Saturday, October 21, 2023

Session 125: Rock, Parchment, Dagger!

The situation: Gnorcia has just lost her arm and is slowly being sapped of energy due to blood poisoning. The solution: Feno carries Gnorcia like a football and leads the party back to Orlane. It is a warm, late-summer day as the group (Feno, Niki, Sergius, Calbach, Gnorcia, and Lhoss) trek through the steaming marsh. It is cooler in the Dim Forest, but not in a welcoming way. The oppressive gloom eventually gives way to farmlands, dotted with farms both familiar and new. Where the farms used to keep a healthy 5-6 mile distance from the edge of the forest, they encroach ever closer, some as near as a mile. Hopefully these farmers have stout hearts and strong swords to face any straggling fiends they might encounter. Nevertheless, the Saviors of Orlane will strive to wipe out the source of danger so all can live in safety. The band is hailed by friendly farmers who know of the heroes' reputation and offer fresh milk and apples to sustain them on their short journey back to town. A most welcome gesture.

The majority of the party heads to the bustling common room of the Foaming Mug where it seems some sort of drinking celebration has many townsfolk enjoying the local ale. Gnorcia downs a quick plate of fruit and then makes her way wearily over to the temple. Misha Devi is most concerned about Gnorcia's blood poisoning and missing arm. The blood poisoning can be cured with a cure disease spell and the temple will do such for an offering. Luckily Gnorcia knows a certain practitioner of St. Cuthbert who will probably do it for free. As to her missing arm, Misha gives several avenues. There is a powerful spell that could restore the arm, but the priests of the temple of Merrika are not powerful enough to help. She could possibly find help at the temple of St. Cuthbert (at the name Misha makes a face) in Hochoch or Hookhill, although as she is not a member of that faith, she should expect a steep price tag, perhaps as high as 15 thousand gold pieces. But there is also a rumor of a powerful baron to the west who had possession of an enchanted ring that is able to regenerate a limb. Gnorcia is at present surprisingly unbothered by the lack of an arm (at least it isn't her stabbing arm!) so she thanks the priestess for the info and seeks out Armatzi who graciously cures her.

Back at the inn, Calbach decides it will be great fun to teach a game to the locals: rock, parchment, dagger. But the locals he first encounters are so deep in their cups, they can't wrap their heads around his explanation. Soon they are bobbing their heads in agreement and buying Calbach round after round of ale because they believe it is a drinking game. While Feno rubs his head in embarrassment and Lhoss watches from a distance with a level of amusement, Calbach keeps at it thinking if he keeps talking, eventually the drunkards will get it. They never do. Calbach gives up and walks away from the table, leaving the two ales purchased for him untouched. Then, as a somewhat revived Gnorcia re-enters the inn, Calbach is inspired to carve her a new arm. His first attempt is a rough oak limb that is as long as Gnorcia is tall. He scampers back out to try again and an exhausted Gnorcia goes up to bed. Calbach brings in a surprisingly thoughtful arm he has crafted with linen straps to attach to her stump, but he will have to give it to her in the morning. A joyful crowd of locals is hoisting their mugs in the air, swinging them to the left and shouting "rock!", to the right and cheering "parchment", and then shouting "dagger!" and downing the contents. What an enjoyable game!

The morning dawns cold and dreary. The group decides not to travel today and instead busies themselves with errands around the town, buying supplies, selling treasure, and donating crab spider poison to the temple. By mid-morning it was pouring rain, and the party was grateful to not be traveling in the bad weather. During their day in town, several rumors are heard; Gnorcia hears that hill gnomes have gone to offer their services against the giants; Armatzi hears that there is a growing schism between the followers of Merrika and St. Cuthbert; Niki and Kyro hear grumbling about newcomers who are taking valuable farm land from locals; Lhoss hears from old timers in Orlane who insist that all entrances the the barrowmaze are trapped. After a quiet day, everyone retires and prepares for an early journey back to the crypts.

A crisp, cold morning greets the adventurers, but also a new delight: cocoa! The local farmers worry that the frost will damage the late-season crops, but the brisk air makes for a nice travel morning. The entrance into the barrowmaze is pleasant in the fact that it is actually warmer, but not in any other aspects. The stale, dry air carries the smell of rot and squeaking sounds that get stronger the deeper the group moves. Moving through a maze of tunnels, the group comes upon a pale green caterpillar-shaped creature with 10 tentacles feasting on a humanoid. Sensing fresh blood, it turns on the party. The creature attacks and paralyzes Sergius and Niki. Lhoss does some damage with her magic missiles and Feno finishes the brute, the sundering slice sending frozen chunks flying. There is a tantalizing glint of mounds of treasure, but first Sergius and Niki notice a ghastly writhing something beneath their skin. Feno quickly cuts out the worm from Niki and Gnorcia deftly removes the one from Sergius. The party then discusses the best way to transfer all these riches out of the dungeon!






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