Showing posts with label dundraville. Show all posts
Showing posts with label dundraville. Show all posts

Tuesday, 24 November 2015

Chapter Seventeen Epilogue...

Heart-Broken Marigold Blames Herself For Peter's Death..

After a night of consoling Marigold, Cobblethwaite's Companions sat in silence in the main room of The Merry Riot as Darly, Dayla, and Dayl mopped the blood-stained floor around them.

Kirchin took control of the situation, realising that 'busy work' might help to keep the mind of traumatised Marigold off the gruesome death of her mentor.

Davian and Harry he tasked with the job of moving Peter's body as best they could into the back of the wagon, then covering it, for the journey back to Bendwyn.

As he trudged off, Davian muttered something about a bucket, but luckily Marigold didn't hear anything over her sobbing.

"I'm going to see if I can follow any of these trails," Kirchin said, gesturing at the blood, "Holly, why don't you take Marigold and..."

"See what I can find out about these creatures," the enthusiastic young scholar finished.

After a quick word with Bothwell, and learning that this was not the scheduled time for a visit from the druid, Holly knew exactly where she wanted to go first.

She guided Marigold south of the village and across the dried riverbed towards a hut on the outskirts of the village. Outside the hut she could see the fearsome, one-armed and ancient, warrior Tarik chopping wood.

They exchanged pleasantries and Tarik invited the young women into his hut for a drink. Holly immediately noticed a rack of a old books over the old soldier's bed and knew she had come to the right place.

As she explained, as tactfully as she could with Marigold by her side, what had occurred, she could read in the lines of Tarik's face that the adventurer had an idea of what these creatures were.

He reached up to his shelf and pulled down a couple of books, silently thumbing through them until he found what he was looking for in a large tome that Marigold recognised as the Monstrous Monstorum. "Peter has that book..." she started to say and dissolved into tears.

Tarik set the volume down on his crude table, open to a page dominated by a large etching...

The World-Breaker In The Monstrous Monstorum

"What you describe," he growled, "is the larval stage of a tarrasque... a world-breaker... a god-slayer. The most fearsome beast on all of Cidri. They are spoken of only in legend; one has not been seen in 500 years."

He ran his finger down the text that accompanied the picture and quoted: "The larvae are believed to combine into an entity known as an alitnil, a terrifying warrior in its own right, which then grows into its ultimate manifestation: the tarrasque. These beasts cannot be killed by the hand of mortal man."

Slamming the book shut dramatically, he shook his head: "I cannot believe that fool Jerol was keeping a tarrasque egg. What was he thinking? He has brought doom to Elyntia!"

Marigold was rocking to and fro, muttering something about "don't disturb the snark" as Holly decided it was probably time for them to leave.

Back in the forecourt of The Merry Riot, Harry and Davian stood by the cart, which had been secured to Kirchin's mule, Charles. In the back of the cart, covered by an unfortunately bloody sheet, lay the roughly human shape of Peter's remains.

Kirchin came back, shaking his head, and explaining that the blood trails had thinned out and become impossible to follow.

Bothwell, his sons, and the barmaids of The Merry Riot gathered for a somber farewell as the party set out towards Bendwyn like a funeral cortege, transporting Peter to his final resting place in the graveyard beside the Temple Of The Lady Of Healing.

To be continued...

Tuesday, 3 November 2015

Chapter Seventeen: Manse Raiders Of The Lost Art...

Part of the vandalised artwork, a portrait of Jerol  of Jirrey, retrieved from the 'haunted' manse

After resting in the crypt of Jerol of Jirrey, our heroes opted to pry open his tomb - and those of his four favourite hounds that had been placed around him to guard him in the afterlife. They found little of any interest (just a ring and an amulet on Jerol's rotten corpse).

After that they continued their methodical exploration of the rundown, near derelict manse and its subterranean servants' quarters.

Lots of packing crates, ruined food, and odd bits of equipment were discovered.

In one room they disturbed a nest of giant rats and Kirchin got quite badly bitten, and now suspects he may have the shaking disease known as 'filth fever' (which he has heard about, but lacks the knowledge to treat).

Back on the ground floor, the party discovered the skeletons they had destroyed previously had reformed and were waiting in ambush for them.

Marigold employed her magical tentacled wand which destroyed one most spectacularly, by pulling it apart, and consulting with Holly afterwards, the young scholar recalled hearing an old legend of a wand in the possession of an evil necromancer with similar abilities. It was known as the Wand Of The Marrow Squid.

The fight with the skeletons also saw Davian taking what might possibly be his first (albeit minor) wound in his recent career as an adventurer.

After that the main item of interest they found was a giant communal hall with a portrait of Jerol's adventuring party (The Most Excellent Brethren) and a couple of vandalised portraits of just Jerol.

Marigold was keen to remove the main picture from its frame and take it back to Peter Entwhistle, her mentor, as his father, Oblidah, was one of Jerol's team.

Eventually, the group suspected that they had cleared out the location of anything worth their attention, loaded the giant book of poetry, the painting, and the suit of plate armour from the treasure room onto their cart and headed back towards Dundraville.

As they near the village they hear screams from The Merry Riot. Bothwell meets them outside in a state of dismay and shows them in. There are trails of blood everywhere, leading back to Peter's room.

The wizard appears to have exploded when a half-a-dozen worms erupted from inside him. The worms had rapidly raced up walls, out the window, and out through the tavern, and away into the darkness.

One of the half-dozen worms that burst out of Peter Entwhistle (killing him)

CAST:

  • Davian (Kevin)
  • Harry (Simon)
  • Holly (played by committee)
  • Kirchin (Pete)
  • Marigold (Clare)

Tuesday, 8 September 2015

Chapter Sixteen: Return To The Haunted Manse...

Forest Wights: An Omen Of Ill Fortune ('They Feed On Schadenfreude')

The latest chapter in the adventures of Cobblethwaite's Companions began with Kirchin and Holly sparring in the courtyard of The Merry Riot in Dundraville, while Davian was inside running 'tests' (ie hitting with a hammer) on the magical skull ring he had found the day before.

Marigold cleaned herself up from her sudden bout of sickness as Harry took a test shot with his onyx bow... and promptly broke it!

Kirchin became obsessed with the idea that leather wristband Harry had claimed from the treasure chamber was to blame for this disaster.

But that was only the beginning of Harry's bad luck.

With Kirchin pushing the wheelbarrow he'd borrowed from Bothwell, the group headed back into the hills outside the village, past the old ogre cave and deeper into the woods. As the canopy closed above them and it got darker, they began to see dark shadows - with bright, burning eyes - darting back and forth between the trees.

Holly explained that these were "forest wights", generally harmless, insubstantial ghost-creatures whose presence was a portent of bad things to come.

Arriving at the walled manse, buried deep in the woods, and overgrown after decades of neglect, the party opted to head through the main gates and try the front door.

Unfortunately, as they trooped in, the ground gave way beneath Harry and he crashed down into a subterranean room, that turned out to be the derelict remains of an old laboratory.

The party carefully climbed down and Kirchin went to practice his physicker's art on the wounded bard... and ended up making the problem even worse. Harry's scream of pain was probably audible back in Dundraville.

'Ceiling Monkey'
While other healers in the group started working on Harry - and he took a swig of one of his healing potions - Davian was keeping an eye on a strange creature scuttling around on the ceiling that retreated into the neighbouring room when it caught sight of the size of the party.

Looking into the next room, a water-soaked old library, Davian saw there were five of these "ceiling monkeys" as he called them.

The creatures retreated when the adventurers entered the library and didn't appear to be much of a threat.

Heading through the library, the party found themselves in Jerol's underground study and realised they were now in areas they had explored before.

They explored the passageway where Kirchin deduced - with Holly's input - that the 'snark' had lured Peter Entwhistle away and attacked him, but couldn't figure out how Peter has escaped. Marigold - his student - did point out that he was a mighty wizard!

Beyond this area, in an overgrown gallery, they found what they presumed was the snark's egg, but - as far as they could tell - they had killed the only snark down here.

After some discussion, they decided to make for the staircase back up to the ground floor, where there was a door they hadn't tried.

Breezing through the corridor, they wandered into a ghoulish ambush and once battle was engaged at the bottom of the staircase, more ghouls poured out the kitchen behind them and trapped the party in bloody battle.

Ghouls...
Holly heroically charged the ghouls that were attacking from the rear, while the others dealt with the first group of ambushers. Then Holly hid in the wine cellar, while Davian took her place in the hall and Kirchin fired arrows (as he could) past him into the flesh-eating creatures.

It was a protracted fight but, boosted by Harry's singing and occasional bursts of magic from Marigold, Davian managed to overpower the ghouls.

After this fight, the adventurers rested for an hour in the wine cellar, then headed back to Jerol's bedroom, through the secret doors and into the crypt where they had found Kennet the other day.

It turned out the crypt contained Jerol's tomb. Not wishing to desecrate it, they paused to think where they would head next.

To be continued...

CAST:
  • Davian (Kevin)
  • Harry (Simon)
  • Holly (Erica)
  • Kirchin (Pete)
  • Marigold (Clare)

Wednesday, 2 September 2015

Prologue To Chapter Sixteen...

Bothwell and J'Homme were delighted to have Kennet back safe and sound

Marigold groaned and rolled over in her bed. She could hear the clatter of sword-on-sword as Kirchin and Holly sparred below the window of her room in the courtyard of The Merry Riot Inn.

It wasn't just the celebratory drinking from the previous night that was making her feel ill. She was still disturbed by what had happened when she snuck away to the tavern's cellar to try out her newly-found 'tentacled wand'.

The ale had been flowing freely - as landlord Bothwell refused to take coin from anyone, so pleased was he at the return of his errant son - but Marigold was twitchy and wanted to know more about her new possession.

Peter Entwhistle still didn't feel like his old self
In the shadows of the cellar she tried waving it at casks, mugs and crates, but then a large rat scuttled across the floor.

She pointed the wand, pressing down on the tentacle as she did and promptly vomited when the rat stopped in its tracks, spasmed and then folded flat into a thin envelope of flesh.

The creature's bones had somehow been pulled outside its body and lay in a rat-shaped pile next to the furry skin sack.

Covering her mouth, she ran back upstairs, past her partying colleagues - who were too in their cups to notice - and up to her room.

Well, at least now she had an idea of what the wand did!

Marigold's mentor, Peter Entwhistle, had spent the evening stuffing his face with food. Probably due to his extensive wounds, he still didn't feel quite right - despite the miraculous effect the 'joy juice' had had on him.

Although his colleagues had decided to return to the abandoned house to retrieve what treasures they could, Peter had declared that he would be returning to bed, and for them to wake him when they got back.

Berk wants the Joy Juice
The chubby bald halfling, Berk (co-owner of Berkclay Brothers Brewery), was fascinated by Peter and Marigold's descriptions of the powerful 'joy juice' and kept rubbing his hands gleefully asking Marigold if she could bring some more back from the house.

His rather slimy persona persuaded her not to reveal the fact that she already had a couple of extra vials of the mead-like liquid in her pack.

Nursing a thick head, Kirchin had risen early - having promised to work with Holly on some basic fencing techniques to hone both their skills.

Chatting with Bothwell, the ebullient publican had agreed to loan him a wheelbarrow, which was what Kirchin had wanted to retrieve the suit of platemail from Jerol's manse.

Holly had spent a great deal of the night before, and this morning, talking to the locals about Jerol of Jirrey. Piecing it all together with her own knowledge of the region's lore, she now had a better understanding of the legendary adventurer and his comrades in The Most Excellent Brethren (Jerol's very successful adventuring and trading company).

After she had sparred with Kirchin for a bit, she was going to visit the druid's circle outside the village and harvest some herbs to make healing balm for the party's return trip to Jerol's haunted mansion.

Davian was regretting agreeing to sample the Berkclay Brothers 'fire ale' during the boisterous celebrations for the return of young Kennet, but despite the heartburn he was now suffering, he was determined to find out more about the eternium 'skull ring'. Despite its very basic design, the ring seemed resistant to all damage.

Dwarvish tradition associated the mysterious metal with 'good fortune' and Davian scratched at his beard as he wondered if this ring would somehow grant him luck.

Having spent most of the last night gargling honey mead, poured for him by the tavern's three serving maids (the sisters Darly, Dayla, and Dayl), Harry was delighted to discover that come the morning his voice had returned.

With a song on his lips, and confidence in his heart, he was just about to try out his onyx bow at a target he had set up on the far side of the courtyard, when Marigold threw open the window of her room, stuck her head out and proceeded to be violently sick... breaking his concentration!

Darly, Dayla, and Dayl

Wednesday, 12 August 2015

Chapter Fifteen: The Hunting Of The Snark...

Magically animated skeletons guarded the treasure...

Although only moments had passed since the puzzle had been solved and the secret door revealed in the subterranean store room, it felt like months by the time the members of Cobblethwaite's Companions took their next breath.

A treasure room was revealed and the nest of skeletons within were quickly dispatched before the party could inspect the shelf of strange objects.

Kirchin (Pete's character) took the fancy-looking sword hilt; Harry (Simon's character) the wristband with a target painted on, which shrank to fit his arm when he tried it on; Holly (Erica's character) the doorknob (which was later discovered to have the power to unlock any locked door); Davian (Kevin's character) the gaudy skull ring of mysterious metal; and Marigold (Clare's character), the bird beak whistle and the copper rod with a live tentacle wrapped around it.

The Copper Rod

The suit of fine plate mail that stood in the centre of the room they agreed to return for later.

Around this time, they realised that their team mage, Peter Entwhistle, had disappeared and he was found a short ways away, lying face-down in a pool of his own blood and covered in bite marks.

Magical healing didn't do much and he drifted in and out of consciousness. Marigold then gave his a draught of the 'Joy Juice' she had found earlier in the wine cellar. This had the effect of getting the old mage drunk so suddenly he could barely crawl.

Thankfully the next room they explored contained a rough cot and the party let Entwhsitle rest there, while they continued their hunt for the missing boy, Kennet (son of Dundraville's publican Bothwell).

Once again, the dusty environs played merry havoc with Harry's vocal chords and after a while he found he could no longer belt out his morale-boosting tunes.

After a short scuffle with a pair of ghouls found scavenging in the old kitchen - and blocking the 'ghoul hole' in the wall with an overturned table - our heroes came upon a large study room, with a desk, broken chair and shelves.

Some philosophy books (a couple written by the building's former owner Jerol of Jirrey) were found, along with an enormous (four foot cubed) book of poetry and, locked away in the desk drawer, a pornographic novel with magically animated illustrations and sound effects! Marigold pocketed that ("To keep it out of the hands of children!")

Beyond this was a lavish, fur-strewn bedroom, where Harry spotted a secret doorway slightly ajar.

The 'snark'
- artwork by Jerry Boucher
While he and Kirchin investigated this, Marigold went back to check on Peter - only to be ambushed by a giant, ferocious creature that seemed to step out of the shadows.

It easily broke through the magical web Marigold cast at him, but Davian had heard her cries and come running.

The beast - which Holly would later tell them reminded her of a "snark", a bogeyman creature from children's fairy tales - then found itself trapped between the armoured dwarf and the staff-wielding sorcerer's apprentice.

Everyone stood their ground and eventually the 'snark' was felled.

With the monster dead, the party resumed their investigation of the secret tunnel beyond the bedroom.

It turned out that it led down to a crypt, where they found the terrified Kennet hiding. The party were rather suspicious that he might be some kind of shapeshifter or otherwise unknown monster, but the story he told of his coming into the house on a dare, then getting lost, tallied with what they knew.

Mission accomplished, the party decided to take Kennet back to his father, rest up in Dundraville, then return to the 'haunted house' on a more loot-driven exploration.

CAST:

  • Davian (Kevin)
  • Harry (Simon)
  • Holly (Erica)
  • Kirchin (Pete)
  • Marigold (Clare)

Wednesday, 15 April 2015

Chapter Fourteen: I Ain't Afraid Of No Ghost...

The overgrown trackway to Jerol's Manse - the "haunted house" the party are exploring...

After their mind-boggling adventure in the insanity of the Realm Of The Faerie, Kirchin, Davian and Harry were plagued by strange dreams.

Kirchin was walking the battlefields of his youth, searching for the wounded; Harry realised the man he thought was his father was in fact a cruel slavemaster running an illicit 'cobbling mill', that Harry had torched when making his escape; and Davian remembered a guard dog he had been fond of his youth that had given its life to alert his tribe of an impending orc raid.

Kirchin awoke to himself in the town's chapel, collapsed over the altar with no recollection of how he got there from his bed in the healing house!

Later that day, when the three heroes were dining at The Golden Axe, a young woman burst in and headed straight towards Kirchin.

It was Dayl, a barmaid at The Merry Riot in Dundraville, one of the women the group had rescued from the ogre a month or so earlier.

She explained that one of the sons of Bothwell, the landlord and her emploer, had disappeared and she feared that the ogre had returned.

Bothwell
Kirchin, Davian and Harry agreed to come and help in the search, alerting Holly, Peter Entwhistle and Marigold that they were going.

And soon the six-strong party were on the way to Dundraville.

By the time they got there, Bothwell's other son had admitted that he had 'double dared' his older brother to visit the haunted house in the hills beyond the Skulltop Hillock (where the ogre's lair had been).

The house had once belonged to a famous adventurer, Jerol Of Jirrey, but had fallen into disrepair after he died 40 years ago and no-one had been brave enough to venture there since as - as well as the ogre - they all believed it was haunted.

Guided to the bottom of the trail by the frightened villagers, by the time Cobblethwaite's Companions reached the house it was pitch dark, but they managed to find a trail through the overgrown grass between the manse and its curtain wall.

They followed the trail round to the back of the house, coming to a broken window where a small spot of blood was seen - the boy, Kennet, had cut himself on the glass getting in, making his trail inside easier to follow.

Cautiously they made their through a number of derelict rooms, following Kennet's trail, and calling out to him. Searching one room, a parlor of sorts, Davian found a 6" glass sphere, with a smokey interior, that he immediately wrapped up and put in his backpack.

In the manor house's tower, the group found a collection of old maps, some of which they thought might be worth something, so they pocketed those, but were generally pretty single-minded in their desire to track down the missing child.

A staircase in the tower led into the basement, and there the group found their first clues that Kennet wasn't the only creature in this building - there were a mixture of non-human (possibly monstrous) footprints before the trail disappeared completely.

In a wine cellar, Marigold siphoned off some mead-like substance from one vat labelled "Joy Juice" with the idea that she would study it later and then the party came into a looted armoury, where their attention was drawn to three precious stones embedded in the wall, with a cryptic verse underneath.

Cracking the code, they pressed the stones in the correct order. There was a click and the outline of a concealed door appeared.

To be continued...

CAST:
  • Davian (Kevin)
  • Harry (Simon)
  • Holly (Erica)
  • Kirchin (Pete)
  • Marigold (Clare)

Thursday, 18 December 2014

Marking Twelve Months Of Adventuring...


The Chronicles Of Cidri has now been going for 12 months, which is something of a record for the Tuesday Knights.

It kicked off using the The Fantasy Trip mechanics, the very old system (dating back to the late '70s) from Metagaming, under Pete's guidance (always with the understanding that he and I would share the gamesmastering duties).

During the Tuesday Knights' early adventures, fellow blogger Chirine ba Kal (of the excellent Tekumel blog chirine's workbench) drew my attention to the Dark Fable miniatures of Dr Mike Burns.

Chatting with Mike, who was also a fan of The Fantasy Trip, he turned me on to Heroes & Other Worlds, a modern adaptation of TFT.

I did some investigating, got a couple of copies of the core HOW rules (one for me and one for Pete) and we decided to 'upgrade' our campaign to this more current engine. We haven't looked back.

The adventures I've run for the Tuesday Knights have all been based upon scenarios cooked up by the brilliant Tim Shorts (either from his fanzine The Manor or his Patreon campaign to produce micr-adventures), while talented cartographer Simon Forster (who is also running a Patreon campaign) has provided us with fantastic maps - updated from the sketchy originals in the TFT books - of the heroes' home town, Bendwyn, and the surrounding area.

Links to Campaign Chapters:

PREQUEL: Origin Stories - we all make new characters, using the TFT rules, in the wake of our TPK in Meredith's Warcraft campaign.

CHAPTER ONE: Dem Bones, Dem Bones and CHAPTER TWO: Zombie Sex Slaves - our heroes clear the undead taint from an old healing house near their town, so Pete's character (Kirchin) can restore it to its previous function.

CHAPTER THREE: Let's Hunt Some Ogre, CHAPTER FOUR: Battle Thong Of The Ogre Republic and CHAPTER FIVE: Frogroth Rising - Our heroes go to the aid of a neighbouring town that is being plagued by ogre trouble.

[At this point I took over running the game and we segued into using HOW]

CHAPTER SIX: Who Let The Pigs Out? Our heroes help the local salt pit owner to rid his mine of a troublesome pest.

CHAPTER SEVEN: The Hunt For Margesh Blackblood (part one), CHAPTER EIGHT: The Hunt For Margesh Blackblood (part two), CHAPTER NINE: The Hunt For Margesh Blackblood (part three) and CHAPTER TEN: The Hunt For Margesh Blackblood (part four) - our heroes travel all around the region in pursuit of an elusive bandit (taking in some side adventures on the way).

THE TUESDAY KNIGHTS

Meredith's first character, an apprentice wisewoman, was killed during the ogre adventure and replaced by her fiery young rogue, Imogen.

Clare made a welcome return to the Tuesday Knights during The Hunt For Margesh Blackblood arc, bringing with her trainee wizard Marigold Weaver.

My wizard (Marigold's master), Peter Entwhistle, retired to NPC status when I took over running the campaign, as I wasn't comfortable with the idea of having him around as a GMPC.

Pete's GMPC, Kirchin, stepped up to full player-character status when I became the campaign gamesmaster.

Kevin is playing the group's tank, a beefy dwarven weaponsmith called Davian Battlebeard.

Simon is the group's moral support, morale officer and amoral thief, halfling bard Harry Cobblethwaite.

Wednesday, 26 November 2014

Chapter Ten: The Hunt For Margesh Blackblood, The Conclusion...

Captured: Margesh Blackblood

With the ogres dead, our heroes quickly found the hidden room where their quarry - the elusive bandit leader Margesh Blackblood - was hiding.

The charming outlaw endeavoured to open negotiations, but the fiery-tempered dwarf Davian Battlebeard was having none of it and attacked, backed up by the magical webs of young wizard-in-training Marigold Weaver. Blackblood shrugged off a couple of Marigold's treacherous webs and gave a dazzling demonstration of his swordsmanship, landing a powerful blow on Davian while almost simultaneously disarming the sneaky Imogen (whose twin daggers of death had come into play).

Harry the halfling bard provided musical support, his tune bolstering the party's morale.

He was, however, soon overpowered and bound in ropes by our canny heroes. Marigold used her staff to bludgeon Margesh unconscious. He was then stripped of his possessions and secured across the back of the group's mule, Charles.

Kirchin, the only skilled swordsman in the group, took possession of Margesh's fabled Sword Of Aquin (for safekeeping), before the group headed off back through the forest towards Horst, a village they planned to avoid because it was a hideout for Margesh's band of ruffians, on their route back to Bendwyn.

As they approached the tree with the word Croatoan carved on it, that marked the start of the narrow trail back towards the "hellmouth" crypt they had explored days earlier, they discovered three corpses across the path - two men (no good ruffians, by the look of it) and a bound-and-gagged peasant woman.

A trail of blood led away from the site along the same path the party was taking, so they investigated only to find themselves back at the murder site. Although this time the woman's corpse had disappeared.

Perplexed, they carried on and again found themselves back at the murder site, although this time the woman's corpse had returned and one of the dead thugs now looked suspiciously like Kirchin!

Pressing on, our heroes found themselves once more approaching the murder site - only this time the murder seemed to be in progress and the path was blocked by a gigantic bear of a man, with bulging eyes and a frothing mouth, swinging an enormous axe.

Kirchin fired an arrow at the berserker, alerting him to the party's presence and he charged them. Marigold zapped him with a magical web, but he kept charging, head-down, like a bull and went crashing into the party.

Kirchin had dropped his bow and drawn the Sword of Aquin and in the ensuing tussle he decapitated the insane murderer.

Davian recognised the dead man as one of the shady folk he had seen the other week in Skarg's bar, back in Bendwyn, and Imogen realised that's where she knew the other two dead men from. The woman's identity remained a mystery.

Harry and Marigold went through the dead man's backpack, finding a stash of adventuring equipment, which the group divvied up, and a coin purse that contained - as well as cash - a crumpled note that Marigold read out aloud:

"to those of you who have killed Garig, thank you. I extend my offer to you as I did to him, bring me a woman of virtue and I will reward you with magic"
Although the party had already suspected there was some powerful magic at work here, this confirmed it and Margesh identified the mark at the end of the note as the sign of the legendary "witch of the forest", although he thought she operated in the far south of the Huldre Forest, beyond the Bright River.

It took the group some time, and a diversion to the tomb of Viktor Volkov, to realise they had somehow broken the magic spell - although it wasn't until they got home to Bendwyn and were telling the tale of their adventures that someone recognised Garig as the berserker from his description.

The party made their way out of the forest, heading to Dundraville, where they were warmly welcomed and put up for the night, before finally making it home to Bendwyn.

Sir Browyrd, the duke's agent, had left a message that a runner should be spent to Dranning upon our heroes return with the captured bandit.

Margesh was taken into custody by guard-sergeant Max Beerfoam and locked up in the town watch house, leaving our heroes to catch their breaths, celebrate their triumph and try to return to their normal lives.

CAST:

  • Kirchin (Pete)
  • Davian (Kevin)
  • Harry (Simon)
  • Imogen (Meredith)
  • Marigold (Clare)

Wednesday, 2 July 2014

Chapter Seven: The Hunt For Margesh Blackblood (part one)

Skarg The Half-Orc Was Not A Welcoming Host...

Our heroes had learned of the bounty on the cad Margesh Blackblood and that he had ambushed the Sheriff's tax collectors outside the town of Trews.

Kirchin (Pete's character) and Harry went off to purchase supplies for the cross-country journey, but Imogen (Meredith's character) spotted a shady contact from her youth, a skinny lad called Cooper, looking shifty and heading towards the out-of-town dive known as Skarg's - after its half-orc owner.

Cooper
Imogen and Davian (Kevin's character) weren't exactly welcomed in Skarg's, with the foul-tempered half-orc showing them the door and his loaded crossbow.

Naturally a brawl broke out at the entrance to the drinking establishment with Davian and Skarg trading blows and wrestling, while Imogen slipped back inside and raced up to the roof to find Cooper. Too late, he had already released a messenger pigeon - but Imogen gave him a sound beating and got him to confess it was going to the town of Horst.

Eventually, Davian managed to clock Skarg on the back of the head with his mace, bringing the half-orc to his knees, but then he and Imogen left to meet up with Kirchin and Harry. However, Davian was heard to mutter threats about "coming back and burning the place down". Apparently he wasn't happy to have a crossbow pointed at his face in "his" town.

Even though the reward for the capture of Margesh maxed out at about 250 silver coins, Kirchin had spent 600 silver on equipment for the whole party and got them a donkey - called Charles - to carry the extra gear.

Imogen explained why they should start their investigation in Horst and so that's the direction they set off.

It was a three-day journey, but on the first night they stopped off at Dundraville, where they were welcomed as returning heroes, and the evening passed amidst a cloud of fine food, drink and conversation (the main topic being local politics and Margesh Blackblood, indolent noble-turned-self-proclaimed-people's-champion).

Horst (map by Dyson Logos)

Eventually our heroes arrived at Horst and found the house that Cooper described. By the sound of it there was a riotous party going on inside and so eventually the group decided to try and infiltrate this, as they'd heard tell that Margesh had 20 or 30 men in his gang and so a frontal assault was definitely off the cards.

Harry climbed onto the roof, where he spied a drunken guard snoozing against a pigeon coop. He seemed to be cradling a dead pigeon and Harry tried to extract the bird from the drunk man's grasp. The drunk stirred, as though waking, and Harry sung him a halfling lullaby, sending him back to sleep.

The pigeon still had its message bag attached to its foot and Harry carefully pulled out the fragile message - a coded string of symbols - and then returned it to the message bag, before he scuttled back down to the ground and drew out the message he had seen for the others to try and translate.

The "cryptic message"

[As a brief aside, because I don't think it'll be that important now. I scribbled out Cooper's coded message on a tiny sliver of toilet paper. And when Pete - as Harry - was looking at it, and memorising it, he was looking at the back of the paper. So the message he then drew out for the rest of the paper was backwards!]

Davian, bearing a cask of beer, and Harry then effectively gatecrashed the gang's celebrations while Kirchin and Imogen snuck round the back of the house.

The drunk bandits were conned into thinking that the dwarf Davian and halfling bard, Harry, were "the entertainment" - although things almost turned nasty when our heroes found themselves surrounded in a backroom of the gang's hideout.

There was loud, repeated, chants of "Dance, monkeys, dance!"

While Harry provided the musical accompaniment, Davian was made to dance on the table (he didn't dance well and ended up falling off. One of the bandits tried to give him a kicking but was too drunk to connect).

Meanwhile Kirchin and Imogen had set fire to the back of the house - as a distraction - and retreated to a safe distance to see who came out.

Jerron
It was quite obvious that inside a fellow named Jerron was calling the shots and when the fire was spotted he ordered everyone out, although one gang member disappeared through a different door.

Harry and Davian slipped out with the gang (Harry, unnoticed, lifting a tube of coloured liquid from Jerron's belt). Except for Jerron and another, the assorted thugs went round to the back of the house to try and put the fire out - with the help of their neighbours who had spotted the burning building.

The drunk guard on the roof had been awoken by the fire and in his panic ran off the roof, crashing into the street and breaking his neck!

The gangster talking to Jerron went back into the burning house, returned a few minutes later and spoke to Jerron again before they both went back in and returned with the missing gang member - who had apparently, somehow, broken his leg really badly and looked like he was at death's door.

Kirchin was already tending to the guy who had jumped off the roof when Jerron asked him if he was healer, then ordered him to help his colleague.

The physicker - telling Jerron his name was 'Charlie' - bound up the broken leg and got chatting with Jerron, who said he could always do with someone with Kirchin's skills in his gang and was he interested?

To be continued...

Thursday, 29 May 2014

Chapter Five: Frogroth Rising!


Descending the ladder (found at the end of the last session) further underground, we found ourselves in a corridor where Davian Battlebeard (Kevin) set off a swinging club trap - but managed to avoid serious harm because of his armour.

The corridor led into an alchemist's lab, that we turned over as we are wont to do. An animated broom decided to attack Harry the halfling (Simon), but in the end we overpowered it (I managed to set it on fire, but Pete's GMPC, Kirchin landed the 'killing' blow).

Among the books and alchemical equipment, on tables around the room, I found a diary belonging to someone called Suto who was allied with an entity called "The Voice Below", was hunting for the "Codex Illium" and wanted to summon the demon Frogroth.

So, we were kind of right in that the ogre we defeated last time wasn't the "Big Bad", it's just that he was working for this evil Suto guy.

There were three passages out of this room and heading north we found a bedchamber - with more books and a diary, this time belonging to an old man called Erazmus who went on about unspecified "secrets" under Dundraville.

We then took the eastern passage out of the lab and - after carefully avoiding a giant Shrieker mushroom, clearly left as an alarm - we came upon a temple-like room where the elderly Suto himself had a silver pentagram on the floor and was just in the process of summoning Frogroth.

This was my wizard's chance to shine and he burned the last of his stamina casting a magic rainstorm over the room that extinguished all the sorcerer's fires, preventing him from completing the ritual.

Davian waded in, followed by apprentice wisewoman Veriel Whisperwind (Meredith) while Kirchin and Harry shot missiles from the doorway.

Unfortunately, Suto was able to throw up a protective shield that blocked our attacks. Then he summoned a gargoyle - out of the ceiling stonework - to aid him. Both Davian and Veriel managed to land attacks through the shield, but didn't really seem to be doing that much damage.

However, around this time Peter Entwhistle (my wizard) remembered the potion of strength he'd discovered earlier and necked it, but just as I was going all Popeye, the gargoyle grabbed Veriel and tore her in half (splattering the rest of us with her blood!).

Taking my magic staff in both hands, I roared into physical combat with Suto, as Davian and I sought revenge on the summoner - by trying to beat him into a paste on the floor.

The gargoyle had also slapped Davian around a bit, nearly killing him as well, until Harry felled the rock creature with a well-aimed stone from his sling.

In trying to batter our way through the magical shield, I'd managed to break one of Suto's arms and, in quick succession, Davian landed a pair of blows that broke our enemy's legs - but not before he'd managed to summon a poisonous spider, that took a bite out of Kirchin.

Eventually, the epic confrontation came to an end, with us wearing Suto down until Davian could finally deliver the killing blow.

Once rested, we moved Veriel's body to the bedchamber before exploring the final passage out of the lab. Down there we found a room of cages where the two villagers were being held: Dale, a serving wench from The Merry Tavern, and gnome merchant called Jonas who promised us great riches for rescuing him.

After that we left the cave complex, heading back to Dundraville to get villagers and carts to help us retrieve Veriel's body (to give her a proper elven burial back at Bendwyn) and - of course - the treasure (including another library-worth of magical and mysterious books for Entwhistle to add to his growing collection).

Chapter Four: Battle Thong Of The Ogre Republic!


Although five weeks had passed in our world, mere seconds had elapsed in Pete's campaign world when The Tuesday Knights resumed our campaign yesterday, still on the hunt for that elusive ogre that had been pestering the townsfolk of Dundraville.

We also suddenly realised that we did know the name of Simon's halfling bard - it's Harry Cobblethwaite... although I dread to think what song he will compose after this adventure.

The next room our brave heroes came to turned out to contain the ogre we were looking for - dressed in a hero harness and a thong, drunkenly collapsed across a table and snoring loudly.

We debated, in hushed tones, for ages about what to do next - ultimately coming back to the simple stratagem of hitting him until he fell over. It was - as all fights in The Fantasy Trip appear to be - a quite brutal fight, but somehow we miraculously came out of it relatively unscathed, while the ogre ended up unconscious.

Davian Battlebeard (Kevin), our feisty dwarf, was all for killing him straight away and after further debate, we agreed to look away while he caved in the beast's skull with his mighty mace.

I must confess to my wizard's eyes, he seemed rather small for a typical ogre and I'm rather worried that he might have been just a pup and the real ogre is still out there somewhere.

Anyway, I magically opened the ogre's giant treasure chest, which turned out to be full of silver coins, but still no clue as to where the villagers that the ogre had taken hostage (and we were supposed to rescue) were being kept.

And so we headed on, narrowly avoiding the ogre's pet wolf - thanks to our resident elf naturalist Veriel Whisperwind (Meredith) who calmed him down (and aims to return later with the idea of adopting it as her own pet) - and found several other abandoned rooms, and the way back out the cave mouth, but so sign of the kidnapped townsfolk.

Coming out of the cave system, we rested for a couple of hours, had some lunch and then returned to the concealed entrance through which we had first entered the caves, so we could check out a couple of passageways we hadn't explored before.

A tussle with a dire skunk and half-a-dozen poisonous centipedes later and we were still no closer to finding the kidnappees.

At my suggestion we then checked the eye sockets of the giant skull face carved into the hill (the mouth being the main cave entrance), but besides Harry getting into a scrape with a young vulture there were no clues.

Finally, and I can't remember who suggested this, we returned to the ogre's room and re-examined his storage alcove, finding foot prints we hadn't seen in our hurry before - foot prints that disappeared into the back wall.

One magical 'knock' spell later (thank you very much) and a hidden passagway was revealed, leading to a shaft, with a ladder to one side, descending down further into the earth.

To be continued...

Chapter Three: Let's Hunt Some Ogre!


Turns out that our group's celebrity reputation - after our last adventure - isn't restricted to our own town and has spread far and wide.

Not only have we attracted the attention of a travelling halfling bard (Simon's character) who wants to chronicle our exploits in song, but we received a plea for help from a neighbouring town, Dundraville, that was having a spot of bother with an ogre.

At an impromptu council meeting in The Golden Axe, we learned that the ogre had been taking tributes of ale and sheep from the town for years, and the townsfolk were happy to oblige, but it had recently upped its demands to include building materials, gold and finally people. When the villagers objected to the last demand, the ogre - whose name might be Blerg - kidnapped two peasants and returned to his lair in the nearby Skulltop Hillock.

Accompanied by the bard (whose name we either didn't catch or didn't care about), Davian Battlebeard (Kevin), Veriel Whisperwind (Meredith), Kirchin (Pete's GMPC) and I, Peter Entwhistle, wizard extraordinaire,set off to Dundraville.

Dundraville is primarily known as the home of the Berkclay Brothers' Brewery - so we immediately knew how they could repay us for handling their ogre problem - but we also heard tales of ghostly lights in the woods, the disappearance of an itinerant dwarf carpenter and the belief that the ogre was now trying to excavate an ancient warrior's tomb.

After spending the night in Dundraville, we set off at first light towards the nearby hills, aiming to discover a "secret" passageway at the rear of the caves where the ogre lived.

Our first encounter was a dozing hobgoblin shepherd, surrounding by 'his' flock. While Veriel was able to sneak reasonably close to him, the sheep started bleating and he awoke. So we had to take him out.

Although we knocked him unconscious, Davian broke the monster's neck before we could interrogate him. Davian clearly has some anger issues to deal with when it comes to hobgoblins!

Nearby was a foul-smelling narrow passageway through the rocks into the back of the hillock, so we squeezed in - doing our best to tread in as little excrement as possible. Turned out there was a bat cave at the end of the passageway, its floor deep in a guano.

Venturing further in to the cave system, we were prevented from going down one passage by the presence of a giant skunk, but in another direction we found a sealed tomb in which apparently lay the bones of a great dwarf warrior. Davian stripped the corpse of its fine suit of chainmail but then he and Veriel disturbed a slumbering skeleton and were attacked by the undead fiend.

The creature was quickly dispatched, although Davian's new suit of armour helped protect him from taking too much damage.

While we rested - I needed to get my breath back after some spectacular magic use - a couple of fire beetles scuttled in and were promptly dispatched.

Heading on, we came to a large cave, where a couple of other fire beetles were hanging out, but we managed to avoid them and make our way down a long winding corridor that appeared to come to a dead end. Once again, the mighty wizard Entwhistle saved the day and used sorcery to open a secret door into a chamber filled with crates, casks and a hand cart.

We checked these out, then debated where to head next.

And that's where our story ended for the night...

This tale of great derring-do will continue in April and hopefully by then, the townsfolk of Bendwyn will have catalogued all our treasure from our first adventure (I have my eye on the baby dragon skeleton, for my shop, and all the tomes and scrolls - as the only one in our town who can read) and Simon will have come up with a name for his bard!
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