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Hornet OMGWTFBBQ!!!11!
Posts : 1159 Join date : 2009-12-29 Location : This unfortunately dull reality
| Subject: Campaign Session Notes Sun 28 Jul 2013 - 9:32 | |
| Adventurer, Conqueror, King Campaign. Session 1 27 July 2013 - Body of Text:
Out in the Summerland counties, heading out to the borderland homesteads the new adventurers are seeking out a rattling hoard that is harrying the area. Word has spread of their existence and they can be seen scuttling around in the twilight. The captain here directs our new friends to go around the barn. Spatchcock will go around the other way. Syl , Elliot, Percival and Mardigan take the orders as given and make their way around the side of the barn. As the party heads around the stones the rattling see them coming. Percival, the party’s paladin, and Mardigan the fighter, charge around the corner to face these beasts. Mardigan frightens a few of them off but then the group face those remaining. Sir Percival brings his glaive down heavily on one of the rats and splits it in two; however it gets stuck on the weapon and slows its movement down for the next attack. Mardigan then cuts one down. Two of the rat men creatures attack but can’t make it through the armour of the fighter or the paladin. Percival cleaves another one in half. His glaive flies off due to the overweight imbalance of the rattling stuck on the end.
After the creatures have been dispatched, Syl and Percival run to tend to the wounds of the captain’s men. Mardigan attempts to open the barn door but struggles. Elliot shouts “Imperial customs open up”. An old man stumbles out and thanks his god they are here. The old man gets to his house and yells out for his family. The farmer’s daughters are missing. Gertrude and Liza are his two girls. Percy attempts to console him and promises to help find then lost daughters. Sergeant Slim says that if they plan to go they had better go soon. The Captain is losing patience as he seems to be losing the initiative. He finally concedes to let them go as he checks another homestead.
After tending to the wounded some more, Sir Percival convinces Syl to follow along on the search. Sergeant Slim leads off towards the woods in the south east. While travelling the SGT informs the party he was in the 6th legion in the elf wars. He points towards the mouth of a cave and the scene ahead has a few rattling creatures milling around out the front. Sergeant Slime says “We better make this fast before they alert the others”. At this the 3 combat trained men run in and kill the sentry with ease. The party heads down into the cave after this, Elliot is leading the way with torch in hand. This path goes down 30 feet or so and opens out flat. The smell is relentlessly foul in an oppressive way. The walls are damp and slick to the touch. Eventually the sounds ahead draw the party to where they think they would be. There is also a possible light source in the end of a tunnel ahead. Syl approaches the stairs they come to at the end. There is a door open a fraction and Mardigan peers through. There are 3 rattling around a fire in what is clearly a gathering room. The fighter tries to quietly enter the room but alerts the rats to the party’s presence. He charges in and decimates the first as Syl runs in after him. Another falls at the hands of Syl. Sir Percival heads in and prays to Durga but misses his quarry. Sergeant Slim enters the room and reports hearing a scream down the hall. The adventurers follow the promise of screams and the light source seems to get brighter.
As they approach they step in a pile of bones that would seem to be set as an alarm system to alert the rattling men to danger. The party begins to double time it and charge around the corner. They come to an opening with several of these things. There is a large rattling in the centre that would appear to be the tribe chieftain. He holds a staff with a diamond like stone tied into the top of it. A battle ensues, and Mardigan and Percival run in to begin the melee. With the paladin and fighter leading into battle, clearing a path to the chieftain for the elf, the group engage heavily in combat. Elliot creeps around hastily to the cell where he finds the daughters caged within. Elliot sees a fleeing rattling and tackles him to the ground to try and find a key. He catches him but falls prone as he kills the beast. Percival fells the Chieftain and his champions then the battle ends.
Elliot tries to break out the girls from the cage using Mardigan but he fails. Percival then grabs the door and heroically pulls it off the cage walls. They find 120 gold in coin and a tiger’s eye worth about 25 gold in the area they fought the evil beasts. The chieftain’s staff is worth about 75 gold as the stone is a zircon. There is a keyhole in the small room at the centre of the rattling living quarters. They decide, at the decision of the sergeant, that camping the night would be the safest plan.
While the paladin and the enchantress look after the safety of the girls, the other three head off in search of a better place to sleep and hopefully find more treasure. The group reunites and sets some early warning traps by use of refuse then camp for the night.
They make their way back through the cave part of the catacombs to find their way out. There is a sludgy substance about them. Mardigan looks up and sees creatures moving on the ceiling. They seem to be large bats. Elliot circles around the outside in a reconnaissance of the area. Mardigan heads to the pile of stones in the opening. It appears it is a burial mound with the fragmented remains of a skeleton. There is a well maintained sword therein. Percival sees that the fighter tries to take the sword and he expresses his dislike of this. With further searching they locate a stamp type item that would fit the key hole from the room before. They head back and manage to slot it in and open the door to another room.
At the far end of this room they see a rack for scrolls. (JD ruins a good magic joke, Good Job Ryan). Inside the box they find is a number of gold coins of a mint they are not familiar with but they take it anyway. They work it out to be about 1000 gold.
They return the daughters to the farmer and he is eternally grateful. The captain asks for a debriefing which Slim recants. The soldiers make their way back to camp and they make plans to move out. It is a slow trek back to town. Four days it takes but they make it back to Port Newland.
Once back in town they head to the Horny Narwhal.
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| | | gaz Forum Douche'
Posts : 261 Join date : 2010-01-08 Location : small wet rock
| Subject: Re: Campaign Session Notes Tue 30 Jul 2013 - 23:03 | |
| okay now i know what's going on.
good job shamus | |
| | | Hornet OMGWTFBBQ!!!11!
Posts : 1159 Join date : 2009-12-29 Location : This unfortunately dull reality
| Subject: ACKS Session 2 notes Sun 25 Aug 2013 - 19:41 | |
| Session 2 24 August 2013 - Body of Text:
We find our companions sitting in the Horny Narwhal in the middle of the day. Elliot is over a large filled cup of ale trying to figure out how to find the smuggling ring. Tyrell walks in, he seems to recognise one of the party members. He once had a drink fuelled night with Elliot that ended strangely with a devils threesome. Elliot goes on to talk about the group infiltrating the smugglers ring. The bar tender Jonah engages the adventurers. Syl asks about work and Jonah goes on about a few things. There are merchants looking for mercenaries to aide them but this could prove a task for these new friends. Syl and Sir Percival discuss ways in which they can make Martigan appear a compatible suitor for the Dukes daughter Alyssa. After some philosophical debate about the honour of the fighter they go onto talk about what, as a group, they can do next.
Percival sees Robin Featherfall in the bar and he is quite intoxicated. Percival orders him a coffee and consoles him for a time. Elliot looks for work with a familiar character. Jake says there is little work available. He is also a customs agent and struggling for work. Once Percy has consoled Robin and told him of the great deeds done by the party in their recent victory, he takes the other members to the temple district.
As they make their way the temple district they see legionnaires return with wounded. They stop to help and hear word of the battles. This is where the party separate. Elliot and the new member Tyrell head to crab crack alley. Percy and the others head to the temple of Durga. Burk the Deakin approaches and greets them. Percy asks him to look at the sword Martigan found, he does this and tells them to speak to the scholars. Sir Percival seeks audience with the Hierophant and must wait as is usual.
Meanwhile in crab crack alley Elliot and Tyrell make their way to the church (a well known brothel). They enter and go through the usual rigmarole getting in. They talk to the eunuch bartender about lefty the fence. The bartender knows the man in question and tells them where he may have been recently.
One of the Hierophant’s scribes comes out to greet Sir Percival and tell him they will be seen. They are led to a repository and they wait for company. Cocoran seems very much stressed about the duke breathing down his neck about the wedding. They discuss the trouble with the tribes to the north and how the Duke, being a naval fighter, does not know how to approach these battles. Percival suggests he takes an elite team to try and cut the head off the insurgence.
The party meets back up and discuss what both groups had just experienced. They follow along with Tyrell to stake out Lefty but they come across a crowd watching a weird group of people trying to take the door off the watch tower using an ox and a makeshift pulley system. It is a group of fish mongers trying to get at lefty to kill him for selling their friends into a death pit. Percy tries to break the situation up but realises that they wish for battle justice. Martigan tries to help them open the door and this gives Tyrell a chance to go behind to figure this out. Martigan asks lefty how much he will give them to get rid of these mongers. After some debate the mongers attack the party and a fight breaks out. Elliot fells the first two. The others are dispatched and the last of which is stabbed in the arse by Martigan. He then proceeds to shit himself upon his death.
The adventurers take Lefty back to the “church” to talk to him. On the way, Syl tries to learn as much from Lefty as she can. They get there and order drinks. Lefty tells the group the reason the mongers were after them is because he hired a couple of guys for some contacts who needed a couple of snatch and grabbers. He got the men for the client and they are now missing presumed dead. He claims he doesn’t know what happened and didn’t know anything was amiss. He eventually offers some information, they guys who wanted the snatch and grabbers are held up in an alley way down in the stink. He is not sure about the main guy; he seems to be a mage of sorts. This does seem to be all he knows so the group leave it there.
Meanwhile Tyrell makes his way back to the watch tower to loot Lefty’s stuff. He finds 50gp and a tiger’s eye gem worth 25gp.
Martigan is bathed due to his faecal shower he had earlier. Syl enquires after the bill and it appears they have accrued a 15gp bill. They pay 20 to create a good relation with the establishment. After they have discussed matters with the madam and finish drinking, they head to the stink and try and find the red building he told them about. Tyrell sneaks silently across the roof. He can hear muffled voices coming from the vents in the roof. Through the vents he can see tallow being boiled out of blubber and some guys dragging a body along. There is a blast of blue energy and the pot that was full of water it lights up and goes into like an ice block and the body becomes shrouded. The mage shot it out with his wand which then appears to run out of the energy it used to cast it. One man calls him Daryl but he yells “It isn’t Daryl, its Mustrum, Mustrum”.
Trying to keep moving silently along the roof, Tyrell gets his leg stuck as it falls through the tiles. It creates a noise but the occupants dismiss it at first. He tries to pull it out but it keeps making noise and for now he is trapped. They decide to stake out the place till morning.
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| | | Hornet OMGWTFBBQ!!!11!
Posts : 1159 Join date : 2009-12-29 Location : This unfortunately dull reality
| Subject: ACKS Session 3 notes Tue 17 Sep 2013 - 22:17 | |
| Session 3 7 September 2013 - Body of Text:
Mythos is the barbarian warrior who fought against Percy in the early tribal conflicts, many years ago. He gained Sir Percival’s eternal respect in this war. He walks up to the waiting adventurers. He sees that they are anxiously awaiting the return of one of their companions. Wilks, a member of the customs house, is seen walking past. Syl suggests they move into a better strategic position.
Meanwhile Tyrell sits atop the roof waiting for a clear chance to get a position to learn more about the Kharabian smugglers.
Syl spots an alley way that could prove better cover. The others follow as this seems logical. This moves them away from Wilks and allows them to watch him closely. They hear Wilks yell to his offsiders “Red building? Hmm”. The building the group have been watching is red and this draws their thoughts to his knowledge of the smugglers. Syl casts a spell to alter Wilks notebook telling him he should be looking for a blue building. It seems to work well as they move down the street to a blue building in the distance.
Wilks is known to be of noble birth but his intentions are usually self serving within the bounds of the law. As Tyrell looks on he sees figures moving in a hurry. There are no swords drawn but he sees that weapons are worn. He waits and sees the monarch butterfly fly up with the word ‘Wait’ in an illusion across its wings. This is Syl’s doing so he knows to take heed.
Wilks’ men start laying the boot into the door of the blue building and break in. As Wilks and his men busy themselves in the wrong building, the party wait to see if the smugglers move before the custom men realise their folly.
Tyrell tries to move across the roof to the back of the building. There are two men trying to pull bricks out of the building and managing to do so quite efficiently. Within only 20 seconds the men have moved enough brinks for a slender man to crawl through.
The group hatch a small plan to distract the man on the door of the blue building. This will hopefully give the others a chance to get in through the front door of the red building. Further allowing the 2 creating the distraction to get back into the alley, climb the building and enter through the court yard.
In the meantime, Tyrell tries to stealthily move down into the court yard but gets himself stuck in a precarious position for some time.
Mythos and Percy make amazing small talk with the thug on the door of the blue building, making a great distraction for the other 2 to get in the front door of the red building.
Syl and Elliot make their way in and it doesn’t take long to find others in the building. They manage to make themselves unseen in the first instance.
Elliot moves in and sees the mezzanine floor. He makes his way further in through the shadows and at this stage Syl moves in without seeing him.
Back at Tyrell he is still in this awkward position supporting baskets and crates as a rat comes up and sniffs his leg.
Percy and Mythos make their way back into the alley way and climb the building to get to the back of the red building.
The sound of the barbarian and the paladin striding along the roof draw the attention of the two men Elliot is monitoring allowing him to move forward.
The noise alerts the mage and the others and they start to get nervous. This leads to them packing up some of their possessions ready to move.
Percy and Mythos drop down into the courtyard with little noise but there are men waiting with smiles on their faces.
Percy faces off with Rolland the Bald. The two opposing gods of war send their champions into battle. Tyrell moves around behind the agent of Grall to flank him while Mythos charges in. Elliot shouts a warning to those within that they are surrounded. Mythos lands a near fatal blow on the bald warrior. Tyrell throws a bolas at Rolland which takes him down knocking him prone but not out. Syl sees one of the smugglers casting a spell. After Percival misses an attempt to knock the agent of Grall out, Mythos renders him unconscious. Mustrum walks out and orders his men to kill the intruders. As Rolland manages to hold onto the waking world, Percy finally sends him to sleep. Mythos abandons the thief that attacks him as Tyrell stabs him, he then charges through the mage of the group and seems to have knocked the life right out of him. One of the men that were removing the bricks from the wall earlier has re-entered the fray and attacks Sir Percival. This does some damage but Percy swings his hammer around and takes the smile right off his face.
Elliot takes a big hit and was losing blood for a greater part of the battle. Percy, Mythos and Tyrell end the meagre attacks of most of the smugglers and take the survivors captive. One escaped the building as Syl heads straight to Elliot to heal him.
After the battle the unfortunate death of Elliot becomes apparent. Syl and Percy head off to meet with the customs agent Wilks. Wilks gives Syl a lecherous look that could curdle milk and leans in for a comforting embrace. Syl turns this to the party’s favour by getting the customs agent to take over and create the official work to be done over. As they get into the building they notice the bodies are all elves. One is Wayne of the long trail, Syl recognises him as a companion of her sister Ria. Syl charms Bartholomew Wilks and garners 20gp out of him.
The party heads back the Narwhal and settle in for some drinks. Tyrell tries to find the dwarven sage to identify the items acquired in the battle. In his plundering, Tyrell found 2 bottles of dye and 3 good bottles of brandy worth 200gp each. Percy heads to his church to pray for his fallen companion.
Percy heads to the church. He meets with Sidorven, another paladin he knows well. Sidorven gives news that the hierophant has plans to send Percy off to the north east. Percy is to prove himself in battle before he earns the honour of engaging the grassland tribes. He finds a scribe who informs him that the duke has sent for his high holiness and Percy says he will wait and take penance for the loss of Elliot.
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| | | Hornet OMGWTFBBQ!!!11!
Posts : 1159 Join date : 2009-12-29 Location : This unfortunately dull reality
| Subject: ACKS Session 4 notes Fri 27 Sep 2013 - 19:16 | |
| Session 4 21 September 2013 - Body of Text:
Percival receives a summons by the hierophant Cocoran to go to the Temple of Ilithad. He makes his way there and heads to the meeting place near the twilight river. Sir Dervan is at the meeting along with Sir Jarrod and Prelate Oldham. Reconnoitre Gale is seen as he enters and they sit down. Cocoran thanks him for coming and he takes a seat with them. As the hierophant begins his speech they hear the obnoxious shouting of Rolland the bold. He is in manacles and relentlessly baits Percival into combat but Percy dismisses this and tries to ignore being called Gertrude. They continue to speak of the barbarian warlord. The Dead Bull is the leader and he and his tribesmen have been attacking the guards in the area. Also they have Duke Rail sending troops to Khartoga as well. Sir Jarrod and Gale are to head to the grass lands to investigate the warlord. Sir Devon is to accompany the duke’s envoy to Khartoga. Sir Percival is to find a group to help him on a quest for the church. He has been given 500gp for this task. He will have to return with a group to learn the details of the job.
Percy heads to the horny narwhal and tells his remaining companions of the opportunity given to him and a group he deems worthy. He explains that this task comes with a purse of 500gp and will require the group to come to the temple in the morning to hear more about the specifics. They agree to at least hear the hierophant out.
In the meantime a new traveller has arrived in the city by way of boat. He makes his way through the docks and into the city itself. He is a fire oracle and has come Port Newland on a mission of truth.
He walks in to the horny narwhal as he sees that the chimney is high and wide and therefore must have a large hearth. As he enters the patrons notice the robe he wears looks as though it ablaze. Sanguin sits down and takes drink with the others. The group head out with Sanguin following, they plan to shop for supplies and then rest for the night before they head out.
Tyrell heads to the dwarf Forwell he left the war hammer with for appraising. It is a ram’s head smasher and is enchanted. It is given to Sir Percival as an aid to his battle prowess.
After breaking fast they head to the temple of Ilithad. They are met by a scribe and lead to the reliquary and meet with the hierophant. He is introduced to the party and they all take a seat. They are told to recover an amulet that has a small skull that appears to be an actual skull of a fox like creature called a helky fox. It has a small emerald set in its right eye. It holds a lot of value to the church. If blood is applied to the tooth of the skull the bearer is drawn to the source of the blood. The church believes it was stolen by the smugglers and since Percy has had some experiences with the smugglers he has been charged with the task of retrieving it. The thief who stole it was captured but had already unloaded it. It is now believed to be in the wind shore county near the green marsh town. If they can find out why the people of Khartoga want it specifically then that would help immensely. Count Hancock resides in the area. The acolyte Oldham who attempted to scry the item could only get a rough idea. It would appear someone was trying to block his attempts.
They head off on foot. The first day is uneventful. They pass farm lands and small houses. It’s about 4 days to get to Lorbush. A day past Lorbush about 3 or 4 hours into the marshes, they hear the sounds of battle in the road ahead. The light is not great and the numbers are hard to assess but at least 20 goblins surround a caravan. The wagons are full of peat and the people hauling them are putting up a fight. The goblin leader rides a great wolf. There were many more goblins coming out of the marsh. The second wagon had a group of travelling thespians. The party manage to swaith through the goblins and destroy them with some moderate wounds sustained by the travellers.
They find a first legions captain shield and some coin amongst the fallen. 2 of the wounded approach the group and tell them they are heading to Port Newland. They will still and the Dancing Swan inn. The group head back to the local town for a good night rest.
They move on in the morning and in time make it to Greenmarsh. They are approached by a finely dressed young gentleman from the smithies. His name is Alexander Hancock, it is made known to the party that he is the count’s son. The count’s son states that they don’t receive many guests in the area and he is surprised to see them. Alexander wishes to join the 5th legion. Sir Percival states that they would like to talk to him and his father after they have settled.
They are lead ten minutes out of town to a building to stay in. The steward leads them to their rooms. Sir Percival is given a manner that is well appointed and the others are sent to more meagre accommodations.
Early evening the steward leads them into the dining hall. The Count enters after about 5 minutes chatter. He is dressed in a cavalier’s horse riders uniform. His daughter faith is a homely girl and is seated near her father and brother. The count begins a bit of a rant that makes it clear that he has no interest in the evening’s events. Percy stands up and tries to diplomatically gain favour with him and manages to get the mild promise that he will see them in the morning to discuss their mission here.
Syl asks Alexander if any Kharabians have been seen in the area. There was one who visited a sooth sayer healer. Magna is her name and can be found in the area.
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| | | Hornet OMGWTFBBQ!!!11!
Posts : 1159 Join date : 2009-12-29 Location : This unfortunately dull reality
| Subject: ACKS Session 5 notes Mon 7 Oct 2013 - 19:38 | |
| Session 5 5 October 2013 - Body of Texts:
The party are shown to their rooms and they proceed to rest for the night. On the morn they awake and are taken to break their fast with Alexander. The count is not with them nor is Faith his daughter. This will give them time to seek Magna. Percy asks the honourable Alexander where he can find the soothsayer. Alexander states he will take him to her.
Alexander warns the group that Magna is a native who deals with all matter of dark forces and may appear strange and full of odd words. The party enter her abode and the clutter is astounding. Syl starts out with the pleasantries. Magna sold the Kharabians an item that they haggled over for days. Jha was the name of the tall lanky swordsman that travelled with them. He is bearded and wears a red scarf. With a few gold coins they managed to find out what she sold them. It was the blood of a cockatrice. Jha had the amulet around his neck, she doesn’t know what direction they went but there was a ratling with them and she believes him to be in town still. Magna then goes on to try and sell them some of her wares but the party aren’t willing to part with the sort of coin she asks.
The town is not overly large, only a few hundred residents. Syl tells Tyrell to go off and find out information about Jha or the ratling. These Rattesians are not too sparsely found but they are fairly similar in appearance and can be hard to distinguish. At this point they decide to split the group to cover more ground. Tyrell goes to look for information about the Kharabian and/or the Rattesian. He comes to a caravan stopped in a point in the village. Percy heads back with Alexander to lunch with the count.
Alexander leads Percy and Mythos to the count. After some laboured discussions with the Count, Sir Percival manages to get little useful information about the area and the travellers that have come through the town. After some discussions about the Duke and his daughter, the Count asks Sir Percival to let his son Alexander to accompany the adventurers back to Port Newland. After they leave the study Mythos and Percy are lead to the kitchen and q store to load up with supplies.
Tyrell meets up again with Syl and they go looking for some drifters that might lead them to the Ratling that may still remain in town. They meet with a man named Dreyfus. They go on a line of questioning about the Kharabian and the ratling but to really little avail. They hear about a farmer named Cecil, they plan to go there.
The party meets back up again and heads to Cecil. They approach with the count’s son in tow and they begin to question him about the rumour he had seen the ratling. He saw him only two nights ago. He hears that they were making camp in the old mill near here. He points to the mill and it is a structure they can see from where they are.
After a brief discussion they decide not to wait to evening to stake out the mill in case they have already alerted the occupants to their presence. They head closer and start to analyse the area. As twilight sets in Tyrell moves closer. In the end they decide that the paladin and the fighter should just head in and sweep the inner area. There appears to be no one in there but there are definitely signs that it was recently used as shelter. From outside Tyrell spots some movement on the roof. They spend a lot of time listening for movement and voices. With some waiting and circling they eventually decide to send Percy up to the roof. He drinks the potion of climbing and deftly scales the wall. A figure lashes out to attack but misses. Percy tells him to surrender but he throws himself off the roof. Sir Percival follows and Tyrell throws a bolus at him to stop the Ratling. They catch up with it, after, Mythos sticks his thumb up its rectum giving it a prolapsed anus.
Syl tries to calm the creature and tend to its wounds. The Rattesian identifies himself as Ralf. After some painful questioning they learn that Jha would be back on his ship the Forgetful Vixen docked on the coast.
They let the Rattesian go and head back to town. They go and find Dreyfus and his friend Swampy Pete. They try and find a way to get through the marsh quickly to reach the coast from here. They are told for 5 gp they can be led through in only two and a half days.
They find Swampy Pete in the morning drunk and unconscious. They get him up and manage to head out.
They see the ship on the second day. It is in the distance, they make camp and head to the shore on the third day.
They will be heavily outnumbered if they plan to take the ship so they need to figure out how to solve the problem of separating Jha from the rest.
Syl is going to head down to distract the men by the long boats on the shore. The guards by the long boats draw weapons and circle Mythos and Syl while Percy hides in the reeds and Tyrell sneaks up in them. Combat ensues. Tyrell gets off a hidden attack and kills sexy Pete with ease.
The Scrofalid goes down to the paladin’s hammer, as does the Ratling. The remaining pirate surrenders.
They question the remaining pirate as to the whereabouts of Jha. He says he went off with some other crew members to find the birds.
They head to the old ruined tower which lies in the direction they believe Jha headed to.
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| | | Hornet OMGWTFBBQ!!!11!
Posts : 1159 Join date : 2009-12-29 Location : This unfortunately dull reality
| Subject: ACKS Session 6 notes Tue 5 Nov 2013 - 10:36 | |
| Session 6 19 October 2013 - Body of Text:
The night is setting when the party approach the tower. They notice a small group of people. Martigan and Sanguine are there. It has been a while since they have met up. With them is a lady they do not recognise. She is dark and beautiful, and carries a bow. Her name is Sable and the other 2 were trying to find the adventurers and needed to hire a tracker. That’s where Sable comes in.
After some reporting of how they come to be here they hear some commotion from inside. This then alerts them to a man standing there in front of them. It turns out it is a stone figure of a man in mid stride. Martigan begins to sneak up. They hear people inside shouting to get around it and tie it down. As they approach they see the scramble of many Rattesians and Scrofalids being ordered around by the Kharabian men in charge. They have 1 Cockatrice in a cage and there are 2 on the loose. The party have to think quick as they are spotted.
Instantly Sable and Sanguine run around behnd the tower to come out at the broken wall. The three fighters stay to fight head on. Percival swings his hammer and swathes a path right through the front rank. Sable scales the wall to gain a vantage point. The enemy manage to throw a net around 1 more cockatrice and their leader manages to knock down a charging Martigan.
Martigan gets stabbed badly by Jha and is rendered unconscious. Percy fights his way to Jha to face him and aid Martigan. He hits Jha hard but then Jha retaliates by disarming him, sending his hammer flying. Percy draws his glaive and covers with his shield. He manages to fight through the Rattlings and lay on hands to Martigan, then he downs some rats and heads back to Jha. Jha takes a hit but then disarms the glaive this time. Percy tackles him and grabs the skull amulet.
Sanguine lets go with a cone of flame and takes out a few men. He then gets chased about by a cockatrice. Meanwhile Sable is loosing arrows and starts trying to take out the cockatrice.
When Martigan gets up he comes to aid with Jha but Jha manages to take down both him and Percy. Somehow Sable fires a true arrow shot that takes the necklace off Jha’s neck without him knowing. Jha escapes but Sanguine manages to drop the bird. After the combat Mythos picks up the necklace and the fallen fighter and Paladin are healed by Sanguine.
The able bodied party members search the tower and surrounding area before they try and splint Percy’s legs. They head off to find Swampy Pete who they see is making damper. It takes 4 days to get back to Greenmarsh. Alexander is obviously concerned with Sir Percival’s injuries. He is unsure if there is a healer of sufficient skill in the area. But within a few days and many attempts to lay on hands, the wounds are all healed. Once the party rest for a couple of days the viscount asks if they plan to take him back to Port Newland.
On the morn the party are given rations that will last them all 2 weeks. As they ready themselves to depart the count comes out of his study to see them off.
They manage to make their way beck through the plains without any trouble. Alexander makes plenty of conversation on the way back. After 8 days they find themselves approaching the city of Port Newland.
The Viscount heads to the Duke’s keep. At this stage Percy heads to the temple to meet with the hierophant and report their mission. Sanguine follows along. They make their way through the courtyard and they are spotted by an acolyte. Percy is lead to an antechamber outside the hierophant’s personal chamber. Oldham snatches the amulet out of Percy’s hand. The holiness rewards the party with a velvet purse with 200gp inside. He tells Percy to rest and tells him the church will contact him soon.
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| | | Hornet OMGWTFBBQ!!!11!
Posts : 1159 Join date : 2009-12-29 Location : This unfortunately dull reality
| Subject: ACKS Session 7 notes Fri 22 Nov 2013 - 20:43 | |
| Session 7 09 November 2013 - Body of Text:
It has been a week since the party returned to the city. Sanguine has spent much time seeking work in divination. Percy purchases a weapon chain for his war hammer. Mythos purchases the necessary accoutrements for their next trip.
While the adventurers are sitting around in the horny narwhal Percy is tapped on the shoulder by Oldham who is there to offer them a plan that does not come from the Hierophant. He wants to learn more about Jah before he causes more trouble. The church has put a lot of their attentions towards the god the dead bull. Sir Devin had given Oldham the mage information about Jah. A woman named Rakili who was a former associate and first mate for Jah. She may be willing to trade information with us if we can get her out of the spider web which is a prison island of the coast of Khartoga. Oldham finishes his brandy and tells the party to go to dock 3 to meet captain Perculous on the morrow’s eve.
The group wake in the morning still slightly inebriated from the previous evening. With the gold given them by Oldham they purchase some more potions. They live their day in lead up to the evening then makes their way down to the 3rd dock. They see what they know will be the Comely Lass and they feel a sinking feeling as they realise this will be the ship. It is clearly a derelict pirate vessel. The captain is a slimy old sailor that makes the party ill.
As the make there way across Colossal bay they see many creatures that give the bay it’s namesake. They try very much to keep under the radar of the crew so they don’t have to interact too much. Once the night falls the adventurers are lowered down in a long boat near enough to the island so they can make their way to the secret entrance.
They row closer to the sewer opening which, is apparently, the way in. The think they can shimmy something between the bars to open it as they are left there by the rowers of the long boat. They get that open then they make their way up along the pipeline. The channel becomes less free moving as they make their way further up. The smell starts to become unpleasant. They see a figure up ahead. The group take cover and send the butterfly off to look at the figure. The creature moves closer to the party. The figure starts to writhe around in the water slashing at the butterfly. When light shines on it they see it is a skeleton. After Syl and Percy miss it, Mythos smashes it to pieces.
As the first one is dispatched they realise quickly that the passage is infested with these things and all of a sudden they are surrounded by skeleton walkers. The bone fiends are dispatched and the party moves on. There is a shaft going up in to the centre of the room and Tyrell gets in to position to climb. He takes Mythos’ rope up with him to secure a climbing point for the rest of the group. With some minor stumbling he manages to get up un-scathed and tie the rope off for the others. After about 15 minutes Mythos gets up to the landing with Tyrell. As Mythos pops his head up he sees a shit pusher sweeping refuse towards the hole he has his head through. The man is shocked into silence and Mythos motions him to remain quiet which strangely seems to reassure him. At this higher point Mythos tries to fasten the climbing robe up here with a grappling hook to allow better climbing.
The rest of the crew manage to make their way up and Syl tries to convince the man up on the landing that he is having a day dream. He is dealt with well and is left to his own devices.
The cell chambers, some of which are inhabited, are surrounded by spider webs. Tyrell comes back to report what he saw whilst venturing ahead. The stairwell on the other side tended to go further. The party go up to the mezzanine floor. They catch up to where the guards are and the party surprise them by charging in.
The group gets to the top of the sewer shaft to find a shit-pusher in the privacy/dump. McGee flirts with the worker, telling him he's having a daydream. She polishes his stool with prestidigitate, Mythos knocks out the minion. Dump has two doors. The group goes up the left stairwell, as the stairs raise cobwebs, thick gauged, start to cover the walls.
There is an entirely round room, covered in web, with cells around the outer. Guards roam the area. McGee checks the right stairwell, which leads to the guard’s mezzanine floor. Three guards walk about, inattentive. Mythos charges the closest. Sir Percival charged the foulest mouthed. Tyrēll shoots a guard across the mezzanine, in the rear. Sanguine uses magic missile on the same guard in the head. He then tumbles him into the jabs of a prisoner.
The group question and feed the prisoners Ricali. Spider webs cover any corner in the corridor/stairwell, the corridor ends at a chamber to more mezzanines, and the chamber is a more common gaol yard. Within prisoners are idling about under guard.
Amongst the ceiling writhe dog sized spiders, concealed in the shadows. Mythos seems a young clan-mate in amongst the prisoners. Mythos works his way up the right hand side of the mezzanine, attracting the attention of a guard.
Syl turned on her charms, to fixate a guard, he becomes enamoured and helps McGee and friends to Ricali. The next guard takes an exception but gets one look at McGee's assets and helps.
Cells contain pig-folk, having a brawl. On the walk way a guard questions Syl, and raises the alarm. Tyrēll tries to shoot but misses. Mythos decapitates the guard, and pursuit starts on the alarming guards. Syl's butterfly illuminates to distract one, awakening the creatures in the ceiling. Their boney chitin scratches at the ceiling.
Mythos charges butterguard , threatening him from fleeing.
Syl throws a dart across the yard into a guard’s nipple. The guard whinges in pain incessantly after the dart hits him. He returns fire, buzzing Syl's head narrowly missing.
A guard charges Mythos, who drops his shoulder and flipped the guard into the prison yard, renamed to the rape-pit.
As the room is left giant spiders drop into the walkways. The new corridor lined with more cells. The corridor doglegs around the corner, where 6 guards approach. Webbing from the high ceiling begins to land on the floor from above. Sanguine burns the mob, and steps back. Mythos jumps in after drinking a strength potion, and cleaves through shield+sword guards killing 2.
Mythos mulches the slave-driver, making the guards flee. Spiders start dropping in to the fight, biting Syl. Mythos, in form, carves spiders in half. Sanguine whipped one in the head. The group entered the captain’s office, quickly freed Ricala and looted the room. The group heard Khartogan Elites approaching, and began running back. They run through every room, disrupting the spiders and locking the doors. They manage to rescue mythos' friend. they get away with shit-kicker as a follower.
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