Wednesday, August 27, 2025

Session 201: Barrowmaze revisited

 

Greetings, dear hearts! Vilma here, warming these old bones by the hearth in Orlane, and oh, what a day it's been for our brave adventurers! The air outside is thick with the creeping cold, down to -4 degrees Celsius! Even the stoutest soul needs a good cloak, though our dear Feno, with his magical sword, is immune to the chill. That sword, by the way, glows when the temperature drops below zero Celsius, bright enough to be a makeshift torch. A handy thing to have, especially when the fog rolls in from the marshes, thick as dragon's breath, and the ground crunches underfoot with frost crystals!

Our heroes — Feno, Arand, Dwarum, Norsha, Nikki, Los, and Cairo — were off on day 11 of their grand adventure, aiming to revisit the Barrel Maze. They'd defeated a bunch of gargoyles there before, but only truly claimed a great axe, bones, and horns. Treasure, you see, is a fickle friend!

Now, before they left, one might have noticed Elo, fussily writing in his journal, lecturing folks on Flandish burial customs, and lamenting the brutish way of delving into tombs without proper scrolls. He's a peculiar one, not keen on the Barrel Maze, but he keeps pestering them about that tomb they found. Then there's Sirius, who just vanishes for hours without a peep, with no desire to join the party underground either. Some folks just aren't cut out for the dark, eh?

As for the cold, not everyone was prepared! Cairo had winter clothing, and Norsha a wool cloak, but poor Arand, thinking himself tough, had only a tunic, boots, and plate mail. Los had two cloaks, but they were just normal cloth, and Nikki's adventurer's cloak was no better. Even the elf, Dwerom, was scantily clad, though they retroactively gave him some basic gear so he wasn't adventuring naked in the freezing cold!

Their journey began at dawn, passing the quiet village of Orlane, where smoke curled from chimneys. Those in lighter clothing, like our tough Arand, started to shiver, though they warmed a bit with movement. Through packed snow and rime, they trudged, seeing farm hands and oxen steaming in the cold. The Dim Forest offered a slight respite from the chill, but it was the Barrel Marsh that truly brought relief, its boggy air mitigating the temperature a few degrees. Mist curled from shallow pools, and distant croaks echoed.

Once they reached the marsh, a decision had to be made: lunch or the maze? Eating in the Barrel Marsh is a dangerous business, you see, as the smells and noise tend to attract marsh denizens. So, the call was made to head straight for the maze entrance, hoping for warmth within.

They took the path to the second entrance. Our old Barrel Maze is a miserable place on the outside, full of rhyming cold and trepidation. Once inside, they faced a choice: the altar room or deeper? Deeper, of course! They even considered the "stinky room" for lunch, but memories of losing past meals there quickly dissuaded them. Inside the maze, the temperature regulated, rising above 0 degrees Celsius, so Feno's sword stopped its glowing.

With Feno, Los, Norsha, and Cairo lighting torches and candles, they moved through the labyrinth. It wasn't long before they encountered something truly bizarre: a passageway glowing with an eerie, purple-green light, oozing like jelly from the walls! This "Psychedelic Alley," as it's now known, caused dizziness and disorientation, making them stumble as if in a drunken haze! Thankfully, they made it through, though their stomachs were still churning.

Further on, a pit trap was wisely avoided, lessons learned from past mishaps, I imagine! Then, they came upon a brick wall, from which they heard a faint, muffled tapping, followed by a creaky voice! It called out, and suddenly, Arand's lost memories began to flood back! He'd come to the maze with his brothers and cousins to find lost relics, but they'd been separated when a hidden chamber collapsed! The voice, it was Dornar Grudgeborn, his cousin, whose family bore a vow to remember or avenge wrongs! A tragic tale, indeed!

Despite the urgency of Arand's discovery, they decided to eat first, choosing a room with a closable door. While eating, Arand shared more of his hazy past: a fall into a pit, silence, and a symbol etched into bone, eerily similar to a sigil from the dwarf Tinker! The Tinker even knew Arand as "Your Highness," and it seems their past wasn't entirely pleasant! And then, Nikki's "demon fern" started swaying, though there was no breeze in the chamber! Strange things indeed!

Just as they finished their meal, Dornar's voice called out again, distorted and twisted: "You left us! You forgot the stone! You must remember!" The Barrel Maze then fell into a deathly silence, deepening the mystery.

The adventurers, ever determined, decided to investigate. Norsha, our stealthy ranger, moved ahead. She discovered recent humanoid footprints, not their own, leading further into the maze. Then she heard voices, arguing about treasure! The group decided to confront these potential rivals, although Feno was quick to declare his intention to attack for treasure!

But before they could reach the other group, they accidentally opened a door, revealing three gargoyles tormenting giant rats! Arand, with his deep-seated hatred for gargoyles, immediately threw his hammer, initiating combat! The rats, seizing their chance, scurried away!

What a battle ensued! Arand's hammer found its mark, while the gargoyles viciously slashed and bit, dealing nasty blows. Dwarum launched two magic missiles, injuring one gargoyle. Norsha, with her stealth and tactical positioning, delivered a flanking blow, and Nikki, with a well-placed backstab, slew another! Finally, Feno, with a powerful strike, brought down the last gargoyle in a pile of hard rock! And Norsha, not one to be outdone, finished off the remaining gargoyle with a triple damage evisceration, earning her a little happy dance! They earned 140 experience points each for their victory!

Now, with the gargoyles nothing but shattered stone, the room revealed stairs going down, and the mystery of Dornar and the other adventurers still loomed. But alas, dear readers, time runs short for our heroes this week! They've regrouped in the hallway, ready for whatever twisted path the Barrel Maze throws at them next.

And speaking of gatherings, prepare yourselves for a grand time on the 20th of the month, for a live game with pizza, treats, and drinks! Lee, our storyteller, is preparing a grand tale, and many might join, including grumpy dwarves and perhaps even a few new faces! So, keep your minds sharp and your bellies ready!

Until next time, when the mystery of the whispering voices and the treasure stealers will surely be revealed! Vilma bids you adieu!

Thursday, August 21, 2025

Session 200: Rest and Rekindling in Orlane


Vilma's Whispers from the Foaming Mug: Day 10's Dawning Deeds

Ah, dear readers, gather 'round! Old Vilma has stirred from her slumber, and oh, what a day it has been in our beloved Orlane! The sun, though veiled by a gray, biting chill, did rise upon the tenth day of Ready, and with it, the Saviors of Orlane began to stir at the Foaming Mug Inn. A delightful rest they had, much needed after their arduous encounters of late, particularly that dire tangle with the gargoyles. They sent those stony fiends back to whatever dark corner they clawed out of, arriving back safe, though certainly not sound, for a good dinner and a well-earned sleep.

This morning, the air still hums with the memory of battle, even as the aroma of fried oat cakes and spiced apples fills the inn. Our heroes, the brave souls who champion Orlane, found themselves quite worn and battered, their very spirits tested. Poor Armatzi, in a sight that nearly caused Vilma to drop her morning tea, simply appeared on the common room floor, bleeding and unconscious! A shocking start to the day, indeed! But fear not, for the compassionate Nikki was swift to bandage him and, with the aid of the new wisdom that allows for full healing in safe havens, helped him back to his feet, a true testament to their devotion. It seems Feno, ever the dramatic one, even managed to frighten a local gossip into a fit of retching with a gargoyle head! Ah, the tales these walls could tell.

--------------------------------------------------------------------------------


A Merchant's Wares and a Shrewd Bargain

Word had spread, carried on excited whispers through the morning air, that a traveling merchant, Jalus the 10-Ringed, was in town. He specializes in jewelry and gems, they say, but also carries common necessities and, most importantly, healing items. Our heroes, being low on such vital aid, decided to brave the cold and seek him out, setting their sights on the canopy pitched between the Slumbering Serpent and the Golden Grain.

Jalus, a tall man in velvet robes, reeked faintly of cardamom and pipe tobacco – a curious blend! He displayed his wares: a beautiful amethyst brooch, a jewel dagger more for show than fight, vials of oil, rations, torches, and yes, healing potions and cheaper healing pulyses. And our Norsha, bless her diligent heart, even acquired a set of finely made gnomish lockpicks for a hefty price.

But the true spectacle came with Feno's cunning negotiation! He offered a signet ring, a valuable piece indeed, for sale. Jalus, the wily merchant, tried to drive a hard bargain, but Feno, with his unique persuasion (or perhaps just sheer audacity!), managed to secure all three of Jalus's healing potions and 40 gold pieces in exchange for the ring. A deal well struck for the party's desperate need!

--------------------------------------------------------------------------------

Strange Symbols and Grateful Hearts

As some of the party conducted their business, a curious sight unfolded near the Slumbering Serpent Inn. Some common villagers were seen drawing a strange shield emblem with the words "Saviors of Orlane" on the door, then kneeling in prayer. This peculiar ritual drew the attention of Nora, Feno, and Nikki, who went to investigate.

Lo and behold, these were the Low family – Billy, Tiona, and young Ewan – followers of Ma, expressing their profound gratitude for our heroes' valiant work against the Naga and the undead horde. They see the Saviors of Orlane as instruments of Ma's grace, celebrating their aid with these heartfelt symbols and prayers. A touching display of the community's nascent faith and appreciation!

--------------------------------------------------------------------------------

Temple Tidings and Unnatural Ferns

With Norsha still afflicted by magical darkness from the gargoyle that had rendered her blind, the group made their way to the Temple of Ma. There, they met the priestess, Misha Devi, who, despite the usual tensions between her followers and those of St. Cuthbert, graciously offered her aid for a donation.

Indeed, the noble Armatzi (a follower of St. Cuthbert himself!) was willing to cast a dispel magic spell, and with a good roll (and perhaps Ma's quiet blessing in her own temple!), Norsha's sight was restored! It seems Ma does not disdain all outside her flock, at least not entirely. Though, Misha Devi did not shy from lecturing Armatzi on the rigid ways of St. Cuthbert, preferring the wild, natural growth of grain over ordered rows. She also suggested seeking a sage in Hokk, Dana or Diana, who might be interested in gargoyle parts – a most intriguing rumor, wouldn't you say?

And speaking of nature, it seems Nikki's curious fern, Bernardet, briefly thrived in the temple's holy atmosphere, even managing to "steal" a silver piece! However, Misha Devi, ever discerning, deemed Bernardet an "unnatural corruption" and cautioned Nikki against dealing with such things. A plant with a will of its own, indeed!

--------------------------------------------------------------------------------

Whispers of Rangers and a Summons

Later in the day, as our heroes began to tend to their wounds back at the inn, a new intrigue unfolded. Los and Dwarum noticed two cloaked figures hurrying from the inn and, ever vigilant, decided to follow. They discovered a small gathering of Rangers of the Thorn, patrolling the Dim Forest on behalf of Iron Guard Mott. It seems these rangers, led by a fellow named Todd, were looking for signs of trouble, including a mute companion named Marcus, whose spear was broken under mysterious circumstances.

Most importantly, the Rangers delivered a message: the Saviors of Orlane are requested at Iron Guard Mott, the county seat, for a commendation and further direction. It appears our heroes' reputation precedes them, and grander duties await beyond Orlane's borders!

--------------------------------------------------------------------------------

A Day of Decisions and Preparations

With spirits and health restored (thanks to the new wisdom of full healing in safe places, what a blessing that is!), the group convened to plan the morrow. Despite the allure of distant Hokk for leveling up and securing funds, the immediate concern of stolen treasure in the Barrow Maze swayed their decision. Tomorrow, they will return to the labyrinthine swamp, ready to reclaim what is theirs!

And what of other preparations? Our resourceful Feno has commissioned a medium-sized, metal lock box from the local blacksmith, a sturdy safe capable of holding many valuables (and perhaps even more tarps!). It seems the lessons of lost copper and vanished tarps are well-learned.

The day drew to a close with plans for the future and the clinking of copper pieces for supper and breakfast. And a new question hangs in the air: will a new hero rise among them, perhaps a cleric, a druid, or even a curious blend of both? Only time, and the strange whims of fate, will tell.

So, my dear friends, Orlane sleeps tonight under a watchful, if slightly mad, eye. The Saviors are strong, their purpose clear, and the Barrow Maze awaits. What new tales will dawn with the morning light? Vilma will be watching, and you, my dears, will be the first to know! Stay warm, and keep your wits about you!

Thursday, August 14, 2025

Session 199: Gargoyle Gauntlet and Undead Onslaught

Evening falls over Orlane, a chill wind whispers tales through the cobbled streets, and old Vilma finds herself once more settling by the hearth, a steaming mug of spiced cider warming her hands. Tonight, the whispers are of true heroes, of the recent harrowing escapade on Day Nine of Ready, a day that truly tested the mettle of our valiant adventurers.

Oh, what a day it was, my dears! Our brave group found themselves knee-deep in combat against a terrifying host of gargoyles. Not just any gargoyles, mind you, but a formidable force led by Ziggstrol, the Margoyle, flanked by his four-armed bodyguards. And as if that weren't enough, the treacherous Zach revealed his true, vile colors, launching an ambush from the shadows.

The battlefield was chaotic, heroes scattered but resolute. Cairo and Nikki held the western front against Zaxic’s gargoyles, while Norsha and Los faced a hasted gargoyle to the east. And down in that accursed main chamber, Feno and Armed grappled with two magic-wielding gargoyles, Magog and Visix V. With Armatzi nowhere to be seen, having been whisked away to another dimension, and Hyde and Dwaram long absent, the burden fell heavily on those who remained.

A moment of quiet wisdom came when one of them, a true leader, stepped forward to guide the day's desperate choices. Their first targets? The magic-users, Visix V and Magog, a sensible strategy against such formidable foes.

The fight was brutal, round after round of relentless attacks. Poor Norsha, already struggling with the gloom cast by a continual darkness spell, found herself in the thick of it, struck down by a hasted gargoyle. Eight points of damage, they say, brought her down to negative one. A grim start indeed. Armed, too, faced the wrath of Magog, taking ten points of damage.

But even in darkness, light shines!

• Feno, ever the fierce warrior, with his mighty sword, delivered a slaughtering blow to Visix V, the very creature that had cast the haste spell, ending its menace in one swift strike.

• And Los, with a touch of pure genius, tried a new spell, 'Push', successfully knocking that hasted gargoyle prone, negating its attack for a round! Later, Los would land a critical backstab on the fearsome Zaxic, a blow that shifted the tide.

• Cairo, though targeted relentlessly by multiple gargoyles, seemed protected by a divine grace, dodging many attacks. Yet, the relentless assault eventually took its toll, leaving him bleeding out.

• Nikki, with her trusty Mr. Paws, delivered strong blows and later, with her precious healing spells, began to mend the broken bodies of her comrades.

Our heroes, though bruised and bleeding, showed true grit. One by one, the gargoyles fell. The treacherous Zaxic himself was eventually slain by Feno's relentless attacks, a truly satisfying end for such a villain. When the dust settled, Ziggstrol, Zaxic, the four-armed bodyguards, Magog, and Visix V —all lay defeated. But the victory came at a cost: Norsha, Armed, and Cairo were all knocked out.

Once the immediate danger passed, the urgent work of healing began. Nikki, a beacon of hope, poured her magical energies into stabilizing the fallen. But alas, the wounds were deep, leaving lingering effects:

• Norsha suffered debilitating trauma, facing a penalty to hit for weeks.

• Armed was plagued by nightmares, impacting his initiative for weeks.

• And Cairo endured haunting pain, causing random penalties to his attack rolls. These, my dears, are wounds that even the finest healing spells cannot erase without time and proper rest.

Despite their exhaustion, our crafty heroes planned their spoils. They would take Ziggstrol’s head, the heads of the hated Magog and Zach (the betrayer), and the remaining 14 gargoyle horns. And let us not forget the enchanted battleaxe that Ziggstrol never got to wield! A fine collection, though it presented quite a challenge to carry, with heads weighing 30 pounds each and wings (thankfully mostly left behind) at 45 pounds. Even cutting them from the stony hides required magical weapons and time.

With their trophies collected, weighing them down considerably, especially poor Norsha who found herself carrying more than double her body weight in gold and gear, the decision was made: retreat was the only sensible option. No more treasure hunting for now; the party was simply too injured to risk further encounters. Thankfully, Armed took on the burden of carrying Norsha, while Cairo managed her friend's excess gear.

Unfortunately for the party as they fled, they were ambushed by another gargoyle party in the main entrance room (with the gargoyle statues). Fortunately, they were able to defeat these gargoyles without much problem. Unfortunately, there wasn't any free yogurt after the battle. Fortunately, there were more gargoyle bodies. Unfortunately, the group decided not to accumulate more trophies. 

But the journey out of the dungeon was far from over. Moving quickly, they were met by yet another surprise: shambling undead led by a malevolent shade. Another battle erupted, forcing our weary heroes to fight on! Once more, their teamwork shone through. Los ignited zombies with vials of oil, Armed hurled his mighty hammer, and Feno, though weakened by the shade’s chilling attack that drained his strength, ultimately struck down the spectral foe. The zombies, too, fell swiftly.

Finally, bruised, exhausted, and carrying their hard-won trophies, our heroes emerged from the dungeon and slogged through the cold, stinking marsh. They arrived back in Orlane at 19:40, just in time for a well-deserved dinner and a long rest.

What a haul it was for experience, my dears! Slaying eight gargoyles, Zigstrol, Zaxic, four armed gargoyles, Magog, Visix V, a greater shade, and six zombies earned them a staggering 1,081 experience points each. A high mark indeed!

So, as you see, the barrel marsh holds many dangers, but it also tests the spirit and courage of those brave enough to venture within. Our heroes, though changed by their ordeal, are home. They'll need rest, good food, and perhaps a bit of Vilma's cider to fully recover. And who knows what tales they’ll weave once their strength is fully restored? This old storyteller, for one, is eager to find out!

Session 205: The Strange Whispers of Orlane: Frost, Fish Burps, and the Glass House

Day 25 Ready'reat CY 576 Gather 'round, if you’ve the stomach for it! It’s the 25th of Ready'reat, and though the sun tries its ...