Saturday, May 24, 2025

Session 192: Into the Barrel Marsh


Ah, my dears, pull up a stool and lend an ear. Old Vilma has tales to spin from this past week here in Orlane. It was Day Seven of our little 'ready rate' period, you see, and the adventurers were stirring early at the inn, the morning chill clinging to the air even indoors. Breakfast was the order of the day, and over steaming bowls and crusty bread, they spoke of their plans.

A grand old debate they had, too! The talk was of inviting two new faces to join their company – Elwin, the quiet scholar, and Cyrus, who walks with the stillness of the wild, perhaps a ranger. They saw them down in the common room with the other familiar faces from the night before – merchants, sell-swords, the stout dwarf and his lad, even one of the minstrels. Though, mind you, the hooded folk they’d noticed before, they were nowhere to be seen. Cyrus, the ranger, was already packed and looked ready to travel, her eyes watchful of the party. Elwin, the scholar, was lost in his journal over a half-eaten breakfast. A vote was called, and the party agreed; these two would join, at least for a time....

But before they could even step foot out the door, a different sort of discussion arose4 It seems one of our brave adventurers, young _______, has a fondness for walking in many boots at once, playing more than one character. Our wise storyteller, bless their patience, noted the confusion it can cause.... How can the party truly know what to expect? And then there are the practical matters – loans owed between characters, stretching out the time it takes for coin to change hands fairly.... Armatzi, one of the characters _______ plays, is quite central to the challenges the party faces right now, while others, like Callback and Cheeky, are not. After much talk and sorting out who owed what (it seems poor Cheeky had quite the debt to Nikki and Los, though thankfully Armatzi had the coin to cover it...), it was agreed. Focus is needed. Armatzi would be the primary face we’d see, at least for now.... It seems all the 'internal' loans were settled before they even left the inn.

Having settled their internal matters and paid for their breakfasts (five silver pieces, though some remembered it being three), they stepped out into the damp morning. The fog lay thick, clinging to everything, muting the world. As they walked westward and north, the sun was a pale disc in a silver sky. The earth was soft underfoot, still holding the memory of recent rains. They passed through farms and a dim forest before the air grew warmer, yet fouler, hinting at the nearby marsh.\

Before they left though, both Elwin and Cyrus confirmed their invitation. Cyrus accepted readily but Elwin, however, made it clear he wasn't a fighter. His skills lie in study and knowledge, not in dodging claws or blades. He promised to stay in the middle of the group, out of the way of danger, his purpose being to provide scholarly aid. A wise scholar, though perhaps not one you'd want guarding your back in a scrap! Cyrus, on the other hand, showed her nature quickly – quiet, watchful, and as Elwin later discovered, remarkably stealthy.


Their purpose for venturing out was to explore the northwest section of the marsh, following markings Elwin had on his map. They first came upon a burial mound they’d seen before, marked on their own map as already explored. But another nearby drew Elwin's eye with its "interesting markings". It was sealed with a great, thick stone, much like the tales of digging for the lost Ark. No easy task to move! Nora, ever cautious, checked for traps, but found none. With pry bars lacking, it was decided brute force was needed - sledgehammers and iron spikes, a noisy business, that. For twenty minutes they hammered, the sound ringing through the marsh, while others, like Norsha and Cairo, kept watch.

Finally, the stone gave way, revealing not steps, but a black hole dropping fifteen feet below. A rope was needed, and a party was chosen to descend first: Los, Arn, Armatzi, and Nora. Elwin, wisely perhaps, chose to wait until the chamber was secured. Los went down first, a skillful descent despite it being one-handed. Below was a small room, ten feet by ten, with a single sarcophagus. Los had her hooded lantern lit, pushing back the gloom.

The sarcophagus looked solid, no obvious traps or runes. But when they finally searched and opened it, they found the reason for its seal – a foul zombie lurked within! It sprang forth, attacking Armatzi. A brief, sharp fight ensued. Los, quick to act, managed a backstab. Armatzi and Arn landed blows, with Arn dealing the final, crushing strike that left the creature as naught but mouldered scraps. A dangerous welcome, indeed!

Their victory wasn't without reward. The zombie wore a gold necklace with a jade scarab, though Arn's blow unfortunately shattered the gem. More intriguing was a gleaming gold ring on its finger. Before touching it, they called down the scholar. Elwin finally descended, identifying the tomb as a standard burial chamber of the Flan, the old native folk of this land. He seemed less interested in the treasures than his rumbling stomach, climbing back up for his lunch while the party decided what to do with the ring. Armatzi carefully took the ring, a piece of group treasure. Having explored what they needed, they climbed back up to the surface.


Lunch was had, a brief respite. Then, guided again by Elwin’s map, they moved northwest through the marshy ground. They found another side tomb entrance, this one also sealed, though they spotted older humanoid tracks nearby. Again, Nora checked for traps at the entrance, finding the stone slab had been smashed down the stairs inside.

Another party descended: Feno, Arn, Norsha, and Los. Cairo, Armatzi, Sirius, and Elwin remained above. The tomb below was larger, a thirty-foot hexagonal chamber with a broken sarcophagus containing a disturbed skeleton, a statue, burial alcoves, and doors to the east and west. They examined the statue first, an ancient iron figure, before searching the alcoves. Feno stood guard while the others searched. They found a pouch (jangling with platinum!), a silver dagger, and a wooden sword.

Nora checked the doors, finding them plain stone with handles, free of traps. Deciding on the west door, Feno pushed it open easily, revealing yet another large room filled with alcoves. Four of them began the long hour-long search, finding an amphora and a goblet of electrum.

It was then, mid-search, that a truly horrid sound split the air from the marsh outside. Running out, Nora and Los beheld them – barrel harpies! Vulture-like hags, multiple of them, flying towards the entrance and surrounding it. Their shriek was not just loud, but magical, freezing many of the party in sheer, paralyzing fear. Feno, Los, Nora, even Sirius and Elwin felt its chilling grip. Only Armatzi, Nikki, and Arn remained free to act.

Nikki, ever the healer, called out, offering to use her magic to break the paralysis. Arn bravely stepped forward to provide cover. With a quick spell, Nikki gave Feno, Los, Nora, and Sirius a chance to fight the fear. (or was it Armatzi ? Eh, who cares, they both love sharing credit). Feno and Nora shook off the effect, though Los, Sirius, and poor Elwin remained frozen.

As three harpies descended the stairs to attack the few free adventurers, the fight was joined in the narrow confines. Arn threw his hammer, Nikki fired her bow, striking one. The harpies clawed and stabbed. In the next heartbeats, Nikki cast a blessing on herself (or maybe Armatzi? eh, my mind wanders), Feno charged into the fray with his hammer, and Nora, with daring speed, vaulted over her companions to strike from behind (or was that Los?). Feno’s mighty blows dropped one harpy (that might have been Arn), and Nikki’s scimitar felled another (isn't it Cairo that has the scimitar though?). Bother, maybe the barrow harpies are affecting poor Vilma! 

Seeing their kin fall, the remaining harpies faltered, fear entering their horrid cries. And then, as more harpies closed in from behind, Nora, with a swift casting of her illusionist magic, struck three of them senseless with a blast of color. (Maybe Cheeky cast that, as he was secretly with the group?) They tumbled from the air, unconscious. The remaining conscious harpies, seeing their comrades defeated and others fleeing, turned tail and flew off into the northern sky. Two remained, helpless on the ground, swiftly dealt with by Nora’s blade.

So ended the day's foray into the marsh. One shambling horror and six fell harpies were sent back to the darkness. A successful, though costly, day. The adventurers are back in Orlane now? Or are they still in the dank, cold marsh, with tales of platinum and peril? Though, word is, some of the party are still touched by the harpies' paralyzing fear, a chilling reminder of the dangers that lurk just beyond our fields.

More explorations await, my dears, and more tales to tell. Vilma will be here, listening, watching, and spinning the yarn for those who wish to hear. Until next time, stay safe, and mind the gloom!

Thursday, May 15, 2025

Session 191: Decisions, travel, and whispers at the Inn


Ah, gather 'round, my dears, if you can spare an old woman a moment from your bustling lives. Come closer to the fire, the chill bites hard even here in Orlane, and the stories that dance in the flames seem colder still this autumn eve. It warms my old bones to see familiar faces returned from their journeys. Yes, you, the Saviors of Orlane, have graced us once more. The good folk here speak your name with hopeful sighs, remembering how you stood against the darkness that threatened to swallow us whole.

Orlane is finding its feet again after the troubles. Hammer strokes ring out during the day, and folks are trading goods, even timber from the Ulic passes, though some goods arrive in strange, unmarked wagons these days. The old inn, bless its sturdy timbers, feels alive again, though perhaps a bit crowded with faces I don't know. Travelers come and go, like threads being woven into a new tapestry here in our little town.

Just this very night, I found myself spinning tales by the fire, as is my way. But tonight felt... different. As I spoke, the words came easily, telling of your recent adventures, of resting in the woods near the road between here and Hokot. Yes, even of the rustling leaves and the chill air that bites at fingers and toes when the frost settles. It felt as though I could see the very scenes I described, your campfire glowing warm against the creeping cold, the quiet moments under a sky full of stars.

It seems the air in Orlane is thick with stories these days. Not just the ones I tell, but whispers carried on the wind. There's talk among the folks of strange wagons moving by night without markings. Drivers who don't look like locals, quiet as stones and quick to hide a sash with a red eye when they think they're unseen. One honest soul spoke of tracks just vanishing into the thicket, and a chain snapped clean like it was rusted through overnight, though it was freshly greased. He even saw a strange mark branded on a wagon, a spiral in a rough diamond, a mark he later found on a stone near the marsh. He worries something is hunting the roads, not for coin, but for bodies.


Then there are the visitors drawn here, like flies to jam, as good Master Rudat puts it. Scholars asking questions about old stones and burial sites east of the Dim Forest. They speak of ancient patterns and a disturbance under the earth that might be stirring the dead. And travelers like the woman, Cyrus, with eyes that have seen too much, who understands that when the ground remembers, the dying begin again. She speaks of needing to move quietly, of reading the signs in the dark, and of seeing things near old spirals that the undead circle but do not approach.

Even I feel... changed. It's as if the stories themselves speak to me, showing me glimpses of things I haven't seen with these old eyes. Perhaps it is just the strange times we live in, or perhaps the old magic near the marsh stirs not just the dead, but the very fabric of the world.

Orlane is rebuilding, yes, but the foundations feel less solid than before. New stories arrive daily with the travelers – some seeking treasure, some perhaps less noble pursuits, like grave robbers drawn to the Barrel Marsh. Master Rudat keeps a weary eye on them all, concerned for the peace of his inn and our town. He remembers the blood spilled here before.

Keep your eyes open, my dears. The stories told by the fire are becoming tangled with the strange happenings on the roads and the darkness that leaks from the marsh. May your path be clear and your hearts strong. The tales yet to be told depend on you.


Session 190: Stench, Scarabs, and Sacred Items


Well now, settle in, dear readers, and let old Vilma spin you a yarn from the heart of Orlane. It's been another eventful week, or so the whispers go after our latest batch of "heroes" stumbled back into the Welcoming Inn. They arrived looking like they'd wrestled a barrel-load of bad luck, which, knowing them and that dreadful maze, is probably not far from the truth!

They started off on the eighth of May, Day Two of Ready Reit. And bless their hearts, they actually found a rather large pile of gold right off the bat! Of course, nothing comes easy, does it? No sooner had they seen the shine than that stone menace, Zach Six the gargoyle, showed up to, well, half cheer them on and half make fun. Always the charmer, that one. Especially seemed to enjoy picking on poor Master Arn, our dwarf with the fancy clock-watch.

Their next adventure, or perhaps I should say misadventure, involved a sealed door. They poked and prodded, and young Los was quite certain there were no obvious traps. But sometimes, dearie, the trap isn't on the outside, it's waiting behind the door! They hammered it open, with Zach Six cackling the whole time. Never a good sign, that laughter.

And what did they find? Not more gold, no sir. They found yellow mold, the kind that likes to burst and make a terrible stink when you show up. Nasty stuff! Most of the party managed to get away from the worst of it, but poor Master Feno got a real dose. Heard he was quite unwell for a good five minutes, gagging and carrying on right outside the doorway. The gargoyles, naturally, found this hilarious. A bit of advice from old Vilma: never trust creatures who laugh at a man throwing up. Mark my words.

They debated closing the door – sensible, you'd think! Los bravely zipped up to do it, holding her breath. Had to make another saving throw just for that. She managed it, but even a quick whiff of that stench is enough to turn anyone's stomach, or so they say. The gas went away once the door was shut, and the gargoyles had another laugh. Honestly, their social skills are worse than a troll's table manners.

Then came the bright idea to throw a torch in. Young Master Armatzi volunteered, opening the door just a crack, tossing in a lit torch. Well, that certainly dealt with the mold! But it also caused a burst of flames and, worse, seemed to trigger some magical unpleasantness. Poor Armatzi took a bit of a burn and had to make a save against death magic! Sounds like getting rid of that mold came at a cost.

Inside the burnt room, they found a scorched skeleton clutching a metal scarab. And what did Master Armatzi do? He picked it up, of course. Big mistake, dearie! That scarab promptly got stuck to his hand. Wouldn't budge! It wasn't painful, mind you, just stuck, like super glue on your best gloves, only worse because it seemed to be stuck through his gauntlet to his skin. The gargoyles thought this was the funniest thing they'd ever seen. More laughter! Honestly, you'd think they'd crack.

Meanwhile, after all that excitement, Master Arn decided to break down another door. Zach Six was still watching, chuckling away. And behind that door? A ghastly spectre appeared, looking quite cross. It floated towards Arn, hit him with a freezing touch, and knocked him down two whole levels! Poor Master Arn looked like he'd aged decades in a blink. He was weak and decrepit, and lost fifteen of his hard-earned hit points. Quite the shock!

The party fought it, of course. Master Feno hit it hard, and Master Armatzi finished it off with his magic missiles. But the damage was done. Spectres, they said, drain levels. A high price to pay just for opening a door!

Inside the spectre's room, they found a stone slab. Nikki, sharp-eyed lass, found a hidden crack in the slab. Inside were three statues: two gold, one steel. Nikki used her magic and found the steel one was magical, but the gold ones weren't. Always trust the gold that isn't magic, I say!

They decided to take the gold ones, naturally, but they weigh 40 pounds each! Their Bag of Holding, bless its magical heart, couldn't handle all the treasure they'd accumulated. They had a bit of a fuddle sorting out the weight, even with some folks carrying things. That steel statue only weighed four pounds, but they were so worried about touching it (after the scarab incident, you see) that Master Feno had to use a shovel to gingerly scoop it into the bag. Took quite the skill, apparently!

And here's where things get truly interesting. That Zaxics the gargoyle had made some kind of pact with them. They have to go back to the maze in seven days to follow him. If they don't, and they die... well, he threatened their souls. Never make deals with stony creatures who laugh at your misfortunes, I say! Master Armatzi apparently wasn't part of the initial pact, but he did get involved in the looting afterward, which the gargoyle later pointed out as him accepting the deal. These adventurers, honestly! They travel back to Orlane, weighed down by gold and worry, with Zaxics' voice echoing threats behind them. Master Arn was looking particularly miserable, and no wonder after losing two levels!

They got back to Orlane, had some much-needed good food at the Inn – a Feast of Orlane for some, I hear. A little comfort in these trying times is worth a couple of gold pieces. The next morning, Master Armatzi used his magic to finally get that bothersome scarab off his hand. He threw it right into the lake, and wouldn't you know it, a ray of sunlight hit it, and they heard the voice of his god, St. Cathart, saying, "Well done". Perhaps tossing evil shiny things into water is a good idea after all.

Then, they were off to Hokko. Heard the price to get into Hokko has gone up something fierce, ten gold pieces each, due to all the refugees from the war. Only the wealthy can get in now. Our adventurers certainly qualified after their gold finds!

In Hokko, Arn and Armatzi went to the Temple of St. Cathart. The High Priest was expecting them! Knew about Armatzi, knew about Arn's dwarf god being allied with St. Cathart against giants, and even knew they were fighting evil in the maze. The priest told them their mission is to find and destroy a terrible relic of some dark god named Narule, buried deep in the maze. A high cost, he warned. Sounds just like that maze!

Arn needed healing for his lost levels, and that came with a steep price: 7,000 gold pieces! Bless their party, they pooled their money, loans from everyone, dipping into the party stash. They managed to scrape together the coin, and the priest restored Arn completely. Good on him! A little restoration after dealing with death's touch is worth a mountain of gold, I suppose.

The priest also gave them a juicy quest: destroy Narule's Tablet of Chaos. He mentioned relics of Narule would be valuable to the temple. He even said getting rid of the gargoyles would be a great service, since they apparently tricked the party. Seems Master Armatzi was right about them being evil from the start.

While Arn and Armatzi were doing important temple business, Feno, Los, and Nikki went to see that eccentric mage, Diana. Feno gave him the bits he needed – a displacer beast hide, a sapphire, and 1500 gold – to make a Bag of Holding. Diana promised it in two weeks. Nikki also snagged one of Diana's strange plants – the ones she'd been 'watering' with beer, I hear? It apparently snapped at her fingers. Odd things, those mage-plants.

Later, back together, the party took some of their treasures to the temple to see if they were valuable. They sold the steel funerary idol – the one they were afraid to touch – for 1,000 gold. Good riddance to dangerous shiny things, I say! They also sold the two gold funerary idols, which the priest recognized as very old, holy symbols of St. Cathart, for a grand total of 1,600 gold.

Then came the runic tablets. Nine of them. The priest said they were high risk, high reward. Could grant stat boosts, or... well, instant death was the worst outcome. A gamble, wasn't it? Some wanted to keep them, hoping for a big win, but others, sensible folk, thought 100 gold each was a better deal than risking their lives. They sold all nine for 900 gold. Wise choice, I think. There are easier ways to get ahead than tempting fate with death-magic scribbles.

Finally, they sold a small platinum figurine, too expensive for Haskell the merchant, to the temple for a handsome 2,200 gold. All in all, a good bit of coin earned from their trip! They divided it up and got a good haul of experience points too, especially from defeating that nasty spectre. Master Arn should be right as rain with his levels back, and some others can even level up now.

But here's the rub: they have to be back in the maze in just a few days for that gargoyle pact! Not much time to rest, shop, and train before facing whatever Zach Six has planned. Master Armatzi thinks he might fulfill his quest to the temple by defeating the gargoyle, since the priest said they were evil. Seems like the gargoyles' mockery might just be their undoing.

So, they'll likely be heading back to that dreadful maze soon. Let's hope they remember their past lessons: check for traps, don't trust yellow mold, don't pick up random cursed objects, and for goodness sake, don't make deals with laughing stone creatures who threaten your immortal soul!

Until next time, keep your doors barred and your wits sharp!

– Vilma.

Session 189: A sassy wall and some clever gargoyles


Ah, greetings, dear readers! Vilma of Orlane here, your humble chronicler and resident expert in all things delightfully absurd within the Barrel Maze. As you know, I simply adore peeking beyond the veil and seeing how our intrepid adventurers are faring. Some say I have a knack for some off the wall stuff, but I simply say... well, let's just say I see things others don't!

Day 2 of Ready has been quite the ride. We found our full group – Feno, Arand, Armatzi, Dwarum, Norsha, Nikki, Los, and Cairo (don't worry, I'll try not to butcher those names too much, though it is rather delightful when I do) – deep in the Barrel Maze. Their current quest? Pressing eastward!

And why eastward, you ask? Because Armatzi, the lawfully good cleric of St. Cuthbird, had a "good feeling" and was instructed by his deity. Feno, ever the loyal battle buddy, trusts him, though their alignments (Armatzi's Lawful Good vs. Feno and Nikki's Neutral Good, Los's True Neutral, and Norsha's Chaotic Neutral) suggest some underlying friction in principle, particularly with Norsha and perhaps Cairo.

They quickly ran into a familiar face... or rather, a familiar wall. The brick wall they've avoided before, knowing there's a roundabout way. This wall, my dears, is sentient. It mocked them, blew a raspberry, and even disappeared at one point. Apparently, interacting with it previously resulted in a chemical burn for poor Norsha, leading to a general aversion now. It seems a strange force has awakened in the maze, making even the walls feel alive. Wise move, avoiding the sassy masonry!

Our adventurers all have their own reasons for being here. Cairo wants money for Tanya and to help people. Los, the true neutral rogue, is motivated by gold, group safety, companionship, and a burning desire for vengeance against the necromancers who attacked Orlane, stemming from shame over abandoning her village. Norsha is mostly about the money and enjoying her friends. Dwaram, who was actually found trapped in a pit in the maze and rescued by Norsha, is now in it for the money to pay off a 300 gold piece debt. Armatzi follows his divine directive to vanquish evil. Feno is driven by vengeance against Naor, who slaughtered his family. Nikki, the neutral good druid, might be motivated by monsters poisoning the land. Arand, also rescued from the maze, wants to pay back his saviors and the maze itself.

Their explorations led them to a large chamber with pillars covered in stone gargoyles. They felt watched, heard faint breath, and even a burp! Then, one of the gargoyles, a rather haughty fellow named Zaxic with fangs and a forked tongue, flew down to speak.

Zaxic offered them wealth if they would defeat another gargoyle, Zigstrol. This immediately seemed like a simple case of one rival wanting another removed. The deal involved some rather suspicious requirements, including... unholy water. Armatzi, of course, was appalled. His deity would not approve! Zaxic, as a show of "good faith," offered access to nearby tombs. The catch? Exploring or taking anything from the tombs meant a binding contract to return in seven days (Day 9 of Ready Reach) to fulfill the bargain.


This led to a delightful party debate! Armatzi, true to his principles, declared he would take no part in the deal. The rest of the party, however? They jumped at the chance for loot, happily accepting the contract. A red hexagon symbol appeared and faded on the floor – confirming the pact. As Los wisely put it, why not accept and just deal with the gargoyle if he betrays them later? Seems perfectly logical to a true neutral, if you ask me.

The first tomb they opened (using a spike and sledgehammer, naturally) contained a shelf with urns and a basket. The basket held silver! A nice haul of 54 silver pieces for everyone, with two left for the party bag. The urns were empty, alas.

Opening a second tomb proved more exciting. Two nasty creatures in black robes attacked immediately. They were Wraiths, requiring magic to harm them. Combat erupted! Dwaram's magic crossbow bolt shattered. Norsha's attempted flank missed. But Los, oh Los! She spider-climbed the wall, got behind Wraith 2, and landed a magnificent triple-damage backstab, utterly obliterating it. Wraith 1 attacked Los but missed. Cairo's plus-one broadsword, 'Dynasty', struck true, and Arand's magical warhammer, 'Witherbrand', also found its mark. Dwaram, proving he's not just a melee sort, finished off Wraith 1 with two Magic Missiles.

Victory and 183 experience points each! Waiting for them was a large metal coffer. Of course, it was trapped! A magical blast hit Norsha and Cairo, but they only took 10 damage each thanks to successful saves. Inside the coffer? GOLD! An incredible 4,262 gold pieces. That's a whopping 532 gold pieces per person! This sparked another debate, as Armatzi refused his share, deeming it part of the gargoyle's deal that he had rejected. He felt taking the gold would be unlawful and a waste of St. Cuthbird's time. The others, having accepted the deal, happily took their share.

The gargoyles had the last laugh, their chuckles echoing as they promised to see the party next week, on Day 9 of Ready Reach.

So there you have it! A successful foray yielding silver, gold, experience, and the defeat of some nasty undead. But they've also made a pact with a possibly shady gargoyle. Will they return in seven days? Will Armatzi stick to his principles? Only time will tell!

Until our next adventure... or gaming session, whichever comes first!

Signed, Vilma of Orlane 

Session 188: Adventures in Hochoch


Ah, greetings, dear reader. Sit a spell, warm yourself by the fire, and let old Vilma share some musings. The winds of fate blow strangely indeed, and I've seen and heard things lately that make me ponder the very fabric of our existence, and perhaps... the nature of the telling itself.

The young folk, our brave adventurers, have been busy. They were off in Hokco for a time, though I confess the details of their time there are like whispers on the wind to me. What I do know is they were in the midst of a week of 'leveling up,' a peculiar phrase for training, don't you think?. Four of them, the wearer, Los, Cheeky, and Cairo, were deep in this 'leveling up' process. Cheeky, bless his tiny heart, was just one 'experience point' away from finishing his training, a curious measure of growth indeed. He even gave some of his 'experience' away to Feno once! Oh, the things these children talk about!

They returned recently, arriving back here in Orlane just as evening was falling on the first day of Ready Reit, which feels very much like late fall to me, perhaps like your November. The village is still recovering, you know, after the unpleasantness with the Naga. Our people are industrious, patching up buildings and laying new foundations. It warmed my old heart to see them arrive at the inn. And imagine, they brought gifts! Baby chicks, they did. Cairo brought ten himself. The innkeeper was so grateful, their meal was 'on the house'. Most of them indulged in the seven-course 'Rebirth of Orlane' feast, a rare treat. Though dear Norsha, ever practical, just asked for a plain dinner. Such sensible saving!

Before they came home, they visited the Sage, Diana, you see. They sought to sell some unique items they'd found in the Barrow Maze. They had quite the collection, including:

• The Barome Alchemical Grimmery

• The Barome Codex

• An ivory demon idol

• Spell books (at least three, maybe four, including a red velvet one and several from necromancers of Set)

• Three daggers with runes of Set

• A quarter staff topped with a skull and runes of Set

• A sorcerer staff and robe(s)

Ah, the negotiations! They tried to figure out how much these things were worth. Hilda, God bless her, wanted a thousand gold pieces for the books. Feno suggested 500. They settled on 750 gold pieces each for the Grimmery and the Codex. Diana sniffed out they had five spell books and offered varying prices, from 150 to 350 gold pieces, which they eventually agreed upon. The mundane robe only fetched a single gold piece, and the non-magical staff another gold. The daggers went for 11 gold pieces for all three.

But the truly valuable items... they didn't know the half of it! The staff, the one topped with a skull, turned out to be magical, a +1 staff. They sold it for a mere 300 gold pieces. Can you believe it? Diana later revealed it was worth 2,000 gold pieces!. A huge bargain for the Sage, though the adventurers learned a lesson: magic items are rare and valuable. The demon idol, which Nora nervously hugged to herself (or rather, held under her armored arm, wearing gloves, of course!), they let go for 500 gold pieces after initially asking 1,000. Diana said it was worth 850 gold pieces. Though, interestingly, they apparently drove a hard bargain on most things, even getting over market value for the Alchemical Grimmoire, which was valued at 700 but sold for 750.

They walked away with a tidy sum: 772 platinum and 3 gold pieces. Divided amongst seven (or was it eight, counting Dwarm who wasn't there but needed money for leveling up?), it was a good haul. Platinum pieces! That's a lot of money in these parts. Cheeky, poor lad, needed some of that money desperately. He owes money to the 'bag of holding,' Feno, Los, and others. He borrowed 50 platinum pieces from Los and Nikki, promising eggs from his chicken as interest. Eggs as interest! Only Cheeky. Despite his debts and needing loans, he did manage to level up to a third-level fighter, gaining a proficiency and improving his attack prowess. They joked about him becoming proficient in 'egg eater' or plastic straws. Oh, these 'proficiencies' and 'attack tables'... the language of the telling is quite strange at times.

Now, after their feast, they're off again, back to the Barrow Marsh. The walk through the Dim Forest always feels oppressive, and the marsh itself has a constant stench. They returned to the Barrow Marsh area, looking for new places to explore. They found a burial mound that had been excavated and emptied and another sealed with a stone door, which they'd been in before and found flooded.

They decided to enter the maze through the entrance by burial mound number 20, the one with the broken sarcophagi and dancing skeletons. You have to turn one of the skeletons upside down to open the door. They lit torches and a candle and headed down into the silent, oppressive atmosphere. Their goal? To head East, following the advice someone received about evil being in that direction. They even considered revisiting Armatzi's room, which is somehow sanctified to St. Cuthbert, but decided against it after letting Armatzi pray and the others eat.

As they moved East through the labyrinthine corridors, they came across something truly unsettling. The walls were painted black, a matte black that seemed to absorb light. When a dagger scraped on it was put to a torch, the torch burned black and lost its light. It was a peculiar paint, unevenly applied near the floor. They pressed on and found that the black paint transitioned into a blood-red color. This red wasn't matte; it glistened and flowed like liquid. It seemed to flow from a seam in the ceiling down the walls and into the floor, being absorbed into the ground.

To investigate, Nora cast a 'continual light' spell up at the ceiling. But the strange paint swallowed the light!. A globule of black dripped from the ceiling, wriggled on the floor, and turned into hundreds of scattering ants. It seems this paint is somehow magical, perhaps related to darkness or swallowing light.

But the worst part? Cairo, seeing the flowing red, was overcome with pain and fear. He couldn't stand, couldn't speak coherently, and couldn't move into the black-painted area. The red paint was somehow affecting him! His companions had to drag him towards a door at the end of the corridor, away from the flowing red. As soon as they reached the door, which the red flow did not reach, his pain vanished, though he was covered in sweat.

What is this strange flowing paint? Why does it absorb light and harm Cairo? The mysteries of the Barrow Maze deepen with every step. And the way these events unfold, the pauses, the discussions of rules and numbers and dice... it's as if their very journey is being... recorded. Curious, isn't it?

Until next time, when we see what happens next in this peculiar unfolding tale, be well.

Vilma.

Monday, April 21, 2025

Session 187: Tales from the Traveler's Hearth: Coin, Combat, and Curious Choices in Hokk

 


Greetings, friends, from my humble abode in Orlane. Though my feet remain by my fire, my ears and heart often journey with the brave souls who pass through our lands. Recently, whispers on the wind carried tales of our adventuring companions as they found themselves amidst the bustling chaos of Hokk, or as young Vilma cheekily calls it, HCO after its dragon-filled airport. Let me share some of the noteworthy happenings that reached my attentive ears.

A Shopper's Paradise (and Predicament)

It seems the lure of a well-stocked market was strong! Our nimble thief, Nora, found herself contemplating the weighty choice between a practical leather curious and a more visually appealing lamelar armor. The debate over movement versus looks, and the gnawing reminder of debts to pay, painted a vivid picture of a character wrestling with practicality and personal vanity. In the end, the lighter, cheaper curious won out, a wise choice for a budding shadow. We also learned of Nora's keen eye for unusual treasures, as she later bartered a hauntingly perfumed flask, a platinum cloak clasp hinting at forgotten magic, and a nostalgic ivory comb with a shrewd shopkeeper. Her storytelling skills, I hear, were as potent as any enchanted item!

The Weight of Wealth (and Waning Value)

A significant portion of their time in Hokk was spent navigating the murky waters of economics. It appears the adventurers, like many seasoned travelers, had often relied on gems as a portable form of wealth. However, the shifting tides of the market have complicated this practice, with gems no longer fetching their full value in trade. Our generous host, the DM, recognizing this unforeseen difficulty, offered a welcome solution: a secure lockbox system within the larger cities. This will allow our companions to store their hard-earned coin safely and convert their purchased gems at their full value this one time. A wise move, indeed, to alleviate the burden of carrying heavy riches and the sting of devalued treasure!

Forging Fortunes and Futures

Hokk proved to be a place of growth and transformation. Several of our heroes sought out training to hone their skills. The lithe Los embraced the shadows, becoming a fifth-level thief, undoubtedly a more formidable force now with thrice the backstabbing prowess. The steadfast Cairo continued his path as a guardian of the wilds, achieving the rank of fourth-level ranger. And young Wear'em, ever the curious soul, advanced in both martial and arcane arts, reaching third level as a fighter and a magic-user. Such dedication deserves admiration!

However, the path to mastery often requires coin. Wear'em, finding himself short of the necessary gold for his magical pursuits, found generosity amongst his companions, a testament to their camaraderie. Such acts of kindness, even with the gentle nudge of interest rates, speak volumes of their bond.

Gleaming Discoveries and Difficult Decisions

The bag of holding, a wondrous repository of their accumulated finds, yielded more than just coin-related concerns. A magical heavy crossbow and a magical handaxe were unearthed. The crossbow, once identified, promises to add considerable firepower to Wear'em's arsenal. The elven-sized plus two brigandine armor, after a careful examination of its properties compared to existing gear, found a worthy wearer in the agile Adam. The decision to sell Wear'em's previous plus one scale mail proved financially beneficial for the entire group. Such strategic choices in equipment will surely serve them well in future encounters.

As their time in Hokk drew to a close, the question of their next destination arose. The allure of returning to Orlane, a familiar sanctuary, was weighed against the potential rewards of seeking better trading opportunities in other, perhaps larger, cities. The mention of Bogtown and Iron Guard Mott, settlements not far from Orlane with their own unique character and industries, offered enticing possibilities. The decision, it seems, remains with our intrepid travelers.

From the bustling markets to the quiet contemplation of new skills, and the strategic management of their resources, the sojourn in Hokk appears to have been a significant chapter in their ongoing saga. As Vilma of Orlane, I shall continue to listen for the next whispers on the wind, eager to hear where their path leads them next. May their journeys be filled with both challenge and reward!

Thursday, April 3, 2025

Session 186: Vilma describes the further adventures of "The Saviors of Orlane"

Well now, pull up a stool, dearies, and let old Vilma spin you a yarn about our brave adventurers! Seems they were at it again in that dusty old barrel maze. It was day 17 of Apache Wall, and the clock had just struck 4:10 in the afternoon.

They were in the midst of that barrel maze, you see, having just tangled with some rattling bones and a spooky ghost that vanished right before their very eyes. Quite a start, wouldn’t you say? They had a bit of a chinwag about which way to go next. It seemed they were mostly keen on heading east.

Now, young Feno was their caller for the day, poor Los was running a tad late. They were looking at their maps, and young Quinn, bless her heart, wasn't quite sure if the eastern path connected the way they thought it did. Even their expert mapper was a bit stumped! That room they were in was a mess, all melted bones and rubble, and darkness stretching eastward. Mighty quiet, it was, save for the odd drip and a strange sound now and then, just to keep them on their toes.

Young Aron, or was it Air-in? Anyway, one of them had updated their picture to look more muscly. And they were talking about how the little tokens don't always look quite right. You know, with this newfangled AI, anyone can make a new token if they like.

Then they got to talking about what happened with those bones. Seems young Los – spelled L. S., like that place with the big bombs, Los Alamos – had doused them in oil and set them ablaze after something wiggled in 'em. And then that apparition popped up asking "Why? Why?". Well, because it was creepy, of course!.

Torches were getting low, you see. Norsha – I think that's N. O. R. C. I. A. – had a torch, and Los had a candle, though not right with them at that moment. Cairo, same as that place in Egypt, needed more oil for their lantern. Feno, they lit their last torch. And Aron, well, Air-in was carrying a ten-foot pole.

They got their marching order sorted: Feno and Air-in up front, then Callack – C. A. L. L. A. C. K. – then Norsha and Nikki, and Cairo and Los bringing up the rear. Speaking of Los, seems Vilma here – that’s me! – has been telling their stories in my own little way. Hope I haven't mangled too many names!. Oh, and apparently, I break the fourth wall all the time, talking about Roll20 and Discord and whatnot. More than meets the eye, this old storyteller!.

Feno was back to being the caller, which everyone seemed happy about. That Nora, she gets called Nora with an “a” at the end, not just Nor-ah. Young Los eventually showed up, and they all agreed to head east. Air-in started moving, and someone else took control of the token since Feno didn't have the full map. They went east six squares at a time.

They moved past the smoldering bones and charred metal. There was an open door, but some thought they should explore south first. Air-in kept tapping their pole. The floor was solid, though a bit rocky, and the walls were crumbled in places, dry here but swampy in other parts. Standard limestone rubble, looked like it fell from the ceiling. Hard to say if it was just decay or something more dramatic, like a siege. Didn't look new or wet.

Then it was eastward ho! Los lit a candle. They went back around the bones – nothing moving in them anymore, just a bitter smell. Cairo could only hear the clanking of their boots and armor; not a quiet bunch, these adventurers!. They passed that open door with the metal embossing of a book. "Oh, I remember this room!" someone exclaimed. It was some kind of apothecary or alchemist's room, but in a terrible state – broken shelves and smashed glass everywhere. Couldn't see a single thing intact. They had a quick look around, their boots crunching on the debris. Lots of footprints already in there. Then, back to heading east.

That eastern blackness wasn't a wall; more to explore there, and to the north and south too, off the map even. Most wanted to go east. They got their bearings on the map. Someone recognized the area, said it was the second entrance to a stairwell. They went up the stairs and popped out near the barrel marsh. Just wanted to connect the map, you see, all those unconnected blobs!. Splish splash through the marsh, a bit of exploring, just wet boots as the only trouble. Then back inside.

It was late afternoon, getting a bit cool. Back in the barrel maze, they were in a room with an altar and some skeletal remains. Flavor, they called it. They considered going northeast on a diagonal path, but someone blamed the deck of cards. South and then northeast seemed the preferred route. Couldn't find a picture someone was looking for. They decided against a north door; Cairo remembered a nasty smell.

So, south it was, or southwest, or back to a door they'd found before. Closed, it was. Someone checked it for anything suspicious. Normal Barome door, with a pull ring. "I'm gonna open it!" someone declared. Oh, a memory! Something golden inside, like a... a sarcophagus. Last time they did that, it didn't go so well. Inside was a fearsome gargoyle statue and a sarcophagus with the lid off. Seems something nasty came out of that before, gave someone the "money touch". Someone nearly died. Dank smell in there. "Somebody should have a staring contest with the gargoyle!". That was before the font of law escapade. "Let's move out!". Seems young Aratzi got a mummy curse in there once. "I must not have been on that session," someone said, it being before their time.

So, they left that spooky room. Long dark passageway to the northeast, rubble along the sides. "The last time we were in this hallway, I think Nanor mocked us!". "Watch out for Nanor faces!". Eyeballs in the walls, you see. They moved diagonally, six squares at a time. And there it was! An eyeball in the wall, reptilian-looking. Slit pupil. Not blinking, just staring. Norsha – bless her impetuous heart – jumped at it with her dagger. Stabbed at it she did. Scratched it, and a puff of green gas spewed out. Choking and coughing, they all had to make saving throws against poison. Some succeeded, covering their faces. But Air-in didn't, even though they're strong against poison. Pyro succeeded. Nikki, the druid, made it too. But poor Los failed as well. Seems everyone needs to make sure their character sheets are configured properly.

Los and Air-in, their lungs felt like they were burning, took some damage. Nasty acid poison, but not immediately deadly. Spent some time hacking and spitting. Los, Feno, and Norsha with their lights. Air-in's watch said 5:10 PM. About an hour of exploring done. Cairo lit their lantern, second hour of oil. "Keep going," they said, "and not stab eyeballs!". Nora wasn't planning on stabbing anything for a bit.


Then they started smelling something unpleasant, different from the gas. "Probably a trash pit," someone guessed. And indeed it was! A pit with all sorts of vermin – cockroaches, worms, centipedes – consuming something at the bottom, ten feet down. Stinky, stinky!. They thought they'd cleaned it out before with green slime, but no sign of that now. Some of the bugs were quite large, foot or two long. "Can we burn them, please?" someone asked. But if they threw fire down, all those insects would come pouring out. Best to leave them to their grim work. They didn't seem to notice the adventurers anyway, too busy gobbling goodies. Doors to the east and west, and another one they'd found before, open it looked like. They wanted to go through the open door to the east.

"Not a goblin there, is there? Little red hat?". No goblin. They moved through and found a brick wall. Not busted down, interesting. Seems it just went to the room with the mud pool. Remember that pool? Made someone super feed out!. Or was that the one Zra splashed in?. No, this was the one where holy water mixed in increased your stats if you weren't chaos-leaning. But after they drank from it, it was no more.

They carried on east, past a passageway to the north and what looked like a broken door. Just looking at the walls, not stabbing or licking. Just Air-in tapping. Poor Air-in got poisoned by an eyeball, you know. They moved forward and found a pit they'd uncovered before. Looked like a crossroads – north, southeast, and west, with a door in the distance. "Keep moving east!". They went past the north-south entrances and into a new room. Empty, it was. North wall bashed down, east wall ajar. "A jar?" someone scoffed. "Can we open the jar?". You could move north, east, explore around, or go back. Had the group gone through that broken door before? Maybe to another map. "East calls to me!" someone declared.

They came into a small cubicle, looked like a closet. Los started feeling along the walls for hidden switches. Others helped. West wall, north wall, northeast, southeast, and south. Nikki found something up north, and Nora on the southeast – some kind of catch. They pointed it out to the group. Nora didn't want to touch it, just check for traps. Pretty sure the east one wasn't trapped. They decided to investigate the other one too.

While they were at it, Callack heard a faint dragging noise coming from the west. "Oh no!". Weapons out, ready for a fight. Shortsword and shield. "Hey, I think there's something down the hallway! Be careful!". Everyone heard it then. Somewhere vaguely from the west. Closer and closer. Ten meters, skin crawling. Nora popped that catch she said she wouldn't. The east one. Callback's senses told them something was right in front of them, but they couldn't see it. Started swinging their sword wildly, hitting nothing but air. "Come on, let's move!".

They all retreated back into the room Nora had just opened. "I think we need to send Air-in first because he has the ten-foot pole," someone said. Cautiously they went. The sound moved closer to Callack, inches away. Callack felt goosebumps, hair standing on end. The others saw an aura about Callack, their hair all electrified. Callack was almost paralyzed. "Somebody grab him!". Los did, and felt a tingle up their arm. Their hair stood on end too, but they didn't tense up like Callack, seemed immune to the paralysis.

Were they safe in the room now? No, Callack was still out there, and Los with them. Los tried to pull them in, but couldn't hold the weight. As soon as Los stepped aside, the tingling disappeared. "Can I close the door?". Roll of the dice determined Callack was blocking the way. Door couldn't be closed. Callack was still paralyzed. They could see Callack and Cairo’s lips quivering, muttering something. They needed to find the source of the magic.

Then Mr. Lo – that’s Los, remember – said they both let out a loud hiss, and a bunch of... well, let's just say "fleg" came flying out. And just like that, they could move again, aura gone. Slimed they were. Green slime, kind of yellowish-green. "Gross! You feel better, boys?". They did, but didn't remember much. Found themselves on the ground covered in their own... you know. Callack was back to normal. "Now, can we close the door?". Yes, they could.

They tapped their pole, exploring the small room. Solid walls, a bit messy to the west. "Is this a wall here? Cuz I can see beyond it". Elven vision, you see. Revealed a secret door! Magical, this one. Young La – that’s Los, who was late earlier – recognized the runes and tapped them in the right order, opening the door. "My gosh, it's like it was made for me!".

Opened into a strange quadrilateral room. "Let's go tap it!" someone said, confused about their previous quadrilateral room. Separate map now. Door to the north and east, and six horizontal burial alcoves in two columns on the southwestern and southeastern walls. Cairo corrected the geometry – house-shaped, inverted house. "Let's investigate the burial alcoves for glory and money and treasure!". Nora offered to check the doors for traps while they did that.

So, they all got to work. Some rummaging through alcoves. Callback guarding. Nora checking the north door – wedged shut from moisture. West door looked normal. As Los began plundering the alcoves, ghostly figures appeared, wielding swords, looking like armored knights. "Whoa!". "They're knights of the round table!" someone joked. Not so friendly, these ones.



Surprise attack! They all got to hit first. One attacked Callback, missed but felt a chill. One attacked Feno, missed badly. One attacked Air-in, missed again, another chill. Two attacked Nikki, one missed, the other hit for ten damage and a big chill. One attacked Los, and missed too.

Then our brave adventurers retaliated! Callack attacked with their magical shortsword, a natural 20! Nine points of damage. Feno attacked the one that hit them with Icing Death. They seemed cold creatures. Hit for ten damage. Cairo attacked the same one, missed. Air-in attacked with Wither Brand, hit for fifteen damage. Nikki attacked with Mr. Paws, missed. Los attacked with Gary, missed. Norsha backstabbed the one attacking Callack, triple damage! Eighteen points, but still up!.

The creature Norsha hit pressed on Callack, hit for eight damage. One pressed on Feno, missed. One pressed on Air-in, hit for ten freezing damage. Two attacked Nikki, both missed. One attacked Los, hit for nine damage.

Round two! Norsha, quick as a whip, attacked the one on Los, connected, four plus twelve damage, still up!. Feno attacked the same one, hit for seventeen, vanquishing it!. Second attack went for the one on Callack, missed. Callack attacked a ghosty, missed their first attack but hit the second, killing it!. Air-in attacked, missed. Cairo moved for a backstab, missed. Nikki attacked with Mr. Paw, missed. Los, with one hit point left, stabbed out with Gary, missed.

Another attack on Callack, missed. One attacked Air-in, missed. Two attacked Nikki, both missed. One attacked Los, missed.

Round three! Nora missed. Feno went for the one on Callack, got a backstab, hit for eighteen!. Callack hit and killed another one!. Air-in missed. Cairo got a backstab, hit for eight, plus four bonus damage, enough to slay the creature. Air-in got a backstab on the last one, hit for nine damage. Nikki missed. Los attacked with Gary, hit for two damage.

The creature attacked Air-in, missed. Two attacked Nikki, one hit for seven cold damage. One attacked Los, hit, and she went down, freezing creep going over her. Two hit points lost per round!. Nora attacked the one that took out Los, and defeated it!. Feno rushed to Los with a healing potion, four points, back to zero, unconscious but the freezing receded. One more action, Feno attacked one by Nikki, got a flank, hit for twelve, still up. Callack moved for a backstab on the one attacking Nikki, hit and defeated it!. Cairo got a backstab on another, twelve damage, slain. Air-in got a backstab on the last one, nine damage. Nikki missed. The last creature pressed on Nikki and missed. Then armed, Cairo, Callack, and Nikki all attacked, and Air-in destroyed the creature! Blast of cold sealed the room.

No loot left behind, just cold. Everyone shivering, feeling hungry. Torches and lantern went out, but not Feno's. Air-in's watch said 6:10 PM. They needed to get out of there, and take care of poor Los. Cairo lit a spare torch. Los was still unconscious. Nikki, the druid, used a second-level spell, cure light wounds, on Los, gained back six hit points, breathing easier, opened her eyes. But she had a nasty chill in her right arm, 20% spell failure and minus two to hit. Not curable by cure light wounds.

They searched the six alcoves and found a grand total of 64 platinum pieces!. Divided up, that's nine each and one for the bag.

They decided to head back to Orlane. Made their way back through the barrel maze, past the stinky insect pit. Up the stairs and out into the barrel marsh. Dark and dusky. Hurried back to Orlane, the marsh incredibly stinky and difficult to navigate until they reached the path. Glad to leave the barrel maze and marsh behind. Climbed up the trail into the dim forest, clothes sticking to them. Callack especially uncomfortable, shivering. Los's arm aching, cold, and stiff. They moved rapidly through the gym forest – that’s what I think they meant, not a forest full of exercise equipment!. Used more candles and torches to keep the way lit.

Stumbled back into Orlane, mighty happy to see the Foamy Mug, even though it's not as lively as it used to be. Fewer customers, many folks gone back to their farms. Still, they had food: plain dinner, dried bore with gravy, or the rebirth of Orlain feast. Our adventurers chose their suppers. Paid up through day nine of Ready Rate. One of them, bless their generous heart, gave the half-orc cook an extra electrum piece. Los did too, just wanting a sweet treat – got an apple crisp.

Then, exhausted, they all went to bed. Callack and Cairo headed to the river for a wash, chilly it was. Feno cleaned their armor. Day 18 of Patchwall dawned. Should they go back to the barrel maze or head to a big town to sell their treasures?. No shops recovered in Orlane yet, and the merchant train wasn't due. That meant a trip to HCO, or Hookill – though nobody seemed keen on Hookill. HCO was about a three-day trip, maybe five with travel back. They had horses, though.

They remembered some displacer beast hides they had. Heavy, about ten pounds each. Three by three sections, good for what they needed. They had breakfast in Orlane – thin porridge, griddle cakes, or a proper feast. Decided to travel to HCO for the rest of the session, stopping at waypoints along the road. Cost seven silver each per night at those hosts, plus their own rations. HCO was bustling, lots of folks camped outside the gates, looking haggard. The guards said finding a place to stay would be lucky. They paid the search charges to enter the city and would need to renew their adventuring badge – now seven gold pieces.

Young Randon was bringing Cheeky to HCO. They got their experience points for those spectral dead – 129 each!. Then it was time for Cheeky to sort out their spells as a level two illusionist. Five first-level spells and some cantrips.

Seems most of them needed to level up, which would take a week in town with a mentor and a thousand gold pieces. Someone reminded them of a quest they had. But our game master, Q, is off on holiday soon. So, they'll have some downtime to work on leveling up and other things in town through messages until they play again on the 17th of April.

They needed to sell their valuable items in HCO. But word was it's a buyer's market, so not so good for sellers. They started appraising things – a 1,000 gold piece oriental emerald and a 1,200 gold piece oriental amethyst, but the best offer was only 70%. A Jade Monkey idol appraised at 300, but they'd only get 200. A golden crown worth a thousand, offered 650, then only 50!. Two jeweled bracers worth 1,400 each, offered 910 each – barely 65%. Ouch!



They sold three bunches of staffire shards for 210 gold. Used 100 of that for appraisal collateral. Poor Air-in only had 280 gold towards their leveling up costs. Selling was proving painful. They decided to pick it up next time. They got some experience points for bringing the treasures back – 683 each.

Young Norsha needed to find some nomish-sized leather armor. Uncommon, so more pricey. Standard leather gives an armor class of eight. Seemed a bit confusing, all that armor talk.

And before they called it a night, they had a quick chat about the one-shot coming up in May, just checking if anything was off-limits – no devil worshiping or murdering children, apparently!. Just the usual standards. Nothing with spiders, or possession. Just being mindful of any touchy subjects. Seemed everyone was on the same page.

Then young R had a question about Cheeky’s hit points, all sorted out in the end. And that was that for their latest adventure! What will they sell? Will they find enough coin to level up? And what awaits them next in the world? You'll have to stay tuned for the next tale from Orlane!

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 sl...