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.
Saturday, May 16, 2020
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.
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.
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.
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 Mu
-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!
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.
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.
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