-west corridor and went west. It led us to a very large circular four-way intersection with a statue holding a trident – the head was again one that didn’t match the body. Realizing that the northern corridor led back to the antechamber, we headed in that direction, stopping only to explore the first door on the west. This gave onto a dog leg shaped room with two exits. The table therein seemed to contain playing pieces similar to those mentioned in the book on elven games. We backed out and resumed our journey north, ignoring a door on the east side.

When we reached the double doors that we estimated must lead to the antechamber, we opened them with great trepidation. We were lucky and left through the main entrance to take the news the news of our findings to our employer.

We were pleased to be alive, proud of what we had done, but sad about our two lost friends.

Crumpled Scroll by Akragon of Apollo

#Wilderlands #OneShot #SessionReport

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Adventurers

Character Class Description
Tamren Cleric level 3 Stoic paladin of Coriptis, the Goddess of Battle and Inamorata of Berserkers. Aventail hides all but his two piercing blue eyes.
Flamthwynn Magic-user level 3 An older gentleman sporting fashionable dark blue robe with purplish overtones. Seeking arcane objects and offensive spell.
Balarus Fighter level 4 An ex-woodsman, quite a crackshot with his bow.
Bragi Twinefinger Halfling level 1 A stout strong halfling. As a devotee of the Great Tailor he is always smartly dressed (under his armour) and overly fond of multiple breakfasts.
Ignaeus Elf level 4 A slightly weathered looking elf with dull blonde hair and chiseled features. Seeks wealth and knowledge.
Foxglove Thief level 4 A willowy human, long hair ties in a pony tail, looks a bit dangerous and dainty at the same time.

Gloomfrost 1st, Airday

Tamren pointed at two plumes of dark smoke raising behind a crest atop Ghinarian hills. Paladins of Coriptis must earn their ranks in combat, besting beasts or men of higher power and skill than their own. Failing to do that means they will be forever denied the honour of joining their deity's harem.

He was joined by Flamthwynn, whom had found courage since his Antil days, Bragi, Ignaeus, Foxglove, and Balarus, whom had brought along hired muscle named Crosonus. The party of seven rode light riding horses, covering forty miles in a single morning watch.

The six followed Tamren to an ogre lair, where supposedly a band of nasty brutes lives. Foxglove rode up the hill and surveyed the surroundings. He found a pothole, some twenty feet wide, just behind a rock outcropping. Light wisps of smoke were coming out of it.

Riding closer, the thief could see that pothole leads into a long tunnel. He rode back to the party and informed them of his findings.

Tamren led the charge towards the hole. Everyone dismounted and left the horses with Crosonus. Then they walked towards the opening.

Foxglove raised his hand, showing an open palm. He put a finger to his pursed lips, signaling everyone to be quiet.

Large figure sat in the tunnel, leaning against a boulder. Big club rested to its side. Its ugly head was slumped, and it slurred loudly. Its hands were on large belly, going up and down.

The thief moved quietly down the tunnel. At one moment he stepped on loose rock which cracked. The beast did not react. Foxglove circled the figure until it was right by its right side. He raised his short sword and thrust it downwards right into the beast's shoulder blade. Then he jerked the blade straight towards the heart.

Ogre screamed in pain. It jumped up, swinging wildly. Foxglove was quick enough to evade this outburst of activity. Ignaeus and Tamren charged in to help. Alas, everyone missed. Everyone but ogre that is. The beast punched Foxglove straight into his face, sending teeth flying.

Surrounded and wounded, the monster fled down the tunnel.

“Freeze!” Ignaeus yelled.

“Oh no you don't...” Foxglove muttered as he felled the fleeing beast with throwing dagger straight into the back of its neck.

Adventurers continued down the tunnel. Cave ceiling became lower and lower, until the tunnel was barely ten feet tall. Their path forward was obstructed by a set of heavy leather skins hanging from the ceiling hooks. The smoke was slowly rolling from underneath them. Flicker of light were visible. Ignaeus could hear a deep voice humming a joyful tune.

Tamren indicated in proto-sign language that he is ready for violence and that they should let him solo the beast. Ignaeus approached the leather curtain, crouched gingerly, and then raised it abruptly.

Before them was a low cave, some thirty feet wide and long. Fires burning in three sunk firepits illuminated a horrific scene: three rows of wooden stakes skewered through a dozen dismembered humanoids. The humming ogre was fanning one of the fire pits, producing extra smoke. Another looked dumbfounded by the fact that more food would come into their smokehouse willingly.

Tamren charged in, screaming “Coriptis, witness me!”, going for the smaller of two ogres. The rest went for the bigger ogre. Dark smoke that filled the room made it difficult to fight. Everyone cried as their eyes swelled and turned red.

Ignaeus once again used his magical sword to freeze his opponent, making it an easy carving job. Tamren, on the other hand, was a bit less successful. First, his target ran from him. Then the beast fanned smoke from the pit straight into his eyes. Then it ran through the west exit.

Tamren yelled like a madman, chasing it down. Others joined, if nothing to prevent the ogre from fleeing. Balarus the Immovable Object ran ahead of the ogre into the narrow tunnel it was going for, and positioned himself so it cannot pass without wrestling him first.

The ogre wept in distress as Paladin of Coriptis yelled challenge after challenge. The party then enjoyed as show of incompetence as both Tamren and ogre kept missing each other. But then the ogre landed two mighty blows, forcing the cleric to take a sip of nasty puss-like liquid in order to heal up.

Balarus stepped in and hurled insults so vile that ogre turned its attention to him instead. The fighter deflected few blows. The only problem was that he used his skull to deflect one. Tamren screamed at the ogre, forcing the beast to face him once again. As it turned he drove his sword right through its neck, killing it in place.

Red-eyed and bloodied, adventurers grabbed two bloody sacks of coin from the smokery and fled for their horses. Tamren has slain what he needed to. Who cares if there were more ogres here, right? After all, what could they possibly do once they find three of their own dead? Surely nothing.

Given it was winter, it already got dark in the evening. Hence the party opted to ride for Midway, sleep at the inn there, and head for Hara next morning. There Ambros and Tarkus healed everyone up. Party of seven then decided not to head back to the ogre lair, but to go seeking their buried treasure instead. This expedition was a great success and they returned back to Hara on Gloomfrost 7th, Waterday.

With only thirteen days before end of the year, a single question arises:

What will the adventurers do next?

Discuss at Dragonsfoot forum.

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Adventurers

Character Class Description
Tamren Cleric level 3 Stoic paladin of Coriptis, the Goddess of Battle and Inamorata of Berserkers. Aventail hides all but his two piercing blue eyes.
Balarus Fighter level 4 An ex-woodsman, quite a crackshot with his bow.
Bragi Twinefinger Halfling level 1 A stout strong halfling. As a devotee of the Great Tailor he is always smartly dressed (under his armour) and overly fond of multiple breakfasts.
Ambros Cleric level 6 Follower of Aniu, Lord of Time.
Ignaeus Elf level 4 A slightly weathered looking elf with dull blonde hair and chiseled features. Seeks wealth and knowledge.

Maggotfeast 9th, Fireday

“Follow me, follow me!” One-Eyed Tulen, excitedly motioned at the party. Terribly deformed Altanian tracker—courtesy of brutal torture he suffered at Graylock's hands—had found hyena's lair.

A hilly mound surrounded by large trees shrouded a wide cave opening. But following the trail of the large lioness revealed a much narrower tunnel leading upwards.

Balarus, still too weak to move on his own, remained outside of the lair. Beorg and Tarkus stayed behind to protect him. Tamren, joined by Bragi Twinefinger, a stout strong halfling, found the party through divine guidance.

“Ambros, remember what you promised me!” Tulen slurred.

“I am the Law. But in this case I will allow you to be the executor of the Law!”

And with those words, Ambros led the party through the narrow tunnel. After a short incline, the adventurers entered into a small, some twenty feet wide cave. An extinguished fire-pit was in the center, two soiled blankets to the east, and several gnawed bones to the west. And nothing else.

Thoroughly searching the cave revealed pits on the north wall. Ignaeus used them as handholds and footholds to climb upwards. Once he hit the ceiling he discovered that part of it was hollow—a thin sheet of rock had been placed to conceal an opening.

Ignaeus quietly slid it to the side and then climbed up. That led him into another tunnel, albeit a short one. After just a few steps he came to a ledge overlooking another cave, similar in size to the previous one.

Except this cave was filled with crates and barrels. Pit-handholds allowed him to descend safely. Others followed him. Bragi remained above, on the ledge, providing light with his lantern.

Ambros motioned to the right, where narrow tunnel slopped upwards. Ignaeus followed him closely, and Tamren took the rear guard. Cleric of Law took confident, but careful, steps forward.

His mindful approach paid off!

As he approached another the tunnel exit, Ambros felt something is off. He raised his shield just in time to deflect a battleaxe swing. Large gnoll towered over the cleric, growling. It was dressed in chain-shirt, and wielded large two-handed battleaxe.

The monster seized a perfect spot to fight. The tunnel was too narrow to allow those behind to join the fray. Maintaining its momentum, the gnoll swung once more, striking the cleric true.

“Freeze!” whilst Ambros grunted, Ignaeus lifted Volmorin's Blade and yelled the command word.

Graylock froze solid in place, his eyes filled with burning rage.

“Bragi. Go fetch Tulen.”

While waiting for the one-eyed hunchback, Tamren and Ignaeus inspected all the crates and barrels. There they discovered enough dried meat, fruits, and nuts to account for 60 days worth of iron rations. They also found eight bottles and four pins of Midway Red, famous regional wine.

Ambros cast another Hold Person at the gnoll, just in case. Then he cast Detect Magic. His eyes increased ten-fold as Graylock was completely bathed in purplish glow: his armour, battleaxe, handaxe by the hip, and one of the rings pulsated with dim light.

Further, arrows in the quiver by south wall also lit up, as did something in one of the smaller chests.

“You bastard... You bastard!” Tulen wobbled towards the gnoll, knife at ready. Ambros gave him a nod, and tracker enacted his revenge. He took his time—a little bit over half an hour—to carve the monster up. Once the bloody ordeal had been done, the party ransacked all the caves recovering thousand gold pieces, two hundred and fifty platinum pieces, one long bow, two quivers with arrows, one quiver with fourteen magical arrows, three vials of puss-like substance, and all equipment from Graylock.

“Wait... What is this?”

They also found terribly cut and blood-soaked piece of parchment on Graylock. Nothing but “Kyle” was readable.

“I told you there is some fuckery going on here.” Tamren was heard muttering from behind. Lord Kyle governs Midway—home of the famous wine.

But most importantly of all, Ambros could for the first time in many months breath normally. He felt a heavy burden fall off his shoulders.

Adventurers spent their whole next day packing all the goods and treasure, as well as planning their route back. They were to go to Ketche, meet up with sailors who brought them here, and then sail back to Hara.

Coldrain 8th, Earthday

It took the adventurers nearly a month to return to Ketche. Although arduous, their journey was otherwise devoid of any significant danger or threat. They were warmly welcomed and Beklomda Mor threw another feast in their honour.

Some woke up with a splitting headache next day. Part of the headache was surely the fact that their sailors were long gone. But how could one blame them? It has been over two months since they set off in the jungle to hunt down a notorious gnoll assassin.

Tamren bartered with fishermen, arranging transport in exchange of two bottles and two pins of Midway Red. Not a bad deal considering everything.

Before leaving, Ambros threw Graylock's head into the sea, saying prayers to Poseidon, Aniu, and Forseti. With his divine debt finally repaid, the party left for Hara.

Coldrain 10th, Spiritday

“Look! It is Ambros! We were worried you perished in that forsaken place!” guards were delighted to see the cleric alive.

“And I am happy to return. Pray tell, what is latest in Hara?”

Adventurers learned that new castellan was hard at work, cracking down on many issues plaguing the city. She prohibited carrying weapons and armours in city—everyone must tie them in a tight bundle and carry them like a haversack. Namelin and his thugs are not too happy about that.

Coldrain brings winter. Altanis is still warm, but days are shorter. New Year is coming soon. What will the adventurers do next?

Discuss at Dragonsfoot forum.

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Adventurers

Character Class Description
Balarus Fighter level 4 An ex-woodsman, quite a crackshot with his bow.
Tarkus the Promising Cleric level 4 Follower of Bachontoi, God of Red Wisdom.
Beorg the Gravedigger Fighter level 3 Inspired to adventure after burying several adventurers.
Ambros Cleric level 6 Follower of Aniu, Lord of Time.
Ignaeus Elf level 4 A slightly weathered looking elf with dull blonde hair and chiseled features. Seeks wealth and knowledge.
Guin Pin Magic-User level 3 A young, short man with buzz-cut, black hair, dressed in a tuxedo black and white robe. He walks with a limp, which makes him wobble.

Redleaves 7th to 12th

“Our city has been blessed by the Gods!”

Town criers of Hara worked overtime to break the news.

“Ambros Ap Mortain is our new High Priest of Forseti!”

Crowds cheered with delight, with the exception of few sour faces that squirm at doing things fairly.

“Ambros Ap Mortain is our new Justice Supreme of Hara!”

But Ambros had little reason to cheer.

Every night the same nightmare.

At the bottom of a deep well.

Blinded by the sun above.

Unable to move.

Whilst water slowly fills the well.

Every night.

Every single night.

Ambros had little time before the wrath of Poseidon befalls him.

And anyone with him.

Redleaves 15th, Spiritday

“Are you threatening us, ugly grandpa?!”

Largest of five drunk Altanians chucked stool aside, jumping up with his whole bulk.

Balarus poised himself, ready to swing the obsidian blade at the first person who dares raise hand against Ambros. Tarkus and Beorg were ready at the table.

Few days ago Ambros hired an experienced crew of marines to take them to Ketche. They were intercepted by pirates en route, but Tarkus the Witty managed to resolve that without any violence whatsoever.

Unfortunately, Ambros failed to negotiate a tracker with Beklomda Mor, the chieftain. She asked Ambros to remain in the village, which he refused due to his obligations in the “civilisation,” which Beklomda had no interest in.

So he and party set out to get everyone drunk at the Goat's Beard inn, hoping to find learn anything they can about gnoll assassin Greylock. Ambros had to slay him in order to complete the geas he had accepted in return for Mavis, High Priestess of Poseidon, raising Hagar from the dead.

Locals found his plea very amusing. Until Ambros raised his voice.

“I am the Law!”

Seeing that fist fight is imminent, Ignaeus raised his scimitar and yelled “Freeze!”

Big Altanian froze in place. Everyone else suddenly begun paying more attention.

“Listen! Only One-Eyed Tulen would be dumb enough to help you! You can find his hut three hundred yards south of here.”

“Thank you.” Ambros and his retinue left, seeking the man recommended to them.

Ketche is a small coastal village secluded in the Eyestones jungle, surrounded by danger in all directions. Nonetheless, finding Tulen's hovel hadn't proven to be an issue. Speaking with the man without retching, on the other hand, had proven to be much bigger issue.

True to his name, One-Eyed Tulen lacked left eye. He was badly crooked, his arms bent and deformed, his legs bowing outward, half of teeth missing, and those present yellowed with rot. He reeked of offal.

“I will help you find Greylock if you give me the pleasure of driving a dagger into his evil heart!” Tulen mumbled slowly.

“I am the Law. It is customary that I enact and execute justice. But in this case I will make an exception. I will allow you to deliver the killing blow.” Ambros declared.

At that Tulen fell down on his knees, weeping tears of anger and joy. From his right eye that is. A mix of pus and tear seeped out of his left eye socket.

“Let's not make him cry again.” Tarkus whispered.

“So, how do we hunt down this gnoll?”

“We will follow the coastline until we reach the southern most point. Then we will make our way deeper into the jungle. Greylock has a pack of hyenas and a large lioness. If we encounter either of those, we can track them back to his lair.”

“Let's set out then.”

“Master Ambros, night is about to fall. I suggest leaving after sun rises again! You can sleep here with me.”

“No, thank you. We will meet you here in the morning.”

The party booked all of Goat's Beard inn for the night. Everyone slept well. Everyone but Ambros. Water reached his waist.

Maggotfeast 5th, Spiritday

“Aaaghhh! Here! Here!”

Tulen cried in anger pointing at an ominously looking tree.

“What? What is it?” adventurers surrounded him, alarmed. They've spent last ten days following his lead. Out of those, three had been spent searching in deep jungle.

“This is where he crucified me! This is where he broke my bones! This is where they feasted on me!”

It took Ambros significant effort to calm Tulen down. Following brief discussion, the party had decided to hunt down some game, pile the corpses, and then wait in ambush hoping that hyenas or Greylock take the bait.

Maggotfeast 6th, Airday

“Aaaaaa!”

Guin Pin fled wobbling as giant shrew chased him. Beorg also broke down, fleeing for his life. After all, dead will not bury themselves!

Balarus, Ambros, Tarkus, and Ignaeus squared off against seven fierce giant shrews. Balarus got bitten thrice, but that was nothing for the mighty warrior. Shrews fought until the bitter end, but ultimately they were no match for the heavily armed and armoured adventurers.

Oversized rodents were collected and dumped into one pile. A campfire was lit next to them. Adventurers spread out in 120 feet radius, bows and slings at the ready.

The wait was on.

Maggotfeast 7th, Waterday

Ambros stretched as much as he could. No matter how hard he tried, he could not lift feet off the ground. The water was all the way up to jaw. He tilted his head all the way back, so he could breathe.

Branch cracking under hyena's paw snapped him back. He dozed off during the ambush they have prepared. No one took a shot yet. Everyone waited.

The hyena carefully approached the shrew pile. Seeing there is no danger, it took a bite of one, and then jumped back. Confirming that there is indeed no danger, five hyenas stepped into the light, and begun munching on the dead rodents.

Adventurers acted in unison, releasing arrows and slinging stones. All five hyenas were killed in less than thirty seconds.

The party waited.

And waited.

And waited.

Guin Pin did not hear he.

But he surely felt her.

Massive lioness dropped on him from above, ripping him to shreds.

Beorg charged the lioness with his polearm, missing terribly. Ambros, Balarus, and Ignaeus joined the fray as well. Tarkus circled the melee, and pulled Guin Pin from underneath the large cat.

“Oh nooo, I was julienned!” the magic-user cried as Tarkus brought him back to life.

Lioness dished out pain in generous servings. She clawed left and right, pouncing and pounding. But it was here bite that severed Balarus in half, leaving him dead on the spot. Ambros was severely injured too. Others were not unscathed either. Magic-User decided glory is better than death, and he threw himself at the beast armed with nothing but dagger and large cojones.

The battle was brutal, bloody, and desperate. Adventurers missed more often than not. And even when their blows connected, they rarely did significant damage. But through sheer persistence and attrition, they managed to whittle the beast down.

When giant lioness turned to flee Beorg seized the opportunity. He hooked her with his halberd, and jerked her back. As Ignaeus slit her throat with his scimitar, Beorg jammed the halberd straight into the gaping wound, skewering the monster.

It was over.

They were victorious.

But there was no time to celebrate.

Clerics healed as many wounds as they could.

Then they resumed their positions.

What they came for still hasn't appeared.

Thus, they waited.

And waited.

And waited.

Until the sun rose.

But Greylock hadn't come.

Exhausted and battered, they dragged Balarus's corpse with them, and camped at the safest spot they could find. Perhaps gods smiled on them. Perhaps, but Ambros knew better.

Maggotfeast 8th, Earthday

Balarus opened his eyes.

He laid on soft grass, branches poking his soft flesh.

Ambros was kneeling next to him, obviously exhausted.

“Wow...” the warrior muttered, whilst tapping himself in disbelief.

Although in horrible pain and terribly weak, he was truly alive.

“Oh, do we need to return him his items now?” one of the adventurers, best left unnamed, inquired.

Ambros pulled a miracle to bring his fellow adventurer back to life.

But will he be able to save his own life?

Or will next Waterday spell his doom?

Discuss at Dragonsfoot forum.

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Adventurers

Character Class Description
Balarus Fighter level 3 An ex-woodsman, quite a crackshot with his bow.
Ignar Erikson Fighter level 3 Strong, tall, broad warrior with piercing blue eyes and a fashionable winged helm.
Tarkus the Promising Cleric level 4 Follower of Bachontoi, God of Red Wisdom.
Beorg the Gravedigger Fighter level 3 Inspired to adventure after burying several adventurers.
Ambros Cleric level 6 Follower of Aniu, Lord of Time.
Ignaeus Elf level 4 A slightly weathered looking elf with dull blonde hair and chiseled features. Seeks wealth and knowledge.

Redleaves 5th, Spiritday

“Oh, here it is!”

Tarkus and Beorg led the adventurers back to the crypt south-east of Midway. Their stop at the village just a day ago was very short-lived, for they were not welcome at all. But that did not bother our heroes that much, since they only had one thing on their mind: dungeon delving.

Well, two things actually. Safe dungeon delving. Hence they opted to revisit a dungeon they've been to nearly a year ago, where they smashed everything open, crossed the trapped hallway, navigated the maze, liberated the wrongfully imprisoned king, and extracted their hard earned coin.

Perhaps there was something they had missed?

Rappelling down the pit revealed nothing much had changed. The stone slab was still pushed inwards, allowing anyone to enter and leave the crypt as they desire. Adventurers opted to avoid the chamber with laughing skulls and cleaving meathooks.

They explored the left wing of long mausoleum, which led them to a large circular chamber completely filled with skeletal remains of hundreds, if not thousands, creatures. Bone pile towered eight feet tall, and filled the full circumference of the chamber.

Without anything better to do, adventurers decide to clean up this mess by moving it from this chamber to another chamber. Couple of hours later and they found a hidden trapdoor with a chest. One thousand and five hundred gold pieces, as well as five nice gems, were their reward. Wise beyond their age, they closed the trapdoor so they are not slowed down as they explore the dungeon.

Next, they followed narrow exit out of the mausoleum with hundreds of crypts into the square chamber with obviously chaotic temple. Giving it a wide berth they walked down a long corridor slopping downwards. With each step they got deeper and deeper into purple fog.

“Wait! Allow me to move first and sweep the floor! Last time we were here we were attacked by blobs of burning flesh!” Beorg cautioned his friends and did what he said he would do.

Nothing assaulted them.

The mist was emanating from onyx black stone gates just at the end of the corridor. Purple haze seeped out from underneath and various barely visible orifices. To the adventurers' left were the steps leading into the trapped hallway, while to their right were large gates of pure white marble. Purple fog bounced off of an invisible barrier just in front of the white gates.

“Interesting...”

Balarus and Ignar, two mighty warriors, had to give it their all to barely open the gates. What a sight greeted them!

A square chamber, with walls, ceiling, and floor all made out of white marble. Facing them, in a semi-circle, were nine pedestals, all illuminated by a source-less spotlight. Upon central pedestal, which was broader and taller than the rest, a golden gavel inlaid with precious stone bands, rested.

Following several turns of careful inspection, one of the adventurers dare to approach the gavel. It was Ambros, Elder of Aniu. First he hovered his palm over the gavel. Others noticed how Ambros zoned out for a bit, lagging in his replies to their inquiries. Then everyone saw the cleric reach for the gavel.

Ambros's eyes turned upside-down, his fist clenched around the gavel, and he slumped to the ground, frothing from his mouth and trashing about. Without missing a beat all the adventurers jumped on him, grabbing him by the legs and arms so he doesn't hurt himself. Beorg tried to pry the gavel out of his hand with the dagger, but failed miserably.

How surprised Ambros was when he opened his eyes! Pinned down by his own colleagues and allies! He shook himself free and rolled to the side. Tarkus and Balarus addressed him in Lawful, asking him if he was well. Of course he was! The Ignar asked him if he could let go of the gavel. Of course he could! Would he? Of course he would! And Ambros put the gavel in his backpack.

“What god do you pray to?” Ignar continued his line of inquiry. Ambros gave a passionate sermon on timelessness of Aniu. Tarkus, vicar of Bachontoi, confirmed that this was indeed a prayer to Aniu and was as legitimate as far as he could tell.

“All is good then, I guess...” for rest of the expedition Ignar kept a close eye on Ambros.

As Ambros stepped out, and walked towards the purple fog it gave way as if some invisible force-field was around the cleric. With these interesting turn of events, the party decided to attempt the onyx gates.

Balarus and Ignar heaved as they tried again and again and again. They regretted their success as soon as it came. The duo pushed the black gates open, smashing them against the chamber walls. Before them was a whirlpool of raging purple mist flowing towards the central hole.

A horde of figures in various stages of decomposition were continuously trying to climb out of the hole. They pushed and pushed at the thick purple goo covering them, but were unable to cut through it. Moreover, the figures would frequently turn on each other, pulling the one on the top downwards.

The chamber was circular, with no visible ceiling. Purple fog rolled down the walls, joining the whirlpool. Most of it was sucked into the oozy portal, while the rest was fanned out into the corridor. An ancient leather canoe with a single paddle rested on the other side of the chamber, directly opposite from the entrance. Numerous runes and symbols covered its sides.

“Ambros, this might be your calling!” Ignar encouraged the cleric.

Indeed, Ambros was the sole adventurer who dared enter this accursed chamber. As before, the mist evaporated in his presence. Upon coming closer to the bottomless hole, figures were violently pulled down by horrible shapes that clawed their way to the top. They too were unable to pierce through the surface.

Without much more to do, Ambros stepped out.

Ignaeus came to the threshold. There he cast Read Magic and Read Languages. And then he dared to read the scriptures on the canoe. Fighting violent visions, the elf surmised that this is some sort of vessel that allows one to traverse the “river of lost souls,” whatever they might be.

“Let's close these doors, get our treasure, and get out of here!”

And so they did! Very promptly, if one might add.

The question is: will they return to squeeze the dry rag once again?

Discuss at Dragonsfoot forum.

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Adventurers

Character Class Description
Ambros Cleric level 6 Follower of Aniu, Lord of Time.
Ignaeus Elf level 4 A slightly weathered looking elf with dull blonde hair and chiselled features. Seeks wealth and knowledge.
Nesterin Sylpetor Elf level 3 An avid lover woods and jungles.
Gomm Thief level 6 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
Dalkanarion Fighter level 4 A youthful specimen in full strength, full of purpose, bluster, and eagerness to prove himself.
Balarus Fighter level 3 An ex-woodsman, quite a crackshot with his bow.
Zardon Cleric level 1 Fairly stout fellow with messy beard and rosy-red smiling cheeks. Follower of Teros, the God of the Forest.
Hedwig Hogwarts Elf level 4 An always alert owl masquerading as an elf.

Willowind 2nd, Waterday

Three weeks.

That's how long it took a party of ten—Ambros, Balarus, Beorg the Gravedigger, Dalkanarion, Gomm, Hedwiga, Ignaeus, Nesterin Sylpetor, Tarkus the Promising, and Zardon—to reach the bank of river Farhills just opposite Hara.

Before they left Ah'sas hut, Gomm buried a large cache of treasure they were unable to carry: nine thousand one hundred and eighty gold pieces. The thief sketched a treasure map so they can find it when they return.

Illustration by Dreadlord.

Once they broke out of the jungle, the party had decided to head south, towards Vigil Sound bay. There they buried another treasure cache counting six thousand eight hundred and twenty gold pieces. Nesterin drew this map.

Illustration by kickmaniac.

Then they spent some days seeking a keep they heard might be in the area. Having run out of rations, and failing to forage sufficient amount of food, some of the members had to go hungry. Although they did not find any fortifications—intact or ruined—they did stumble upon a trail.

They followed it south until they were close to the Castle of the Wode. They were too afraid to face Tagoler, so they gave it a large berth, at the expense of even more members starving.

But now they were in front of the ferryman. Dirty from days of travel, black pit in their bellies from days of fasting, and fear of what might they find in their minds. It's been months since they left the City of Merchants.

Hagar the Hewer, now deceased adventurer, was to become new Hara's castellan. That was the deal with the Namelin family, which the party had ultimately sided with. But Hagar died, and adventurers failed to offer a satisfying alternative. At the same time, Imrael family, as well as all those allied with them, blacklisted the party.

Finding themselves without friends, they decided to follow Ambros's geas to Ketche. There they helped the local cleric, but by accident Ambros had prolonged his own geas. And then a cascade of decisions led them through jungle and then back to Hara.

In order to minimise the risk, the party divided in two groups. First group was comprised of less known members: Dalkanarion, Balarus, Zardon, Hedwig, and Nesterin. Gomm joined them as well, pretending he is a stranger. They were to be the first to go. Then second group—Ambros, Ignaeus, Tarkus, Beorg—would arrive several hours later.

Since it was already night the ferryman had initially protested, but tossing a dozen of gold pieces shifted his mood rapidly.

Careful, if slightly paranoid, the adventurers' approach had paid off for none of them got into significant trouble. They were surprised to find the city in much better state than they left it. Streets were cleaner, guards were plentiful, and locals were in good mood.

“You will not believe this Gomm!” the thief was updated at the guild. “The Queen had bested all the Merchants' bloviations! Since they failed to agree on the next castellan, as she requested, she named her own!” his colleague continued, excited “Tsamar the Queen of Pirates is our new castellan! Well, they are privates now, but you get what I mean. Gomm, the Age of Thieves is upon us!”

These news pleased Gomm greatly.

Indeed, everybody grovelled at Tsamar's feet, striving to get in her good graces. Namelin's thugs were quickly put in place by Tsamar's experienced mariners. By all accounts, new castellan does her duties with an iron fist.

“I think the Red Queen now owes us big. We messed up Namelin's and Imrael's plans so much that she got to pick her favourite candidate.” one adventurer dreamt aloud.

What will adventures make out of this?

Will they make new allies or enemies?

Discuss at Dragonsfoot forum.

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This was written for the players since there are many players and many things happening, sometimes simultaneously. The focus is on the big picture, in order to understand the current political situation in Hara so players can make informed decisions about their future moves.

Hydra Company Before Hara

  • High Priest of Shang Ta labels Hydra Company members as heretics. Half of the company vanishes at the temple, sentenced to trial by The Pit. Gomm, whom remained outside of the temple to guard horses, flees and warns adventurers in the headquarters about impending doom. Warcrown, their enemy, uses the chaos to assault the company, killing several characters in the process. Survivors flee Antil hastily, thanks to Gomm negotiating immediate departure by bribing captain of merchant vessel. Some of the characters disembark in Hara in Fall. Gomm is one of those.

Balozkinar’s Corrected Commoners’ Calendar Year 4433

Summer (Warmshade, Sunstrong, Thistleburn, Harvestime)

  • Dontrap and Elder Temple: Brent Goose, Edimus Gorgon, Eon, Fra Nevjest, Haleth, Harker, Hellmuth Mithaft, Orda, Orion, Rashomon, and Tamren spend three months in a dying thorp to cleanse local temple. They succeed at great cost—-a third of them dies. Harker recovers Oathkeeper.
  • First Time in Hara: Ad'wi the Round, Boots Febalem, Norwell, Ripos Wildcheeks, and Salvatore Glowworm arrive at Hara, The Stronghold City of Alyrian Merchants. They stir shit up and some die. Read beginning of session report 50 to learn Hara's names.
  • First Time in Hara, Now for Real: Edimus Gorgon, Eon, Harker, Hellmuth Mithaft, and Rashomon travel from Dontrap to Hara, primarily to look for supplies. Party agrees to help Haermond II break up a suspected spyring. They succeed, but end up with a powerful enemy: Klekless Racoba, former Headmaster of the Wizards' Guild. Read session report 51 from Thistleburn 11th, and session report 54 for details.
  • Brent's Cult: Brent Goose starts a cult in Hara. He quickly gains following, including a daughter of Pitler, thirds most influential merchant family in Hara.
  • Ruined Tower, Discovered: at the end of summer party discovers ruined tower south-west of Hara. One character dies. Read session report 55 for details on the tower.

Fall (Goodgrove, Blackmoon, Willowind, Redleaves, Maggotfeast)

  • Hydra Sheds: survivors disembark in Hara. Gomm joins the local Thieves' Guild.
  • Ruined Tower, Repeatedly Revisited: many die, some get captured and liberated, much treasure is recovered. Adventures find there their first big hit: nine 30 inch balls made of pure silver.
  • Silver Balls: party liquidates silver balls through Zarifa Pilter, eldest daughter of Pilter Senior. She takes a liking to Barad the Bald.
  • New Home: party acquires a townhouse from former adventurer. He introduces them to several influential people but they do not develop the relationship further. Read more in session report 63.
  • Namelin Hires: they hire most of the available capable fighters. The rumour has it they also financed nearly 70% of all assassination contracts in the last eight months.
  • Ahyf and Desecrated Idol: party travels to Ahyf where they agree to help Camus, local priest, to cleanse fallen Windgod temple atop Ghinarian Hills. Many die, some go insane, but the party ultimately succeeds in Winter.
  • The Drug Den: while majority of characters work on cleansing the idol, several decide to help Myrna Blaxter, Hara's alchemist who is supposedly very good with the Queen. Their delves go tits up, Barad dies, which enrages Zarifa who retaliates by ordering assassinations for all involved. Zarifa secretly raises Barad and they eventually leave for City State of Invincible Overlord. Read session reports 69 and 70 and 72 for more details.

Winter (Coldrain, Shadowrath, Gloomfrost, Year's End)

  • The Drug Den, Revisited: adventurers keep returning. They are eventually vanquished and captured. Nolmbork convinces the giant ruling the den to let them go so he can make him a crown. Cowardly Brent Goose, whom had fallen out with his god Kadrim, is unable to leave because beastmen retain him as security.
  • The Long Hand of Invincible Overlord: hawkers and emissaries of the Invincible Overlord himself aggressively recruit in Hara. Read more in session report 79.
  • Imrael First Contact: Derennan succeeds in gaining the audience with Amulias Imrael, head of the most influential merchant family in the region. They get a chance from his son, but refuse to help him. Read more in session report 79.
  • Klekless Racoba Avoided: party avoids or rejects all assignments that have to do with the fugitive wizard, despite being offered large sums of money and influence.

Balozkinar’s Corrected Commoners’ Calendar Year 4434

Winter (Thawmist, Dewsnap)

  • Ruined Tower, Final Visit: Derennan, Nolmbork, Llyfed, Tarkus, and Oberon disappear in the tower after stepping on platform holding hands. Their porter flees the dungeon and sells silver ball to Namelins. Tarkus is tested by Bachontoi and reappears near Hara. Read session reports 80, 81, 83, and 84 for details.
  • Midway and Broken Promises: party led by Hagar and Ambros meets with Lord Kyle who asks them to help him retake Cedarwade keep. Party nominally agrees, but is too scared of the keep and doesn't go through with it. They focus on the cave under Lonesome Drake Inn (which they collapse) as well as raiding local ancient tomb. Read session reports 85 to 88 for details.

Spring (Flowerbloom, Sweetrain, Meadowlark, Longrass)

  • Namelin Never Sleeps: people of Hara speak how the town has fallen into Namelin's hands. Without the castellan and soldiers, Namelin family hired all the goons, mercenaries, and sellswords in the region. They wonder when will the Red Queen act. Locals fear civil war.
  • Mithril for Hagar, Hagar for Geases: Ambros, Bob, Hagar, and Pandora recover three mithril ingots from the dungeon, but Hagar dies in the process. He is raised from the dead by Mavis, the High Priestess of Poseidon, in return for all four accepting three geases. Read session report 89 Flowerbloom 10th, Spiritday for details on geases. Many in Hara are angry at Hagar being raised, as attested by seven new assassination contracts. For details read session report 93. As before, party pays off contracts so they live.
  • Helping Imrael: party clears spider farm for Amulias Imrael. He then asks them to chase the monsters to their lair and exterminate them. The party doesn't do that until later.
  • Party Prospers, Midway Suffers: adventurers use Midway as a base whilst delving into the tomb. Their success and riches motivate locals to delve as well, but all suffer horrible fates. Party avoids meeting Lord Kyle, but they hear he has been disappointed in their lack of courage and results. Regardless, party reaches bottom of the tomb, where they liberated cursed king and resolve one of geases.
  • Namelin? No Thank You: Namelin family repeatedly attempts to reach out to adventurers, but they are always turned down. Offers of goods, gold, and magical items do not move the party.
  • Death Cult: Ambros, Beorg, Hagar, and Tarkus break up a death cult in Hara at the behest of Zenon Coke, Headmaster of the Assassins' Guild. Hagar almost dies but is nursed back to health by the Assassins' Guild.
  • Fight For Hara: Imrael decides to nominate Tagoler as the new castellan. Party decides to back him. They travel to Castle of the Wode, where Tagoler asks for help with Pirate Queen, and patrol that went missing on the Midnight Goddess Hills. Party opts to help with the latter, they find bunch of spider-folk, kill few, find few corpses, and then give up on the affair. Read session reports 97, 98, 99, and 100 for details.
  • Ruined Tower, Almost Final Visit: Ambros, Darius, Foxglove, Hagar, Riker, and Rorik decide to adventure in the tower where one whole party went missing. They fall down and get stuck in the lower level. They manage to eventually get out but several adventurers dies in the process.
  • The Dinner that Changes it All: Hagar accepts dinner with Aseti Namelin. There he meets “The Council,” a group of allied merchants led by Namelin, who are vying for control of Hara. They believe Hara has degraded in the hands of Imrael and his cronies. They ask Hagar—-whom they perceive as most capable and reputable fighter in the region—-to be their candidate for new castellan, but the dwarf repeatedly says no. He changes his mind after they present him with shocking evidence. Adventurers align with Namelin family, and get blacklisted by businesses aligned with Imrael family.

Summer (Warmshade, Sunstrong, Thistleburn, Harvestime)

  • The Drug Den, Revisited: party goes on a few delves in the good old drug den. Hagar, the future castellan of Hara dies. Read session reports 107, 108, 109, and 110 for details.
  • Total Loss of Face: after Hagar dies adventurers don't know what to do. They cannot agree on further course of action and remain indecisive. Namelin is pissed off, especially since they invested so much into Hagar becoming new castellan. They consider other adventurers as incompetent, and sort it all out themselves. They turn Hagar's death into a spectacle, giving him a hero burial. Adventurers remain blacklisted by Imrael, but now also lose Namelin's patronage.
  • Hara in Turmoil: Tagoler refuses to be Imrael's candidate for the new castellan, while Namelin fails to propose anyone new, given their prime candidate, Hagar, had just died. Thirteen merchant families can't agree on any future course of action, so Red Queen ordains they must present three prospects by end of summer or she will pick a new castellan herself.
  • Ambros Takes the Burden, Twice: the cleric is the only surviving character who took on the geases for bringing Hagar back to life. Statue had been commissioned in Ahyf, so only helping cleric in Ketche remains. Gomm arranges transport to Ketche, they help local cleric, Ambros asks if she needs help with anything else so he gets a new geas: kill Greylock, a gnoll assassin.
  • Win Some, Lose Some: Gomm plays a daring game with Beklomda Mor, the chieftain of Ketche, and loses. He is dominated by her and commanded to bring her the cloak and wand of Ah'sas the Terrible, a witch residing deep in the Eyestone Jungle. He convinces everyone to focus on that instead of helping Ambros track down Greylock.
  • Ah'sas & Jungle Adventures: the party sets out of Ketche hoping to forage along the way. They fail miserably, almost starve to death, are caught by Ah'sas, she turns out to be yearning for company so she houses and feeds them. Adventurers discover sunken fort full of treasure and keep returning to it, while safely resting and recovering at Ah'sas. Few die.

Fall (Goodgrove, Blackmoon, Willowind, Redleaves, Maggotfeast)

  • Everything Comes to An End: Ah'sas dies from fever. Party recovers a portion of great treasure but is now in the jungle without protection and supplies.
  • Today: Session 120 concluded on Blackmoon 9th, Fireday.

#Wilderlands

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Adventurers

Character Class Description
Balarus Fighter level 3 An ex-woodsman, quite a crackshot with his bow.
Gomm Thief level 6 Swarthy, good looking, dark-skinned thief. Sweet opium-like aroma is his fragrance of choice.
Nesterin Sylpetor Elf level 2 An avid lover woods and jungles.
Ambros Cleric level 5 Follower of Aniu, Lord of Time.
Ignaeus Elf level 3 A slightly weathered looking elf with dull blonde hair and chiselled features. Seeks wealth and knowledge.
Dalkanarion Fighter level 4 A youthful specimen in full strength, full of purpose, bluster, and eagerness to prove himself.
Hedwig Hogwarts Elf level 3 An always alert owl masquerading as an elf.

Blackmoon 8th, Earthday

Adventurers had barely any sleep whatsoever. Terrible witch Ah'sas has passed away from fever, solving one of their problems. Then they had slain Sor'Ves the Magnificent, a blue dragon lairing atop the tower of sunken fort. Now their only issue was dragging out its magnificent hoard!

The fact that Bakaru and Ah'sas Oger went missing bothered no one too much. The party collected all the sacks, backpacks, and a chest, loaded them on two dugouts they have, and paddled straight back to the fort.

Tarkus and Beorg were left behind to guard the treehouses.

A watch later and party arrived at the fort. Gomm scaled the wall, ran over the rubble covered ceiling, and then climbed the tower. Tens of thousands of coins still there, covered in blood and gore.

Adventurers moved through the fort hastily, opting to go through the antechamber, north-east doors, and then follow the long hallway to the courtyard. There stuck doors halted their progress.

Dalkanarion the Mighty rammed the tower gates, but they bounced right back. Puzzled, he observed the doors. Gomm opted to scale the southern wall, so he can get a better view.

At that moment he felt a prick in his neck. Everything around hims slowed. Sounds became drawn out and deeper. His eyelids became heavier by the moment. His fingers weaker. Gomm landed on soft grass, oblivious to the hurt from the fall, and fell asleep.

Illustration by Dreadlord.

Dalkanarion felt something sharp lodge into his back. He pulled out a dart and threw it aside.

Hedwig, Ambros, and Ignaeus ran up to the round tower, hugging its wall. Nestering remained in the center of the courtyard, wildly scanning the surroundings. Balarus ran behind the tree in the north-west corner.

The tower trio could see a long blowgun protrude from arrow slit on the second floor. Nesterin went down. Balarus couldn't believe his eyes. He had just witnessed a blue-furred bear stand up from behind the broken chapel window a blow a dart at his ally.

Balarus and Dalkanarion forced the tower doors open, beating back a towering bipedal blue bear dressed in plate mail. Unphased by the sight, they charged the monster. Hedwiga joined them. All three successfully deflected clawing attacks.

Dalkanarion exposed his back as he left the melee and ran upstairs, aiming to dispose of the monster raining darts from the above.

Outside Ambros and Ignaeus took turns in shooting at the bear taking cover in the chapel. They hadn't hit a single time.

In the tower Balarus dodged the towering monster by ducking under its right side. Then he thrust his obsidian blade right through the bear's soft tummy, spilling out its guts.

Grecian warrior caught the blowgun wielding bear just as it was fleeing further up the tower. Soon all the adventurers gave chase, driving the blue bear to the top. Ambros charged it, swinging wildly at the beast's throat. His mace connected multiple times, Ambros kills, smashing the bear's skull.

“Now... Let's pack the treasure!”

Luckily someone remembered to check in on the downed Nesterin and Gomm. Both were dragged into the tower. Both recovered in a little bit under an hour.

Following a prolonged discussion, the party had agreed to carry the maximum amount of treasure and move hastily. Ambros cast Light on his helmet so no hands were required for carrying a light source.

The party exited the courtyard and moved south, through the oil smelling chamber covered with broken glass. There they were ambushed from the darkness and hit multiple times with poisoned darts.

Half of them dropped treasure and charged into the darkness. Alas, all they could hear are loud thuds moving away from them.

Adventurers picked up the treasure and moved it into the storage room with crates. They emptied all the wooden boxes and filled them with thousands and thousands of gold coins. More precisely, three thousand gold pieces in each crate. Then they closed the doors shut, and Ignaeus cast Wizard Lock on them.

Next was the more perilous part of the plan: make two trips from the tower to the dugouts in order to fill them up with eighteen thousand gold pieces.

The problem?

Harrying walking bears of course.

Once again, the adventurers packed the treasure at the tower, and once again they went through south exit and followed the long hallway to the antechamber. There they stopped, hesitant to proceed.

Nestering opened the doors, and as expected, the front rank had been peppered with darts. Ambros went down. Nesterin grabbed the cleric by the collar and pulled him back as he shut the doors.

Then someone unnamed slapped the cleric awake. The party waited. “Let me in!” And waited. “Let me in!!!”

Hedwig could not be contained anymore. Her suggestions were ignored. She proposed to cut of the dead bears' heads to “send a message.” She suggested to hollow out their corpses and use them as sacks to carry all the treasure. She advised to build a rocketship and fly out of here.

But all her suggestions fell on deaf ears. So she opted to take matters in her own hands!

She burst through the doors and swaggered into the antechamber.

When no ill fate befall her, others followed.

Bears waited in the shadow. Once adventurers came close enough they shot another volley. Mighty Dalkanarion fell like a sack of potatoes.

Three plated bears rushed his limp body. Middle bear grabbed the warrior and threw him over its shoulder like a baby.

“I don't like it when you grab us!” Hedwig cried in exasperation.

Ambros, Ignaeus, Nesterin, and Hedwiga rallied and charged the bears, intent on recovering Dalkanarion. Gomm snuck around the massive pillars. He surprised one of the bears and backstabbed it right through the heart.

“Freeze” Ignaeus yelled whilst pointing Volmorin's scimitar at the bear carrying his ally. The bear froze in place.

“Fine, fine! Enough! Let us talk!”

Fourth bear stepped out of the darkness, urging everyone to cease their hostilities. Negotiations proceeded with spectacular show of diplomacy on both sides. The result were three decapitated bears, one escapee, and all adventurers intact.

Illustration by snoop.

Unopposed, the party made two runs between the tower and their dugouts, loading the to the gills. Alas, that also meant they finished after the sun had set.

“Worry not, I am a former seafarer. I shall navigate us back to Ah'sas hut.” Dalkanarion announced proudly.

He got the party lost, so they arrived to their jungle huts at dawn. There Tarkus and Beorg informed them they had spotted more activity in the area.

Without the witch's powerful magic to keep monsters at bay this was no longer a sanctuary it had been for the past several months.

Sunken fort was still full of treasure. Nearly twenty thousand of coins they had dragged to the huts were deep in Eyestone Jungle. And the rations were running out.

What will the adventurers do next?

Discuss at Dragonsfoot forum.

#Wilderlands #SessionReport

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