Tuesday, December 22, 2020

Ulgrotha - School of Strongrock

Players: Iskren / Taurio / Vultha / Zantaroth / Sorval


 Xivaskir 22


We rejoin Sorval in the smithy, where Gunther takes in the newcomer properly, looking him up and down, realising Sorval still is wearing his Boros gear and decides to make life easier. To let Sorval unwind a bit. So he takes him to the nearby general store (Leopold's General Goods) and procures some coal-heated wine for the warrior and lets him drink it before returning to the work ahead.

And work they do, forging the beginnings of some heavy plate for Sorval, getting quite a bit of it done throughout the day. Getting the Boros logo, a Serran emblem and a signet of the Shadow Mage integrated, he gets things done to a good standard.

Taurio, meanwhile, looks at some of the activities going on, paying close attention to a rune-carving shaman before being distracted by a bull minotaur who calls out to the "Ravnican scum". Facing off heroically against the dual-wielding foe, Taurio manages to spots the specter of Leshrac looming over the aggressor's shoulder. An exciting duel that is bound to be remembered by the onlookers ends with Taurio disemboweling his foe. Picking up the strange sword and warhammer the beast was wielding, Taurio sees strange runes on the spikey bits. Bringing these items back to the runecarver shaman, Taurio trades them for a 'longaxe'. 

Iskren and Zantaroth revel in the fact they saved lives today. By not killing people. Out of annoyance. They decide to seperate after telling each other they are friends. Zantaroth finds Vultha and has a few words about colour and personalizations of nature. Lucidly. Iskren heads off to works on some jewels, eventually crafting a sparkling wedding ring, a beautiful thing which Iskren passes on to Sorval. 

The party eventually meets up again, with people exchanging pleasantries and Taurio explaining trading off priceless artifacts and Zantaroth mentioning a lingering urge to get inked.

Tarboo explains the rules (no poisoning drinks, no fireballs, no face eating, no restoring those who are down, no coup de grace) and sends the group down. They spot a bookie, Nilf, so Iskren convinces the bookie that the party would take on two enemy groups at the same time and convinces the crowd the party doesn't come battle-tested, allowing for a little betting advantage. A little bickering goes on about the group's name, eventually settling on the RavniCans / RavWhoCans.

Two groups face off against the party, who utterly slaughter the officer from earlier in the day that picked a fight with the lizards. And his friends. And the other group. It is a massacre. The only flaw in the entire scheme is Zantaroth going berserk on the party, his newly grown hair puffing out, crocodilian jaw retracting to resemble a dog's muzzle and attacking with wanton abandon both the enemy and Taurio, before coming to his senses. The townspeople take note of the prowess displayed. The bookie loses a lot of money. The party is happy... until they look around after receiving their rewards and finding Zantaroth has run off to the outside.

Wednesday, December 9, 2020

Ulgrotha: Strongrock! At last!

Party: Iskren / Vultha / Sorval / Zantaroth / Taurio


Xivaskir 22

At long last, our heroes get to enjoy a night's rest in a town. Iskren, smartly, left their undead friends outside of town, so as not to trouble the locals. Sadly enough, a bit of a nightmare unfolds for them. A serpentine voice teases Iskren with intimate knowledge of the party and a certain bit of Iskren's power is drawn from them, leaving them lessened, somehow.

As luck would have it, the rest of the party also had troubled dreams. Some involving the destruction of Shademurk, some just feeling the alien presence of ... something. All of the party... except Taurio, who dreamt about a meadow where he was lectured by an older white bull.   

Vultha wakes up at the Parlor and checks out the local scene a little, ordering breakfast from Tarboo (the owner) and inquiring for the rules of the fighting pit. He is eventually joined by Zantaroth in a small pig-related food situation. 

Sorval wakes early, prays to Serra and seeks the guidance of Jared to shed the nightmares, while Iskren checks their body for possible damages, noting a red mark on their shoulder. Taking their coin, the power of Sengir comforts and a soft whisper assures Iskren of allies being on the way.

Taurio, on the other hand, wakes up abruptly. He heads for breakfast and meets his friends, chatting with Sorval about the town security before the conversation turns to the nightmares the group has been having. Sorval mentions his connection to Serra as a sort of shield against the draconic being, while Taurio says he has been sitting near a large minotaur (obviously Sandruu) who kept the bad things away. Considering the time proper for it, Iskren takes out his keystone and summons the Orzhovian thrull. This, in turn, draws a lot of attention from the other clientele, which Iskren turns into an audience whose knowledge and coin they peruse. While this is going on, Taurio notices a familiar sight and walks to speak to Sandruu, who is enjoying a book.

The winged Thrull finds Zantaroth and Vultha across the street and asks the pair to join Iskren's group after paying the Greying Bull his due and up front for dinner. Big Z and Vultha both had been infected with vision-dreams as well, about a large serpent laying into Shademurk, causing untold destruction. While eating and walking, they do notice the town guard being worried about large lizards eating meat off the bone, but after being accosted, they explain the meat to be pig and manage to not fight, eventually arriving as the two bulls meet up.

From Sandruu Taurio learns that the draconic being in his dream is 'The Doom of Fools", Tsevesh Szat, a planeswalker who has recently taken interest in the group that is causing trouble for Leshrac. There's also a bit about the immortality of the Goblin King being linked to the Wizarding School. News from Ravnica follows, with Jared having mentioned to Sandruu that several seals have been broken there and the mayor is dead, the Boros do try to keep order, but they're having a hard time. Sandruu explains he sees the future of Ravnica as bleak, but thinks getting to the Baron or Serra as soon as possible is a good plan. 

Iskren and Sorval chat about their dreams, with the lizardkin joining in. The line between the naturally inclined Gruul and the civilisation-inclined clerics is drawn as a point of conversation. They put together their collective knowledge after bantering for a bit, remembering the guilds were working as one in order to seal the Nephilim. Considering this, they suspect that they need to gain more power in order to fight off this being. They also put their priorities straight, going over what they hope to gain from their Patrons and adventures. A bit of a face-off also happens with Big Z getting up in the grill of the clerics, defending the Gruul pride with aggressive language in order to make clear that he will not tolerate being controlled. The clerics do explain they are not blindly obedient to their patrons and will judge for themselves what they see as right or wrong.

Taurio returns to the group and briefs them on his findings. Iskren takes in the information and attempts a divination ritual for discovering what to do next. The divinity that answers them is Serra. She explains that allowing time for the breaking of the seals would empower various individuals. She also mentions that the cost for that might be Ravnica. Returning with this information, Iskren relates it to the party as well. 

The party then splits up, with Zantaroth and Iskren going to deal with the paperwork (so the party can pass through the Koshun Pass). Sorval and Taurio head off to find a smithy and the Anaba Lodge respectively. Vultha seeks out the Mountain Shade Temple to pray and find guidance.

Zantaroth speaks with Iskren as they go, explaining his reason for going with Vultha and his goals beyond that (links to Eyjafjallajökull and the leadership grooming Z has undergone). As they arrive at the logistics building, they are greeted by bureaucracy in the form of a dour dwarven lady.

Taurio, at the Lodge, takes in the large wooden building. There's a large gathering of minotaurs around, approximately thirty are congregating here. He spots Obono and chats a bit with him before being shown around the place. A large ruddy minotaur with two claymores strapped to his back, Gnulliver, meets Taurio and speaks about the traditional lifestyle the herd is keeping in the Lodge. Metalurgy, brewing, woodcraft and cooking - the herd being intent on keeping their independence from a lord who seems unstable.

At the Mountain Shade Temple, Vultha notices minotaur guards, totems, graveyard sites... a lot of natural burial spots. A lot of coins are scattered amongst the tomestones and totems. A couple of caretakers walk around. A single stone structure, shaped bovinely, stands near the middle of the graveyard. As he enters the grounds, he spots the massive remains of a tree, which provides a location for him to sit down. Once seated, he reaches out to the primal forces of nature. Approaching him is the specter of a woman, made up of contradictions. Young, yet old and timeless. She speaks with Vultha about nature, about balance, about those that disrupt the balance, about heroes. She reassures him that things are changing due to his activity. A small change comes over him and more and more colour seems to seep into the previously ashen Vultha, bringing him more midnight blues and mossy greens where once but grey was. The lady then vanishes, leaving a single Edelweiss where she was standing. After she departs in this manner, Vultha builds a small bone shrine to her near the flower, with a single statuette that hums in the breeze.

After a long and silent walk, lost in complex thoughts, Sorval winds up at the general store, where the town smithy is located. He walks into the smithy and looks at a green-skinned male who is crafting a thing on an anvil. Sorval attempts to introduce himself, but the smith has none of it, asking him to prove his mettle by making a gauntlet. Sorval does so, routinely. Gunther, the smith, gives it a glance, sees it is decent quality and allows Sorval the use of his forge for the price of ten gold. He estimates the time for crafting as two days per full plate with Gunther's assistance. Sorval suspects he'll have to convince the party to stay another day, for he wants to make a pair of plate armours...


Tuesday, November 24, 2020

Ulgrotha: The Walk

Party: Iskren / Sorval / Taurio / Viken / Zantaroth / Vultha

A slow session, but hey~

The party travels from the Toll-bridge to Strongrock, their company (Peter, Loosha and Obono) try to keep an eye out for the party, while Obono makes conversation. Loosha spends a lot of time looking into Viken and seems curious about Taurio, to some extend. Taurio verbally waterfalls all over Loosha, explaining his history, eventually turning the conversation to discover the allegiance of the minotaurs to Eron the Restless is somewhat shaky. 

Other events involve Iskren learning how much the minotaurs earn and a flight of angels fighting against an army of demons. Seeing this go down, Sorval wants to go and aid an angel that falls in the flight's retreat, but the party manages to convince him not to do so. The escorts are worried about angels fighting against demons in the lands of Lord Eron, implying an attack from Aysen. 

The group then moves on, getting rather close to the outer walls of Strongrock, before coming across a river fork near which a treasure chest stands. Vultha opens it, triggering the appearance of a bound angel and a moss troll skeleton. The fight is pitifully short as the party wipes the floor with their foes. 

Arriving at Strongrock, with the escort going to Dwezil's and leaving them behind, the party quickly splits in two groups, with one group (Iskren, Sorval, Taurio and Viken) going to a respectable inn known as 'The Traveler's Sole Retreat' and the other (Zantaroth and Vultha) going to 'Lord Eron's Parlor of Pardons' to check out the village. The Parlor serves Slivoo, a plum concoction, which the party enjoys. Those who went to the Parlor also discovers a brawling pit, which peaks their interests.

The streets are patrolled by 'the Shadeguard', a defensive force. Goblins, dwarves, humans and minotaurs seem to live together here.

Viken, as the party draws more attention from the locals than him, sees his chance to sneak out, noticing a lot of minotaurs in hostile lands taking note of him, with the party safe and sound, he finds a way out and disappears into the night, plotting to overthrow the goblin king still.

And thus ends the session, with a town to be explored in the next~



Wednesday, November 11, 2020

Ulgrotha: The Black Anvil

 Party: Iskren / Sorval / Taurio / Viken / Zantaroth / Vultha

Xivaskir 20

The party, finding themselves underground and moderately wounded, question their prisoner and realise only Viken knows what dwarves are. They learn about the existence of the Black Anvil as a physical object and that the warlock who they slew was aligned with Leshrac. They also get information from the dwarf about the Anvil being linked to demonic beings Balors. Beyond that, there is a pile of treasure that the defeated were hoarding. They bind up the dwarf after retrieving everything.

They then spend some time dividing the items amongst themselves.

Proceeding further they go up a staircase and arrive in a strange laboratorium. Zantaroth and Tool, Iskren's undead ally, both seem to suffer ill effects as they enter. Tufts of fur start crawling from under the scales of Zantaroth as he progresses into the room. Tool crumbles into dust. The room looks izzet-y, but little else strikes the attention of the party. Little else, except for a massive spellbound iron anvil. Investigations on the anvil show it to be a source for a spell of binding. 

Zantaroth's control starts slipping away after a while, but he manages to hold back the more feral aspect eventually, keeping the wildness in check and calming down. The anvil gets smashed to bits shortly afterwards, freeing a Balor from the control of Leshrac.

As a permitted favor, Vultha summons the Balor to the room. Iskren calls upon it to settle the owed debt for freeing it and gains the true name of one of its fellow imprisoned Balors: Trevesh of the Thousand Flaming Tongues. It also promises to look in on the party once in a while.

Sorval, meanwhile, walks down to the lower levels again, for he seeks not the deals with demons. Jared smiles upon this and grants the Aasimar a boon, the ability to call for the Shadowmage's aid.

Leaving the dungeon after releasing the dwarf and grabbing a couple of crystals, the party heads back to their chariot, where Leshrac appears in a fit of rage and destroys the mode of transport before leaving the party to the mercy of the elements.

Being of sound mind and body, the party rests up after this ordeal. Of course, the commotion that happened drew in a monster, so a little nightly combat is had still. Moving on in the morning, the party gets to a bridge guarded by a group of minotaurs. A toll is paid and an escort to Strongrock is given to the party and as they depart from the bridge, the session comes to a close.  



Thursday, October 15, 2020

Ulgrotha: A Cavern

Party: Taurio / Sorval / Iskren / Vultha / Zantaroth / Viken


 Xivaskir 20


The party, their road blocked by an enchanted tree, scouts around and discovers a link between the tree and the blood of the shadowy attackers. This leads them to a distant tower, which stands atop a small cavern complex. 

Said complex turns out to be inhabited by strange dwarven creatures, elementals, a worm-flinging zombie and a warlock of some power.

Needless to say, slaughter (wholesale), drama (Taurio getting shot, Sorval nearly drowning) and murder most foul (rest in two pieces, warlock) ensue.

Wednesday, September 30, 2020

Ulgrotha: The Crossroads

Party: Sorval / Vultha / Taurio / Zantaroth / Iskren / Viken


Xivaskir 20

We rejoin the party in the middle of the night, where Vultha wakes up to meet the local rogues. After some thought, he realises they were going to meet up near the stables, so he heads there.

The pair of Joven and Chandler are indeed ready to engage with Vultha, explaining some of the local habits and customs to him. Telling him various options to explain his appearance, such as a curse or ancestral weirdness. Joven sells Vultha a treasure map after he asks for items that would make their life more comfortable. A minotaur walks in, thunder rolling at its back, pale white and full of tattoos. As the newcomer seeks accommodation, it is put up in the room the party is using. Joven has a request, explaining that if Vultha manages to find the sword related to the treasure map he bought, he will pinpoint the location of one of the Outsiders that Serra and Sengir would call foes.

Come morning, the new party member sleeps while Zantaroth and Vultha go outside for communing with Autumn Willow, hoping to convince her not to be angry when they go to Sengir. The spirit creature called is a ferret. A quick chat and some whistling happens, but apart from a warning, the pair does not gain any new intel. They then spend the next hour hunting down, murdering and boning a mammoth.

Iskren wakes up, pale and colder than normal. The remainder of the group sees the newcomer, they speak with the new cow in town and go to get breakfast. They see a pair of bloody lizards with a pile of meat on them. A conversation later, the party now knows Viken and has passed the meat to Joskun. Viken mentions a mission that requires the group. A Lord of the Goblins known as Eron is currently hunting down the minotaur tribe and Viken seeks to save his people... but Rollo announces to have found a calling here and chooses to remain at the Inn. Viken gets a small pouch of money for Amoola Thunderhoof, the mother of one of the Inn's guards.

A black carriage drawn by flame-maned steeds arrives and a servant exits from it before expiring in a dramatic way. Zantaroth explains Autumn Willow is unhappy about the group going to the Baron, but they settle on 'get the corpse of Ishan out' as an explication. Sorval explains some of the local intrigue (Leshrac is a source of trouble, there is a Wizarding School but a sea creature causes them trouble).

A rather uneventful trek comes to a halt as the road taken by the carriage is blocked by a strange (and magicked) tree. A group of humans have taken up residence in a nearby tower, but they turn out to be bandits who enjoy the support of flanking werewolves, so combat ensues. As the party handily dispatches their foes (apart from Zantaroth who is bitten by one of the werewolves) , a quartet of dangerous fey creatures appear from the fallen tree and attack the group. Some heroics by all involved later, Taurio slays the last of the creatures. 

The party stands near a ruined tower, a magicked tree, surrounded by corpses. The hour of noon is upon them and the future looks ... good?



Wednesday, September 16, 2020

Ulgrotha: The Darkening

Party: Sorval / Vultha / Taurio / Iskren / Rollo / Zantaroth

 Xivaskir 19

The party gains their bearing in the Great Wood, a slow urgency creeps on them and they move on, still unsure of how to orientate themselves in this strange place.

Vultha checks for tracks, spotting those of an oversized furry Loxodon and the tracks of the skeletal humanoid that lead (probably) out of the woods. They mark trees as they go in order to be able to backtrack if needed. With the skills of Vultha and Zantaroth combined, the party manages to make good headway, occasionally being tripped up by tree roots and distant laughter distracting them a little, eventually arriving at a clearing where another group of travelers has made camp, chatting merrily amongst themselves and, after a wonderful serenade by Rollo, invite them to partake from their pheasant roasts. As the party sits down, the travelers introduce themselves as Vera (a half-goblin from Koshun Keep), Tsudrek (an armoured bodyguard) and Sagurad (a elvish chronicler of the adventures). A conversation follows where Iskren takes the lead, trying to gauge the knowledge of the land from these folk, learning of the location of the An-Havva Inn and of guards on the Great Bridge. Sorval inquires after Serra, who apparently enjoys dwelling in Onella in a place known as the Falconry, and Sengir, who is made out to be a dastardly yet practical vampire.

The conversation is then cut short by spidery intruders. The party fends them off, but the combat disturbs a larger entity from the wasteland on the other side of the river, which crosses the stream and begins to lay into the party, managing (in spite of a clutch slow spell by Iskren) to do a lot of damage to the party, even swallowing Taurio before being dispatched by Zantaroth. The traveling group decides to move on, as do the party, leaving their name as "the Irone Brotherhood", to be asked for if the party would reach Aysen or the Koshun Keep.

About half an hour walk later, the party finds a semblance of civilisation. Wooden fences and stone huts, rudimentary elemental protection. For the folk from Ravnica, it is lackluster and barely worth mentioning as a gathering of hovels, but on Ulgrotha, An-Havva is a township that provides secour from the wild and a chance at a better life for those that belong to its community. The largest and prettiest building, plastered in white with wooden slat-decoration and a golden glow leaking from the windows, has a sign stating it to be an inn. Upon entering, the party meets two large Anaba Minotaurs, one of them (Uffu) offers to protect Taurio if someone bullies him. They then meet Joskun, the keeper of the bar. They are quickly scouted by Chandler and Joven, local rogues, after trading some Kefir for wine. They sit together and some intel is exchanged, including the presence of strangers (a beautiful lady with blackened skin -Dihada- and a man with fiery eyes who laughed like a maniac -Leshrac-). 

Veldraine, an emissary of Sengir, sits down at the table and stares at Iskren. Sorval notes the newcomer is undead. The group chats a little about law, order and ego. After a while, Veldraine tells Chandler to fuck off and states he has ordered a chariot to come and pick up the party in the morning. When Sorval asks about the dubious circumstances between Ishan and Sengir, Veldraine gives a clear-cut explication, explaining the nature of Ishan, providing context for the old quarrels between Serra and Sengir and mentioning the existence of a 'triad' which seems to be the reason for old foes to put aside their quarrels. Sorval feels Veldraine to be untrustworthy, but the others seem to warm to the undead lawkeeper. Eventually, Veldraine tells the party he has to leave and they all retire to a room bought for the night.

Moderately noteworthy, Zantaroth was keen all evening to keep his gold flowing in exchange for food, which led to customers voluntarily taking up the role of serving staff. Not that any but Iskren would notice.  

Zantaroth breaks off from the group to commune with nature again, bringing forth a fox spirit. The spirit tells him to seek out a willow priestess or a daughter of the forest. It also warns against taking a carriage to the Dark Barony.

Sorval has a late-night communication with Serra, who explains she's fighting the troops of Leshrac -the Walker of Night- and describes one of the troubles: a sea creature attacking the wizard's school. She mentions her own realm being assailed, yet defended by the Shadow Mage and the Wandering Scholar. She also asks that Sorval attempts to convince Autumn Willow to join her side. Telling her of his doubts, Serra allows Sorval to create a golden feather from his wings in order to transcend his being and regain a spellcasting focus.

Iskren also is met by a handsome man, dressed in brocades. He states being trapped here in the backwater that is Ulgrotha, speaks of a quest to find a successor. He speaks of gaining power, gaining access and the potential to exalt beyond his current form, awakening as a planeswalker. Expressing doubts about the power of Sengir, Iskren compels the vampire to show a vision of Ysa pulling strings to get Iskren into Shademurk and to state an unfortunate exploding head happened to Eda...but five seconds ago.

The party then beds down for the night.


Friday, August 28, 2020

Ulgrotha: the Spiriting

Party: Rollo, Taurio, Sorval, Zantaroth, Vultha, Iskren


 Xivaskir 19

After rendez-vousing with Rollo and retiring for the night, the party bunkers down in their airship for some peaceful sleep. 

They awake the sound of masonry crashing down, rush out and see the Blessed Shade, a massive island that floats over Shademurk, listing to the side, with old ruins falling down onto the town, in the vicinity of the Boros Barracks and the nearest city wall. The ruckus and fallout are loud enough to be heard quite some distance away, so it is probably not looking good for those who dwell in that area.

Hoping that the Boros guild will keep matters in hand, the party sets off to the portal and heads to Ulgrotha by inserting and removing the silver coin Iskren carries. A gateway opens and leads into a void.

The place the party arrives at has a raised platform which is surrounded by strange petrified trees, on which small glowing red orbs sit. A group of pillars keeps the ceiling up, a massive carving of a face sits on the wall opposite the only door the chamber has. A bunch of smaller pillars, apparently sliced in half, stand before the carved face. The floor has some stale puddles of water through which the roots of the trees snake.

As the party approaches the door, elaborately carved figures on it come alive! A skeletal ball rolls into the fray, distracting the group as two strange creatures sneak up from behind. The frackas that ensues is quite spectacular, leaving but the group standing in the room. As they take in their surroundings, Taurio discovers his greataxe (it was on his back the whole time), the others find a longsword with an emerald set in the hilt and a leather armour. 

Emerging from the underground portal-hall, the party finds themselves popping into a forest. A massive, misty forest. All that stands out to the party is a sole tower from which they emerge, they find themselves further from civilisation as they know it, but they are undaunted by this development. Sorval extends his divine sense and spies a cluster of undead beings nearby. Iskren attempts to parlay with the undead. Ihsan, the leader of the undead, wastes little time to sow discord between those that arrived and his master, implying Sengir to be a corrupting influence and Serra's mercy to be denied to him. Zantaroth feels like he heard enough and steps in to violently end the conversation. The second brawl of the day goes well for our heroes, ending with them eventually slaying the evil spirits.

Afterwards, the clerics of the group exchange information on their respective callers from this realm, Zantaroth calls upon the Spirit of the Bear (accidentally summoning a Spectral Bear) in order to get information. The bear informs Big Z that they have vanquished forces of Sengir and Serra, that an alliance is made between those two to fight Autumn Willow. It also informs Zantaroth that an alliance with Autumn Willow is possible if the party earns the right to do so. When Zantaroth requests more information, it explains retrieving the corpse of Ihsan from Sengir's domain would be a good start. Before disappearing, it tells Big Z that going to the Dark Barony can be done by crossing "The Great Bridge" and passing through the Koshun Mountains, or by going to An-Havva and taking "The Carriage Road".

A discussion ensues where the party tries to figure out who their actual allies are. Sorval, meanwhile, finds some scraps on a nearby skeleton (probably belonging to an adventurer who died less than a month ago), including a Pointless Dagger, a map, a receipt from the An-Havva Inn and a note stating the bearer to be diplomatic envoy for the township of Aysen.

Considering their injuries, the party then decides to take a quick rest, bandage some wounds and eat a bite, before deciding on their next course of action

Thursday, August 13, 2020

Shademurk: Arc's Close

Session: Vultha / Sorval / Iskren / Zantaroth / Taurio

Xivaskir 13 - 16

Zantaroth returns to the Clan Slitz' homebase, meets up with Eyjafjallajökull and passes on some moderately expired murkfish. The shaman takes a good look at the purple meat.
For a couple of days, he investigates it until he becomes bothered enough to call for aid.
A mighty acquaintance arrives, going by "Shariff". The probably magician brings a mighty vision onto Eyjafjallajökull through thoughtful application of stone.

Three from five one false, three from five one falls.
One to the realm of Angels,
One to the realm of Dark,
One to the realm of Fae Spark,
One to an Ancient Land,
One to Spirit's Stand.
From five to three, her hand you see.
From five to two, unleashed anew.

Zantaroth remembers a couple of words from that, which Eyjaf tells him to tell to Vultha. As Zantaroth queries how to get there, Eyjaf calls on the aid of Shariff again in order to transport Vultha to Shademurk.

Xivaskir 17

Arriving at Shademurk, at the Old Temple, Zantaroth takes out his medal of Vultha-tracking and locates his friends with ease. They look worse for wear after the vicious encounter that has Sorval riled up.
He informs them that the mystery meat was bad news and communicates to the party what he remembers.

Three from five, one falls 
angels dark ancient land 
one is spirit, and one is fey 
five to two, unleashed

Iskren, Sorval and Vultha put forth theories what this might have to do with them. The consensus leads to the Nephilim trapped under the city and the seals involved with it, with each seal being linked to a source of mana. The party then briefs Zantaroth on the happenings here.
As they walk back to the temple, they decide to track the Spider-creature that assaulted Wellgar, following the tracks outside of the walls where it eventually dives off into the Murk proper. 
 
They then split up in order to prepare themselves for their journey, with an agreement to go to the Fogger at earliest convenience around noon and to the Izzet Mines afterwards. 

Sorval and Taurio head to the Boros Barracks
Vultha heads to the Nightstreet where Har-to Pro'nounce resides.
Iskren and Zantaroth stroll to the Temple again.
 
Sorval and Taurio meet Tri-Toe, Wojek Corporal, worried about the ashen lizard Sorval keeps company with. After a brief interaction, Tri decides Sorval is Vultha's Guard-mother and lets the pair in.
Walking to the reception, the two hear a commotion at the door, coming face to face with a Deathpact Angel named Athra, a high ranking Orzhovian. Coming in Feather's stead, she explains in curt terms that attempts have been made on the lives of the party and it has fallen to her to stop these. 
After Sorval talks through the things that happened, she says that the Lady of Radiance is known to her, cautioning Sorval to keep an eye on Iskren and their coin before leaving. The Boros pair decides to go to bed after this, recovering their strength for ordeals to come.

Iskren and Zantaroth meet Wellgar, with Iskren asking to hold a service. Wellgar endears himself with Zantaroth by showing genuine interest in him and explains the manyfold charities they do.
The trio goes down to the catacombs, has a fruitful discussion with Wellgar there, learning the name of the Nephilim (the Gnashing Agony) and that Iskren carries the final seal with him.
Afterwards, the pair goes to the Green Apricot, where Zantaroth gets a well-deserved rest in a chair.
Thaya explains that a group of thugs asked about Iskren and left a calling card. That ends their evening on a bright note with Iskren giving Thaya the rest of the evening off.

Vultha arrives at Nightstreet and investigates the summoning circle there. Finding a ring of small toadstools set around the circle, some ivy creeping through the floor and symbols that were at least less visible last time the party came here. 
A voice whispers at Vultha, asking him to break the chains by bringing and shattering the crystal. Vultha assumes the voice he has been hearing a while is the Nephilim, asking him to return things to their original state. Har-to Pro'nouns warns Vultha that the voice he hears means ill.
Har-to also mentions that the circle leads to his homeworld but refuses to say more on the matter.
With much to ponder Vultha then heads to the Empty Net, where he feasts on a 'kebob in broth' before going to sleep.

Xivaskir 18

The next day, at the Fogger, Sorval tells Iskren he has been assigned the mission to protect Iskren better by an angel. Iskren shows their coin to Sorval, who sees some similarities with the stolen emblem he carried, but fails to see a fundamental similarity. The group feels it best to assume it also would be a seal, explaining why it was taken. Furthermore, Vultha explains he found a differences at the portal in the Nightstreet hideout, changing into a more natural shape. 
Sorval suggests leaving the plane and going to Ulgrotha, which Iskren concurs as a good idea.
Sadly enough, Krovek happens. And there was much wailing and gnashing of teeth.
Eventually, Krovek leaves to report to captain Eliander in Sorval's stead with vital ideas of how things should be, including Sorval fighting the End Troopers, an invisible Rakdos cultist group.
Taurio considers it a good idea to send out his own report through the official channels, eventually winding up with Iskren's offered aid in a secret script. Iskren adds a little bit about donations as they write the letter. 

Having finished this, the party checks on the Ebon Fang and fly it to the Izzet Mines. Upon arriving at the industrial complex, they are hailed by a small flying ship, which requests them to set down outside the Mines proper in order to identify themselves.
The guard-goblin is a little distrustful initially, but mentions some problems in the 'martial field', which the party jumps on as a way to get easy access. She sends the party off with Foreman Jeff to shaft 337a.
Jeff mentions various outside forces that intervened and how they barricaded off a bit of the tunnel to keep them away. When queried on the nature of the troubles, Jeff mentions they are fighting mainly undead. 
The party, moderately excited to get their weapons out again, decides to solve the problems right here and now, busting down a barricade and causing great havoc on all the beings in the mine.
The invaders, mainly rakdos barbarians, a blood witch and massive undead ogres, are defeated after a long hard battle with the party gaining access to the Ulgrotha portal. 

Monday, July 27, 2020

Shademurk: Chasing Unlife

Session: Vultha / Sorval / Iskren / Taurio

Xivaskir 17

Vultha approaches Iskren about their plans to take over the town. Iskren mentions that this is somewhat of the intent. Vultha then suggests Sorval as a figurehead, who Iskren spent all week promoting to the townsfolk as a local hero. They agree that this is a good idea.
Vultha wants to restore the wilderness to town, making it more akin to his Gruul upbringing.
Iskren shifts this point to the town being a good center of diplomacy and bureaucracy, with the Murk a spot for the Gruul to live their authentic lives.
They then get in touch with the rest of the party, with Sorval and Taurio joining up in the antechamber to Iskren's main apartment. Thaya prepares a couple of cocktails for the guests (and a weak tea for Iskren).

Iskren lays out their plans to change Shademurk for the better. A bit of conversation follows where the process of election in Shademurk itself is explained. Sorval is informed that he is nominated to take the post of mayor, once enough sponsors have been found.
Vultha brings out a flask of special gruul alcohol to celebrate and Taurio almost learns how to reverse firebreath after trying a shot. Some more conversation follows and a few shots of Gruulshine later the party finds itself in high spirits...but also in the company of some Boros soldiers.
Thihm, boros representative, explains to the party that a robbery has taken place in the Old Temple, with the head priest injured.

The Old Temple, dedicated to the Wanderer but taken care of by the Orzhov, looks moderately damaged by the entire ordeal, the attackers not having taken care while assaulting the place. Two knights of Obligation guard the entrance, but allow the party to move through. Vultha and Taurio see familiar acid-related holes in the Temple, bringing their conclusions to Iskren.
Wellgar, the head priest, meets the party in a backroom, where he is currently residing to tend to his injuries. They discover, after talking with him and checking out the catacombs several items are missing, most importantly the weapon [a single edged, two handed weapon] of the Wanderer has been stolen. Other items of note were a blue sapphire, a pair of enchanted weapons, an enchanted shield and a ring said to have belonged to Freyalise.
While walking, Iskren proffers a ring to Sorval, with a Boros emblem embossed on it.
The party also discovers, while investigating the catacombs, the statue that held the blade has been built over by the Orzhov and that the ghost guardians of the catacombs have been banished.
They also learn that the Mayor, the head priest, lord Primeground and the Orzhovian patriarchs know about the contents of these catacombs' treasury and that someone banished the guardians of the treasury.

Vultha then drops on the floor, notes that the attackers were demonic in nature, and sniffs out their tracks...but then Taurio notes someone watching them. Alerting the party to this, he starts giving chase, with the rest in tow.
The group sees the figure weaves through back-alleys, darting away near a scene of Rakdosian commotion. Being the heroes they say themselves to be, the party takes a quick stance and obliterates their foes, but sadly enough, a captured orzhovian cleric is slain while the group dispatches their foes.
They then continue their chase after mentioning the involvement of Sorval with the restoration of order.

They wind up at a small door, which leads into a tiny room, decorated with velvets, candles, skulls and other trappings of the dead. On a bed sits a lady in a state of decay, with dark hair.
She introduces herself as Ysa, the Revenant. She opens by explaining her connection to Sengir, explains that there are several planar gates around Shademurk, but her knowledge seems limited on the topic. She mentions a gate to Ulgrotha, a gate to Dominaria, a gate to Llanowar, a gate to Kamigawa and a gate to a place she knows not the name of exist, linking one gate to the Izzet goblins at the Mizzium mine. She also links several planeswalkers, one to each gate. She also mentions the existence of a Nephilim, trapped under the Standing Stones.
Finally, she explains the five planeswalkers sealed away the Nephilim using five relics to bind the creature and then, she bids the party adieu.

Returning to the Old Temple, the party is set upon by a group of slithering purple growths and a six-legged being with one eye. This being focuses on Sorval, stealing an item from him before escaping, the purple growths manage to take out Vultha, causing enough distraction to have the cyclopean critter get away with minor injuries.

Friday, July 17, 2020

Shademurk: Unwinding

Session: Sorval / Iskren / Taurio / Rollo / Vultha

Xivaskir 10

When you look up at the Onyx Fang, you know that you are protected. - Iskren

After a long long long day, the party retires to the Wicker Goat, to enjoy some classy r&r (though mainly booze).
Sorval buys a lot of drinks for his (sudden) fans, including a cask of fine ale for his friends. Keying in on the currents that surround the Boros cleric, Iskren suggests a more solid partnership. A set of rings, a matching pair, in order to keep their strength up in battle. Sorval, seeing potential in it, eventually sets the money aside to have them crafted.
As this deal is done, Iskren announces that they will make a speech. Vultha quickly crafts a bone whistle for Rollo to draw the crowd's attention, which subsequently happens.
With the eyes on their table, Iskren makes a rousing speech with notes of potential equality, duty and brotherhood. Praising Sorval and Taurio, Iskren shifts the story to Eda and her inefficient leadership which leads to problems that are solved by the party.
This draws the attention of Eliander Fireborn, who mentions the dissolution of the mercenary Kraul force, the potential dangers of a 'tenth' and that politics are dangerous as a field of employ.
Rollo wins a game of dice against a faerie.
After a while, the party calls it a night, Taurio falls to the ground floor, Iskren retires to the Green Apricot, the Empty Net hosts Rollo and Vultha and the Boros head to their new rooms in the barracks.
As Sorval falls asleep, he has a vision of a shining lady that calls to him, speaking of a great evil threatening her world.

Xivaskir 11-17

The next day, the party splits up a little to investigate their own leads, look into improving themselves and get some feel for the city of Shademurk proper.

Iskren goes to Trevis'di's jewelshop in order to craft the rings. Trevis'di gives an extensive course on metalworking and jewelcraft to Iskren.
During their time off, they spread some more rumours amongst the population and generally tries to boost Sorval as a poster boy for model citizen/hero.

Sorval inspects the Boros library, has many meetings with Lisanne for materials, works the forge a bit in the barracks, searches out whatever intel he can get on Ulgrotha and Serra (the lady of radiance) and runs the beat in town in order to get a grasp of locations and people.

Vultha seeks out some crew for the airship, finding Eebo and Gazro (goblin brothers) and Bilge (human) in places most humid with ale. In addition, he goes to Winston's Hunting Lodge and learns some tricks of the trade from a lizardfolk known as Scaledraft in exchange for a beautifully crafted spear.

Taurio just brews stuff. All the stuff. And also kefir. And with the Boros people nearby, he finds a lot of willing tasters. Before long, they spread the word around and the Wicker Goat gets involved (through Lisanne) and some coin flows to the minotaur.

Rollo goes to the carpenter's hall in order to get some crafting materials and bunkers down to perfect his craft.

Friday, July 3, 2020

Shademurk: Acquiring the Sky

Session: Sorval / Rollo / Iskren / Zantaroth / Taurio / Vultha

Xivaskir 10

We rejoin the group as they explore their surroundings and befriend the lizardfolk, who intimate their position as trapped in the ship - prisoners! A little initial shyness gives way to relieve as the party does not seem intent on torture or murder. A bit of scavenging before moving on rewards the party with riches though, as Iskren manages to open a small box full of beautifully cut sapphires.
Down one of the staircases, the party discovers a room covered in bloody glyphs, threatening to incinerate those who pass through the room's doors without proper permission. A rare moment of arcane understanding (and fire) happens to Vultha, resulting in one of the doors is unsealed and the party moves through... the party except for Rollo, that is. They see a cultist, who is promptly bulldozed by Taurio.
Moving through the next door (and the pulped remains of the cultist), the party see a demonic lady with a spear standing in front of them. She summons forth smaller demons to attack the party and battle is joined. Rollo, hearing the ruckus erupt in the next room, decides to take a shortcut, accidentally triggering a minor conflagration at his point of entry, destroying two of the smaller demons instantly. Sadly enough, this respite only lasts so long, as with each destroyed demon, new ones appear from near the table. Eventually, the party discovers a summoning circle underneath the table and disrupts it (courtesy of Iskren's water cannon jar), while the Cambion sees herself outmatched, strikes down Zantaroth, throws a bag she was carrying into a corner and attempts to run away. The escape itself is forestalled by the three lizardfolk, one of which is brutally impaled on the Cambion's spear, which proves to be enough to slow down the escape and lets the party catch up to and eventually Sorval winds up killing the being.

The disturbance wrought by the entire ordeal, and the removal of a purple 'blob' from a bag the Cambion was carrying, appears to have awoken something, as the entire cave begins to shudder, collapse and a massive eye snaps open nearby, leaving Iskren and Vultha in a leadership role as they use whatever tools they have to coax the vessel to life and into the fresh air. The party uses the time they need between the escape and landing at the Fogger to decide on the name of their vessel (The Onyx Fang).
Once they arrived to relative safety (courtesy of a horde of Boros soldiers), they found a familiar face ready to give their ship a good scrubbing. The surviving lizardfolk (who go by Firebelly and Ewolk, their companion Gizzard having been slain by the Cambion) were allowed to stay on board, expressing their lack of home (having failed a diplomatic mission means their life is probably forfeit if they go home).
The party takes a good look at the purple lump again, with Zantaroth trying to lick it, only to be called back to the side of Eyjafjallajökull who seems perturbed by it.

Unbeknownst to the rest of the party, a vision of Carthelion's symbol had formed in Sorval's mind during the escape. Whether it is a sign of an ancient binding being snapped or the party being protected, he cannot tell.

Saturday, June 13, 2020

Shademurk: Familiar Specters

Session: Iskren / Rollo / Vultha / Taurio / Zantaroth / Sorval
Xivaskir 10

"I don't know what's going on, but what the hell is going on?" - Rollo 2020

Rollo wakes up at the Snapping Line, somewhat of a higher end establishment compared to the one where he dropped Vultha off previously. As he has his breakfast, he overhears two Gruul clansmen (from clan Smash Smash) talking about a contract they had gotten. Realizing the target of their contract is actually his Orzhovian charge, Rollo hears them out and then heads to rejoin his friends, where ever they might be.
Exiting the Snapping Line, he spots a disturbed looking Orzhovian fellow. Trailing him for a while, the man takes notice of the dragonborn and urges him to join in a small task, the removal of four corpses. Rollo negotiates his reward, which includes a swanky dagger set with a six-legged, one-eyed spider signet.
Arriving at the place the individual set as destination, Rollo sees a magical circle, in which appear four bodies, each of them holding a dagger in their chest with their right hand. They are all naked, but are otherwise unremarkable. Turning to question his companion, Rollo gets handed the money and the dagger after which the man rushes off, calling the guard on a murderer. Some quick thinking, bribing two Gruul to solve the corpse problem and some subterfuge later, Rollo heads to the Primeground estate, talks to some guards posted there and manages to catch up to his friends as they exit the Sharpened Utensil.

"Even I am smart enough" - Taurio
"Iskren, do you have any enemies in murkshade?" -Rollo

The group, once caught up with their respective tales, decides to head straight for the Standing Stones, in order to lay their claim to the airship Vultha saw while in trance. Sorval does take some time to send a small Boros patrol to the Snapping Line in order to detain the members of clan Smash Smash. Iskren pokes everyone to divest themselves of the items carrying the six-legged spider logo.
Everyone does so, though Rollo keeps the dagger he received earlier and throws away a different dagger.
Once they enter the Murk though, they are again beset by the unearthly whispers and find themselves ambushed by specters as they dispatch a lone Krasis near the Wanderer's Chapel.
The battle takes a heavy toll on the party, so they decide to rest in there before continuing on.
Once inside the Chapel, Iskren spies a small Orzhovian signet suspended above the altar, showing to the party that at the very least someone is trying to bring the Chapel back into the fold.
This leads to a discussion between Iskren and Sorval on the nature of worship and veneration.

"Click-click-ZAP" - Izzet contraption

Taurio, enjoying some grass on the Chapel's hill, spies a lone old minotaur, white of pelt. The being speaks to him, cautions him and blesses the party, so as to keep the spirits of the Murk at bay.
They use this to make excellent time to the Standing Stones, where they are confronted by a group of mechanical beasts keeping watch over a tower. From the tower, a pack of besieged goblins asks for their aid. As the party unmakes the machines, they discover them to be crafted by Izzet. The goblins head off, thankful for the deliverance.

"Sploosh" - Iskren's Flask of Boarding

In the tower, a disarmed trap on a locked trapdoor lead to Vultha making himself useful. Then the group descends from a long, winding into a massive docking space, with mysterious patches of darkness the party cannot see into, discovering a familiar shark-prowed airship stationed there.
The crew that notices the arrival appears to be largely Rakdos in inclination, and moderately aggressive at that. After sonically obliterating a ladder, getting over the 20 foot barrier of entry to the ship and dispatching of the direct opposition, the party successfully gains control of the first level underneath the deck, where they find a group of three lizardmen in the ship's prison.

Tuesday, June 2, 2020

Shademurk: Crime Scene Investigation

Party: Iskren / Sorval / Vultha / Zantaroth / Taurio

Xivaskir 10

Zantaroth, having spend quite some time learning the ins and outs of murkfish eating, wakes up when the tracking signet pulls at his chest. He follows its pull and winds up at the Empty Net, where he is greeted by a confused Vultha lovingly cradled by a loxodon lady. The pair then notices a strange spider-like creature with one eye gazing at them. As they give chase, the being leaves behind but holes in the wall, from which sulphurous fumes rise. They think about this for a hot minute and decide to go check on Iskren, who is wise in these matters, probably.

The morning finds Iskren restless, having caught little sleep with the bloodless finger in his room.
Once the staff begins their morning routines, Iskren gets up and meets pandemonium as the head butler, Erves Hulgren, appears to have gone missing. With a little persuasion, Iskren gets themselves escorted (by Thaya) to the butler's room. A little time with a dagger and the lock on the door means Iskren gains entry into a strangely scented room, where a dirt-filled coffin stands next to the bed.

Meanwhile, the Boros boys get cymballed into awakeness by the morning staff and ushered to the training field. They run their daily routines, have their breakfast and hear of a gruesome happening near the Primeground Estate. A group of corpses was found, drained of blood. Lisanne asks for them to investigate it as they collect their supplies.

The Gruul arrive at Primeground's Estate and are confronted with a safety cordon that has been set, with guards from the Legion holding the population off until an investigation can be launched. This measure does not stop the locals from forming their own theories of what happened, as an old lady eagerly expounds on when the clansmen shoulder their way past her. The front door easily opens for Zantaroth, four servants scared witless by the sudden appearance of a massive lizardman in their halls. Roaring for Iskren, the pair makes their way through the Estate.

Iskren, meanwhile, focusses on the coffin, noting dampness underneath it and a compression of the dirt inside of the coffin that does not match the form of Erves. The window in the room has been forced, with the latch snapped in two. Iskren's search is interrupted by the pair of clansmen bursting in. Iskren wastes no time putting Vultha to work, finding a piece of clothing which is discarded as unimportant, but spotting the coffin was brought in from the outside.

Sorval and Taurio rush to the manor after taking a Skyroc to the Fogger, getting accosted by a gentleman officer, who seems to have all confidence in the pair for cracking the case.
They spot Vultha's head sticking out of the window and join up with the others. While going in, Sorval cautions people to not leave the grounds. Not perturbed by the added company, Vultha spots small marks on the wall, similar to the ones he saw earlier, like the ones made by the spidery being.
Gellan Primeground makes an appearance, to little effect.
The party follows the tracks on the wall, which head up to the roof and then the window of Iskren.
In addition to these tracks, Vultha and Iskren also spot that four people came to Erves' window, two of them with a coffin, two without. Then, two carried something off.

Sorval and Taurio meet with Krovek, another officer of the Boros standing guard outside, in order to investigate the corpses outside and gain some information. Krovek relays that the corpses are dead, devoid of blood and have puncture wounds on their necks. Krovek also shouts his most likely theories for the solution of the case, fluctuating from "Vampires" to "Gruul Barbarians" to "Vampiric Lizard Gruul Barbarian Bears", much to the crowd's enjoyment. Zantaroth discovers the corpses to be wearing Orzhovian livery and to be poisoned with a paralyzing fluid, which was not drawn out with the blood, moreover, they appeared to have died more than a day ago.
Questioning the house guards, there is a mention of a mysterious fog at night, which made the guards zone out. The head butler brought 'a cup of beer' to the guards before this though.
Iskren, getting fed up with the investigation, gathers the servants in the main living room. Complications are abound though, as both Taurio and Zantaroth come across servants who appear to have violently perished, with a black knife thrust through their heart with their right hand on it. Sadly enough, by the time the two can gather their allies, the corpses have disappeared, leaving but clothing behind. Vultha suspects the knives contained a bound spell of teleportation.
After this distraction, Iskren casts Zone of Truth into the living room after explaining that Iskren'll know if they resist. Iskren asks all present if they had something to do with the murder, but only gets the following information:

*Erves was acting strangely the last day.
*He brought beer to the guards and asked the kitchen staff to wash the mugs out immediately.
*Erves personally made a drink for Iskren, who had returned from official business.
*There were 'a five new hires' in the staff and they are missing from the room. (Scullery maid, 2 cleaners, 1 guard, 1 religious advisor)
*Gellan seems generally clueless

After questioning the staff, the party moves outside and smashes the coffin. Retrieving a strange symbol, a metal round with a six-legged, one-eyed creature on it. Seeing this symbol, Iskren recalls the Dimir Guild, a legendary old guild that was supposed to carry information between the guilds but turned bad and were destroyed.
Feeling nervous about all of this, Iskren suggests a new place to stay, to which Sorval responds they know where to get an airship, looking at Vultha. The party then decides to go find said place.
Just before taking his leave, Iskren buys Thaya's contract from Gellan for five gold monthly.
Krovek and Sorval chat a bit, settling the villain on vampires after all, instead of vampiric gruul barbarian bear bear bears.

The party goes to the Boros Barracks, lacking Ojay's service, so using skyrocs, an interesting experience for Zantaroth. They go to the offices of Eliander Fireborn and bring their report to him.
They explain to him that misdirection was employed, show him the dimir sigil, shocking him deeply. While the party is still explaining, Eliander excuses himself and leaves.
The party then heads to the Standing Stones, the airship location according to the vision Arcades Sabboth sent to Vultha. They detour and stop by a small shop, The Sharp Utensil and buy a crossbow for Vultha from the goblin Yazza.
In the street, the party is accosted by Aille, the priestess of Freyalise whom they rescued from the Simic, who tells them to seek out the blessing of one of the 'Gods' worshipped by the locals before venturing into the Murk. 

And thus they move on to the next session~

Saturday, May 16, 2020

Shademurk: Medium Rare Steak

Session: Taurio / Sorval / Iskren / Rollo / Vultha

Xiviskir 9

The Underground - continued

A lone corridor beckons the party deeper into the Simic-held cavern. Disabling a few traps, the group makes their way into an ambush. Three strange fishmen sink claw, spear and spell into the party, leaving Taurio worse for wear. After the initial shock wears off though, our heroes barrel through the two melee fighters and set their sights on the magic user, who promptly escapes.
Hot in pursuit, Taurio misjudges the contents of a pool and is ripped to shreds by a clutch of small reptilian fish. Seeing their friend and ally die before their eyes, the instincts of the Orzhovian cleric kick in and, after dispatching the carnivorous cretins, Iskren slams two Teardrops into the chest of Taurio, jolting the minotaur back to his feet in a blast of concentrated white mana.
Behind the veil of death, Taurio does hear the demand for recompense flow from Iskren's lips, a promise he gladly makes for the chance of another fight with those responsible for his current state.

The direct threats eliminated and the spellcaster vanished to a place deeper in the underground, the party looks around, spotting a mural dedicated to an ancient deity, the draconic Arcades Sabboth.

They then travel further into what they have now discovered to be an old temple, which is apparently being desecrated by the simic intruders. The defenders have prepared for the intruders though as a statue animates and lashes out at Iskren while a pair of the strange fishmen attack the rest of the party, but these threats are dispatched.
A single door stands between the party and the inner sanctum of the old temple, and Taurio is eager to bring retribution to those that so viciously hurt him before, causing the spellcaster to be off guard as Vultha impales it fully on his rapier. 
The last fishman standing gets summarily dispatched and the party finds a pair of familiar faced prisoners, namely Henry and the bard, accompanying a selesnyan priestess after a little pit-diving action from the minotaur-turned-unicorn. Forewarned by them that a dangerous spellcaster still remains in the complex, the party opens the last door that had remained closed to them, defeating the leader of the fish-beings in a sorcerous slugfest.

As the party takes the time to inspect their surroundings and claim some trophies, Vultha's spirit is drawn into a vision by the patron of the temple now liberated. As a reward for the work done, Vultha is shown the location of an airship.

All in an evening's work

Afterwards, the party returns to the Boros Barracks in order to hand off the prisoners, this time in person, discovering the priestess to be the daughter of Inigo, a local figure of some import.

Iskren and the Gruul headed out as the Boros boys stayed at the barracks for sleeping (and in Taurio's case, a quick visit to the resident healer).
As Iskren arrived safely at the Primeground estate, the Gruulians headed to a local bar; the Empty Net. Here, Rollo purchases lodgings and company for Vultha, then heads off to the other side of town to rest at the Snapping Line Inn.

Xivaskir 10

A figure in the mist

As the dragonborn is walking through town, an attempt on Iskren's life is thwarted by a mysterious being, leaving the Orzhovian to contemplate all that remains of his attacker: a single bloodless finger.

Tuesday, April 28, 2020

Shademurk: Not everything is what it simics

Session: Iskren / Rollo / Sorval / Vultha / Taurio

Xiviskir 9

The party agrees to split up after getting the reward from Eda, their purses bulging with coin.

A Lizard's Tale

Vultha decides to head out and get some information from Ojay, discovering the best place to get his crossbow upgraded: the Carpenter's Guild. Arriving there, he sees most of the employees are actual faeries, a rare sight, and he accosts the first one he comes across. The faerie introduces himself as Jilar Kanklesten. They barter for a bit, settle on a price and Vultha is redirected to the 'leader' of the guild after paying in valuable gems.
Shortly after entering the offices of the guild leader Jilar Kanklesten, Vultha discovers that the one he was talking to earlier might not have been completely truthful about either name or intend.
He does manage to get his name and project on a waiting list.
He proceeds to take Evvi Kanklesten, daughter of the guild leader, hostage after making sure all present are aware he is a dangerous individual. Eventually, Evvi is set free.
Walking into the street, he meets Azorius arrester Pharom, who managed to grab the confidence trickster and returns the precious stones Vultha paid with to their rightful owner. A brief caution for dangerous behaviour later, Vultha starts towards the Wicker Goat to meet his friends.

The Dragon and the Minotaur

Rollo took a stroll to wind up in the Wicker Goat together with Taurio, but the pair splits up shortly after entering the establishment.
Probably still reeling from the excitement of the hotel, Rollo sits in on a dice game and tries out his new set of dice. These, being loaded, get spotted by some of the other clients and, in spite of trying to bluff his way out of it, nearly get Rollo arrested for cheating. Luckily enough, he has enough coin on hand to make the patrons turn their eyes the other way. A brief musical intermezzo does little to lighten the mood, as the Dragonborn bard is all aflutter with nerves after such a close call.
Taurio, on the other hand, heads straight up to the third floor, where the off-duty Boros tend to hang out, meets Thihm in the company of Erbo and Killim, a twin pair of minotaur beat cops. he attempts to regale them with his adventures, but fails to make a huge splash, as most of the story was already known to them. It does, however, limit his spending by quite a bit, as a few pints of ale are passed his way while he makes the rounds amongst the other guardsmen sitting there.

The Acolyte's Adventure

Iskren, having claimed the mysterious stone from the hoard of the bandits, returns to their lodgings at Gellan's Mansion and has Thaya draw a bath for them. A bit of essential oil and a bottle of wine to restore the spirits are provided as well and relaxation is had.
When Iskren exits the bath though, they notice something being off. A chill, the feeling of being watched. Checking the window, they see a large arachnid leg flit by. A more thorough investigation reveals small indentations that appear to have been burned into the wall where eight legs touched it.
Disturbed, Iskren gets dressed and heads to the Wicker Goat to inform the others.

The Ideal Officer

Having been told to get a component pouch by Feather, Sorval heads to the Boros Barracks to do just that. He has a brief chat with Beorzin, a guardsman standing watch at the gate, before heading into the barracks and discovering Lisanne has been appointed to the office of Quartermaster. She, in turn, is glad to see her young friend return with gear from the fallen Emberfist. She allows him to keep the longsword the party had come across and swaps a shield for a component pouch.
Happy to have this done, Sorval goes off to see the others at the Wicker Goat.

A Gathering

With all their respective concerns attended to, the party meets in a private booth on the second floor of the Goat, swapping tales of what has befallen them. Thihm, sitting in without being asked to, merrily chats along. The presence of the minotaur reminds them to visit Eliander Fireborn, so they pay Ojay to take them to the Barracks.
Iskren has a short heart to heart with Beorzin, who offers up a large amount of alm-coins, to be distributed among the poor, a task which Beorzin implies is not seen to out here. Wheels are spinning and Iskren might just have found a way to ... improve ... on the current arrangements out here.
Eliander, once the party meets up with him, explains the situation for which he calls upon the party: a body has been found, an Izzet male, with the eyes gouged out and tongue removed, a note attached to the body and a pair of blood-stained Boros uniforms stuffed underneath. Having few people to spare, he would have the new recruits look into this. The party accepts and goes to inspect the corpse.
Sorval, examining the body, notices a poisoned wound in the chest, deducing the poison to be a slow acting one. He also sees, plainly, that this victim was the Izzet noble Vorquill, whom the party rescued from the Izzet Hotel. This puts the note ('We know who you are, you cannot escape us') at the forefront of everyone's thoughts.
Grabbing one of the assistants, they learn of the location at which the body was found and make tracks for there.

The Underground

At the scene of the crime, a bit of sleuthing gets the group to a trapdoor, which in turn leads to an unnatural cavern. Within, the party find both traps and enemies. A hatch that explodes when opened is their first mistake, an unspotted water-trap their second. A third problem lies in the elimination of a massive gas spore, leaving a great many of their number poisoned. Then, they are set upon by three simic hybrids, creatures that were probably once elves, but their forms warped and altered through biomancy. A brief, yet violent struggle ensues, leaving the party injured, but victorious, with a tunnel leading deeper into the earth ahead, the noise of running water coming from it, and a fistful of treasure added to their inventory.

Tuesday, April 14, 2020

Shademurk: The Hotel Basement

Session: Taurio/Rollo/Iskren/Vultha/Sorval

Xiviskir 7

Commander, 
my friends have gone on an investigation of the haunted house beyond the walls of the town, 
I would like to ask for assistance on their behalf. 
Forces are at work to prevent us from going there, including an ambush within the walls.
It is unsightly for me to leave them to these troubles, but my duties have called me elsewhere. 
Kind regards,
Amyas

Xiviskir 8

I was notified of your arrival here and am pleased to see you all so hale. 
Allow me to bestow upon you the boon of teardrops, so that you may discover the secrets of this place and return to us safely. ~Pierakor "Feather" az Vinrenn D'rav 

We find our heroes after their heroic struggles against magical upholstery, with the liberated prisoners in tow, being called by a glowing light that pours through the very paintings that hang all around the top floor of the hotel. Upon arriving at the lounge, they spy the radiant form of a Boros Firemane Angel. This Angel, known to the pair of Boros guildsmen as Feather, speaks to the party words of praise and comfort, assuring them their deeds here would be told to those responsible for the progression in the ranks of their respective guilds. She also passes the group a handful of Teardrops, powerful crystalized mana spheres that can be ingested in order to ward off wounds and fatigue.

The party then set off to truly liberate their charges and delivers them to a Boros patrol that happens to be passing by. Some discussion as to the treatment of the newly released later, the party heads back in. Taking some time to spy out their situation, the party discovered a staircase leading down as a more stealthy way of getting to the basement. Arriving there, they found the corpse of a missing Emberfist, which they stripped of valuables after defeating a glibbery mass of corpse-dwelling maggots.
Iskren's investigation of the basement yielded the location of a secret door, which was promptly used to access an abandoned resting chamber. Opening one of the doors, they get ambushed by a couple of bandits. One of these, a spellcaster known as Sanbalet, relents after facing the brunt of a quick counter by the party, instead convincing the party of releasing him in exchange for an airship.
Or at least, partially convince, as suspicion to his motives still exists, so the party ties him up while they seek out the 'key' to operate the airship, said to be in the barred room next to Sanbalet's quarters.
To the sheer surprise of nobody, it turned out that the rogue was lying, sending the party to face off against a group of skeletal opponents, including an ancient alchemist. Try as the undead might though, the cohesion of the group proves too much and soon they die their final death.
The quarters of the undead provide little of use, though they do contain a decent chunk of treasure and valuables. 

After checking off the potential threat to their rear, namely killing Sanbalet, the party sets itself down for resting, only to be ambushed minutes later by a part of the bandit group that was hiding behind a secret door. 
The combat that ensued saw the death of all the attackers and the party rejoiced in having access to the further cave system.
They explore and clear out the depths of the basement, eventually discovering a small airship and a large dock behind it, putting some truth to Sanbalet's claims by their own hand, though the dock is empty... for now.

Xiviskir 9

The targets have proven themselves to be dangerous enough to foil Sanbalet's smuggling operation. 
Requesting back-up from our brethren.
We shall reclaim what is ours yet.

Leaving behind the hotel, they return to Shademurk proper in order to brief the mayor, Eda Oweland, of their success.  She seems suitably impressed by the deeds of the party, hands them 200 gold as reward for their deeds and informs them of Eliander Fireborn's request for their presence.
 

Tuesday, April 7, 2020

Planeswalkers

From the office of Gellan Primeground,
a brief analysis of beings with great power that are seen specifically around the Shademurk.


It has been noted that various entities of great power have visited Shademurk (and in some cases went through to visit the rest of the plane).
Some of these beings are a danger to Ravnica as a whole, some act as protectors against whatever would cause harm. They themselves seek to be called Planeswalkers, ascended beings that can freely move between worlds. Amongst their ranks, we can be certain of two of Ravnican birth.

Here follows what is known:



Ariff, the Stone Shaper
A powerful user of earth-related magic, known to have dealings with the Gruul and Izzet.
Notable achievements: helped build the Transguild Promenade.
Domain: Earth / Building



Dakkon Blackblade
Wields an ancient blade from which he derives his name. Seemed to be searching for something. 
Notable activity: slew three rotworms in a single fight.
Domain: War / Travel


The Daughter of the Woods
A fey being that came to our plane to commune with Mat'Selesnya.
If seen, please report to Enezesku.
Domain: Forests / Wilderness


Evril of Benelia
A lady knight of dubious morals. Showed interest in our guild, but eventually vanished.
Notable feats: saved a family from a burning building. Asked to be paid afterwards.
Submitted a bill to the Boros for the slaying of a colossal dreadmaw, stating her to be
a paladin of the holy order of Serra.
Domain: War / Vengeance


Freyalise of Llanowar
Known to be a patron of the forests, has a fiery temper that belies her meek appearance.
Notable feats: summoned Ulasht, the Hate Seed to protect the wild.
Domain: Nature / Growth


Geyadrone Dihada
Information lacking. Highly dangerous.
Proceed with caution if encountered. 
Domain: ??? (worship - mainly power)


The Wanderer
A very upright warrior, said to strive to aid the downtrodden.
Notable feats: led an uprising from the guildless in order to secure them food.
Was remarkably successful, but was brought to our fold by the charities we established.
Domain: Justice / Equality


Illayu, Dawn's Blade 
A former soldier from the Boros Legion, Illayu lived a charmed life. It is said he caught the eye of the Parun Razia and was blessed with the power to protect other worlds.
Notable feats: led a band of heroes to slay Cisarzim
Domain: Bravery / Protection against evil


Jared Carthelion, Shadow Mage
Came to our world on wings of fire. Recovered in the care of the Azorius guild.
Notable feats: fought Rakdos in single combat to a draw. Was noted to go drinking after.
Domain: Knowledge / Druidic


Leshrac, Walker of the Night
Highly dangerous and unstable. Could be a powerful ally, could be a terrible enemy.
Disinclined to allow surveillance. Paranoid.
Domain: Night / Fire


Sandruu, Keeper of Lore
A mighty minotaur, most unlike those that we are used to dealing with.
Spent a lot of time learning about our culture and habits. 
Appeared to seek an item of great worth, but seemed unable to find it here.
Domain: Questing / Knowledge


Sanghyun, the Queen Eternal
Appears as a lady all decked out in ivory and green silks. Our research has shown that this appearance is an illusion. It did not bring forth a conclusion as to her true form.
Domain: Wealth / Trade


Ysa, the Revenant
A former member of our ranks, Ysa's family was removed from the records as her very unlife goes against the Syndicate. Said to be a master of necromantic arts, to be terminated on sight.
Noted and to be followed up on: has had contact with an individual named 'Sengir'
Domain: Heretical bypassing of the Guildpact

Sunday, March 29, 2020

Shademurk: The Izzet A-Hotel

Session: Vultha/Rollo/Taurio/Sorval/Iskren

Xiviskir 8

Beware the numbers 4, 8 and 12.
-Tim'aee, golgari shaman

In the dark of night, the magic circle glows, and from it issues forth the voice and faint likeness of a Devarkin shaman, an old acquaintance come to see Vultha. Similar to Eyjafjallajökull, this walker of the old paths has had a vision of Vultha falling to darkness and shadows, seeking him out in order to warn him of three numbers and the lack of protection through the Guildpact in this area. Perturbed yet confident of success, Vultha listens attentively and watches Tim'aee disappear back the way he came, leaving behind a healing potion.
Having much to ponder about, Vultha lies down and returns to sleep. 

Am Gone. Get MucRkfish.
-Zantaroth

The morning dawns at a similar time for Iskren and Sorval, while Taurio is still snoring away. They do their morning prayers and wake the others, noticing the disappearance of Zantaroth. A brief discussion leads to them establishing this place as a safehouse, with thoughts of returning to study the circle more in depth.
A quick chat with the local guards assures them eyes on the house until they return. They try to convince Har-to Pro'Nouns to join them, but it feels not like going near the Hotel.

Welcome to the Grand Calculation, a First Rate hotel designed for Serious Researchers and the Exchange of Information. Furnished with All Conveniences and Three Bathrooms per Floor.
Izzet Membership or Letter of Recommendation Required.

Upon finally reaching the looming hotel, the party quickly bypasses a rusted fence, entering the ground floor with ease. They enter the lobby, which appears to house two massive spiders. Dispatching these, they set about exploring the entire floor, taking note of a barrel of fortified wine and finding a quiver, working in Selesnyan style. They proceed to the elevator, but upon its opening discover it contains a raging guard beast! A brutal battle follows and the beast is put down by Taurio's axework.
They then seek out the fourth floor, in accordance with a hunch Vultha has. The floor teems with skeletal foes and even the paintings on this floor appear to follow this theme. Iskren manages to terrify most of them into fleeing, while the remainder of the undead are put to the blade in short order, with Rollo singing encouraging songs. Finding little else, other than some coin and a marble jar containing some sort of medicinal ointment, they trigger an alarm before returning to the elevator and test their luck at number twelve, skipping number eight.
Here, they set about fighting a group of Rakdos Cacklers and a lot of outlaws, clearing the floor before taking a rest, bandaging their wounds and restoring their spirits. In a treasure chest, they spy a beautiful cloak with a leather hood, obviously both magical and protective in nature.
They set about to find the last stop in the upward trend, the eighteenth floor.
The theme of here quickly becomes is apparent as the party gazes at paintings of massive darkness, oppression and demonic intrusions, encountering a surprising number of Rakdosian demons, including a living shadow that appeared after opening a treasure chest. After dispatching these, they discover kidnapped folk, a Izzet-aligned noble named Vorquill, an Azorian bard Fredwick and a guildless stray named Henry.
Digging around a little here proved both profitable and dangerous, as a medallion is found with a curious engraving, featuring a stylised castle on one side and a skull on the other, but Rollo gets pounced on by an enchanted rug.
In the end though, the heroes prevail and talk about checking out the basement if they manage to get the released prisoners out to safety. 

Friday, March 27, 2020

Shademurk: Beyond the Walls

Session: Rollo / Iskren / Vultha / Taurio / Sorval / Zantaroth

Xiviskir 7


I speak to thee in words of prophecy: In great heights danger lies, beware the fall into darkness. 

Oh, and if you see some Murkfish, bring them back to me. - Eyjafjallajökull

The party set out from the bandit hideout in order to reach the haunted mansion they had been hearing so much about. It loomed at the horizon, ever creeping closer as they went. 

The final hurdle between them and their goal being the massive metalworking district. 
They entered it and found themselves hailed by a newcomer, though no stranger to Vultha and Rollo, who recognized their clansman Zantaroth. Zanaroth, from his end, had been given a warning from Eyjafjallajökull, the clan Slitz shaman, to be delivered to Vultha. 
During his arrival, the party was set upon by a pack of wild beasts, fanged and ferocious. Taurio took the brunt of the attack and the group dispatched the foul things after a fierce struggle.

More and more beasts find their way North from the Murk and into our district. While the Boros do try their best, it has become rather dangerous to go out on the streets alone.

-Twila

A young lady named Twila opened her door after the beasts were slain and offered her assistance to the party, after a brief chat with Iskren about the state of things outside of the walls of Shademurk. The party then decided to take a breather, bandage their wounds and head on out again. 

A little while later, they came upon a statue where two guards were stationed. The party inquired for the road, saw a little goblin fishing on the far banks and went back on their merry way.

Click clack, bones from the stack~

Click clack, minotaur attack!
-Rakdos Lampooner
As they were about to leave the metalworking district, they heard sounds of fierce combat. A boros patrol had been set upon by a Rakdos Jester and his pet undead minotaur. Two guards fell to the massive axe wielded by the monstrosity, but the might of our heroes combined proved too much for their foes. In shock over the deaths but grateful for his own survival, the remaining guard could but warn of dangers ahead and watch as the party went towards the old Izzet hotel, as they had come to learn that this was their target.


Yes sir, there was a group here to relieve me of my duty. Two Boros guards. They were right there. Errr... My pay is going to get docked, isn't it?
-Lubgrun, Boros guardsman

In the very shadow of the towering hotel, the party met a pair of guards and a mischievous faerie dragon named Har-to Pro'nouns. Learning of a thief holing up in these parts, the group was quick to inspect a few buildings, discovering a mad cultist holed up with a floating demonic beast that shot deadly beams out of eyes attached to tentacles. 

Luckily enough, the combined might of our tired heroes still won them the day and earned them a bit of spoils and a spot of rest.... near a magical circle that grants access to a myriad of other worlds!

Wednesday, March 11, 2020

Shademurk: Of bars and Ambushes

Players: Vultha / Iskren / Taurion / Sorval / Amyas

Xivaskir 6

It seemed a late hour for calling on the master, but I am under strict orders to welcome whoever the Obzedat sends. In humble opinion, this newcomer seeks to join the ranks of the bog wraiths ere long. - Erves Hulgren

As the party is leaving the house of Eda, Iskren bids the party good night and heads to the mansion of Gellan Primeground, whom they know is the Orzhov representative in this town.
Once there, Iskren meets the head butler Erves Hulgren and the maid Thaya. Iskren then proceeds to try and get some more information out of these two employees of the Primeground Estate, but discovers them to be a little distrustful of outsiders with many questions. Erves does manage to secure an audience with Gellan and a sleeping space for Iskren before his guest turns in for the night.

I have seen many an unusual lizard but this one takes the cake. He just sat there, carving away with that wicked knife of his. I did not even dare go to that table until, what I assume to be, his parole officers arrived. Maybe there should be a 'non-gruul' policy in the bar. -Resa, barmaid

Vultha heads out alone as well, though he makes sure the party knows where he is heading: The Wicker Goat, a drinking establishment the party passed by on their way to the Council Hall. Once arrived there, he grabs a private booth, a sharp knife and a few from the bones of slain foes. Under the moderately aghast gaze of an unfortunate serving wench, he proceeds to fashion arrows from this material until his friends arrive.

"I have a spear" - Tyl, guard

The rest of the party, ill aware of the time, decide to head for the Boros Tower, a massive complex that sticks out of a nearly empty square, silhouetted by the light of the moon and immersed in a cloud of foggy steam that seems to cascade down from the very stone itself. They encounter a guardsman but discover little of worth from conversing with the man, though they do learn of the Boros Barracks, which provide sleeping accommodations for off-duty legionnaires, and of the local commander: Eliander Fireborn. They then take the long walk to the Wicker Goat and meet up with Vultha.

Do you want an orange? - Ojay

Arriving, they note their ally has no beverages on the table, but is carefully putting away a dozen white arrows. Joyful at the lack of attackers marring their journey from Eda's place to the Goat, the party orders a decent amount of local wine, a sweet white, and eventually spot Lisanne unwinding with four other guardsmen. While at the table, local historian Frances Moore gets acquainted with the others, Amyas, after excusing himself to go to the toilet, encounters Ojay, an entrepreneurial Goblin with an orange, returns to the table and finds Ojay still following him.
The party then spends some more time at the Goat, eventually drinking a little with Lisanne, before retiring for the night at the Barracks.

Xivaskir 7

Outside of the walls, one can find the Shambles. Though one would probably be better off nót finding the Shambles. - Guidebook for New Murkians

Iskren wakes from a nice rest in the morning, only to encounter Gellan at the breakfast table. Being furnished with a vast array of potential foods, Iskren modestly picks out a light snack and holds their own in a conversation that touches the local politics, ambitions and culture. Gellan warns Iskren not to worry too much about 'the obsession' of the mayor with the Haunted House but rather to focus on troubling things within the walls of Shademurk proper. Iskren implies a distrust of the serving staff and requests to only have their room serviced by Thaya, whom they are familiar with.
The cook at the mansion, Feliza, gets a visit from Iskren too, after learning she might offer missions that benefit the Orzhov operations in Shademurk. She requests that Iskren procures the liver of a Devil Toad.
Iskren then hails a one-horsed cart in order to get around in style and is brought to the Barracks by a charming gentleman with a top hat and tuxedo.

"Ah, friends! Do you want to buy an orange?" - Ojay

The rest of the group wakes up early, but later than Iskren, aided in this by someone viciously attempting to murder a bassoon next to their beds and summoning them for morning drills. 
Vultha gets to go eat breakfast in the mess while the others train. When the exertions are over, the party is fully reunited. They swap stories briefly and head out to find the Haunted Mansion, realizing they have no clue as to where it would be located.
Much to their surprise, the top-hatted gentleman driver of Iskren's ride is none other than Ojay!
Rapidly refusing his further services, the party returns to the Boros Tower, gleam some insight at a job board and discover the location of the Haunted House.

"They were a group. Five. Dangerous? Very dangerous. One with a great axe, three magic users and a rogue. The others? Dead. They took the treasure and everything. C'mon man, you gotta help me out, we did this because you asked us to. Either you help me out or I go tell fucking Eliander myse-" Ricko, a rogue

Sadly enough, their questions and reputation precede them and they walk into a trap set by a group of brigands. Luckily though, the brigands underestimated the might of a group of guild-trained warriors and paid dearly for their mistake. The sole surviving bandit is forced to give up their hideout, treasures and key before escaping, badly injured.
Then, the party continued their trek towards the Haunted House in order to discover what secrets it may hold.