Saturday, September 10, 2022

Pulp Cthulhu - The Two Headed Serpent (Bolivia Part #4)

DRAMATIS PERSONAE:

Oz the All Knowing (Mystic / Entertainer) 
Zeke Broda (Grease Monkey / Mechanic)
Ivy Guinness (Outsider / Nurse) 
Nigel Thorne, VC, DSC (Thrill Seeker / Explorer)
Dr. Jayaprakash Singh, PhD, P.Eng (Scholar / Engineer)



March 18th - 23rd, 1933 

As the team ponders the preponderance of snakes, Nigel re-joins them after securing the truck. And they are likewise joined by the tardy Dr. Singh, their erstwhile companion on the flight down to South America. Several attempts are made to get past the snakes. Including Oz trying mass hypnotism, burning with a jerrycan of gas, and wild plans of laying a bed of tarpaulins across the snakes and simply walking over them. None of these are successful, so the team rigs up torches and uses them to force the snakes back and clear a path. This is successful, and the team finds the snakes thin out once they are around the bend in the tunnel. Further decent brings them to  an arched opening. It is plain on the near side, but is carved on the opposite side in the from of a pair of snakes whose heads meet at the top of the arch and point into the room beyond. Everyone notes the fist size green gems that form the snake's, but Ivy is the one who discovers the eyes start to glow is anyone breaks the plane of the entrance into the chamber.  In the large chamber beyond is a spiral structure which mirrors the corkscrew shape of the temple itself. At the top however there is a seat or throne on which a humanoid figure sits. Warry of the snake arch, Nigel and Zeke take pieces of canvas tarpaulin and cover the heads  before the party enters the chamber. Both are lucky to escape a blast of green light emanating from the eyes as they do so. 

Entering the chamber, the team crosses to the structure. It and the vaulted chamber are devoid of decoration. Nigel uses his binoculars to get a closer glimpse of the figure on the elevated throne, and finds it is a dried and desiccated serpent person clade in a scarlet and gold robe. Thinking this is the mummy they have been sent to recover, the team starts to climb. But as they get about halfway there, the structure begins to shake and crumble beneath their feet. From the dust and rubble emerges a great snake, four feet across and 100 feet long. It twists its head around and drives its open maw onto Zeke, swallowing him whole.  Desperate to save their companion, the others open fire on the snake. But their bullets and blades do little damage against it's thick scales. At least until Ivy notes a scale free spot just behind it's jaw, and directs the fire of the other three to this vulnerable spot. Meanwhile, inside the beast, Zeke lashes out with dynamite and manchette until  the combined effort of those inside and out slay the foul thing and Zeke is vomited forth from the dying beasts belly. Ivy proceeds to patch up both Zeke and Nigel, who was himself battered by the snakes tail during the battle. 

With the dust now settled, the team notes the throne remains above them, supported by a pillar. Nigel climbs the pillar to get a closer look at the figure on the throne. He reaches out to touch the figure, at which point it crumbles into dust and seems to disappear into the throne. Pulling himself up atop the throne, Nigel finds a hole in the seat, which leads down the middle of the pillar and into a small chamber below. Rigging up ropes to aid the climb and decent, the team heads deeper into the bowels of the earth. Taking the lead, Dr. Singh emerges into a small chamber, design-wise almost identical to the throne room above, albeit on a much smaller scale. Peeling paint on the walls show images of a female serpent person wearing a gold and jeweled crown with a snake motif, and holding a scepter formed of a snake with a giant pearl in it's mouth. She is  surrounded by prostrate worshippers. The rest of the walls are covered with images and writing, which Oz identifies as Naacal. But he is unable to translate any of it.

This small chamber leads into another, larger but decorated the same. But here in the centre is a plinth atop which reclines a female serpent person, fresh scales glistening in their flashlight beams. There is also a large stone chest at the head of the plinth. First checking for booby traps, the team moves into the chamber. Taking a cargo net salvaged from the battlefield, four of them quickly cover the serpent person with it while Nigel stands by the tie it up with rope if necessary. But the figure, though faintly breathing, does not stir. The team now turns to the chest. Carefully opening the air-tight container, they find inside a barbed whip, several sets of crimson and gold robes, a scroll, and two wooden boxes. One box is larger and squared, the other long and narrow. Opening the boxes, the find in the long one the scepter illustrated in the wall paintings. The other, however, is empty except for a velvet cushion that seems to have once held the crown. 

Oz takes the scroll and unrolls it and is unsurprised to find it is written in Naacal. As the others labor, he reads the scroll and learn it is a history of the Second Serpent Person Empire and the lost continent of Mu. It tells the history of Mu and describe the rise of the usurper race of humanity. Opinions about humanity among the serpent people are divided. One faction of serpent people saw the future of their race in coexistence with humans and went so far as to mix their genetic material with humanity. They constructed a temple, over a dead volcano and drew upon its arcane power to fuel their engines of transformation. The rest of the serpent people saw the human race as a scourge and something to be eradicated, fearing that interbreeding would contaminate the pure serpent person bloodline. The resulting conflict led to the growth of extremist factions and a civil war. The scroll also describe an assault on the Citadel in Mu by an alien race. This attack somehow resulted in the shattering of reality, separating Mu from the rest of Earth. Many of the serpent people were left unable to return home to Mu, destined to walk in the world of men. The final passages speak of the Chosen One: a serpent person whose destiny is to unite the serpent people and lead them home to glorious Mu.

By now, the rest of the team has hauled the serpent person and the items up and out of the chamber, and they now proceed back up the temple corridor to the outside air. But they halt at the top to look for trouble. And sure enough, they spot hiding the the brush a trio of Bolivian soldiers, one of who appears to the the captain who attacked them on their arrival in the jungle. Taking advantage of their cover inside the tunnel,  Nigel turns his rifle on the captain and cuts him down, causing the other two soldier to flee into the bush. But then a rifle shot rings out from the left where their truck is hidden. Swinging  around, they see more soldiers lead by the lieutenant. He is treated by Oz and Zeke the same as the captain, and once more the other flee. 

Their mission now seemingly complete, the team wastes no time getting back to the plane and loading their finds aboard. Nigel then revs the engines and they are soon airborne, winging their way north for the long journey back to New York City and Caduceus headquarters ...

Thursday, August 25, 2022

Pulp Cthulhu - The Two Headed Serpent (Bolivia Part #3)

DRAMATIS PERSONAE:

Oz the All Knowing (Mystic / Entertainer) 
Zeke Broda (Grease Monkey / Mechanic)
Ivy Guinness (Outsider / Nurse) 
[Nigel Thorne, VC, DSC (Thrill Seeker / Explorer)]




March 16th-18th, 1933 

Putting their plan into action, the party heads out from the temple towards another of the wards, this time to the south-east. After a few hours driving narrow paths and searching, they come upon another capstone on top of a low mound in the bend of a stream. Oz uses his clairvoyance and feels the presence of another guardian, and sense it had been summoned here in ages past to stand guard. Zeke takes lead on a plan to blow an opening at the edge of the capstone with dynamite. Then lays another stick at the edge to be fired remotely via a detonator he rigs using some spare wire and the starting crank form the truck. The first explosion goes as planned. After some time, Oz hears the guardian squelching up the stairs, and turns to run to let Zeke blow the second charge as the creature emerges. While wounding it grievously, the dynamite does not finish it off. The creature, moving quicker than its bulk and form would suggest, lunges forward and grabs Oz in an extended tentacle, crushing the mystic to the edge of death and unconsciousness. Zeke, Ivy and Nigel make various attempts to destroy the creature with fire and truck, but in the end the long suffering Oz is able to thrust the burning torch in his hand into the creature’s body and kill it.

Ivy patches up the mystic with first aid so they and Zeke can descend into the pit. It is identical to the first one, the same construction and the same murals at the bottom. The party climbs back out and jump in the truck to head back to the temple. As it is getting dark, they hide the truck and camp out for the night. Ivy takes some time to patch Oz up further to keep him alive and on the mend. In the morning, they see the temple has emerged another 30 feet out of the ground. The previously smooth surface now shows lines between the cyclopean blocks and signs of minor damage due to the ages. Twenty feet from the top of the temple the outline of a door is now seen. Figuring they must deal with the remaining wards to open the door and unblock other potential barriers deeper in the temple, the party heads out to blow the remaining three capstones and guardians with dynamite. Their first stop though is back to the site of the battle, to syphon more gas for the truck and gather a mix of useful gear from the leavings of war. The rest of the day and part of the next is spent travelling from ward to ward, blowing each in turn and dropping dynamite into each pit to take care of the guardian lurking there.

Returning the to the temple, the party finds it hasn’t risen any higher, but now the door is wide open. The hero’s climb the outside of the screw to the door and look inside. They find a round spiral passage, 10’ wide, looping around the perimeter of the structure and descending into darkness. The decide to plunge in, but first Ivy takes advantage of the elevated view to examine the surrounding landscape. She catches glimpses of someone or something lurking in the undergrowth nearby but cannot tell what or who.

The party proceeds with caution down the tunnel. After a couple of revolutions of the passage, they see bas-relief depicting similar events to the murals in the ward pits. After a few more turns of the path, Zeke triggers a wicked blade trap and avoids losing his head by a whisker. Continuing further and deeper, they suddenly note objects falling from the ceiling. The bean of their flashlights shows them to be snakes of all types and sizes, emerging from cracks and crevices in the stone ceiling. The numbers increase as they so deeper, and they eventually raise and old salvaged tarp over their heads to protect them. And then they suddenly come upon a mass of snakes, filling the entire passage for more than 20’ feet and at least a foot deep. Here they pause to decide what to do next … 

Friday, July 22, 2022

Pulp Cthulhu - The Two Headed Serpent (Bolivia Part #2)

DRAMATIS PERSONAE:

Oz the All Knowing (Mystic / Entertainer) 
Nigel Thorne, VC, DSC (Thrill Seeker / Explorer)
Zeke Broda (Grease Monkey / Mechanic)
Ivy Guinness (Outsider / Nurse) 



Concerned their presence may be a danger to the aid camp, the party parts ways with Dr. Gomez and heads to the scene of the recent battle, looking for clues. While passing through the battlefield around the ford, Zeke has the party stop for awhile so he can get one of the abandoned trucks running.  They then drive across the ford and after short search find their first clue; the remains of a large, alien concrete slab destroyed by an artillery shell. It had covered a 40’ diameter well or pit, which under the layers of moss and lichen is covered with strange writings and carvings of unknown origin. The pit is likewise clad in this strange concrete. And has a stairway winding around the perimeter and descending deep into the darkness.  The party enters the abyss warily, and after some 1000 feet come to the bottom. Their flashlights illuminate a series of murals painted on the walls, showing that this location is one of five identical places, at the centre of which was marked a location of some importance. Also shown are strange serpent-men, some using whips to direct hairy giants to build a cone shaped temple. One serpent person is shown holding a scepter and wearing an ornate snake crown. Oz spends some time examining these carvings closely, and learns both some things better left unknown, as well as a smattering of the ancient language scattered among the murals and on the capstone. 

Finishing with the murals, the party begins its trek back up the stairs. And just as they reach the top, a large amorphous shape looms over the edge of the pit, blocking the light of the stars. The light of Nigel’s flashlight reveals a black, protean being; a lump of with hundreds of rudimentary legs. The sight causes Ivy to scream in terror and lunge back down the dark stairs, while the others are horrified to see their bullets have no effect. Nigel makes a small fire of scotch and bandages on the stairs, which makes the creature hesitate. So as the fire burns down, Zeke leaves a lit stick of dynamite. Everyone retreats deeper into the pit as the dynamite explodes and showers them with rubbery, singed flesh. And leaves a gap in the stairs. This Nigel jumps across, hauling a rope with which he pulls the rest of the party across (including the still visibly shaken Ivy) to the surface where they set up camp for the rest of the night. 

Dawn the next morning. The party strikes out to the NW, plotting a course based on their seized map and the information from the mural. After some hours of following pitted, winding tracks, they come upon another of the cement capstones. This one intact. They do not disturb it, instead striking off to the SW to look for another and hopefully thereby pinpoint the centre of the pentagram and the temple. After more slow driving, they come over a low hill and break into open land. In the near distance they see hints of another capstone. But approaching it is a small party of Bolivia soldiers. These spot the truck and unshoulder their weapons. Nigel immediately drops the clutch and slams the accelerator to the floor,  barrelling down the hill at high speed. A few shots ring out, but the fool-hardy aviator slams the truck into the Bolivian sergeant and then into a large dog-creature accompanying the soldiers. The remaining soldiers are cut down by rifle fire and machete blows from the rest of the party. The party loots the bodies of more rifles, ammo, and dynamite. But to their horror they find the sergeant is not a man at all. The collision has torn away his skin, revealing scales and cold reptilian eyes.  The ‘dog’ likewise exhibits a strange mix of mammalian and reptilian features, as well as venomous fangs. 

The party once more ignores the capstone, hurrying off to find the temple. But leave a false map behind to throw off any pursuit. More slow driving brings them to a clearing in the forest. In it sits a strange structure; a conical helix some thirty feet tall, like the tip of a massive stone screw protruding from the ground. Oz climbs the corkscrew exterior but discovers no entrance or clues. The other search the base and likewise come up empty handed. Ivy, however, notes that based on the way the turf and vegetation have been torn away from the base, the ‘screw’ emerged from under the ground only recently. Probably not more than a week ago; which matches with the destruction of the first capstone from artillery fire and release of the guardian from he pit. They surmise that more of the pits needs to be broken open to get access to the temple … 

Friday, July 1, 2022

Pulp Cthulhu - The Two Headed Serpent (Bolivia Part #1)

DRAMATIS PERSONAE:

Oz the All Knowing (Mystic / Entertainer) 
Nigel Thorne, VC, DSC (Thrill Seeker / Explorer)
Zeke Broda (Grease Monkey / Mechanic)
Ivy Guinness (Outsider / Nurse) 



The campaign begins with the heroes in the employ of the Caduceus Foundation, a charitable organization that provides medical and humanitarian aid to disaster areas and war zones around the world. Their party, lead by Dr. Arturo Ursini, has flown 5 days from the foundations' New York headquarters to the wilds of Bolivia. They are to help set up a field hospital to treat the military and civilian victims of the Chaco War raging between Bolivia and Paraguay. 

Leaving their plane at a remote landing field, the party leads a train of mules carrying medical supplies (and Nigel's scotch supply) on foot towards the aid camp some hours north. They are almost there when Dr. Ursini stops them and begins to tell them there is more to the mission than they've been told. And that Caduceus isn’t everything it pretends to be. But before he could tell any more, a shot rings out from the jungle, killing the doctor. A small party of Bolivian soldiers has ambushed the party. In the ensuing firefight, Nigel, Oz, and Zeke are all wounded by rifle fire. The party tries to raise their humanitarian credentials, but to no avail. Fighting back, they kill the four soldiers trying to surround them through the jungle, and Nigel drives off the officer firing on them with a few well placed shots from his Webley .445. In the process of fleeing, the officer drops a backpack. Nigel also notes the man took more shots than he should have been able to and still remain standing. 

The party recovers and loots and the bodies. They loot rifles, ammunition from the soldiers, as well as a short range radio and three sticks of dynamite. Try to take uniforms for disguise, but they are too blood stained and/or poor fitting. From Dr. Ursini's baggage they recover a rough map of the area, letters of introduction,  a mission briefing talking about a temple, a mummy and a 'level 3 threat'. And a .45 Colt revolver, plus 3 more sticks of dynamite and a short wave radio. From the backpack dropped by the fled Bolivian officer, they recover three more sticks of dynamite, a stone flute, a compass and what seems to be a map or diagram covered in strange unrecognizable writing. Parts of the diagram/map had been scratched out. Oz takes the stone flute and uses clairvoyance on the object, learning that it is an object of primordial evil predating the dawn of man. He warps it carefully and tucks it away.  

Listening on the soldiers radio, they hear infrequent snippets of conversation. Sounds like several teams of men searching. For what they can't tell. The party gathers the mules and continue on for the aid station, passing a partially ruined village along the way. The aid station looks innocent enough, except for a group of army tents at one end, occupuied by a pair of Bolivian soldiers.  

They enter the aid camp and meet Dr. Rafael Gomez and the rest of the medical staff. They get their wounds dressed and talk to the doctor. He seems above board, and gives no hint he knows anything more about the mission beyond the humanitarian aspect. He says a group of Bolivian soldiers arrived two days ago and set up camp. Although Dr. Gomez was not happy with this, there was little he could do against the armed men. And though they acted strangely, the soldiers have left them alone apart from destroying the camp radio. 

Zeke and Ivy approach the soldiers camp, to talk and distract so Oz could sneak into the officers tent to look for clues. The soldiers act oddly, like they are drugged or have some intense 1000 year stare. They also smell awful, and have obviously not been looking after themselves. One has multiple minor wounds that have likewise have not been treated. They do, however, notice Oz trying to sneak into the tent and turn on him. Oz fast talks his way out of the trouble, and learns the soldiers are still under what they believe to be their normal chain of command. But it is strange that they have been left behind here searching for something while the rest of the army has followed the battle front miles to the east. 

Leaving the soldiers, the party heads off into the jungle to find a safe place to set up their radio and call Caduceus HQ in New York. Patched through to Dr. Quentin Shapiro, a Caduceus scientist and team handler, they learn their true mission, and the true mission of Caduceus:

"You’ve probably guessed by now that Caduceus does more than provide humanitarian aid. Our teams also seek out threats against humanity and deal with them. You are one such team. Ursini was supposed to explain this to you all. On March 4th, an artillery shell hit a site of interest near to the aid camp you are now in. Some kind of ancient guardian was released and may still be at large. We don’t know what it is, but we consider it to be dangerous, so be careful. We’re interested in what this guardian is protecting. We believe that you’ll find a temple in the local area. Inside the temple, you’ll find a mummy. Your job is to bring the mummy back to us. Alive!" 

The party starts sizing up their maps and documents to decide what to do next. 

WEAPON STATS
Argentine Mauser Model 1889
7.65 x 33mm 
SKILL: Firearms(rifle)
DAMAGE:  2D6+4 
RANGE:  110 yards 
SHOTS PER ROUND: 1
MAGAZINE: 5
MALFUNCTION: 98
 
.45 Revolver (Nigel's Webley .445 and Dr. Ursini's Colt .45) 
SKILL: Firearms(pistol)
DAMAGE:  1d10+2 
RANGE:  15 yards 
SHOTS PER ROUND: 1 (3)
MAGAZINE: 6
MALFUNCTION: 100

Machete
SKILL: Fighting (Brawl)
DAMAGE: 1d8+DB 
 
LINKS

Wednesday, May 18, 2022

Forest of Wyrd Session #64 & 65 - Fall of the Hidden One, and Return of the Prince Who Would Be

DRAMATIS PERSONAE:

Ranza (Changeling 5)
Gnarl (Wood Gnome 6)
Hobbs (Hedgefey 6) and Wattles the Giant Swan 
Thrax (Fighter 5)
Vegarious (Changeling 4) 
Jonesomon (Specialist 5) 
neo-Baihu Cerritulus (Magic User ?) [NPC]



The minotaur charged into the party, and specifically into Hobbs who stepped forth to face the monster. Hobbs was viciously gored and pushed aside. But the hedgefey stood firm, and he and the rest of the party turned their full focus on their not so jolly green foe. The creature did inflict much damage. And the party noted,  was healing of its own hurts, the vine and growth of the hedge and floor climbing up it's body to close it's wounds. So Ranza used a fear spell to drive it away. The minotaur turned and melded back into the hedge. But it was not gone long, and before the party could even lick their wounds, it was back for more. This time Gnarl used entangle to slow it down, but the beast did not seem to be held as tightly as most victims. Guessing it would take more than hacking and slashing to end this threat, the party used all their supply of oil and torches, and Ranza the last charge of her wand of bees, to finally turn the minotaur into the remnants of a  smoldering  brush fire. 

Pausing to bind wounds, the party then moved on. The only exit out of the chamber went north, and was there blocked by a wall of thorns. Which proved no impediment to the party as they simply deployed the folding bridge over it. There were a few side passages, but just past the wall of thorns there was a another large space. In one corner stood a collection of vines and growth in the form of trees; in another was what looked to be a large mirror with a strange purple glow held in the frame. Poking around in the 'forest', the party came across a strange tree. It had the face of a wood gnome trapped in it's 'trunk'. And upon sensing the party, the face spoke. His name was Fnyrous, father of Silnor and creator of the Verdant Maze. From him, they learned the maze was to be but one of the three refuges for the Prince Who Would Be. In addition to the island temple and the maze, the Faerie were to build a place for the Prince in their realm. Alas they betrayed all, and instead the Prince was kidnapped by his faerie grandfather, Crindis the Hidden One and whisked away to Faeire as a prisoner instead. Crindis also cursed the Maze and Fnyrous, turning him into a tree and the maze into a deadly trap. When asked why the Prince was kidnapped, Fynrous explained Crindis hoped to use his grandson's connection to the mortal realm as a way to return in strength and conquer the Forest of Wyrd. 

The party professed their desire to prevent that from happening, and explained their quest to rescue the Prince and bring him back to rule the Forest. Which made Fynrous happy, and he explained what they had to do. The purple mirror was the gate to the pocket realm of Faerie where the Prince was held. To open the gate, they had to cover the purple flame held by the statue of the Prince Who Would Be (which he explained where to find) with the purple cup from the pillar. That would open the gate, which could only be closed again by removing the cup from the flame. He explained that once in Faerie, they must move fast. As they might be lucky enough to  get the Prince before Crindis even knew they were there. And the gate should not be left open too long, as no doubt someone on the other side would eventually notice and make use of it to come through to the mortal realm. 

Having learned all they could, the party headed back to the minotaur chamber and the statue there. They quickly figured out that the stature of the King in Yellow was activated like the other two teleport statues, but in this case by placing a burning ember and a green leaf in his hands. This brought them back to the first half of the maze, and they made their way to the cup and pillar. More brut forces was tried, and in the end Vegarious was able to pull the cup free of whatever held in tight. Then back thorough the teleporter they went. They found the statue of the Prince, and tested the gate opening to confirm Fynrous was telling them the truth. Closing it again, they settled down in the gate chamber to rest and sleep before passing through to Faerie

Once refreshed, the party activated the gate and passed through. And found themselves back on the mountainside, looking down on the island with the temple. Or were they? A second look showed some clear differences. First, everything was bathed under fey twilight. And in place of the temple, there was and odd tower of coloured crystal with a large bulge off to one side at the top. And there was a bridge leading to the island from the base of the cliff on which they were perched. Seeing that, Hobbs convinced Wattle to fly the party down one by one and they then rushed to cross the bridge.

But there they were stopped by what looked like Polduk the giant. But they quickly learned it was his twin brother, Oengus. Who has been geas by Crindis to guard the bridge against intruders. Only those who answered a riddle, beat him in a wrestling match, or paid a blood or gold price could pass. Most of the party opted for riddles, and were successful in answering them. Vegarious was not so lucky, and was forced to pay the blood price; a hard blow to the head from Oegus' club. Bit he then let them all pass, and once more the party rushed forward to the tower, determined to waste as little time as possible.

Once there, they found four ramps of polished white stone, leading into a tower built of giant multi-colored opaque crystals.  Heading up one ramp, they entered a round chamber. It was largely devoid of content, except for four pillars . These were near the walls of the tower, and connected to the wall by a colored and shimmering sheet of light; one red, one green, one blue and one yellow. And right in the center sat a monstrous creature, with the face of a man, body of a lion, bat wings and a long spiked tail. In the ceiling above Jonesomon noted a trapdoor, there being no other exit from the room. The creature sat grinning at them, and the party tried to parley and negotiate. Anything to avoid a fight at this point. But the gatekeeper would have nothing to do with it, so Ganrl used his ring of the stone to reshape the stone and clamp the beasts butt to the floor, while Ranza deployed the folding bridge to reach the trapdoor. That of course made the gatekeeper angry, and though he could not move, he could still fight. And promptly fired a volley of tail spikes, most of which hit Vegarious. He also summoned a band of hobs through the red shimmering light. While most of the party rushed up the bridge, Thrax and Hobbs stayed below and finished off their foes, not wanting to leave enemies behind them. 

Climbing through the trap door, the party found themselves in an even emptier room. There was nothing to see except a door to the south. Jonesomon, noting that the weird multicolored glow of the crystal walls was disorienting, focused on the plain white floor for a bit. And then curiously noticed he could now see indistinct objects out of the corner of his eye. He reached for one, hoping it might be a healing poultice. Which to his great surprise and relief it was! Hobbs and Thrax tried the same, and likewise hoped for and got a healing poultice. But unfortunately for the badly battered Vegarious, when she tried it there were no more objects to be seen. 

Done with parlor tricks, they party opend to door, discovering a set of stairs going up. This lead to another simple room, this time making up just one half the tower. A set of stairs continued up further, and the wall that divided the tower in half had two doors in it. Each guarded by a fey knight. As Jonesomon carefully went to check the stairs, Hobbs walked over to the closest knight. The figure didn't move or speak until Hobbs attempted to approach the door, as the hedgefey had noted a barred window. The knight then turned and growled "Do not approach the door" and took a swing at Hobbs with his sword. This opened a general melee as the party and the other guard got stuck in, and after an exchange of blows the guards were slain. Going over the the door, Hobbs called out. And from just out of sight a figure appeared. He was young and fair, with  blue tinge to hair and skin, and carried a large book under one arm. And they immediately recognized him as the Prince Who Would Be. Hobbs started to explain who they were, but the Prince stopped him. Patting the book under his arm, he said he knew all about them and what they had done (which caused a few uncomfortable winces as they realized they killed his mother) as could could read history as it happened. Knowing they were there to free him, he told them the doors could only by opened by a special key.  It could be found on the next level up, but they may also run into Crindis the Hidden One there. 

Opting for speed once again, the party rushed the stairs and entered what must have been the large bulge at the side of the tower. In that cavernous space there were three flat platforms hovering above the floor; one at 5', one at 15; and one at 25'. Barring the entrance were another pair of fey knights, and on the highest platform they could see what could only be Crindis the Hidden One; a tall slim figure mounted on a Faerie nightmare, dressed in robes of indigo and black, flickering and shimmering in the weird tower light. The knights turned to attack, and the party responded in kind. Thrax summoned his own nightmare, and with Gnarl riding in front of him, charged into the air at Crindis. Meanwhile the rest of the party fought the two knights who barred their passage, as well as others the Hidden One summoned onto the lower platform. Ranza and Jonesomon were blinded by their opponents, while Thrax/Gnarl/nightmare traded blows with Crindis and his mount. The fey lord also tried several times to enspell the fighter, but the big dumb fighters luck shook it all off. Except at last, just after Crindis' own mount was slain, the fey lord succeeded in geas the fighter the leave the tower and never return. But by this time it was too late for the Hidden One. Gnarl had jumped free as Thrax rode away, landing on the highest platform. There he was joined by more of the party, they having extended the folding bridge to reach fighting height. And with a few more blows, they party brought down their foe.

The party quickly looted the body of magical bracers, sword and a strange shimmering key. With this they returned to the lower level and freed the Prince. Fleeing the tower, they encountered Oengus coming their way, bellowing that his curse was lifted and he was now ruler once more. And as they passed back through the mountainside  gate, they encountered the giant Polduk coming through yelling the same as the two brothers were reunited in their realm. 

Once back through the gate and maze, the party with the Prince ended up back on the isle and the temple. Taking a breather, they spoke to the Prince. They learned he was ready to start on the path toward rulership of the Forest. But his didn't want to do it through force of arms and in haste if it could be avoided, He would bide time and slowly build support among all in the Forest, taking the long path to his inheritance. He asked if they would support and help him by becoming part of his court. On this the party split; both Jonesomon and Ranza opted to turn away, But the specialist, before walking away passed Starblade to the Prince, as he claimed is by right of his father.  Those who remained he appointed to his court. Hobbs as the first knight of the Order of the Swan. Thrax as his shield and standard bearer should it come to battle. Gnarl as his Warden of the Forest. And Vegarious as his close Consul,  as one who like him stood in both the fey and the mortal realm. 

AND HERE ENDS THE FOREST OF WYRD (FOR NOW) 

TOTAL XP
56875 

GAINS
Bracers of Defense AC20
Sword +3, Cold Flame
The Prince Who Would Be
 
KILLS/VICTORIES
Verdant Minotaur
The Gatekeeper
3 Hobs
6 Fey Knights
Crindis the Hidden One 

LOSSES
none 

Saturday, April 23, 2022

Forest of Wyrd Session # 63 - The Verdant Maze

DRAMATIS PERSONAE:

Ranza (Changeling 5)
Gnarl (Wood Gnome 6)
Hobbs (Hedgefey 6) and Wattles the Giant Swan 
Thrax (Fighter 5)
Vegarious (Changeling 4) 
Jonesomon (Specialist 5) 
neo-Baihu Cerritulus (Magic User ?) [NPC]




After binding their wounds and burying what remained of Slugs, the party looked up at the opening in the rock face and tired to figure out how to climb up 300' in the pouring rain. In the end Hobbs was able to convince Wattles to fly everyone up there one by one and deposit them on the narrow ledge. Peering in, they could see a rough tunnel through the rock, the end of which opened into a larger lighted space. The party headed in that direction, including Wattles who had to be coaxed along with some treats and the promise that the light ahead lead to a much less confined space. 

Which it did. The party emerged into a large space walled in by hedges, ground covered with a matt of vegetation, and open to a blue sunny sky overhead. A very strange thing to find inside a mountain. Hobbs took Wattles up for a flap, and learned that he could not actually fly up above the hedge walls to look around. Ranza cast detect illusion and discovered the sun and sky were not real, and the sense of wide open space was an illusion. Though the hedge itself was real. 

At the end of the space was a fountain, with water splashing down over a statue depicting a quartet of nymphs frolicking in the water. Careful search around them and the fountain uncovered nothing of note, so the party formed up once more to head deeper into the maze through one of two exits. After a short distance they came to a side passage,  it's length filled with tall grass waving in the non-existent wind. Gnarl moved forward and poked at it with his spear; in response the grass grabbed on tight and would not let it go. Even with Thrax's help the wood gnome could not free the spear, and it only came loose when Vegarious and Ranza put their muscle and brain to the job.  A little irritated, Thrax tossed the party lantern in the middle of the grass, catching a 5' patch alit. But then from the hedges on the far side, four humanoid creatures made of brambles and leaves emerged. These unleased a fusillade of thorns, forcing the party to retreat behind a gust of wind as Jonesomon fell dangerous close to death. He was patched up with a few healing poultices and bandages, and surprisingly a potion of healing from Baihu!

When there was no pursuit, the party decided to just bypass the grass corridor. Exploring the twisting hedge maze they discovered multiple side passages, some filled with grab grass and spike growth. And the fact that poison-spike lined pit traps were an issue in random places. They also came across an alter and a stone plinth. The alter, at the end of a passage blocked by spike growth, seemed uninteresting from a distance and was left for now. The plinth, on the other hand, held a small golden cup encrusted in strange purple gems, inside which flickered upside-down purple flames. After filling the cup with several items and substances (thinking it may be related to the cups in the temple) and getting no response, the party decided to just grab it and go. But try as they might, even Ranza and Vegarious couldn't move it. The cup was being held to the plinth by some unnatural force. 

Leaving the cup behind, the party next entered a large chamber bisected by a large patch of spike growth. Before they could look around however, another creature emerged from the wall of the hedge. This was a huge green minitour, who charged at them horns lowered and thorn club swinging. A short combat followed, ended when Jonesomon dropped falling stars on the minotaur's head, at which point the creature melded back into the hedge and disappeared. Searching the room (using Wattles to fly over the spike growth) they found two short dead end passages with statues. One was of the Green  Man, and the other the Black Mother. Each held in their out stretched hands a green leaf and a small burring brand. They were able to take the brand from the Green Man and the leaf from the Black Mother, but not vice versa. Wondering what to do with the two objects, they went back to the purple cup to drop them in the see what happened. Which was nothing. They then decided to look closer at the alter. Ranza with her spyglass could see some carvings on the front of the alter, half hidden by vines. Gnarl grabbed the hedge wall and tried to climb past the spike growth to investigate, unfortunately falling into those natural caltrops just before the end. Standing up and pulling out the thorns, he approached the vine covered alter. There was nothing on top, but clearing away the growth be uncovered images of a faerie queen having her hair done by a gaggle of nixies. Which curiously animated when touched. He found nothing else of interest on the alter, but hidden behind was a bundle of short boards. Gnarl hauled this out and untied the rope, at which point it unfolded down the passage into 30' long arched bridge. He was able to use this folding bridge to get safely across the spike growth, and then rolled it up again for future use. 

At this point, Ranza had the brilliant idea to take the burning brand and place it in the space vacated by the green leaf on the statue of the Black Mother. When she did so, the whole party was teleported into another large hedge lined chamber, standing in front of a statue of the Prince in Yellow. The Prince held his hands crossed and open in front of him. But there was no time to contemplate this last representation of the great gods of the wood, as the verdant minotaur was also in the chamber waiting for them ... 


TOTAL XP 
2500

GAINS
Folding Bridge [2500xp] 

KILLS/VICTORIES
none

LOSSES
none

Saturday, April 9, 2022

Forest of Wyrd # 62 - Three Cups Full

DRAMATIS PERSONAE:

Ranza (Changeling 5)
Gnarl (Wood Gnome 6)
Hobbs (Hedgefey 6) and Wattles the Giant Swan 
Thrax (Fighter 5)
Vegarious (Changeling 4) 
Jonesomon (Specialist 5) 
Slugs Mackenzie (Hedgefey 3) [Henchman]
neo-Baihu Cerritulus (Magic User ?) [NPC]
Bagfeed and Cart 



After resting for the night, the party awoke to the sound of pouring rain outside. But before venturing forth, they put their minds to work trying to determine what to put in the cups to 'activate' whatever power the party assumed they had. First was to pour some of the black oily material from the vanquished Form of Darkness in the jet cup. And lo, it glowed with  a black light. They then tried several forms of water, and brows were furrowed over the question of 'fire which is not fire'. Several attempts were made to get the black flames from the catacombs below into the red cup, but to no avail. While there they also tried bringing 'back' the ruined book from the temple using the black flames (after first burning it thoroughly.) Alas, they got nothing back but the tatters they'd started with. Still thinking the substances they needed were someone in this building, they had Gnarl use the greenstone to perform a thorough search of both temple and catacomb. But this revealed no hidden spaces.  They likewise tried turning more pillars, hoping that may unlock some secret, but again gained nothing for their trouble. 

Thinking now of wider horizons, the party left the small building to search the rest of the island. Hobbs led them to a smaller clearing he'd observed during his aerial survey. Here they found a small pool of water, next to which was a large pile of moss covered boulders. Gnarl, looking in the pool, was surprised to see the weeds that grew within swirled about even though the water of the pool was still. As he watched, the weeds and grasses formed the face of a pouting young girl, who demanded to know who he was. The wood gnome fumbled out some answers, but thought it best to pull back as he feared being drawn into the pool by some fey magic. So they instead turned to Ranza, with her silver tongue and ring of water breathing. She too was greeted by the green girl, who remarked she wished to be as beautiful as the changeling. Which apparently meant gifts of jewelry and a mirror were required before the girl would say much more. Placated with a ruby circlet, the girl answered their questions as best she could. She was rather fuzzy on things like time and details of anything that did not interest her. But the party did learn that the Prince Who Would Be had been taken away long ago to a secret place in Faerie. By whom she wasn't sure, but she didn't think the Prince went willingly or happily. She also told them of a giant that once walked the island, indicating vaguely towards the face on the cliff above when asked about where he'd gone. She also told them of some other watery woman who dwelt among the cluster of rocks in the river. And before they left, she graciously allowed the party to take a sample of water from her pool, as they though it might be the water they needed for the cup. 

Taking leave of the girl in the pool, the party returned to the temple, fighting another group of wood woad guardians as they crossed the clearing. There they learned the pool water was not what they needed for the blue cup. So now they prepared to go even further afield. Returning to the raft, they headed towards the cluster of rocks upstream of the island. When they got there, they noticed the pool at the centre of the cluster of rocks was calm and still, very much unlike the flowing current outside. Ranza called out, and from the pool emerged three lithe female shapes, seemingly formed of water. These greeted the party politely. And immediately one was drawn to Thrax, beckoning the big fighter to come closer and give her a kiss. He was prevented only by calm words and a firm grip from Gnarl, and Hobbs jumped up on a rock and started bad mouthing the woman. This raised their anger, and the three spat in hedgefey's face, nearly blinding him. In the ensuing tussle, the party was able to 'scoop' up some of the creatures watery form, thinking it may be what they needed for the blue cup.

The fight broke up with no one on either side slain, and the trio of women merged back into the water. The party backed the raft away, and headed for the opposite shore where they'd seen  a pillar on their first survey of the site. Once ashore and looking closer, they could see it marked the remnants of a bridge that once crossed the river  to the island. It now leaned crookedly to one side in a small flooded and boggy area. Atop it was a translucent black ball, which Hobbs flew up to examine more closely. Inside it, he could see a dancing flame. Could this be the 'fire which is not fire'? He easily plucked it up. At which point, something stirred at the base of the pillar. Two massive shapes, formed of weeds and mud, appeared before them. But the party opted to not stand and fight, easily running ahead of the things back to the raft.

They paddled back to the island once more, and headed to the temple to try their luck with the remaining cups. The water from the sirens made the blue cup glow, as did the fire from the ball once Gnarl had freed it with a stone shape. When all there containers were aglow, a loud cracking and rumbling sounds could be heard outside. Stepping out into the clearing, they looked up and saw that the face carved into the cliff now looked almost life like (though still quite grotesque). As as they watched, pair of hands appeared alongside the face, and out of the cliff face emerged a huge giant with a grossly oversized and grotesque head.  The giant descended the cliff, wadded the river to the island, and ended up in front of the party. Thankfully he did not flatten them with the tree he now wielded as a club, and the party was able to talk to him. The giant was confused, saying over and over this looks like his home but wasn't. After some time, they figured out his home was a small secret part of Faerie, where he and his brother once ruled before being overthrown by a fey lord. The giant had been cursed to block the passage back to Faerie with his body, and was likewise cursed to never return. 

The party, seeing a likely connection between the giants' conundrum and their own quest, agreed to go to Faerie and try to remove the curve. The giant settled down in the clearing and then 'encouraged them' on their way. The party went back to the raft and then sized up the cliff. Unfortunately, it dropped straight into the water, and they could  see no where to land but the flat space by the pillar where the two shambling mounds still waited at waters edge. So they headed straight ashore and charged at the pair. In a hard fight, first Thrax and then Jonesomon were engulphed by the things and started to suffocate. Thrax escaped where the rest of the party slew the one that entrapped him; and the fighter then rescued Jonesomon by using his swords wind walk to pull the now airy specialist out of it's grip. However, Slugs was felled by a mighty blow just before the party finished off the second creature.


TOTAL XP 
2250

GAINS
none

KILLS/VICTORIES
5 Wood Woad
2 Shambling Mounds

LOSSES
Slugs Mackenzie