Honnleath

Session 15
Killing Babies

Session 14

Heading into the basement of the asylum, our heroes enter into a large, cavernous room and see several dwarves, all dressed in light blue pajama-style clothing, facing an ornate fountain covered in archaic runes and images. Gorthaur casts comprehend languages to try to read the runes, but they are not a proper language, and he is only able to discern that they are very old. He does understand the ominous chanting coming in unison from the gathered dwarves:

“We return, we unite, we rule”

Floating above the fountain is a ball of light which seems to pulse in time with the chanting. Every thirty seconds or so it makes a massive pulse, which has the effect of healing everyone in the room. This continues for a few minutes before the party decides they should investigate further. As they all step forward, the dwarves cease chanting and turn towards them; the ball of light coalesces into a beautiful silver-skinned humanoid, standing nearly 9 feet tall, with angelic wings and an otherworldly glow about him. The creature addresses the party with a deep, sonorous voice, demanding that they bend a knee and submit to him. Most of the party does so, but not all. This act of stubbornness inevitably leads to combat.

The dwarves return to chanting for the duration of the battle, and when the creature seems close to defeated, one of the dwarves leaps forward into the angelic being, causing a bright flash of light. As the light dims, the dwarf is gone and the creature seems good as new. Recommence the battle. Eventually, our heroes are able to subdue the creature and kill it, again accompanied by a blinding flash of light. All of the dwarves drop unconscious.

Mira inspects the fountain, wherein she finds a large grey fetus. Ignoring her revulsion, she pulls it out of the fountain and Hildra casts speak with dead in order to learn who/what it is/was. The fetus speaks to the group, telling them it was killed by them mere moments ago and that it was a type of creature called a Deva; it is generally unruly and uncooperative. After the spell ends, Mira takes a torch and burns the fetus into a pile of silvery ashes, which Calderón takes and keeps at the request of his patron.

Session 16

View
Session 14
The Ghosts of Loonies Past

Session 13

The Posse-Slayers regroup after the short scuffle with the inmates; with no sign of Bart or Marty, they decide to proceed further into the asylum to try to find the other two blonde dwarves (leaving the remaining inmates either unconscious or wandering the dining room). The area relatively quiet, the party notices that there is a sound of continuous screeching muffled behind several doors. One of the inmates approaches Calderón, introducing himself as Frees O’Malley, and asks if he can follow them around—the group obviously accepts.

The group explores a little bit, unlocking a few doors (thanks Mira!) to find a library filled entirely with dwarf-rotica. In the other direction, a magically trapped door leads to the screaming sound. Grognak tries to cast mage hand and turn the handle to open the door, but the magical hand is dispelled as the handle pushes down. They next convince Frees O’Malley to test the door; he pushes down the handle, opens the door, and walks through. The door closes heavily behind him. After plenty of suspicion, the Posse-Slayers devise a process wherein Calderón gently touches the handle and Gorthaur touches Calderón casting identify as a ritual. Gorthaur learns that the handle is enchanted with an incredibly powerful version of dispel magic which activates when the handle is pressed down fully. They estimate that it has the potential to disenchant magical weapons even just being carried by the individual who presses it.

Grognak gives his magical items to his compatriots and opens the door; it’s heavy and seems to be trying to slam closed. The rest of the party scampers through and Grognak lets the door close heavily behind them; they turn and notice there is no handle on the backside, and the back paneling seems to be made of steel. Also of interest is that the screaming (previously coming from this area) abruptly stopped as the party entered. They find themselves in a long hallway with cells lining one side; each cell has a cot and a chamber pot (as well as some of the usual crazy stuff—nail marks in the walls, etc.), but no people.

The group slowly makes its way down the hallway and opens the next door, only to have a ghost suddenly materialize from one of the cells. Its presence frightens Calderón into aging 30 years and Grognak into aging 10. The ghost ends up possessing Grognak and begins a secret symbiotic relationship with him, letting Grognak retain control with the promise of getting him out of the asylum. He introduces himself as a former dwarf named O’Grotten.

The party (not knowing O’Grotten is still in Grognak) make their way farther through the asylum. They eventually encounter Marty, who engages them in combat. He is able to cast a variety of spells the Posse-Slayers have never encountered before, seemingly calling upon a different style of magic than the usual arcane arts. Despite this, they overwhelm him and accidentally kill him before he can be interrogated. During this battle, they notice a loud booming noise coming regularly from the basement below them, and after Marty is disposed of, they head downstairs to investigate.

Session 15

View
Session 13
Welcome to the Kilnor

Session 12

Mick Notgravelfinger and Sneakytoe approach the party—who have taken to calling themselves the Posse-Slayers in recognition of the frankly startling amount of killing they do—with a proposition: in the lowest parts of Rhiverpuhl, there are multiple entrances to the Estuary, a collection of caves and tunnels rumored to be full of treasure and connected to ancient settlements, long abandoned (collectively referred to as the “Isünderground”). Most entrances to the Estuary have been blocked off due to safety concerns, but one known entrance remains behind the Kilnor Dwarven Institute for Mental Wellness. Mick Notgravelfinger and Sneakytoe had sent four associates (Thorin, Fili, Kili, Bombur) from the Rock Top Inn Barkeepers Alliance to infiltrate the asylum and try to gain access to the Estuary tunnels for future treasure-gathering expeditions.

Nobody has heard from these four in about two weeks.

A few days ago, a fifth associate (Kathra) was sent to investigate, but nothing has been heard from her either.

The two barkeeps tell the Posse-Slayers that if they can find out what happened to their associates, the party can become honorary members of the Rock Top Inn Barkeepers Alliance and will receive full support in future endeavors. They also promise a monetary reward for the return of bodies: 1000g worth of gemstones for each body returned, 2000g worth of gemstones for each body returned alive. The party, obviously, accepts. They are given descriptions of the five dwarves, all conveniently of a rare hair color for dwarves—blonde.

The Posse-Slayers make their way to the very lowest levels of Rhiverpuhl, where the tunnels become rougher and older, and the bustle of the city dims to near-silence. After a few hours of travel, over the slight incline in front of them comes running a dwarf in light blue, loose-fitting clothes. He has time to shout “Help! Help me! They’ve—” before being frozen in place with a hold person spell from someone behind him. The party crests the hill to see two other dwarves in dark blue uniforms running up behind the first; they introduce themselves as Bartholomew and Marty and explain that they are workers at Kilnor, whereas the first dwarf is an escaped patient. Marty activates a black choker around the patient’s neck, rendering him silenced. After some discussion, Bart and Mart allow the Posse-Slayers to accompany them back to the asylum, though they tell the party that there haven’t been any visitors in at least three weeks. Bart also breaks the fourth wall with Calderón, the first time anybody else has done so.

Inside the Kilnor, Mart takes the patient away, a receptionist welcomes them and has them sign in, and Bart escorts them to an antechamber to wait for further instructions, locking and barring the door behind him as he leaves. This apparently activates a claustrophobic reaction in Mira, who decides to pick the locks in the room. They cannot follow Bart because of the barred door, but they proceed farther forward, into a viewing room with a large window (eventually revealed to be a one-way mirror) looking into a dining/recreation hall. In here are seated numerous patients, most of which are clearly not of sound mind. However, three of them are blonde.

Refusing to wait for Bart, the party heads into the reception room and tries to speak with and/or play Go-Fish with the the patients, to little avail. Grognak removes a choker from one of the patients, which merely leads to an intense bout of crazed screeching. The other party members begin to approach the blonde dwarves, but suddenly a spectral broadsword, seemingly made of black smoke, appears in the doorway to the dining hall and attacks Mira. Half of the patients in the room also begin to attack the party with their fists (the other half go get food from the counter—one blonde is in the latter group). Calderón and Mira ineffectively try to fight with the broadsword before eventually just closing the door on it, trapping it in the viewing room. Grognak and Gorthaur manage to kill the attacking patients with some help from some animated silverware; however, they only knock unconscious the two blonde dwarves attacking, hoping that these are some of the associates they’re looking for.

Session 14

View
Session 12
Live Free or Die Dwarf

Session 11

After loitering for a while in the Fount area of Rhiverpuhl, the party is approached by a city enforcement officer. He gives Gorthaur a hard time about not having a permit to keep his S.C.U.B.A.s, as well as questioning the entire party as to their presence in the city. After a drawn-out discussion in which Gorthaur eventually purchases a license and Grognak learns that there’s a Go-Fish tournament next week, the party agrees to leave town.

Instead, they head to the Rock Bottom Inn, a lively bar full of dwarves, free beer, and a Go-Fish table accompanied by one of the only other half-orcs the group has run into. Grognak gains the trust of this other half-orc, who is a legal immigrant into Rhiverpuhl. The group later uses Grognak’s friendly connection with this honorable half-orc to take a long look at his city ID, as well as identify where he lives (Cave 7).

Meanwhile, Gorthaur reads his books while the others listen for interesting tidbits they can pickup around the bar. It is learned that the Go-Fish prize is a gigantic golden fish with ruby eyes, easily worth tens of thousands of gold. They also learn that rumors are starting about a great calamity befalling Broughton, though details are scarce; the Scrying News Network (SNN) has gone dark in that area. Mira uses a Gossip Stone to talk to T and learns the names of a local thieves guild leaders: Stealthfoot and Gravelfinger. Rumor has it that they can be found at the Rock Top Inn.

The party leaves the Rock Bottom Inn, Gorthaur first disguising himself as a biker dwarf with a Dwarfstica tattoo. They make their way lower in the city to the Rock Top Inn and are greeted by a grey-haired old dwarf bartender with a strange, immobile finger. He introduces himself as Mick Notgravelfinger and refuses to acknowledge any thieves guild ties. However, he hires the group to eliminate an officer of the law, named Wyllsmyth. He is also sufficiently impressed by the party having Broughton gold that he deigns to make them effective false IDs to better get around town. At this point we learn that what used to be Broughton is now a black crater, swarmed by “large red lizards,” which the party presumes to be dragonkin.

To gain favor with Mick Notgravelfinger, the group heads to the Granite Hoof, a bar Wyllsmyth is known to frequent. They send in Hildra, who notices it is a cop bar, and a slight panic ensues among the other party members in the tunnels outside. They decide to send an invisible Calderón to help Hildra; together, they effectively seduce Wyllsmyth into taking Hildra back to his cave (Cave 324). There—after Hildra ignores Calderón’s advice to keep seducing the officer—Wyllsmyth is paralyzed and killed, with Grognak planting evidence that his earlier half-orc friend was responsible. His body is returned to Mick Notgravelfinger at the Rock Top Inn for a significant gold reward, an introduction to “Sneakytoe,” his associate, and free rooms for the evening. The session ends with the group discussing their next move, and Sneakytoe and Mick Notgravelfinger discussing possible upcoming opportunities.

Session 13

View
Session 11
The Meat Grinder

Session 10

Calderón decides his mind flayer captive is too dangerous to keep alive (what with its ability to mentally attack even with broken limbs/tentacles), so he kills the hapless creature and puts it out of its misery.

Shortly after, somewhat concerned about the recent attack by G’hotezhe and co., the party asks T to scry on the old man’s whereabouts. T and Grognak head upstairs, out of the hideout, to find an eerily quiet and empty street. Despite the tense atmosphere, they remain undisturbed as T scries on G’hotezhe; he determines that G’hotezhe, several squid-bugbears, at least a couple mind flayers, and what looks like an oddly dressed halfling are all walking through the sewer system of Broughton. The party deduces that their foes are heading towards the hideout—which is also connected to the sewers—and begins to prepare a defense.

The sewers enter the hideout via a secret antechamber which adjoins Mira’s office. This room also connects to a winding staircase which leads upstairs to another secret room in the smokeless-fire lounge. The hallway from the sewers to the antechamber is only 5 feet across, so the group decides to stage an ambush in this corridor. They place caltrops and ball bearings along the hallway floor, which is poorly lit already. A minor illusion of a sleeping guard is also placed outside a minor illusion of a closed door right before the antechamber begins, allowing the party to see out without their enemies seeing in. The guild members under Mira’s command depart with T back to his private hideout for safety.

A short while after preparations are complete, our “heroes” hear noises coming from the sewer entrance and prepare for battle. Two mind flayers (John Trapolta and Bear Grylls) round the corner with several squid-bugbears. The mind flayers command the squid-bugbears to attack; they are initially deceived by the illusions and fall pray to the many traps on the floor. While they are bumbling around, Mira—perched on the staircase with Gorthaur—unleashes a flaming sphere that manages to more or less eliminate any potential threat the squid-bugbears could have been.

After several suicidal monstrosities die, the mind flayers take things into their own hands. They telepathically move the flaming sphere to destroy the bottom of the staircase, cast confusion on Grognak (who begins hitting Hildra), and successfully dominate Calderón, commanding him to take out Gorthaur. This begins a bit of a chase sequence until Gorthaur gets away and the rest of the party is able to stop Calderón and snap him back to reality. Meanwhile, G’hotezhe and his crew escape into the sewers.

The party minus Gorthaur decides to head to T’s to figure out their next steps, though Gorthaur ends up heading that way as well to eventually meet back up with them. In an attempt to gain Gorthaur’s trust back (who believes that the party may still be under mind flayer control), T uses his magical hat to rid the group of any lingering domination and gives Gorthaur a magical ring as a gift. After a lengthy discussion, it is decided that the dodecahedron must be destroyed; when asked how to do so, T’s only idea is to toss it into the Fount. This is deemed a good idea, and plans commence.

T takes the remainder of his underlings and Mira’s underlings to the oceanside Fount city of Iswäter. The main group then opens a portal to the Fount area, sends an invisible skeleton carrying the dodecahedron through, and portals themselves to the Fount at Rhiverpuhl. Once at Rhiverpuhl, they attempt to use the portal device to target either the dodecahedron or the Broughton Fount, but find that the magical static is too high in the area, overriding any chance of targeting something precisely.

Session 12

View
Session 10
Having Fun Isn't Hard When You've Got a Library Card

Session 9

Safe in the hideout, the group loots the corpses of the elite guards, finding three gossip stones and some other generic loot (gold, potions, etc.). Additionally, one of the elite guards—named Mug—had a letter from his wife informing him about how his son was doing, family life, yadda yadda. Surprisingly little remorse is displayed as Gorthaur reanimates the corpses to join his growing skeleton army. However, Grognak does bond with Mug’s skeleton, somehow.

Mira sends her thieves on various tasks, including picking up some scrolls for Gorthaur to record some new spells in his book.

T introduces the party to Hildra Holderhek, not as a replacement to Qarvi per se but knowing that they will need additional healing and backup in the future, and the party’s ability to quickly accumulate vast quantities of wealth seems to jive with Hildra’s motivations. He also recalibrates the gossip stones so that all three at synced and keeps one with himself. He tells the group about the current status of the other Guild Lieutenants: Pennilenn is seemingly oblivious to Chevy’s betrayal, Gog is out of town on a mission, and Barchard Lohi has been missing for the last week or so. Gorthaur secretly manages to learn the location of Barchard’s hideout location from T as well, after recalling that “Barchard” is the name listed for a brown dragon in T’s dragon book.

Driven by Gorthaur’s urging to find a library, and deciding that the library near Broughton’s Fount is probably too hostile to currently infiltrate, the group opens a portal to Rhiverpuhl, another Fount city hundreds of miles away from Broughton. Rhiverpuhl and its Fount are located deep underground and tended by a population of mountain dwarves (unrelated to Hildra). The group takes the Apparatus and heads to the Rhiverpouhl library.

In the library, everybody does some searching, including Hildra on the Dwarf-Net (using the Dwarf-Pewter to browse some Dwarf-Hub, most likely). Mira and Calderón are disguised as students of the Magical College in Broughton; in particular, Mira pretends to be an entitled first-year student who is way out of her element. The party collectively finds several books of note, including an additional book on dragons, a book on ancient symbols, and a book of old myths from the Sansaq region. The book on dragons lists “Barchard” as a black dragon instead of brown, but otherwise does not add much information; library attendants claim that dragons have not been seen in Honnleath in several centuries.

The book on ancient symbols identifies the eye-symbol seen on Chevy’s hand as a symbol commonly included on pendants in hopes of inspiring more exciting events. It was seen as a cure for boredom or monotony, but was eventually abandoned as a popular symbol as the concept of chaotic luck being worse than strictly good luck grew more common. It was an occasional symbol for anarchists a few hundred years ago.

The book on old myths from Sansaq has a few particularly relevant poetic sagas that tell of a violent race of powerful beings called the Ytieds that long ago threatened the rest of the sentient races. The tales are conflicting on specifics. Some describe the race as beautiful, some as terrible to behold, and some as unimaginably foreign. In one of the tales, the entire race was made of eight individuals, and in another the race has eight leaders instead. In any case, the dodecahedron is mentioned as a super-weapon somehow created/found by the current races and used to annihilate the Ytieds entirely, though at some unspecified cost to the rest of the world. The dodecahedron is said to have been given to a Druid clan in an ancient forest near modern-day Hithliam.

Shortly after finding these books, the party is contacted by T who tells them there’s a great commotion at the hideout. The party portals back (stealing the books, for shame) and finds the hideout under attack by some squid-bugbears. They rush to defend the remaining thieves and find that the squid-bugbears are accompanied by a mind flayer and G’hotezhe, though the latter quickly retreats. The party has little difficulty routing the squid-bugbears (though Gorthaur loses some skeletons), and Calderón incapacitates the mind flayer before cutting off its tentacles and breaking its limbs. A few thieves lie dead, but Mira is able to retain—and in fact increase—the loyalty of those remaining.

Session 11

View
Session 9
RIP Augustus

Session 8

After a quick debate, the group reopens the portal to see Augustus and Chevy telekinetically battling over the dodecahedron. Chevy has gained some assistance from some strange creatures: mutated bugbears which have fur-covered tentacles and extra appendages. These creatures are fighting Augustus’ elite guards to a stand-still.

The party joins the fray, capitalizing on the proximity of the Fount to let Gorthaur do maximum fireball damage and to supercharge their weapons. Grognak in particular becomes fascinated with the fact that he continues to return invisible after every attack he makes, and spends a decent amount of time wailing on corpses to play with Twitch’s supercharged power. Azoth grants Mira vastly enhanced perception, and she notices an eyeball pattern tattooed on the back of Chevy’s left hand, very similar to the one Jule had before her demise.

For the duration of the fight, Calderón is disguised as a common guard and behaves as such.

Throughout the battle, Augustus casts lightning bolt on Mira again (though mostly while aiming at Chevy) and winds up very close to the Fount. Chevy at some point gets the dodecahedron and makes a sprint for the Fount; Calderón and Mira, fearing he will toss it in, stop and kill him, successfully retaking the dodecahedron. Mira takes this opportunity to soak her sword in Chevy’s blood as well. Around this time, Augustus, who has been battling a “squid-bugbear” solo, is significantly wounded and then pushed into the Fount, disappearing with a slight crackle.

Mira heads back through the portal, but she is quickly followed by the elite guards, who surround her and grapple her into submission. Calderón casts hypnotic pattern, successfully incapacitating all of them. Simultaneously, Grognak kills a few of the squid-bugbears and Gorthaur reanimates Chevy’s corpse. He commands Chevy to jump into the Fount, but at the last second Gorthaur’s mind is filled with an image of writing black tentacles, and Chevy disobeys. Gorthaur feels the mental connection with Chevy become tainted and abandons control.

Officials from the Magical College begin entering the Fount area, shouting at the remaining party members to cease and desist. They of course do not, promptly trying to dash through the portal. Gorthaur is held at one point, but Grognak carries him through, as the portal closes, leaving them safe.

Except for the elite guards, which the party then takes its sweet time killing.

Session 10

View
Session 8
RIP Arvi

Session 7

Our heroes take a full day to contemplate their next actions, considering possible scenarios. All agree that four mind flayers is probably too much for them in direct combat. Eventually, a plan is hatched and put into motion.

After purchasing a scroll of greater invisibility, the party casts haste, fly, and greater invisibility on Grognak. Gorthaur and T open the portal to the shrine for six seconds, where there are currently only two mind flayers wandering about: one in the middle of the shrine and one next to the alter, looking at the dodecahedron. Grognak flies into the shrine and grabs the dodecahedron, which promptly turns invisible as it falls under the greater invisibility spell. The mind flayer notices this and looks around in surprise.

Grognak makes it back into the hideout and tosses the dodecahedron to Calderón; standing behind Arvi, Calderón shouts “Hey!” to the mind flayers, focusing their attention on the portal. The mind flayers have direct line-of-sight to Arvi and Gorthaur’s army of skeletons. They mind blast Arvi, stunning her, and pull her through the portal with telekinesis. Gorthaur sends four of his skeletons in after her, but before anyone else can react, the portal closes.

Since the dodecahedron was being used as the Target for the Augusto Apparation Apparatus™, the exact location of the shrine in Hell can no longer be pinpointed. Gorthaur and T attempt to reopen the portal: first, for three seconds, they open it somewhere within 50 miles of the shrine. Grognak glimpses a dot on the horizon, which allows them to get a bit closer on their second attempt, though the shrine is still quite a ways off and looks like it’s part of some larger temple structure. Accepting the worst, the party abandons Arvi to her fate. Grognak carves a very crude (and wrong-gendered) Arvi stick figure on the hideout wall and tries to write out her name; Qarvi is born. Calderón is similarly upset, left staring at the wall, as if waiting for the portal to reopen to the shrine.

After mourning for a bit, T uses the 6-way-scrying-mirror to call up Chevy, as per the group’s arrangement. Chevy arrives and convinces Mira to hand over the dodecahedron, saying it will be kept safe in the central guild vaults. Dodecahedron in hand, he casts hold person on the party and dashes out of the hideout (Gorthaur manages to resist the spell and casts grease, but Chevy is spritely enough to make it up the stairs without incident).

The party regroups and continues to mourn the loss of Qarvi. Gorthaur and T, meanwhile, use the Apparatus to track Chevy. They find that he has stopped near the Fount in the middle of the Magical College, and, rousing the team, they open the portal into the Fount plaza. Across the way from the portal is Archduke Augustus Augusto and his four remaining elite guards. Between the two groups is Chevy, heading directly towards the Fount, dodecahedron in hand. Mira dashes forward and grabs the dodecahedron before dashing back to the portal, handing it off to Grognak. Chevy uses telekinesis to pull the dodecahedron back towards him, though it remains on the hideout side. Augustus also uses telekinesis to pull the dodecahedron towards himself, and the party sees it flying through the air into the plaza as the portal closes.

Session 9

View
Session 7
The Broughton Job

Session 6

The next morning, the group has mostly recovered in the hideout, though Arvi remains bedridden for several days to fully recuperate. The rest of the party meets up in Mira’s office and inspects the chainmail bag of holding stolen from Augustus; after some cautious experimentation, they discover that it is held closed with a yellow Immovable String. Unable to open it, they call in T, who manages to cut the string with the dagger on Mira’s desk, leaving the party with two smaller Immovable Strings. At the bequest of Mira, T begins making amulets of fire protection, which will take him a week.

Inside the bag, the party finds quite a bit of loot and, most importantly, the Augusto Apparation Apparatus™, the long-awaited teleporting device. Included is an instruction manual, though it looks like the manual is intended for a model farther down the development line than the Apparatus the party now has. The manual includes dire warnings in case of misuse, from loss of daily spells to permanent disconnect with the Weave. However, with T’s help, Gorthaur believes he can figure out how to use the device. Thus begins a long debate on exactly how to use it.

Several ideas are floated: sneak into the Magical College to get access to the Fount in order to power the device; open a portal to Hell from the College and let the demons/devils kill off all the wizards (“kill all wizards except Gor” becomes a common theme); target the dodecahedron as a powerful magic source and open a portal to it briefly from Mira’s office; etc. Ultimately, Calderón remembers that power is money, and magic is power, so gold is magic. Gorthaur calculates that it will take about 100 gold per second to sustain the portal. With this, the decision is made: rob a bank.

There are three known vaults of meaningful size in Broughton: a bank, a casino, and the Magical College. Wisely, the party chooses the bank. They make an initial trip for 18 seconds into the bank vault, with Mira and Grognak filling the bags of holding with gold and Calderón deadlifting it. They are pursued through the portal by a clay golem, which is shoved back through the portal right before it closes. After a couple minutes’ deliberation, they decide they probably should have killed the golem, and also there’s still a ton more gold. They open the portal again and trick the golem into coming into Mira’s office, where they promptly kill it (before shoving the body back into the vault). However, they noticed that he had been banging on the inside of the vault door the whole time they were deliberating.

Another couple of minutes go by, and a final bank theft is proposed, wherein they will be able to make two trips. They do so, but halfway through the vault door opens, and a flock of gnomes prepares to enter. Before they see anything, Calderón casts darkness in the doorway, giving the party time to escape. As the gnomes get through the darkness and into the vault, Calderón is just slipping through the about-to-close portal and calls out “You will learn the wrath of Magister Eliot!”

While waiting for T to finish their amulets, Mira gives massive bonuses to her guild members in order to soothe their melancholy over losing Stacy (who was universally well-liked); this buys their loyalty. Bethany is sent out of the hideout in order to find a necromantic token for Gor; she returns with a monkey skull that allows him to renew his animate dead effects on up to 12 bodies instead of four. She also hears news that Magister Eliot is being investigated for something, though she hears nothing about the bank break-in specifically. However, there is a substantial (10,000 gold) bounty from Archduke Augustus Augusto put out on the party, and it is probably unsafe for them to walk around town.

T returns, having finished the amulets. He helps Gor search for the dodecahedron as the portal target, then the party opens the portal for three seconds, as a trial run. Hot air blasts through the portal, and the party sees they are looking into a ornately-decorated shrine, in the back of which is the black dodecahedron. Wandering the shrine are four mind flayers, who luckily do not notice the party. The portal closes, and the group is left to decide what to do next.

Session 8

View
Session 6
Archduke Augustus Augusto's Aggravated Assault

Session 5

Gorthaur notices one of the elite guards pull Augustus Augusto aside, and he and his entourage quickly pack up and leave the College, heading back to the inn. They take the prototype device with them, concealed in a metallic bag of holding strapped to the Archduke’s belt. Gorthaur uses his animated corpses to fake a drunken stupor and rushes back to the Hotel Kilazio, beating the Archduke and company by about a minute.

Meanwhile, the rest of the party hurries to clean the blood off of Calderón and Mira and to formulate a backup plan. Getting reasonably clean via magic, they are just discussing additional options when Gorthaur rushes in, alerting them that Augustus is nearly back. The group quickly tries to get something organized, but they suddenly hear a loud booming voice from outside (clearly amplified by magic).

The Archduke (in a southern drawl) offers them a deal: if they let their hostages (Fred, Jed, Zed, Ed, Led, Ged, Med, Tedd, and Ded) leave without harm, he in turn will allow the party to walk off unscathed, adding that he will not involve the city guard unless he needs to. He gives them two and a half minutes to discuss and agree. This is somewhat problematic, as the individuals in question are very much dead. Gorthaur leaves the inn, convincing the Archduke and his men that he is an innocent bystander; he ducks into a nearby alleyway to watch what happens.

With seconds to spare, Mira takes action, using her trusty crowbar to pry open the window behind the Kilazio’s magical elevator. The party jumps outside, as does Clark, but one of the elite guards bursts in the front door and spots them leaving, while a standard guard rounds the backside of the inn and catches sight of them as well. Stacy and Bethany remain inside the Kilazio. Stacy loses her nerve and shouts that the “hostages” are dead, enraging Augustus, who orders that the party be apprehended. A chase begins.

Gorthaur emerges and battles one of the standard guards, letting his skeletons surround the poor sap and do most of the work. Meanwhile, the rest of the party attempts to run away, but they are occasionally forced into minor skirmishes. Highlights reel: Calderón casts stinking cloud on the bulk of the fighters, incapacitating them. Gorthaur then fireballs the clouded area twice; the net sum is that two more standard guards are killed, Stacy is killed, ten loitering peasants are killed, Bethany escapes, Grognak gets hit, and the elite guards and Augustus take some minor damage.

The final two standard guards are killed by Grognak and Mira (with help from Calderón and Arvi), but an elite guard brings Arvi down to near-unconsciousness; only a well-rolled bluff to pretend to be dead saves her. Another elite guard also wrecks havoc on Grognak, nearly dropping him. He enacts a daring plan, jumping back into the inn (with an elite following him), then riding the elevator up to the second story. The elite hits the elevator, popping Grognak up to the third story before Grognak finally loops back to the first story. He jumps out the window and lets Arvi pull one of her healing arrows from his own leg (she had accidentally shot him earlier). The two escape back to the the hideout, as does Gorthaur.

Meanwhile, Calderón manages to cast hold person on Augustus and snatches his metallic bag of holding. He and Mira take off running, though two of the elites and a freed Archduke are hard on their tail. They take a couple lightning bolts to the face, but manage to kill one of the elites, Krudge (this took a crapton of work over the entire course of the fight). Also noteworthy is that this is the first time Calderón uses his glaive’s magical power. Killing Krudge earns Calderón and Mira a brief reprieve as the Archduke and other elites are shocked that their colleague was felled. This gives the two just enough time to slip away back to the hideout, metallic bag of holding in tow.

Session 7

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.