Anamnesis [UPDATED 4/10]

Eosin the Red

First Post
Day 12 Continued…
The darkness gathered about the group in recently trapped in the dank cave. Above the sounds of the crashing sea a distinct chittering sent shivers though the warriors. Soon they were besieged by writhing tentacled horrors born in the depths of Murgost. Black ichor coated blades of bone and demonic chitten stabbed from the dark recesses.

Thankfully, there is no shortage of arcane might among them. Lightning and fire slashed through the cave spraying hellish gore and nearly blinding all.

Torean and Arron danced among the tentacles seeking to dispatch the last creature before it could do any damage but the stabbing spurs managed to pierce Arron in the thigh.

Before the battle was over, a lone human figure rushed though a closed door with his blade raised high to join the melee but before he had crossed the space the frantic battle had ended.

Arron looked over his wound. The thorn on the creature had sunk deep into the meat but no blood came from the wound which was coated in a clear ichor whose stench offended him.

A tense moment occurred as the new warrior stood challenging the group. Kiad and John of Strathmore recognized each other before the tense situation escalated. John and Kaid are both the sons of dukes, although John stands to inherit his fathers titles and deeds.

John was in poor shape. The day or maybe days spent locked within the storeroom had weakened him and caused a frightful illness. Worse yet, the only way out was blocked by a boulder too large to move. Arron recalled the sound of waves and quickly searched the extent of the cave. At the far end a pier led into a tidal pool that must clear at low tide. They had only to wait until then to swim free.

Unfortunately, the entrance to the cave placed them against a cliff wall with a strong tide to fight if they were to swim to freedom. John, fortified with some stout wine was able to make the swim but all were sore and battered after hours in the rough waters. It was a quiet and cold camp that night.

Day 13
The way back to Tharad was smoothed by hopping a merchant train headed for the Northmarket. By long odds, John and Torean both knew the merchant. Back in the city with only a few hours of daylight left a hard sleep beckoned all.

Day 14
John made arraignments to meet with the group prior to parting company. He was interested in discovering what had led Vanthus to trap him and his companions within the cave with obviously homicidal intent. John had lost many good men in that sloppy wet murder hole. First, he felt the need to attend to the bodies of his men and recover his armor. He was indulged by the merchant who loaned him a wagon and several stout men-at-arms as well as a scribe who would record what was found. The extended trip took him all day.

Torean re-doubled his efforts to find Vanthus. He searched through every scab hole and vomit stained bar he could find without much success.

Fyre returns to the forge and to work but Ragan is more than a little put off that the new journeyman has missed a day of work with no explanation. During his lunch, Fyre visits with father Etain of St Gustav’s. The two speak of Shaelyn and their mutual concern for her continued safety. Before parting the priest asks how things are going at the forge. Frya tells the priest that Ragan is unhappy with him because of some “business” he needed to handle. In conspiratorial tones the priest wiggles his fingers and asks, “did it have to do with your gifts?” Frya explained as well as he could to which the priest replied, let’s go visit master Ragan.

A short while after Ragan and Father Etain had spoken the master smith pulled Frya aside and informed him that he understood that Frya had a higher calling doing the churches business and that no smithing work would stand in his way.

Day 14
John meets with Kaid in the early morning for breakfast. The two discuss much of the recent happenings and what brings them both to the city. Sitting in on the meeting is Isolde, the wife of Torean, who gets the distinct impression that John does not like her.

Torean widens his search looking for information on Sillas. He quickly finds the dead man’s brother who wishes a pox on the never-do-well scoundrel who has soiled the good name of his father. It doesn’t take long to get information leading Torean to Nerro a taxidermist who has a long relationship with Sillas.

The taxidermy shop in the western part of Midtown is located on an open square with a little used well. Inside Torean finds himself rebuffed and rudely dismissed by Nerro who claims to have never heard of a Sillas. Torean knows a lie when he hears it.

The bard watches the taxidermy shop for a few hours from a hidden blind. Oddly, Torean feels that the blind was made for exactly what he was using it for — spying unseen on the comings and going of the taxidermy shop. Within a few hours Torean has enough to know that something is going on in the shop. Thugs and other disreputable characters have entered the building all morning but none have left. Torean recalls glancing into a curtained off backroom and wondering what lie hidden.

Arron receives an early morning visitor. The Captain-Commander of the Kratian Battlelords will see him at noon today.

Arron searches for his friends but is unable to find them. Alone he approaches the Redoubt where he will likely face the commander in battle.

Arron finds Terrin to be a hospitable and reasonable man though dedicated to mastering the art of killing. Polite conversation is exchanged before Arron settles in to ask his questions. Before he begins, Arron presents the commander with a finely crafted Erenn Greatsword forged with Kaladian Steel. The commander smiles and formally indicates that every blade must have its temper tested and only the most nobly forged blades had the right to ask boons of the order [He isn’t talking about the sword either]. To which Arron replied, as he had been coached, “You are welcome to test my temper.”

So spoken the two walked into an open courtyard designed to hold open combats. Lord Terrin initially donned a large shield but seeing that Arron was fighting with two naked blades he chose to discard the shield in favor of a second sword. The initial stages of the battle were tentative and probing. Neither side willing to commit himself to a pattern that might allow for sudden defeat by an experienced warrior. Both gained a measure of the opposing warrior but Arron knew the older knight was already winded. His sword dipped lower than it should and open mouthed panting told him that the fight was nearly over before it had a chance to bloom. Terrin launched into a devastating offensive pattern coming in under Arron’s blades and driving his blunted steel clean through his foot [DM note: 7 BODY to 18].

The lunge left him open. Arron spun as best he could on his one good foot to drive his sword into the chest of the old man. His blade glanced off the kidney belt. Before he could pull back into a defensive position the second blade of Terrin slashed through his wrist numbing his entire hand. Arron was sore pressed and badly wounded [DM Note: 6 BODY to 6].

The Battlelord grounded his sword before the younger warrior could round on him. “Hold you blade. We are done. I have grown old and sloppy and you are my superior. It is only by luck that I have kept you at bay thus far and I fear that would soon run out. I yield the field to you.”

Arron was dumbfounded. The old warrior had thrashed him in the eyes of everyone watching yet he surrounded. Arron started to protest but Terrin would hear none of it. “I was beaten and we both know it,” the Battlelord looked into Arron’s eyes and they both knew the truth. Arron would win save for dumb luck ~ every warriors enemy.

[DM Note: Arron rolled under half of his Analyse Style Roll and received +2 All Combat. Terrin made his roll by 6 but not under half and knew that they were evenly matched before the levels were applied. His reduced CON and END left him little choice but to win fast or not win at all. Also, the woulds taken are reduced by half after the battle ends since everything was blunted]


Late in the day John makes his way to the estate of Liddia Vanderboren. The two have polite dinner conversation as John probes to find out what Liddia might know about her brother [DM Note: John and the player of John doesn’t know that Arron is staying at the estate and has fish eyes for Liddia, at least not until now]. John attempts some sooth talk finding Liddia pleasing to the eyes. Liddia rebuffs his advances but is charmed by his attention. [DM Note: Liddia was raised with nuns so she is fairly devout in her faith and John is married which she knows].

Late afternoon sees the start of a fearsome storm blown in over the Danmhor Sound. Slashing rains and occasional flares of lightning drive most sane people indoors. Perfect weather for a little exploration of the taxidermy shop.

Just after nightfall the group prepares to find out exactly what Nerro the taxidermist is hiding. The streets are empty as the peer towards the darkened shop. Discussion turns to the close well which was completely unused during Torean’s observation. [DM Note; The party knows that an older city occupied this area before Tharad was build and that the entire city rests on a warren of limestone caves.] It isn’t long before everyone decides that the well might offer a way into the shop undetected. Frya takes a little more convincing than most but the storm bolsters his confidence (he is a storm mage after all).

Frya summons the winds to navigate the narrow tunnel while the others use a knotted rope to descend around 50 feet. The wall of the well is caved in and open sewage flows into the well in the down pour [DM Note: That’s why no one uses the well, it’s filled with foulness].

The ends of the sewer line are partially collapsed preventing travel up or down the line. From the far wall light from a fire dances in an unfelt wind. Kaid prepares his very useful firesight spell. What he sees sets off a few alarms. Around a fire several rough looking men clutch at their weapons waiting and watching nervously towards the entrance where he and his friends hide in the deep darkness.

Fearing a trap Frya and Arron bolt towards several large boulders lying haphazardly on the floor. Arron passes the stone but Frya turns to make sure all is clear. It is not. He finds himself engaged by a shadowy figure as another emerges no more than a good knife throw distant.

Kaid, John, and Torean make ready their weapons but from the darkness a black whisper claims Kaid. The mage is sorely wounded maybe even dead by the blade thrust through his chest.

Torean and John struggle with the horror of the vaguely serpentine shadow [DM Note: Presence attack +20]. The battle fought in the sewer line is a hazy struggle with tenebrous powers beyond the mortal pale. Torean’s enchanted blade wounds the creature somewhere in the recesses of the of dim, stench filled sewer causing it to melt in the darkness.

Both Arron and Frya suffer in their battle. A crossbow pierces the shield of Frya wounding him but nothing of significance. He is likewise struck by lightning from a bronze wand used by a raving priest. The lightening has little effect on the storm mage. Together, Arron and Frya disable their foes quickly and with lethal grace.

Arron, still limping from his combat earlier, is hurtled across the chamber as the last cowled priest screams gibberish and charges towards him ready to embrace the grave. The bronze wand used by the priest to conjure lightening explodes killing the priest and burning Arron badly.

Session Wrap Up
Experience: All players were awarded 2 XP. Jon of Strathmore is a new player in the group. Known around the Hero Boards as wylodmayer.
Corruption Scores: Kaid +1

Observations:
This was a fun night for everyone except Nightstick (Kaid). He got the short end of the ugly stick right at the front of a major battle. That sucks. Once again, lots of disparate elements brewing in this game. Next adventure the party will get their “speaking rocks” so that they can stay in contact with each other. There was some really great team work in the last battle — both teams of two were overmatched but achieved stunning victories by using their heads and careful combat maneuvers.

Conclusion:
Nothing so much about the game. I need to integrate Jon into the group so that they form a whole team but running into two Ennwrathi in a single night may be the glue needed to forge the bond. Careful readers will note that the party rarely faces Ennwrathi, yet Tharad seems to be crawling with them.

I am also planning the next stages of the campaign and where we will go from here. The first part of the campaign has focused around an adventure from Dungeon and a second adventure from Ptolus. I can’t use much more of the Dungeon adventure and the Ptolus one has run into something of a dead end. I have some ideas though and the players are making this easy to run.
 

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