Showing posts with label Wickerwood. Show all posts
Showing posts with label Wickerwood. Show all posts

Saturday, November 7, 2020

Forest of Wyrd Session #26 - The Gloaming Lord Released

DRAMATIS PERSONAE:

Vegarious (Changeling 3)
Ranza (Changeling 3)
Jonesomon (Specialist 4)
Gnarl (Wood Gnome 4)
Hobbs (Hedgefey 4) 


A whispered conversation (out of earshot of Lithilith) resulted in a plan of action to deal with all their potential foes.  First step would be take care of Lithilith and the wolf. Remembering the anti-magic properties of the true water , the party decided to lure the strange creature to the moon pool and push her in, hoping that she was some sort of magical construct and could perhaps be deactivated that way. Getting her there was easy; she simply followed along after the party as they made there way to the chamber.  Once there, Ranza distracted the creature by asking questions about the inscription, the moonlight, and so on. Once Lithilith  was distracted, Hobbs dropped down behind her and Vegarious pushed her over the hedgefey and into the pool. The water unfortunately had no obvious effect, but it at least got her out of the way for a bit as she swam to shore. The wolf, however, now turned on Vegarious and breathed a chilling cone of frost at the changeling. In return., everyone else turned on the beast and in short order the animal was dead and floating in the pool. By now Lithilith, having endured a rain of missile fire, reached the edge of the pool and hauled herself out, lashing out at Hobbs who stood closest. It turned out her touch also spread a chill, but the tough hedgefey shook it off. And in short order Lithilith was likewise slain, her bone and porcelain body shattered by multiple blows.

While considering what to do next, the party headed to Lithilith's chamber to search for loot and clues. Apart from the two blue and silver tapestries, the only items of real interest was a stone jug and basin. The jug contained a thick and viscous blood red liquid, the purpose and power of which the party could not decipher. While most of the party was engrossed with the gross liquid, Jonesomon headed out into the outer round corridor to look around. And ran head long into one of the column guardians from the central dome. Clubbed nearly to death, he yelled a warning to the party and started to retreat back to the room. Thinking to trap the thing in Lithilith's chamber so they could leave it there out of (their) harms way, Vegarious cast invisibility and slipped out of the other door to get behind the thing. Everyone else prepared to meet it and lure it in the room. The plan went somewhat to plan, with the guardian  in the room, but obviously powerful enough to beat down the door, as it now turned to do. So the party opted to destroy it instead, a task at which they were successful after much beating and hammering on it. Pausing for a moment after that battle to mend wounds and clean weapons, they next decided to take care of the last column guardian, so as to not leave it in the rear. It still stood immobile in the central chamber, so everyone opened up on it with long range missile fire through the portcullis separating Lithilth's room from that chamber. The guardian pushed forward and ripped open the portcullis, but luckily had taken so much of a beating the party was able to turn it into a pile of rubble like the first with little additional harm. 

However, several of the party had taken some harm, so they decided to climb back above ground and spend a few days at rest in the inn to recover and prepare to face the Gloaming Lord. Heading back to the chime room, most of the party assembled around the Gloaming Lord's resting place while the still invisible Vegarious range the chimes to reproduce the tune hummed by Lithilith. This caused the resin in both sarcophagi to soften, but not enough to allow someone to reach in. Jonesomon went to the empty sarcophagus and attempted to drive in his spear. Which did work, but at the same time it seemed to draw in both the spear and Jonesomon; only by luck and quick reaction was the specialist able to release his grip on the spear to time to avoid being drawn in himself. And once he let go, the resin 'rejected' the spear, pushing it back out to fall on the floor with a clatter. As this was going on, the others noted the Gloaming Lord started to stir, settling back into somnolence when Jonesomon and the spear had been expelled from other resin filled sarcophagus. And it then dawned on them what needed to be done to release the Gloaming Lord; another living thing had to be encased in the second sarcophagi to take his place in whatever realm of statis he lay. 

But did in have to be intelligent? Gnarl headed up above ground, and scooped up a wayward squirrel. While everyone else got ready the shank the Gloaming Lord if necessary, Vegarious rang the chimes with Lithilih's tune, and the wood gnome tossed the squirrel into the softening resin. It sank almost immediately to lie down among the crown and other treasures. Meanwhile, on the other side the Gloaming Lord stirred and rose out of the resin. He was obviously blind, his eyes completely white and sightless. Clad in mail made of lacquered metal leaves and clutching a gold and lapis lazuli rod, he stepped out of the resin, essentially ignoring everyone around him. Hobbs and Ranza started to ask questions. But he brushed them off with non-answers, being particularly dismissive of the changeling, who got the distinct feeling she was considered less than dirt to this fey lord.   The only useful tidbit they gleaned was he had been imprisoned here by Lord Iroch, a name they recalled from the Woad Chief's Barrow and the Twilight Archon. 

Ignoring all, Nimon just walked away, heading to the upper level. While Hobbs and Jonesomon worked to recover the treasure in the resin, the invisible Vegarious followed close behind the Gloaming Lord, and Ranza and Gnarl trailed further back out of contact.  Nimon went straight to the secret room. There, he laid his hand on the surface of the levitating cube, and in an instant it split in two. Inside was a golden reliquary, inside which Vegarious could see a beating heart. Thinking nothing good would come of whatever was happening here, Vegarious and the now arriving Gnarl and Ranza drew their weapons and confronted Nimon. He just raised  a hand, cast a spell, and the three found themselves trapped in an extra dimensional maze. Thankfully, it was only temporary, but when they retuned Nimon the Gloaming Lord has disappeared.  

TOTAL XP
9650

GAINS
Mirror in silver flower setting with round moonstone and onyx [900sp]
Scepter of golden vines, topped by a large ruby [700sp]
Silver fife inscribed with flowing unreadable script [300sp]
Goblet carved from a single piece of translucent, blood-red stone and set with green gems. [600sp]
A gold crown, carved to resemble a laurel, bedecked in green gems [1500sp]
A brass and silver telescope, inlaid with images of unknown constellations. [200sp]
A miniature, folding astrolabe [200sp]

KILLS/VICTORIES
Lithilith, the Watcher of the Resting Place
Rime Wolf
2x Column Guardians 

LOSSES
none

Sunday, October 25, 2020

Forest of Wyrd Session #25 - Nimon the Gloaming Lord

 DRAMATIS PERSONAE:

Vegarious (Changeling 3)
Ranza (Changeling 3)
Jonesomon (Specialist 4)
Gnarl (Wood Gnome 4)
Hobbs (Hedgefey 4) 


Joined by Vergarious as they stood in the corridor, the party opted to explore further, even though Gnarl was in pretty hard shape. Continuing around the circular corridor, they came to a door. It was made of the same translucent material as the rest of the complex, with a doorknob in the centre. Jonesomon scanned for traps and found nothing. But Hobbs received a nasty surprise when he reached out to touch it; a chill of unnatural cold shot up his arm, freezing and numbing. He next tried the doorknob and got the same response; and discovered the door was locked anyway. Opting to ignore this door (and it's twin at the other end of the passage) for now, the party instead headed down a new corridor that split off perpendicular before curving back towards the north. Along the flat section of wall between the two was an unusual, animated picture. Contained within a box frame, it was animated and almost three dimensional. It depicted a fey lord on a charger, leading a fey host in battle against a human army. Jonesomon was able to discern it depicted a scene from way back in time, sometime shortly after the days of the D'war. Poking, prodding and attempted ignition uncovered no useful information, so once more the party moved on. 

At the end of the new corridor was another door, just like those previously encountered. Except this one was not trapped. It opened into a long room, above which floated a strange layer of crystalline dust. Surrounding the centre was a low wall, around an opening in the floor that allowed access and view to the room below. At one end there was also a set of stairs leading down. The party was careful and methodical, searching for traps as they moved into the room. Suddenly a section of floor ahead lit up and shot a column of brilliant blue light towards the ceiling, fading and disappearing after just a few seconds. Shortly after another column of light engulfed Hobbs as he stood looking down the stairs, blinding the hedgefey temporarily. The others carefully led him downstairs and out of the danger zone. From upstairs, the room appeared have have metal pillars holding up the ceiling. In fact, it was a series of large metal chimes hanging around the perimeter of the room. At the far end was another door. The party split at this point, some headed for the door and others staying in the chime room. Beyond the door was a plain room containing two rectangular shapes. Upon closer inspection, they were revealed as sarcophagi. Each was filled with some sort of hard clear resin. One was empty except for a crown, metal tube and astrolabe type mechanism encased in the resin. The other contained the preserved body of a fey lord, surrounded by treasure; scepter, goblet, rod, and mirror. The resin itself was very hard; could barely be scratched with even magical weapons. Out in the chime room, Gnarl playing around with the musical instruments a bit, and was rewarded with a strange high-pitched trilling sound. And a trickle of fine dust from the ceiling, which made everyone yell 'stop!' to the wood gnome, fearful that the ceiling might crash down on them. 

Feeling somewhat underpowered and under prepared, the party decided to head back above ground and rest until the full moon. By then everyone would be be healed up, and they assumed something significant would happen with the moon pool by then. On their way out, Vegarious and Ranza, in turn, explored the central dome once more. Vergarious, entering invisible, noted only one stone guardian in the room, and it did not seem to notice her. Ranza, entering while visible, was seen and she beat a hasty retreat as the guardian started to advance. Both noted a faintly glowing blue patch in the centre of the room. 

Back in Wickerwood, they rented rooms at the "Nine Cups and a Cask" for the week to take their rest. They also decided to head back to Wild Gerta and Thorguld Red-Nose, to get more healing help and perhaps some information on the mysteries of the keep; the fey chambers below it and the strange idol from the tower. Ranza and Vergarious headed off to see the witch, who greeted them as creepily as before. Matters went downhill fast when Ranza realized they couldn't really afford to buy healing potions at Wild Gerta's inflated prices, but the witch was insistent that they'd made a deal and it had better be kept. In the end, Ranza traded 500sp for information on the moon pool. Wild Gerta told her the moon was a source of power for the fey lords, and that the pool they described was likely true water. This substance was enchanted by the rays of the moon, and exhibited anti-magical properties. If placed in anything other than a vessel of noble metal though, it lost its power due to contamination and fouling. The pool itself was likewise susceptible to contamination, but the light of the full moon would re-sanctify it. Taking the information in, Ranza turned to leave. But Wild Gerta grabbed her arm, and then bit her hand. As a reminder, the witch said, of their previous and still extant deal for healing.

Meanwhile, Ganrl and Jonesomon headed out of town to Thorguld's shack, finding the burly man at home this time. Unfortunately, he immediately turned on Gnarl, slapping away the strange idol the wood gnome carried and started to hit Gnarl about the head. All the while screaming something about smelling the spore of that witch on him! Gnarl retreated, and Jonesomon calmed the mountain man down. It seems Thorguld was being serious when warned them last time about dealing with Wild Gerta; he had some sort of hate on for the old buzzard and now refused to deal with Gnarl. But he did deal with Jonesomon, selling two healing poultices. Asked about the idol, Thorguld told him it was probably a representation of one of the old Wood Gods, primordial spirits of the Forest of Wyrd once worshiped by many before the coming of the Church of the Three Virtues. While many of the Wood Gods were benign and even helpful, this one he felt was of darker purposes. And noted it reminded him of the weird pagan rituals practiced by the charcoal burners in the hills above Coldhome, a village to the north.  

On the night of the full moon, the party headed back into the dungeon. There they found the moon pool clear and pure once more. Gnarl used his silver flask to carry some to the black cube and then to the sarcophagi, pouring it out to see it it had any effect. But no luck. Ranza also decided to wash her hand where the witch had bitten her; the persistent stinging at least went away. They then headed for the as yet unexplored doors, and were surprised to find them unlocked and no longer trapped.  Heading inside, they were likewise surprised to see it occupied. Sitting on a small bed was a strange doll-like creature; formed of porcelain and the knuckle and finger bones of some giant creature. When asked, she said her name was Lithilith and she was a servant of Nimon the Gloaming Lord. Sitting next to her was a massive, dire wolf like creature with oddly blue-tinged fur. Further questioning did not reveal much, as her answers were cryptic and interspersed with strange trilling humming when she didn't want to answer. They found out the full moon had unlocked the doors; otherwise she couldn't leave the chamber unless someone activated the glowing blue patch in the domed room. They also learned that it was Nimon who lay in the chamber below, and there was no lady or other who did/should occupy the second sarcophagi (Ranza, keeping past experience in mind, used detect invisible to confirm there was no one in the sarcophagi or hiding elsewhere.) Asked about and then brought to the cube chamber, Lithilith became agitated and confused  and would not or could not tell them anything. She was also unclear about Nimon; was he dead, in stasis, or something else? Why was he here and what exactly was she doing here? 

Getting a very bad feeling, the party decided to leave Lithilith and the wolf behind, and head down to the burial chamber.  But they'd forgotten about the second door, and she and the wolf followed them, she humming that trilling song all the way. Was there a connection between her song and the chimes? What would happen if they played the song on the chimes? But they then worried what would happen if they somehow released Nimon; could they deal with him, plus Lithilith and the wolf, plus the still extant stone guardians if things turned hostile? So many questions to ponder ....

TOTAL XP
0

GAINS
none

KILLS/VICTORIES
none

LOSSES
none

Saturday, October 10, 2020

Forest of Wyrd Session #24 - Below Wickerwood Keep

DRAMATIS PERSONAE:

Ranza (Changeling 3)
Jonesomon (Specialist 4)
Gnarl (Wood Gnome 4)
Hobbs (Hedgefey 4) 


Jonesomon, still suffering from an acute case of 'boulder to the face', opted to spend the next few days recovering in bed. The trio of Ranza, Gnarl amd Hobbs took this time to address some unfinished business. First up, honouring their pledge to the ghost of Thayn Lorgan to give his body a proper burial. They brought this up with Sister Taritha. While sympathetic, she could not allow this as burial of a traitor in her shrine as it would negate the holy barrier that protected it, and would also put her in a most awkward position should  Earl Olfric find out. She did agree to officiate a discrete burial inside the keep yard, a task accomplished under cover of darkness and fog the next night. She was also able to explain a little about the protection provided to settlements in the Forest of Wyrd when a properly anointed lord was in charge; Thayn Lorgan's rebellion broke this trust and protection, and permitted the giant and the hobs to cause such havoc. Questioned as to why Thayn Logan rose in revolt, she indicated the Thayn believed he had a better claim to the Earldom based on both his bloodline and the rumors that fey blood flowed in Earl Olfric's veins. 

Meanwhile, they spent the days searching the perimeter of the keep, looking for secret passages or hidden cellars they may have missed. And were rewarded by finding both. A secret postern gate was discovered at the base of one tower, but it unfortunately led nowhere new and interesting. However, while searching the corner of the keep ruined by Earl Olfric's siege engine, they discovered one location where part of the fallen wall had smashed through the floor,  uncovering a narrow crawlspace into some chambers below. 

Once Jonesomon had recovered sufficiently to face danger, the party returned to the keep and entered the chambers below. They were constructed of a curious translucent white material, and though obviously long hidden, showed little sign of  dust and decay. Starting a thorough investigation of the first room they found, everyone was surprised when chairs and stools 'rose' out of the floor whenever they stopped moving for more than a minute. Their search also uncovered a off-coloured panel against the back wall, and when Gnarl placed his hand on it, the image appeared of a rose etched in the stone. After some experimentation, they discovered the thorns would magically prick one's finger, and the blood dripping on the wall opened it, revealing another chamber beyond.  This chamber contained nothing but a 3' cube of black stone, floating as it by levitation about 2' above the floor. An extensive round of investigation and tinkering uncovered nothing except that fact that the cube was at least partly hollow. The party decided to leave it for now and return later, perhaps after uncovering more information further down the corridor. 

That corridor joined another, circular passage. Which itself intersected with a circular, domed chamber. A pool of crystal clear water filled the room, on the surface of which fell from above a shaft of light. Around the pool were four alcoves, three of which contained statues and the fourth an upright slab of yellowish marble. While Hobbs stripped out of his armor and jumped in the pool, the others examined the alcoves. The statues were of nude elfin figures (the centre one female and the others male), each holding aloft a representation of the moon. The male statues each held one of a waxing and waning gibbous moon, while the female statute held a full moon.  On the yellowish stone slab in the last alcove was a short couplet in archaic fey: 

                                                        “She shines upon the waters
                                                        and the waters remember her”

Surmising this referred the the full moon shining on the pool,  and noting the moon was still some 6 or 7 days from full, the party opted to move on for now. Helping Hobbs out of the water, they also noted that the water (now fouled with badger fur and dander) did not actually touch the side of the pool. It instead was 'levitating' a fraction of an inch away from the sides. 

Back out into the corridor, they entered a short passage leading towards the centre of the circle described by the corridor. This led to another circular room. But before they could look around too much, the light from Hobb's lantern played and flashed brilliantly off the polished walls, dropping Jonesomon unconscious and leaving the rest seeing stars. Quickly shuttering the lantern to stop the kaleidoscope, the conscious trio sensed movement, and the two with night infravision (Ranza and Gnarl) could see two things that looked like large stone trees moving towards them. These proceeded to club at Gnarl and Hobbs, blooding the wood gnome badly and forcing them all to retreat (dragging Jonesomon behind them) back into the hallway. And thankfully the things did not follow ...

TOTAL XP
0

GAINS
none

KILLS/VICTORIES
none

LOSSES
none

Saturday, September 12, 2020

Forest of Wyrd Session #23 - The Dead Thayn and Other Stories

DRAMATIS PERSONAE:

Ranza (Changeling 3)
Jonesomon (Specialist 4)
Gnarl (Wood Gnome 4)


Thrax, Hobbs and Vegarious were swept away by the jubilant town crowd, leaving  Ranza and the just returned Gnarl standing over the comatose Jonesomon. Having lost their companions for the moment,  the pair dragged Jonesomon off to the "Nine Cups and a Cask" Inn so a day of good rest and a few healing potions would get him back on his feet. For the trio planned to search the Keep now that the giant was taken out, looking hopefully for some monetary reward for their troubles. 

Headed back to the Keep the next day, they opted to climb once more up the garderobe rope, the front gate being still barred and inaccessible. At the top floor, they first searched the fallen bodies of the hobs and the giant for loot, but with no success. Searching the room where the children had been held likewise uncovered nothing except a shield hanging over what was once the bed; a round wooden shield edged with cold iron and painted with a two headed red boar on a green field. Ranza took this, and then the three respectfully gathered the bodies of the fallen children for later retrieval before moving on. They next checked the remnants of the thayn's office. The skylight had long since fallen in, so the room was exposed to the rain and elements. All the books, maps and scrolls were ruined. and the floor itself was rotten. As Ranza discovered when she when through a soft spot and crashed into the cold ash of the hall firepit below. Meanwhile, while tapping the walls, Gnarl noted a painting or mural under the loose plaster of one wall. Scrapping it off carefully, he uncovered a map of the northern Forest of Wyrd, between the River of Sorrows and the Mountains of Twilight. Most interesting is the map showed the exact location of Fortress Iacarta and the other old Imperium border forts along the mountain range. No need for Vora to guide them north now!

As they prepared to moved out, the sound of a sheep bleating,  coupled with that of dogs barking, drew them to the arrow slit overlooking the courtyard. There they saw the two dogs still chained on and a small lamb wandering around just out of their reach. Gnarl decided this was a good opportunity to speak with animals and so the trio headed that way. The wood gnome opted to talk to the dogs, who were not particularly interested in talking at first until satiated with a good meal freshly butchered giant. He unfortunately learned little of interest, only that the dogs belonged to a farmer named Josiah and had been taken by the hobs early on to use a guard dogs. 

From the courtyard, the three climbed onto the north wall, thinking to access the gate tower and find a way to get the remaining livestock (which they had discovered in the old barracks in the courtyard) out and back to the townsfolk. As the stood sizing up the middle level of the tower, a small pebble suddenly moved all on its own and rolled down the stairs. Suspecting invisible fey, Gnarl lobbed a flour bomb which coated everything (including the ash covered and damp Ranza) in a layer of flour dust. But there was no sign of anyone there with them. Weirded out, Ranza asked if anyone was there, and was answered by the sound of scratching on the walls. After a little more back and forth, they established yes/no communication via tapping with what turned out to be the ghost of the executed Thayn Lorgan. They established his spirit was trapped here as his body was never properly buried (they found it later hanging tar-covered and grotesquely dismembered in a gibbet in the upper tower). They agree to put his remains and spirit to rest, and in return the dead thayn directed them to the treasures he knew to be in the Keep. Something in his main bedchamber (the children's room) as well as in the centre of tbe lower floor of the keep. 

Heading back to the main keep, they searched the children's chamber again. And behind where the shield was found they uncovered a secret hiding space. And in there was another shield, identical to the first. But this was was quite obviously magical. Ranza likewise grabbed this one for herself. Before heading down to search the ground floor for treasure, the trio headed into the keep tower to check it out. The only thing unusual there was found tucked in a corner at the top of the tower; a fire-blackened wooden statue of leering elk-headed mother goddess figure set above a small stained (with blood?) firepit. Jonesomon identified this as some ancient forest goddess from times before even the D'war dwelt in the wood. Very much a dark and dangerous thing, one the thayn's spirits was reluctant to answer questions about when confronted later. In the end they took the statue for future study.

Done there, they next headed for the keep ground floor.  First confronted with and defeated by a huge padlock on one door, then had to deal with a wandering giant spitting beetle which left Jonesomon and Ranza covered in blisters and sores from it's corrosive spit. They then turned to root through an old armory and a storeroom (where Gnarl liberated a hammer and chisel to use later on that big padlock). And in the back of the storeroom found a small, overbuilt room which was obviously the Keep treasure room. Which unfortunately seemed to have long since been looted; the door hung off it's hinges and inside were three smashed chests. They poked around some more though, and discovered a false bottom in one chest. below which was a small hollow and a locked wooden box. Jonesomon tried to pick the lock and was unsuccessful (and barely survived the poison needle trap he set off in the process). So Ganrl used with hammer and chisel to break it open. Inside were three leather flasks and a small purple velvet bag. Inside the bag were 12gp; Imperium dragons from 300 years ago. The flasks were potions. Ranza tasted each, finding they were  potion of diminution,  potion of healing  and one spoiled potion that made her gag and blistered her tongue. 

Moving on, they checked the next door, the one behind which could be heard faint sounds. Inside however they saw nothing. Just a series of old cells. But the faint sounds could still be heard emanating from the cell in the far corner. Thinking they may have another ghost, they started to communicate in the same way as they did with the dead Thayn. It seems there was someone else to release from bondage to the keep; a body buried in the wall of that last cell. So everyone herded in to look for a false wall or something, only to be suddenly surprised when the cell door shut and locked behind them while they were distracted by searching. Just outside the door there then popped into visibility 8 tiny humanoids flying on gossamer wings, ho eyed them with an evil look. They started to laugh and mock the captive group, but were shut down by an entangle from Gnarl, a color spray from Ranza, and lots of spear points and arrows from everyone on the now immobilized and/or stunned creatures. All were quickly slaughtered, and thankfully Gnarl still had the hammer and chisel. He hammered the lock from the door and the three glumly stomped out of their temporary prison. 

Now with a hate on for locks of all kinds, Gnarl stormed over with his chisel and hammer to the big padlock they'd failed to open before. But it was made of sterner stuff, and the chisel was shattered in the attempt. Getting mad now, he pried out the hinge bolts to get access to what turned out to be a closet stuffed full of canvas and poles. Hauling out all this junk (which they eventually figured out was a large pavilion or tent), Gnarl was reaching for another handful of cloth when he realized it was actually a person, or rather a faerie. The little creature, just a foot tall, seemed to be made of a bundle of rags with a wizened fey face. It hauled out a huge darning needle and used it to threaten Gnarl. The wood gnome backed away, and waved the little critter on.  It in turn crept past all three, still brandishing the needle, before turning and running off down the corridor. 

Having had enough of the keep, the party headed over to the gate tower where Jonesomon was able to unlock the portcullis mechanism and open up the gate. They then herded out the few remaining goats and sheep, leaving them to wander back towards town for the folk there to collect.  They then briefly checked the buildings in the courtyard. The two where the sheep and goats were penned turned out to be old barracks and stables. The other buildings were the kitchen (where they collected a suspicious bowl of nice ripe apples) and a smithy. The smithy door was nailed shut with some non-ferrous spikes, and it looked like someone had tried to burn it down. Breaking down the door, they found little inside except for the usual blacksmith odds and bobs, as well as a dozen cold iron arrows and a cold iron dagger. Which they collected as their last reward before heading back to town in search of Thrax, Hobbs and Vegarious ...
 
TOTAL XP
1548

GAINS
12cp, 7sp, 12gp
Potion of Diminution
Potion of Healing 
Shield +1, +2 vs fey. Once per day the boar can roar and cause fear. [Round wooden shield edged with cold iron. painted with a two headed red boar on a green field (Thayn Lorgan of Wickwood's emblem)]
Bowl of ripe apples  

KILLS/VICTORIES
Spitting Beetle
8 Pyskes

LOSSES
none

Saturday, September 5, 2020

Forest of Wyrd Session #22 - The Rescue

DRAMATIS PERSONAE:
Vergarious (Changeling 3)
Ranza (Changeling 3)
Hobbs (Hedgefey 4)
Jonesomon (Specialist 4)
Thrax (Fighter 3)


After debriefing Vergarious and Ranza, the party formulated a plan to rescue the children and take out the giant. But it required help from the villagers. That took more than a little negotiation and even more arm twisting. There being no real leadership left in the village, they leaned on Sister Taritha and a few other stalwarts to recruit an angry mob. This, they hoped, would distract the giant and his minions by causing a ruckus outside the keep, while the party climbed the garderobe to the children's rescue. They received reluctant agreement  to do so, which was nearly derailed when Jonesomon and Ranza showed up with Vora Three Finger, whom they also were able to recruit to help lead the mob. It took little time for Vora's acerbic mocking to almost  kill the plan, but once more differences were papered over for the greater good. Think of the children! 

Just before dawn the next day, the plan rolled into action. The party (less Jonesomon), led by the pair of invisible and pass without trace changelings, climbed up the garderobe rope and onto the third floor of the keep. Scouting down stairs, they found the giant Fungin asleep, as well as several of the hobs. Just three were awake, feasting on the remnants of the spit-roasted villager the changelings had seen the previous day. While Thrax and Hobbs kept watch at the top of the stairs, Vergarious and Ranza then checked the children's room door. The children were certainly still in there, but the two couldn't quite tell if there was anyone with them. 

At this point, Jonesomon and Vora started up the riot out front. They crashed a burning hay wagon into the keep gate, and started to chant and shout. This shortly got the attention of the giant, and he stomped out of the main hall and to the battlements with a handful of the hobs. Fugin responded to the chanting and taunts (and the arrows/bolts of Jonesomon and Vora) with a fusillade of stone blocks ripped from the ramparts and hurled into the crowd. The villagers broke up and moved back (as did Vora after she was clipped by a stone), but Jonesomon stood out front and poured it on. In return he was plowed by a pair of hurled blocks, one of which hit him square and hard, and knocked him down and out. 

Meanwhile back in the keep, Ranza and Vergarious now heard other voices rising in the room with the children; hobs! After several failed attempts to get the doors open quietly (they were barred from the inside) the two smashed it down and charged into the room. It was a large room, but crowded with the children. There were also 6 hobbs; who seeing foes, moved into the crowd of children to use them as human shields. The cruel fey also started to cut down the helpless kids with their clubs, exulting as always when they hurt or killed one. Ranza and Vergarious responded with colour sprays which took out a good number of the hobs. But they were forced to wade into the crowd and try to take down the last pair the hard way, while at the same time trying to avoid inadvertently harming the children. This took time and unfortunately a few more innocent casualties, but soon the hobs were all dead. 

Out on the stairs, Hobbs and Thrax intercepted two more hobs that ran up the stairs, presumably to reinforce their comrades in with the children. One was killed, and the other turned and ran, so the  fighting pair rushed down the stairs to engage those in the hall. This resulted in a prolonged fight (think of the furniture!), as the hobs deftly danced away from the flashing blades. Eventually, Hobbs had to leave Thrax alone to deal with the last hob, so the hedgefey could rush up to help Ranza and Vergaious. And just moments later, the giant returned through the main doors with a crash. Thrax retreated upstairs, followed by the giant (who had a hard time squeezing up the narrow stairs) and the half dozen hobs of it's retinue. The party retreated into the children's room, Ranza ushering the young ones well to the back and hopefully away from further harm. She then pulled out the curious green statue she purchased from the goblyns, and summoned the warrior in green. By now, the giant was standing, blocking the door to the room. The green warrior ("Mac") rushed forward at Ranza's command, and lobbed a fragmentation grenade. Which, unfortunately, bounced off the door frame and back on top of him, blowing him to pieces. 

The brave Hobbs then called on this badger ancestry to get into a fighting rage, and rushed forward to block the door and engage the giant. He received a blow to the face from the giants tree-trunk club, and after lashing out in return, he retreated to give the archers behind him a clear shot. After several successful hits from the group, Ranza used one of her arrows of burrowing and drilled Fungin right between the eyes. The giant swayed and tottered, then fell crashing through the door and at the party's feet.  

Seeing their leader fall, the hobs turned and ran. Hobbs and Thrax followed cautiously, first out through the courtyard to the gate, and then down through the basement and out through the opening in the wall through which Vergarious and Ranza entered the day before. No sign of the hobs, so they returned to help with the children.  There they found that Ranza had decapitated the giant, and she and Vergarious had gotten all the children ready to leave. They led them out thought the basement, and around the keep to the waiting mob. There was much rejoicing when Ranza raised the giants head, and much more when the children appeared (though there was some sadness for those of the children who had been lost in the struggle in the keep).

The party, first checking to make sure Jonesomon was going to be OK, now prepared to re-enter  the keep and ensure there were no more of the dark fey ...

TOTAL XP
1225

GAINS
none

KILLS/VICTORIES
9 Hobs
Fugin the Giant 

LOSSES
none

Friday, August 28, 2020

Forest of Wyrd Session #21 - The Giant of Wickerwood

DRAMATIS PERSONAE:
Vergarious (Changeling 2)
Gnarl (Wood Gnome 4)
Ranza (Changeling 3)
Hobbs (Hedgefey 3)
Jonesomon (Specialist 4)


With Stonethorn gained and foes defeated, the party returned to the ruined tower to settle in for a night of rest and recovery. The next day they followed the ruined road to the east, hoping it led them to the hamlet of Wickerwood, their next destination. Working along the scattered cobblestones, late in the morning the party passed a gully on the left. Hobbs, walking point, noted that it was filled wilth fallen autumn leaves. This was quite odd, as it was in the early days of Heat and high summer. However, before he could he could raise this oddity with the rest of the party, the close leaf litter stirred and three strange creatures fell upon the party; humanoids made of leaves, with no features except a dull red glow deep in their “faces”. The things attacks, driving blood sucking proboscis into Gnarl and Jonesomon. A short and furious fight ensued, and at several points the creatures propelled a storm of leaves but with no apparent effect. In the end all three were slain, bursting into a cloud of leaves upon death, leaving behind just a web of tendon and veins which quickly dissolved into the forest litter. Before heading on, Ranza scuttled down over the embankment to root through the leaf pile, finding three humanoid skeletons and a leather bag containing 107cp. 

Having no further difficulties, they continued along the trail until it petered out atop a low barren rise. But no matter, for below them they could see the little town of Wickerwood clustered around a small cove on the River of Sorrows. At the north end of town was a new watchtower, while to the south was a partiality ruined keep. Watching for a few minutes, they noted something odd. There was little or no activity in the town. At a time when farmers should be in the field, fisherman at their boats and everyone else going about their business, they saw only a furtive few duck out of doors then scurry back in again.  Thinking something was not right, the party descended the hill and headed first to one of the farms at the edge of the town. There they hoped to ask some questions and find out what was going on before stepping into the middle of it. After some serious door pounding and sweet talk, the farmhouse door flew open and they were confronted by a man threatening them with a pitchfork. He was not particularly friendly or forthcoming, insisting there was nothing going on and everyone was too busy to be out and about. Every now and then, he would furtively glance behind and around himself, as if he though someone as sneaking up behind. This would prove a common peculiarity in all their forthcoming interactions with the townfolk. 

Taking leave, they next went to the watchtower and received much of the same response from the man standing guard at the top. He directed them to the "Nine Cups and a Cask" Inn if it was a meal and a bed they wanted. So the party moved on once more. Arriving at the inn they were greeted reluctantly by the innkeeper Grimel. Again they asked questions and again were brushed aside. Grimel did serve them pints of ale and some greenish cabbage soup with no meat, but otherwise repeated much of what the others had said. Oddly, there was no one else in the inn on this fine afternoon. Changing tack, Hobbs asked about the ruined keep. At this, Grimel opened up a little, explaining he was a former huscarl of the local Thayn, and knew the keep quite well. It was unfortunate that Thayn Lorgan decided, 5 years before, to rise in revolt against his liege-lord, the Earl of Brackenrae. The Thayn  insisted  he had better claim to the earldom than Olfric, for reasons Grimel did not elaborate upon. However, Earl Olfric crushed the insurrection, smashing the keep in the battle. Thayn Lorgan was drawn and quartered, and Wickerwood punished for supporting him by the ban of 3 and 3; the protection of the Earl was withdrawn for 3 x 3 years and no Thayn appointed until after that time has passed.  Wickerwood had been on it's own since then. 

Jonesomon, sensing an opportunity to make his mark, asked after any ne'er-do-wells about town. Grimel mentioned two old 'witches', the trapper Vora Three-Finger just north of town and Wild Gerta across the river. Ranza inquired after the plant man, and was likewise directed north beyond the edge of town where Thorguld Red-Nose made his abode. Having no luck about Wickerwood, they party opted to head to the edges of civilization for help. First stop was Vora, with Jonesomon taking the lead. Vorna Three-Finger was a rail thin and wrinkled old woman, living in a log shack with curing and drying furs scattered about the yard. She met them on the porch with a loaded crossbow and a bad attitude. From her they learned nothing of the issues in town; she never goes there, preferring to do her business with traders that come to her. They did learn she was well versed in the country between here and the Mountains of Twilight. When asked of old Imperium ruins, she coyly noted she could find anything they were looking for, but they'd have to hire her on a guide. 

Noting that intelligence for later use, they next headed for the elaborate bough covered lean-to of Thorguld Red-Nose. The large hirsute mountain-man greeted them more fondly than did Vora. First business was to ask about the curious glowing plant Ranza had carried since the Barrow of the Woad Chief, this being their original purpose in visiting Wickerwood. After silver changed hands Thorguld explained the changeling was carrying a lanterna-bush. Not uncommon in the fey realm, the lords of twilight often used these bushes to light their elf-mounds and feast halls. He noted the plant must remain planted in fey soil; in mortal soil it would wither and die. Asked about town, he too could offer little direct information regarding what was going on. But he did note that two weeks ago, there was a great disturbance and movement of fey to the west of town. He did not elaborate how he knew this, but noted he could smell the taint of fey coming from Wickerwood. He suggested they head for the Shrine of St Myrrha, Leafborn, and speak to Sister Taritha while under the protection of the saint. 

This the party choose to do, after first purchasing a few healing poultices from Thorguld, who muttered some sour words about Wild Gerta's healing skills. They also made a short side-trek to the "Scarlett Squire" tavern, only to find the establishment of ill-repute had nothing of interest to them. They entered the shrine, walking past the statue of St Myrrha with the leaves growing from her upturned palms and from her ears and eyes. Inside they were greeted by Sister Taritha, a worried looking woman in green robes and headscarf. After making an offering to the saint, the party grilled the sister on the happenings in town. She struggled a moment with herself, unsure if she should trust the strangers. But in the end told her tale. The town people would not talk to them for they feared that spying fey lurked invisibly around them; such was not a worry here under the protection of the saint.  And why the worry? Two weeks previously, the giant Fugin and his unseelie band of hobs learned of the defenselessness of the town,  and moved into the ruins of  Wickerwood Keep. They demanded food, and took the all the children  as hostages. The townsfolk have driven all their animals (goats, sheep, chickens, cows) to the keep, but now have run out of meat on the hoof. And now fear the giant will start eating the children instead. Several of the towns men have tried to get into the keep and rescue the children, but all either died horrible deaths or have not been seen again. Right now, everyone feels helpless and fearful. Noting the party seemed capable folk, she asked if perhaps they could help? But they must take care to ensure the children come to no harm!  

To much rolling of Jonesomon's eyes, they party agree they would try their best to help. Laying low at the shrine to rest over the next rainy day (although sleep was disturbed that night by someone or something throwing pebbles at the walls of the shrine), the party also resolved to get a boat and visit Wild Gerta. This time Gnarl took the lead, and led most of the party to the old crones hovel amidst thorn bushes and brambles high above the left bank of the river. The old hag greeted them creepily, and agreed to sell them potions of healing. She plucked random bits of herbs and questionable substances hanging from the rafters and hobbling over to the pot bubbling in the hearth, dumped them in.  Mumbling a few words and waving her hands above the brew, she reached for a trio of dirty leather flasks, dipped them in the pot and handed them to Gnarl. Finding out the potions cost double what Thorguld had charged, the wood gnome demurred. But the old crone insisted they had a deal, and Gnarl could pay in silver or would by other means if he reneged. That frightened him enough that he dug deep into his coin purse and paid the witch. She then spit in each container, corked them, and handed them over before sending all on their way. But as a parting gesture, took the wood gnomes hand and licked wetly across the palm. Eeew.  

Next day, the skies cleared and investigation of the keep began. Vergarious and Ranza both cast invisibility, while Gnarl cast pass without trace on the pair as well. The two changelings then headed for the keep, walking around to size up the structure. It was in poor shape having had no maintenance in five years. But the walls were solid, except on the south west corner of the keep itself, where the Earls siege engines had battered down the wall. They also noted a pair of mangled bodies lying outside the main gate, obviously townsfolk who'd tried their luck against the fey inside. Vergarious and Ranza decided to try their luck through the ruined wall, but before entering noted movement in the shadows. Five huge beetles milled about, so the changelings waited until they moved aside before heading in. They found a door, which led into a long corridor with stairs at the end. Several other doors led off the corridor as well, and at one they could hear faint movement. 

But they ignored that for now, instead creeping up the stairs. This led into the main hall of the keep. Here they also found the giant, 20' of malformed ugliness perched on a 'throne' of broken stone and timber. As they watched he plucked a sheep from a pair of hobs and tore it limb from limb, gnawing down on the bloody flesh. They also noted a trio of hobs slow roasting another unfortunate villager over the long fire pit that ran down the centre of the room.  On the opposite side of the room were more stairs leading up. Taking their chances, Vergarious and Ranza creep past the hobs and giant and climbed up quietly. At this point they realized the pass without trace had ended and they would need to be extra careful. Confronted with a hallway with more doors, they listened at them all. One, they guessed, was another ruined room open to the elements.  But behind the second they could hear plain as day the children; crying, babbling, scared voices.  Though tempted to try breaking them free right now, they decided to wait and come back with reinforcements and a plan. Slipping back to the last visible door, then opened it to find the castle garderobe. Thankfully unused for years, they tied a rope under the seat and used it to slip down the chute and out of the keep. Leaving the rope in place for future access, they changelings headed back the the Shrine of St Myrrha, Leafborn to inform their comrades of all they had learned. 

TOTAL XP
236

GAINS
107cp

KILLS/VICTORIES
3 Leaf Rustlers

LOSSES
none