Thursday, May 14, 2026

Session 230: The temple of Heironeous and the strange and mysterious Fire Maple Druids of Hookhill

It is day 20 of Sunsebb and Tatania has rejoined the group. When told of the identify spell scroll, she happily claims one. She is eager to acquire more skill and knowledge and, in fact, already has the requisite magic ink to scribe the spell into her spell book. 

The group had planned to visit the temple of St. Cuthbert, but as their cleric Armatzi is nowhere to be found, they instead venture to the temple of Heironeous. Feno is particularly interested in this deity which may more closely align to his ideals. As they approach the impressive structure, they are greeted by an acolyte. He needs to be persuaded, but eventually fetches a cleric. A harried cleric is brought out but she seems put out to have to deal with this intrusion on her time. In a disinterested tone, she asks what the party has for her to look at. The party sets out the several books and scrolls they had acquired in the barrowmaze. At first, the cleric is unimpressed. But upon closer inspection, her eyes widen and she emits a small choking sound. She scurries off and another higher-ranking official emerges to evaluate the writings. She too is astounded by the books and asks where the party had come across what she dubbed the "unholy relics of Incabulos". Tatania and Veyda explain the provenance of the items. The cleric wishes to study and then destroy the items and offers in exchange either gold or scrolls. The party chooses scrolls. She offers any four of the following: cure serious wounds, cure blindness, neutralize poison, or cure disease. The group decide on two cure serious wounds, neutralize poison, and cure disease. The group also offers the recovered lizardman scales and doppelganger books. The cleric notes that these two are cursed and will not study them before the curse is lifted. She will charge 2,500 GP to remove the curses, but the party demurs. 



Feno asks about the ideals and mission of Heironeous. He states that he wants to kill undead and is curious how the cleric might respond to such a brash statement. The cleric responds that Heironeous considers undead to be a scourge to be destroyed and any follower would be rewarded for services in this pursuit. In addition certain benefits and responsibilities could be expected. All good worshipers of Heironeous are expected to act in defense of the weak. Feno is intrigued and says that he will think on it.

Meanwhile, it seems that Niki has somewhat forgotten about the plight of her poor cat Jack, but fortunately, Veyda has not. She brings the cat to a druid grove. A priest identifies himself as a representative of the Fire Maple Druids of Hookhill. The priest is deeply concerned for the cat and promises to heal him to the best of their abilities, but it will take two weeks, not including the upcoming festival. He should be healed by day 5 of Fireseek, but no one needs to hurry to pick him up as Jack is welcome to stay with the druids. Veyda is interested in learning from the druids and asks if she can stay with Jack until he is healed. The druid agrees. Tatania then steps forward and offers diseased samples from the Dim Forest for examination. The priest is dismayed. The Fire Maple Druids were unaware of this evil corruption and promise to send emissaries. For sharing this knowledge, Tatania is rewarded with a prized pinecone. Then the priest grows somewhat grim and proclaims that Orlane should be purged of its humanity so that it may return to nature. This shocking statement catches many in the party off guard and they quietly dismiss themselves, leaving Veyda with this questionable group.


The return trip to Orlane is relatively uneventful aside from running into a patrol group. They stop the party to inspect their newly-updated adventuring charter and inform them of a strange sickness to the east. The group remembers overhearing some other travelers talking about this, but don't have any additional information. The patrol group asks the adventurers to warn any travelers they see away from eastward visitations. The party also notes additional rot and mushrooms in the Dim Forest.

Back in Orlane on Day 25 of Sunsebb, the party gives Myr his foodstuffs and checks in on their advertisements. They decide to hire a cart driver and laborer to fetch regular food shipments. In addition, Gnorcia decides to enlist Pella Reid (an orphan from the battle of Orlane) as a hireling. Let's hope she can be kept safe during the many adventures of the Saviors of Orlane. Otherwise you will have to hear about it from me, your faithful storyteller,


Vilma

Session 229: Hookhill shopping trip

It's a fine morning at the Foaming Mug Inn where Feno, Sergius, Maeve, Niki, Armatzi, and Dwerom contemplate their next move. Niki had sent a runner to nearby towns to inquire about supply costs to construct a greenhouse. A wooden structure would be the least costly option coming in at about 300 GP and 650 man-hours, while a stone structure would cost 500 GP and 1,300 man-hours. The real expense, however would be the glass itself as it costs 625 GP per 10x10 foot pane. Niki does not seem discouraged, however! She is intensely interested in being able to grow fresh produce year-round. Such an innovation could be a real boon for Orlane and a draw for a town whose greatest pride is their harvest and good food.

Speaking of food, the party negotiated a permanent contract with Myr to supply him 6 GP worth of fine food per day. They decided to journey to Hookhill and gather some of Myr's chosen provisions (among other tasks). To keep the mimic sated, the party pre-paid 60 GP to the inn for 10 days of food to cover him while they traveled. This is an acceptable short-term solution, but if they didn't come up with a way to support long-term food deliveries for Myr, the party would simply be continuously traveling to feed the hungry creature. So they posted job notices for a general laborer in the three Orlane inns. This way, they could hire out helpers to gather a variety of foods from nearby towns while the party did their adventuring. They will soon be managing quite the small business. Huzzah to the saviors of Orlane: job creators!

On the morning of day 16 of Sunsebb, the party departed Orlane and headed toward Hookhill. Feno attempted to hunt, but was unsuccessful, partly due to the season but also to the forest corruption. The rot seemed to subside about one mile outside of Ironguard Motte. As they traveled along the road, the party met up with the Gran March militia, a group eight strong. Showing deference and respect, Feno spoke to Captain Mookie. Feno reported the necromantic corruption in the Dim Forest. Captain Mookie addressed Armatzi and inquired of him what he thought the source of the corruption might be. Armatzi replied that he thought the source was from some evil withing the barrowmaze, which the adventurers are valiantly trying to cleanse. Captain Mookie praised the party and advised them to renew their adventuring charter, report to the magistrate in Hookhill, and visit the temple of St. Cuthbert. He then inquired about the state of Orlane and asked if they could use some reinforcements. Feno relayed that Orlane was a town in recovery and could always use support. With some additional pleasantries, the two parties went their separate ways.

Further along the path, the party observed a roadside shrine dedicated to Heironeous and attended by Sister Cauldrath Vale, a proud and fearsome woman. She seemed to stare into the very souls of the adventurers. After a brief, but meaningful interaction, a few of the party left offerings of rations and coin.




The party reached Hookhill on the evening of Day 19 of Sunsebb after a hard push to avoid one more night on the road. They were met at the gates by the city guard where they were questioned on their intent. The party indicated they would be selling some items. After some discussion about the value of what they would sell, they settled on about 1,000 GP and were required to pay a 10 GP entry duty. Based on descriptions of the various lodgings from the city guard, they then made their way to Iron Gauntlet Inn. A runner led the party to the inn for which Feno tipped him handsomely. The inn's proprietor introduced himself as Berric Ironhand Thorne. Feno inquired about the security of Hookhill to which Berric replied "the roads are safer, but only because patrols have doubled". In the common room, several interesting characters watched the party intently. The mood was heightened, but did not feel unsafe. Feno spotted some soldiers and bought them a round of drinks, which seemed to lighten the mood.

The next morning, the group set out to purchase some groceries for Myr, including some fine ale and a wheel of cheese. Dwerom took the time to cast an identify spell and identified a dagger with magical properties. Even though Dwerom is a skilled magic user, he only gets so many attempts per day to identify the magical properties of the artifacts the group collects and things are beginning to pile up unidentified. Instead of spending gold every time they need to identify an object, the party wisely invests in some scrolls that will allow two additional magic users to learn the identify magic spell so they can potentially triple their magical potency. All it will take is some magic ink. Oh yeah, and some carp. Gulp!

Next, the party found a merchant shop where they bought a few supplies and sold some amphorae that they had collected for exactly 1,000 GP. Wow, I may be able to see far away events of the present, but someone accurately predicted the events of the future!





With love and accuracy, your humble storyteller,

Vilma

Session 228: Wherein the party knows the way to a mimic's heart is through its stomach

The sun rises on the 15th day of Sunsebb, cold but promising. The party, consisting of Feno, Arnd, Dwerom, Veyda, Tatania, and Sergius, began their morning in Orlane before deciding to travel to the Barrow Marsh.

During the trek through the Dim Forest, the party noted that the forest appeared to be rotting away, with vegetation succumbing to a "fill force" that particularly disturbed the elves. Tatania used a gold compass box to seek guidance on how to help the forest; the needle pointed southeast, leading the party to conclude they should consult the priestess of Merika in Orlane. Before leaving the forest, they collected several samples—including waxy, out-of-season mushrooms and "stained" bark—to bring back for study.

The party arrived at the marsh and debated between two barrows to explore. One was marked with mysterious wavy line enchantments, whereas the other was sealed with a standard stone door. They chose to attempt to explore the second barrow. After two turns of manual labor to bash down the door, they entered a dry crypt. Inside, they discovered a glimmering galley. A small ship stood in the center of the room, surrounded by a light blue shimmering aura and four stone columns featured realistic carvings of gargoyles. Detect magic was cast and revealed the statues themselves were not currently enchanted. Inside the ship lay the skeletal remains of a warrior laid out in a burial pose, surrounded by baskets and chests.

The party decided to explore the area further. After clearing a brick wall, the party found a western chamber containing two sarcophagi. The south sarcophagus was found to contain green slime. Feno accidentally broke the lid while being startled by the slime, which the party identified as a hazardous substance that dissolves organic matter and metal. They have extensive experience with the matter and have good reason to be wary of it. The north sarcophagus radiated a faint magical emanation. After sliding the lid from the north sarcophagus over the south one to seal the slime, the party recovered a bone scroll tube and desiccated remains.

Returning to the glowing boat, Armatzi used dispel magic on the blue aura surrounding the ship. This caused six mimics to appear, which immediately demanded "dinner" from the party. Rather than engaging in combat, the group successfully negotiated with the creatures by using the create food and flavor spells (along with standard rations) to placate the hungry mimics. In exchange for a bottle of fine wine and dried cinnamon apple slices, the mimics allowed the party to take the treasure from the boat. The party acquired two clay pots containing 75 platinum pieces and 500 electrum, a Helm of Frost Resistance, a magical dagger, and a magical hand axe. The party then departed for Orlane.

Upon returning to Orlane, the party encountered Myr, a mimic they had previously hired to guard their treasure. Myr was grumpy and demanded more food, leading the party to discuss hiring a runner to travel to Hookhill for specialized supplies like "crunch worm" and "soft chew" to keep the guard satisfied.




Thursday, May 7, 2026

Session 227 - Frost and the Barrowmarsh

Deep Frost and Dead Men’s Dust: Tales from the Barrowmarsh  

Gather 'round the hearth, dearies, and mind your elbows—old Vilma’s got a fresh story to spin, and this one’s got a bit of a chill to it. No, not just the draft coming off the duck pond, but the kind of cold that settles in your marrow when you peer into places best left forgotten.

Our lot—Feno, Arnd, and the rest of those brave (or perhaps just foolish) souls—spent their morning at the Foaming Mug. Now, Feno’s a curious one; he spent his breakfast figuring out why Orlane needs three inns. It’s all about the coins in your pocket, he says. If you’re a fancy officer, you go to the Golden Grain Inn; if you’re a merchant, the Serpent. But if you’ve got mud on your boots and a bit of iron in your hand, the Foaming Mug is where you rest your head.

But it wasn't just ale and town gossip. There’s a sadness in the air, my loves. Jack the cat—aye, the little three-legged fellow—was looking for more than a scrap of fish. Through young Nikki, the poor beast spoke of a cursed ring and a missing paw. Veyda and Nikki have taken up his cause, bless them. It’ll take a trip to a Greater Druid Grove to set that spirit right, and a reckoning with some nasty necromancers to get his trinket back.

The Crispy Road to the Tomb

They set off at eight bells into air so cold it was "crispy," as they say. But the frost wasn't the only thing bothering the bones. All along the road, the farmers were doubling over with a dry, staccato cough—a sound like snapping dry kindling. Even the Dim Forest is feeling the rot; limbs falling without a wind and the trees weeping sap that smells of old graves.

By midday, they reached the Tomb of Incubalos. Now, you’d think a group of seasoned adventurers would know better than to settle down for a quiet lunch on the steps of an ancient barrow, wouldn't you? But there they were, Veyda lost in her crystal meditations, when a Giant Scorpion decided it wanted a taste of Armatzi!

It was a short-lived scuffle. Armatzi shrugged off the sting like it was a common wasp, Nikki landed a solid thump, and Sergius—oh, that boy moves like a shadow—slipped behind it and ended the thing before it could blink its many eyes.

What Lies Beneath the Stone

Once they stepped inside, the air got heavier. They found the sarcophagus of one Varius, a high priest of that nasty Cult of Incubalos. Arnd stood ready, cloaked in prayers and protection, as they heaved the lid aside.

Out burst a Barrow Wight, all thin, puckered white skin and the color of a fresh bruise. It tried to lock Sergius in its gaze—to freeze his very blood—but the boy’s got a strong will. Arnd and Sergius laid into it with steel and grit, and finally, Feno and Arnd delivered a blow that crushed the life (or the un-life, I suppose) right out of the wretch.

They didn't come away empty-handed, mind you. They found an old leather scroll and some fine vases. Deeper still, in a chamber where four mummies sat watching in the dark, Arnd used a clever bit of luck and a ten-foot pole to fish out a bowl of platinum. Thirty-five shining coins! And thank the stars, the mummies decided to keep their long nap.

A Cold Return

By the time they trudged back into Orlane at seven, the frost had settled thick. The town is still coughing, poor souls. Feno tried to get the local smith to fashion a "respirator" to filter the stench and the sickness, but our smith is a man of hammers and horseshoes, not tinkery. They’ll have to head to Hookhill for such magic gadgets.

But it’s not all doom. Feno’s put a tidy sum of platinum toward Arnd’s forge to craft a suit of jousting armor. A fine investment, if you ask me—gold is good, but thick steel is better when the world starts to rot.

So, drink up, lasses and lads! Be glad you’re in here by the fire and not out there dodging scorpions and breathing the dust of Varius. Tomorrow is another day, and I’m sure the mists will have more secrets to tell.

Thursday, April 16, 2026

Session 226: Books, bottles, and Sergius is poisoned (again)

There are seven slain coffer corpses on the ground and Sergius wants to check them for loot. Unsurprisingly, there is none to be found. Tatania, Arnd, and Sergius look at Titus, Maeve, and Veyda and decide that the party is perhaps not equipped to enter the highly dangerous barrow mounds. The party decides to explore the marshes instead and see if there is an unexplored mound that might be more their speed.

Dwerom and Niki join up with the crew and together they move southeast. They encounter a tall cliff wall that looks inhospitable to climbing. Next they find an unexplored barrow that is covered in dirt. The dwarves examine it and declare that it could be unearthed, but even with their exquisite skill, the task would take hours and might attract some unfriendlies with the noise. As Arnd is debating the merits with the group, Sergius circles the mound to make sure there are no alternate points of entry. Titus muses that it looks like Sergius is doing a pee-pee dance. This gets a chuckle out of everyone else and they decide to pass on this particular mound today. Moving further east, they encounter another mound, this one also sealed, but not so thoroughly. It can be unearthed in just a few minutes. The dwarves get down to business and do just that. Luckily, it is such quick work that no unwanted attention is attracted. A short stone staircase is revealed. Torches are lit and the party descends into the darkness.

Veyda and Maeve wonder aloud if this will be a good burial mound or an evil one. Soon enough, that question is answered in the form of walls decorated with horrid murals of rot and death. Niki notes that this place is dedicated to Incabulos, the deity of pests, famine, nightmares, drought, and disease. What a rotten deity to worship when you could instead look to the bounty and nourishing gifts of Merrika!

Further exploration presents a passageway that smells a little gross. There is a door that Sergius willingly opens to reveal a room fitted with bookshelves. The shelves are filled with small to medium books, scrolls, and large tomes. Most of them are treatises to Incabulos. Arnd sets up as a guard outside the room while the rest set to examining the shelves for anything useful. Sergius finds a book with pictures. Veyda inspects it and decides it could be useful as a means to gather information about repelling Incabulos. The party takes a break to eat and hear scratching noises in the distance. They are set upon by giant scorpions! Sergius is struck with one of the creature's poisonous tails. He begins to froth at the mouth and takes on a pale greenish pallor. The scorpions are slain by the rest of the party and Niki rushes in to cast neutralize poison on poor Sergius. He coughs up some dark sputum and seems his old self. One wonders what can be done to keep the lad from being poisoned so often. Perhaps nothing.

Arnd sets up outside of the room again to act as guard while the rest search through the shelves once again. Arnd hears a schlopping noise, like wet feet on the ground. Before he can even send out a warning, he is beset by a pair of giant toads. Has the God Toad sent more of his children to seek revenge? Arnd retreats to the safety of the room to set up an attack with his fellows. The toads are unable to harm him as he deftly escapes their terrible tongues. In proper formation, Niki slays one toad and Arnd the other. Dwerom disembowels the giant toads, but doesn't find anything of interest in their bellies.

Veyda insists on an exhaustive search of the room, which yields three more discoveries of valuable treatises, including one that details constructing mummies and imbuing them with undead force and using slime in combat. With the entire room checked, the party moves on.

They encounter a room with a large ornate sarcophagus, broken and rotting baskets, and urns. There are unholy symbols on the sarcophagus and after the book they just recovered about creating mummies, more than one member of the party is hesitant to touch the sarcophagus or any of the accoutrement in case a dangerous mummy is is within. It's unknown if this party could fight off such a lethal foe. Instead, they turn their attention to another door. Sergius opens this one as well and reveals another room of shelves. This one, however, houses all manner of jars and bottles. The group does a meticulous inventory and collects four interesting specimens. There is a vial of ointment, a jar with gray dust, a jar with lighter gray dust, and a long jar with four sticks. Dwerom casts identify on the sticks and discovers that they are meditation sticks that can be used by clerics and cleric subclasses to intensify and maximize their spells. Maeve is weary of any objects found in this evil place, but that doesn't seem to persuade those who could actually use them. Niki, Veyda, and Titus are all very interested in trying out these new magic items when the time is right. The other items will have to be identified another day, because it is now time for the adventurers to come home to see me, the faithful storyteller,

Vilma 

 

Session 225: The price of shirking your duty

It is the late afternoon of Day 11 of Sunsebb and the adventuring party of Tatania, Aila (carrying the body of Lalie), Armatzi, Sergius, Maeve, Veyda, and Titus find themselves in the aftermath of the battle with the giant toads. The God Toad, a giant spectral amphibian, hovers above the group, lets out a low "ribbit" and disappears. The party finds themselves unsure of what that might portend, but decide to head back to Orlane.

As they make their way down the familiar path through the dark forest, several members sense a dark presence to the north. Feeling weary and bloodied from their harrowing battles (and one party member down), they decide to ignore the looming evil and press on back to town. Everyone feels a collective and oppressive force fall upon them. Their feet feel a little heavier, their minds a little slower. It's unknown if they realize it, but old Vilma knows that a Curse of Misfortune has been placed upon them for ignoring the evil presence they had felt.

Back in Orlane, Aila sets about preparing the body of Lalie for travel back to Veluna. Veda runs off to fetch Colette, the lady's squire, and a ceremony is cast on the body to preserve it to travel home. Aila and Colette wash up, and say their goodbyes to the party as they plan to leave at first light. The journey will be a long and no doubt somber one.

After a good night's rest (and a round of healing spells from their cleric) Veyda, Tatania, Maeve, Sergius, Titus, and Armatzi meet up with their funny friend Myr. They present to him a variety of food and drink that they have collected for him as repayment for guarding some of their treasure. Myr seems most pleased with the spread and immediately tucks in to a rather fancy meal.

The group decide to take a day restocking supplies and relaxing for a day in town. Slowly, they feel themselves unburdened by the Curse of Misfortune. Fortunately, it was somewhat short-lived. This time.

Come the next morning, they recruit Arnd to join back up and head toward the barrow marsh. Once again, they feel a disturbing presence. Instead of fleeing, the party brace themselves for battle. Out of the forest emerge seven coffer corpses. Maeve attempts to injure one with a dart. The dart hits and sticks in the shoulder of one of the corpses, but the undead creature seems to take no damage. It is quickly deduced that these brutes can only be harmed by magical means. While the monsters present a challenge to the party (one manages to grasp Arnd by the neck in its strong grip), there is enough magic present in weapons and Tatania's magic missiles to dispatch all seven with no casualties.

What a thrilling end to the vision witnessed by your faithful storyteller,

Vilma

Tuesday, March 31, 2026

Session 224: To Every Undead: Turn, Turn, Turn

I see them, my beloved Saviors of Orlane. But are they the Saviors of Orlane? The members of this adventuring party are ever changing and there is not one among them that were responsible for slaying the vile Naga Explicitca Defilus. However, I do spy one who was present at the battle of Orlane and helped to repel the necromancers and their ilk. Regardless, this heroic bunch ever pursue the quest of vanquishing evil and sending the undead back to their realm. So I am happy to call them and any who join in their cause the Saviors of Orlane. 

My heart is heavy as I behold Lalie on the ground lifeless. Her companion, Aila, seems wholly focused on recovering her body. I suspect she knows that Lalie comes from a wealthy family who will pay the high cost to have her resurrected. I hope we do see the cavalier again, reanimated with the breath of life. I hope she will take care in the future though, because who can tell the limits of magic and what multiple returns from the spirit plane would do to a person?

The remaining heroes (Titus, Veyda, Tatania, Maeve, Niki, Aila, and Sergius) dig deep to fight the evil undead. Titus and Aila both attempt to turn the undead and send them fleeing. Unfortunately, they are young in their powers and unable to do so. Tatania, however discovers she is quite adept at slaying creatures with her staff sling. A hurled metal bullet tears through one creature, slaughtering it immediately. Sergius takes a nasty bite from one of the foes and becomes paralyzed. The filthy creatures see him as an easy target to attack. In a stealthy move, Veyda pulls Sergius away from the fight and mortal peril. Dwerom appears and aids in the battle. Then from deep in the barrowmaze, a horde of zombies push up against the back of the evil undead and the odds become more bleak. A vial of lit oil is tossed onto the zombies, but they are terrifyingly immune to flames. The group is making some progress against the enemy, but there begins to be talk about abandoning the fight and fleeing to see another sunrise. However, the grim reality is that they would not be able to retreat swiftly enough while carrying two bodies (one dead, one incapacitated) and sacrificing their lives (or second life, in Lalie's case) was too high a cost. In a moment of desperation and despair, a familiar glow is seen from the rear of the party. The holy light from the gauntlet of St. Cuthbert is a beacon of goodness that lifts every heart. With a mighty and authoritative voice, Armatzi commands the undead to flee from before him. Only one creature is affected, but it seems in turning its back, the battle also begins to turn. Maeve strikes an enemy with her axe and Tatania hits again with her staff sling. On his next attempt, Armatzi is able to turn eight more creatures. This creates an interesting standstill as the fleeing enemies and the engaging zombies effectively block each other. The party is able to hack at the backs of a few creatures. When Armatzi's third turn undead spell fails to reach any further creature, the party decides to retreat while the dangerous villains are held at bay and before the magic wears off.

A hasty retreat leads the party to the gloomy barrow marsh. Armatzi has a spell that lifts the paralyzed condition from Sergius. And just in time, too! The group finds themselves being surrounded by a group of hungry giant toads! Niki casts an extremely powerful lightning spell, which slaughters two immediately. Maeve uses her rope to entangle a toad that is then killed by Dwerom and Titus. The rest of the toads are taken care of handily and the group finds themselves tired and more than ready for the journey back to Orlane.

I will recount these visions as often as they appear. Until next time I remain your faithful storyteller, 

Vilma

Session 230: The temple of Heironeous and the strange and mysterious Fire Maple Druids of Hookhill

It is day 20 of Sunsebb and Tatania has rejoined the group. When told of the identify spell scroll, she happily claims one. She is eager to ...