Showing posts with label World of Greyhawk. Show all posts
Showing posts with label World of Greyhawk. Show all posts

Friday, July 23, 2021

The Laughing Company Raises Their Crest

** Howl of Oblivion Campaign Page **
With Fasha unwilling to set some of his personnel to guarding the party's growing hoard of treasure, he suggests they establish themselves with the authorities and hire some help of their own.  Over the last several days, the members of the band go about the city searching for a proper place to stash their loot and maintain as a new base in Yecha.


The party secures a writ from the Khan's Regent to incorporate an armed adventuring company.  This will allow them to maintain armed guards in the city and grant other privileges' granted to such incorporations, provided they answer to the Khan if they are called to do so.  The party agrees, and begins to look for a suitable building.

The party also commissions a local artisan to create their crest.  Calling themselves the Laughing Legion, the party decides to use the hyena as their symbol - since they have encountered far more dangerous hyenas than anything here in the Baklunish West.  Once they find their 2-story stone building, which they rent for a modest sum, they hang their crest and begin to hire personnel to guard the building and the massive safe they procure as a small treasure vault.


The party hires Blashi, a self-proclaimed 'outfitter'.  He has a lot of contacts across the city, and begins as the Majordomo of the Laughing Legion's new headquarters.  Five local men-at-arms and two Zyrjan archers are recruited as well, and the Legion sits at a registered thirteen members.  The party begins furnishing their new headquarters as they like, with the lower area being a common area and the upper floor being living quarters.

Now that they have a much stronger foundation to adventure in the West, the party can now focus it's attention as it likes.  It has many opportunities for adventure, it seems.  There are tales of hobgoblin fortresses on the coast.  Rai Suli asked the party for help, though they have not answered.  There are whispers of cult murders within the city, and the party knows the evil cultists are gathering everywhere.  The terror of the Blazing Omen still haunts those aware of the horror in the sky. 

In addition, the Khan's said to be on his way back to the city, only a few weeks away.

Friday, June 18, 2021

Dungeons & Dragons Portal

Iron Seer's Dungeons & Dragons
Welcome to the D&D Portal, folks!

This link portal lists all things related to the Dungeons & Dragons roleplaying game for Iron Seer.

As with all these portal entries, this will be continually updated to reflect ongoing gaming.  Never will the adventure party be unable to find their spot after a break!

It's about time RAW RPG got enough links on one game line to get it's own portal.  There was a lot of links to check and dates to look up.  From now on, link portals will start taking their places on the appropriate portal page sooner, rather than later.



Last Entry: 02/04/22


Game logs are presented in ascending order (earliest first).

Dungeons & Dragons (by Edition)


What's next?

Friday, June 11, 2021

Howl of Oblivion: Becoming Established

** Howl of Oblivion Campaign Page **

After ensuring the safety of Gesherem and Sul Dhan Ared by scattering the war-camp, the party returns to Yecha.  Servants of the Slaughtergod follow the party and attempt an attack at night as they approach the city.  The leader, a flind, was murdered quickly by missile fire.  Most of the other attackers, also gnolls, simply fled after this.

Delivering the priests to the council, the party finds they are in high favor not just by the clergy.  They are given gifts by Lyzandhan as well for their services with a gift of the Khan's gold.  The priests quickly begin conferring with one another, and retire to the conference room to question the newcomers.

After taking a well deserved rest, the party finds the streets of the city are more bustling and busy than when the party left.  Fasha and the servants of Mouqol have struck many deals and approached Khaine with the deal he'd been asking about.  An investor spot in Dhamikan's caravan has opened up.  All told, a roughly three month turnaround will net a 25% profit for any investments - barring any loss to raiders or spoilage. 

Fasha however, is uncomfortable with guarding the party's treasure with his caravan.  It is too great a hoard, he claims, to not be guarded somewhere safe, instead of secreted in the market.  And so, the party undertakes an effort unprecedented for them - find an effective and reliable way to guard the treasure they keep acquiring.

Yecha Countryside Map Markers
Places of note to the party in Yecha.

The party is surprised to learn what this will actually entail.  To this end, they determine they will incorporate as an adventuring company. As they begin to look for suitable properties to keep as a base of operations, they also begin thinking of whom they might hire to look after their property and valuables as they travel.  The grounds of the organization - a foundation to keep their treasure safe and pay for itself - is laid.

Mention is made that such an organization might have a hyena upon the crest, since the party has slain many of the creatures since arriving in the West.

Messages are sent to far-off Perrenland as Walkul thinks some of his family and friends from back home could be trustworthy enough.  Anverth also makes effort to contact his gnomish kin as well.  Other workers are surveyed as the party searches for a suitable property.  They begin to carve out what their adventuring company's organization will look like, and decide responsibilities for themselves.

As the party establishes itself and chooses an identity, the priests of the Western cults have a council that has not been convened in many centuries...and soon they will emerge from their consultations.

Friday, May 28, 2021

Howl of Oblivion: The Blazing Omen [Parts 1 & 2]

Iron Seer presents Howl of Oblivion
** Howl of Oblivion Campaign Page **

Part I

A few days after their last adventure, the party relaxes in Yecha.  In the evening however, their rest is inhibited by an unsettling feeling.  That ill-ease eventually develops into full blown nightmares...familiar nightmares to the spellcasters in the party.

The Blazing Omen 1
The Blazing Omen 2

The nightmares once again rob spellcasters of their ability to cast spells, but the effect is also pronounced on the entire populace of Yecha.  The city is strangely subdued, and the outright loss of magic is more than concerning.  Meanwhile, the party pores over it's treasures...

The Blazing Omen 1
Here's a spellbook.  It's a book, but it also has spells.  Actual spells.

Fasha is expectantly waiting a caravan in the morning, citing 'business partners'.  It is in later in the morning as the characters are performing whatever tasks they had set about that the players are approached by several red-garbed men and the Khan's Guard. They are summoned to the House of Lyzandhan...post-haste.

There, they are made to wait and then brought before Ekbiya-Baklun Lyzandhan, the High Priestess Obertorop and Da'shikir the Unwilling (Yecha's priestess of Istus), as well as several red-garbed Jasidans and other temple folk.  All were clear about one thing - something momentous is happening. All the clerics feel the strong presence of their gods.

The Blazing Omen has them ALL concerned.  The priestess Da'shikir has divined that this omen bodes ill for all the people of the Oerth.  All spellcasters have seen the omen in their dreams again, but what that means is that the servants of evil gods will most likely be activated as well.

A greater council must be convened, and someone with the requisite lore must be found to interpret the omen more specifically.  Gesherem of Geshtai could be instrumental in finding other clerics, if he himself does not understand it the omen.  In return for their aid in finding Gesherem and / or information on the omen, the House of Lyzandhan offers the gratitude of the khan, temples and city.  The party agrees to search for this man and return him to Yecha.

As the party prepares to leave, a caravan of Mouqol arrives in the city, and Fasha is keen to meet with them.  Turns out, not only are these acquiantances of Fasha, but they have come to authenticate some of the artifacts the party has managed to acquire.  The party meets Dhamikan Han, servant of Mouqol, as they hand out alms to the city's poor.  The priest and his traveling guards just returned from Ekbir.

He brings his greetings to Fasha Daouda'shi, and kith and kin.  The caravan has brought grains and metalware from Ekbir, and as they offload in the market the party is given introductions.  Lots of folk flock to the wagon-shrine to Mouqol. Dhamikan and his party are kind to the beggars, with coin, bread and even fabrics.  The priest wanted to meet the lucky adventurers who found the jewels of A'ta Sevaya.

Dhamikan's take on the Blazing Omen - something is coming. Coming HERE.

The party departs and makes for the shrine of Geshtai to the south.  The players wander into the shrine near dusk, and they immediately hear shouting and a strange noise that reminds them of ... gnolls.  Sure enough, they are shortly attacked by men and what appear to be trained hyenas.

The Blazing Omen 2

Engaging with this unprovoked foe, the party advances along the stream and sees a man with a stick fending off several attackers ahead.

The Blazing Omen 3

However, the party meets with resistance when they try to force their way through the press of gnolls to help the man.  They are held up for several rounds by a smaller squad of gnolls, while the man with a stick fends off those surrounding him fairly well.  The gnolls prove to be challenging opponents.

The Blazing Omen 4

The battle goes fairly poorly...and a few of the adventurers are momentarily struck down.  The man with a stick proved to be Gesherem himelf, though he also was nearly killed.  The healers use what magic they can, but with the omen last night, the party has no spells.

The Blazing Omen 5

Part II

The party rests at the shrine with Gesherem, and the next day their magic returns as normal.

Gesherem explains that he himself sought more insight to the omen.  To this end he means to seek out Sul Dhan Ared, a druid of a sect known as the Tree-Tenders.  This circle tends to a massive tree called the Tree of 100 Fruits.  Sul Dhan Ared is wise in the ways of the stars, and Gesherem hopes to collect his divinations.

On the way to the Sacred Grove, the party encounters the aftermath of a battle.  They count several corpses, both gnoll and man (and hyena) and Gesherem means to burn all the corpses before they befoul the stream.  On closer inspection, the men are worshippers of Erythnul.  

During the work of dragging bodies and building a large fire, a few of the adventurers saw the glint of metal in a nearby tree.  Upon investigating, they find it is a dead birdman in a tree. He was wounded gravely, and must have flown to the tree to die. His weapons are bloody and his spear has fallen to the bottom of the tree.  They collect a razor-sharp bone spear and a shining scimitar from the corpse before speculating as to how birdmen would tend their dead.

When the party arrives at the Tree of 100 Fruit, Gesherem explains that the druids are paranoid and insular.  The sacred grove where the massive, mystical tree they tend sprouts upwards of 100 kinds of fruit, and it is their work to tend to it.  A stream waterfall feeds the center of the grove where the tree grows.

They are greeted with unease at first, but once Gesherem makes himself known, the druids guide them around the bend into their sacred grove where Sul Dhan Ared is leading a prayer in Ancient Baklunish.  The party is all given gourds, and silently bid to join the druid's procession.  As the lead druid casts various spells, the party joins in the ritual, gathering water from the clear-flowing stream and sitting in the circle.  As one, the assembled group drinks...though Anverth is sure there is some enchantment upon it.

The drink affects the assembly by altering perception.  Now, a comet-like haze can be seen in the sky...and it horrifyingly resembles a massive eye.  The great eye seems to loom and leer at each individual, and it is under this monstrous gaze the druids begin to speak of the omen and it's meaning.

Sul Dhan Ared and the other druids recognize Gesherem, and welcome him and his folk (the party). They bid everyone welcome to the sacred grove, and know there is much to speak of.  The druids are obviously aware of the Omen -  but they seem to greatly fear what is coming. They feel a fell gaze upon them - and after drinking from the Pool of the Tree of 100 Fruits the party understands why.

Everyone can all feel the eye 'looking' at them. At all times.

What is revealed during the nights' oratory is that no one very far from Yecha experienced the dream. The druids believe this means the omen is meant to affect something near the city.  The druids are NOT certain where it's from or what it means, but are certain it heralds only great evil. 

The party asks Gesherem and Sul Dhan Ared to accompany them back to Yecha to attend the priests' council. Sul Dhan Ared is reluctant, but understands the need.  However, there is a problem that needs his attention first.  Alarmingly, there is a war-camp of Erythnul not far from the Sacred Grove that is growing in power.  It is known the Slaughtergod's minions also experienced the omen. Gnolls and barbarian dervishes have harried their sides for days.  This lines up with the party's encountering of servants of Erythnul across the countryside.

Sul Dhan Ared sent word to the Guardians of Al'akbar to ask for aid against these cultists, but they are not expected for perhaps weeks, if at all.  If the War-Camp is dealt with, Sul Dhan Ared can travel with Gesherem to Yecha.  The druids know the location of the War-Camp, and the party agrees to deal with it to expedite a return to Yecha.

The Blazing Omen 6
"Nerull" is just another way to say "Tharoth".
As the party approaches the camp, night has fallen.  The camp's fires can be seen through the trees, and intermittent yelling can be heard all around.  The cultists around the fire chant the name "Cho Bet-Serati!" and the party can make out an armored figure among the firelight.  Gnolls and an ogre are also seen.  The party hears gnoll yips from the south, and decide to investigate.  They stealthily head south, avoiding the camp.

The Blazing Omen 7
Very sneaky...
They see gnolls near a small bridge over a stream, shouting challenges into the wood.  Soon, they begin to see shadowy figures closing in on the camp and hide among the bushes and trees.  The figures close in on the war-camp...some coming within scant feet of Khaine, invisible in the shadowed hedges.

Soon, the figures emerge from the treeline and challenge the gnolls.  Insults are hurled at this "Cho Bet-Serati" and the gnolls engage the newcomers on the bridge.  The cultists at the camp are oblivious to all this, and neither do the newcomers notice the party.  The party encourages those at the camp to investigate by killing one of them with an arrow...

The Blazing Omen 8
Entangle has a fairly large area of effect.
It seems that this is a rival darkling cult, this one devoted to Tharoth the Reaper.  They form battle lines and prepare to engage one another, though the gnolls on the bridge seem to have the advantage over the men.  Once they are all squared up, Walkul uses an entangle on the whole area, trapping all but a few of them.  An oil of burning is applied then, and all the remaining cultists are picked off by the party as they attack from the north.

The remaining Tharoth cultists south of the stream flee into the night, and the party investigates the camp.

The Blazing Omen 9
Many adventurer's favorite part of the job is the "Take Their Stuff" Phase.

Friday, May 7, 2021

An Overview of the Baklunish Pantheon

If we all Work Together, we can Make Ancient Deities Return with a Vengeance.
Inspirobot knows that the most important gods are the ones everyone else is worshipping.
Hello, dungeon friends!  Today, an overview and quick reference guide to the Baklunish pantheon for explorers in the West.  These are 'major' cults of note that are unique to the heritage of the western Flanaess. 

It should be noted that these are not the only cults that will show up, as other deities and cults from the Flanaess are shared throughout.  That said, it can be observed that the Baklunish do not readily take on foreign cults.  This probably stems from their cultural distinctions and how they view their own pantheon.

The Baklunish folk of the West are a separate people from the folk of the rest of the Flanaess.  They have many practices that might cause foreigners to balk.  Their society is ancient, and their culture has had many centuries to develop.

The universe to these people is a constant clashing of opposed forces.  In life, one can either ally themselves with such forces or seek peace and attempt to be totally apart from the world.  The world is one of dualities, and each has their conflict.  This is reflected even in their practice of magic, which is rooted in arcane principles and manipulation of fundamental forces.  The elements are seen as the domain of genies, and to seek allegiance with such is to seek conflict.

And so it goes that their gods tend to be impersonal, representing clashing forces.  They are more akin to ideas rather than personified characters.   These more powerful beings do have dedicated worshippers and temples, but they are not always so prevalent in people's lives.

Rather, the Prophets of the Baklunish people have a more direct role in day to day life.  These mortal champions each achieved a divine wisdom, and now provide and direct a path to divinity for others to follow.  The Prophets are powerful demigods and hero-deities, subservient to the more powerful gods but more prevalent in the culture of the West.

The Baklunish Deities
  • Istus
    • The primary and most powerful deity of the Baklunish West.
  • Geshtai
    • Daughter of Istus, Protector of Waters.  Represents conservation and fertility. Opposes Sevelkhar.
  • Sevelkhar
    • Son of Istus, Bringer of Waste.  Represents drought and loss.  Opposes Geshtai.
  • Al-Zarad
    • Alias of Boccob the Uncaring.  Represents understanding and planning.  Opposes Ralishaz.
  • Ralishaz
    • Master of Misfortune and Chaos.  Represents bad luck and all things F.U.B.A.R.  Opposes Al-Zarad.
  • Al-Asran
    • Alias of Pelor the Sun-Father.  Represents life and light.  Opposes Tharoth.
  • Tharoth the Reaper
    • Alias of the Death God Nerull.  Represents darkness and death.  Opposes Al-Asran.
The Baklunish Prophets
  • Al'Akbar
    • How to be the best lawful good cleric or paladin.
    • The Cup and Talisman of Al'Akbar are powerful and famous artifacts.
  • Azor'alq
    • How to be the best lawful good warrior. 
    • Dwells on the Prime Material Plane at the Pinnacles of Azor'alq.
  • Daoud
    • How to best maintain humility and also get with the understanding.
  • Mouqol
    • How to be the best merchant and trade the best goods.
  • Xan Yae
    • How to be the best rogue, ninja or psychic.
    • Dwells in the ACTUAL Tower of Iron Will.
  • Zuoken
    • How to be the best kung-fu monk.
    • Disappeared? (As of 505 C.Y. / 3165 hegira)

Friday, January 22, 2021

Howl of Oblivion: The Second Tomb of Oroch-Vaan

Iron Seer presents Howl of Oblivion
** Howl of Oblivion Campaign Page **

Awakening well rested the next day, the party prepares in the barracks of the Red Witch.  The spellcasters feel better today, and when the Jasidans arrive to take them to the tomb below they are in eager spirits.  It's all well and good until the entrance to the depths is in sight.

Passing from the worked area of the upper fane into a rough hewn cave passage, the party is put ill-at-ease by rows of sculpted heads that seem right out of the ancient Baklunish Empire.  These heads, along with several broken columns, seem embedded in the natural stone of the passage.  How this is possible is best not thought of, though the Twin Cataclysms come to mind.  The stone heads are staggered at intervals, with a more monstrous face opening its mouth at the end of the passage as the portal to the actual tomb.

The Second Tomb of Oroch-Vaan on Fantasy Grounds
The huge, empty area has a creep factor all its own.

The party feels strange as they pass through the heads, as if they have suddenly traveled a great distance.  After entering the tomb through the monstrous face, they are struck by the massive complex that looms before them.

The Second Tomb of Oroch-Vaan on Fantasy Grounds - Dust Devil!
This stone lid is nearly thirty feet long and requires a total 55 STR to lift.

As they enter and proceed through the western antechambers, the party is beset by swarms of small air elementals that erupt from much of the stonework.  Investigating the tomb turns up an object of note - this tomb is not for humans, but rather seems to house many dead minotaur-like bodies.  The bodies in the sarcophagi are interred in ancient finery, though seem devoid of any actual valuables.  There is a noticeable lack of any script in the tomb area or on the sarcophagi, but Anverth finds a massive collection of Jasidan temple rituals that seems to be in general use.

The Second Tomb of Oroch-Vaan on Fantasy Grounds - Mystery & Treasure
It's not dingy - it's dimly lit.

The party continues and explores the eastern antechambers from the main tomb entrance.  This area is in noticeable disrepair, though they do manage to find gems in a store room.  The room behind the scree-fall houses a number of items that are used in funerary rituals by a number of cultures, though the minotaur-like symbology has an unknown origin and meaning.  Thankfully, there are no elementals or constructs in this part of the complex, and exploration thereof will continue next session.

Tuesday, December 15, 2020

Lost Jewels of the Ancient Sorceress [Part 4]

Howl of Oblivion by Iron Seer
** Howl of Oblivion Campaign Page **

The party recuperates, though the caravan guards around the auto-yurts report lots of activity near the camp.  Jackals had been heard all through the night.  In the morning, the party is ready to move out at first light.  Fasha informs them that water is running low, and soon they will have to depart to Yecha.

The party finds the entrance to the tomb re-covered, and inside they are attacked from two directions nearly as soon as they step foot inside.  A pack of kobold-trained jackals attack along with their kobold packmasters.  The combat is savage, and a short sleep spell by Anverth sees all the jackals sleeping peacefully as the remaining kobolds retreat.  Peacefully, until Khaine cuts off their heads.

Lost Jewels of the Ancient Sorceress -  The Jackalpit
"Hmm...helpless dogs.  What to do with all these helpless animals?  Hm.  Hmmmm..."

The party heads deeper into the complex, and begin to hear what sounds like an unintelligible beratement.  The group finds a hobgoblin yelling at an skeleton, and approach cautiously.  The hobgoblin gestures to the skeleton, who signals his pack of skeletal jackals to spring forward and attack.

Iris then beheads the hobgoblin in a single stroke, claiming his shinging and singing scimitar for her own.  Walkul then turns the remaining skeletons, including the Houndmaster - all of whom are not destroyed in the rout flee to the south.  Meanwhile, the party pillages the hobgoblin's stuff (who was evidently named Mung Yung) and find several interesting items - such as a magic scroll.

The party also finds an alcove littered with the bodies of dead adventurers and crawling with giant centipedes.  When the party steps inside, several skeletons of small animals animate and crawl to attack alongside the massive arthopods.  Walkul invokes the power of Pelor and turns them back while the party cleans up the centipedes.  A gleaming suit of mail is found on one of the long-dead bodies, which Walkul intends to restore.

Lost Jewels of the Ancient Sorceress -  Critical Hit!
Next on One-Hit Wonders:  Mung Yung the Hob

In the last room, the party finds a bunch of furtive kobolds just kinda chillaxin', eating dinner made of what looks like jackal.  Anverth converses with them, and the old one agrees to tell them where they think the treasure is if the party will just leave.  In the corner of the kobold water-hole, the party finds all the skeletons huddled in a corner.

Lost Jewels of the Ancient Sorceress -  Kobold Waterhole
Believe it or not, those red tokens are only mildly hostile.

Evidently, that corner is where the jewels most likely are, according to the kobolds.  So the party begins to attack the skeletal houndmaster, but the old kobold speaks up.  She asks Anverth to tell the rest of the party to leave the skeleton be, who is beloved by the kobolds.  In return she will shoo them away.

After the skeletons are moved up the walkway, Borz discovers the hidden stone plate to an alcove, some 4 feet high and 3 feet off the ground.  Using Walkul as a step-ladder, the dwarf pries the stone free and pulls the alcove door free, exposing and damaging an ancient stone trap in the process.

Inside, they find a stone mannequin, upon which rests the complete regalia of A'ta Sevaaya.  The party leaves the tomb and joins again with Fasha outside.  Though the party briefly considers holding onto the regalia, they honor their bargain and turn it over to Fasha.  The trip was quite profitable - the magic alone worth more than the regalia.  After talking it over with Fasha, the party agrees to accept another job.  

Fasha began to tell them the tale of another sorceress...this one still very much alive...

Friday, December 4, 2020

Lost Jewels of the Ancient Sorceress [Part 3]

Howl of Oblivion by Iron Seer
** Howl of Oblivion Campaign Page **

The party continues to explore the north section of the tomb.  A good portion of the outer walls are crumbling and make dangerous exploring, but our heroes avoid any trouble.  They take their time searching for traps, secret doors and where vandals smashed stonework decorations...

The party comes upon the central marker of the tomb, realizing that the ancient sorceress' name was A'ta Sevaaya...and the body wasn't buried at the marker and may not even still be in the complex.  This is a common way to deter grave robbers...but also are ancient runic spell-wards.  Walkul and Iris watched in horror as such a ward cursed Borz as they examined the central monument.

Lost Jewels of the Ancient Sorceress - Blursed Dwarf

As the party explored east of the central monument, a foul smell began to waft down the unexplored corridors.  Anverth quickly recognized the nasty scent as kobold slop, and the party pushed into a small section of intersecting corridors.  Not long after they discovered the resting places of the little creatures, they were swarmed with the little monsters.  

Lost Jewels of the Ancient Sorceress - Useless Crit on a Kobold
Critical Hit!

Khaine tries to block kobolds attacking from south corridor, but is hurt by flashing kobold blades and eventually pushed back toward the intersection.  At the same time, another group of tiny dog-men swarm appear from the north and attack Iris and Borz.  Iris was wounded and brought down by kobold knives, but Anverth and Kelil pushed into the kobold chambers and were able to get rid of the creatures swarming her.  Walkul takes a moment to heal her, and suggest the use of healing potions for the others.

Wounded but not out, the party resolves to continue forward...but a few of the kobolds managed to flee away down the winding corridors of the tomb complex.  The party can hear strange noises all around as they know the creatures have ran to tell their friends.  The advance brings the party back to the central stairs, but it's not until the barking of what sounds like a pack of dogs is heard coming from the southern chambers do they decide to retreat to the auto-yurts.

Lost Jewels of the Ancient Sorceress - Part 3 XP Log
Encounter XP awarded so far for Lost Jewels of the Ancient Sorceress [Part 1-3]

Friday, November 20, 2020

Howl of Oblivion: Lost Jewels of the Ancient Sorceress [Part 2]

Howl of Oblivion presented by Iron Seer
** Howl of Oblivion Campaign Page **

The party decides to be aggressive and continue north into the temple complex.  They immediately encounter several skeletons in what appears to be a storage area for such things. Eyeing up the rotted up chests on the other side of the room, Walkul decides it's time for heroism and runs into the middle of the room, calling upon Pelor to banish the evil within.

Lost Jewels of the Ancient Sorceress - Turn Skeletons!

It's has about half the effect he would have liked, turning five of the nine skeletons.  They remain in place, but four others spring forward with rusty sabers...

Lost Jewels of the Ancient Sorceress - Hits

Things get real very quickly.  Khaine returns to the commotion from the tomb area, and takes advantage of the party members in combat with the skeletons to get close to Walkul.  

Lost Jewels of the Ancient Sorceress - Move Silent

Anverth also goes down, but Borz and Khaine bandage their wounds as Iris and Kelil finish off the un-turned un-dead.  The party collects the fallen after stabilizing them and leave the dungeon to return to Fasha's auto-yurt camp to heal up. 

Lost Jewels of the Ancient Sorceress - Convalescence

Several days pass.  The others all heal and are ready for action about the time Walkul regains consciousness.  A few prayers to Pelor and the party is ready to go, and only a few days of downtime had passed.  Fasha changes all gems brought from the dungeon to coinage for the party.

The party returns to the skeleton storage area, loathe to venture deeper with potential enemies behind them.  Walkul blesses the party, and they rush in to finish the skeletons that were turned in the first encounter.  Hilarity ensues as the skeletons prove serious mastery of the martial arts.

Lost Jewels of the Ancient Sorceress - Miss 1
Lost Jewels of the Ancient Sorceress - Miss 2
Lost Jewels of the Ancient Sorceress - Miss 3

Eventually the last of the undead is put down after a grim and desperate battle.  Now more wary, the party prepares to press deeper into the tomb complex.  Who knows what lies within...?

Lost Jewels of the Ancient Sorceress - Skeleton Storage
"So this is where they keep all the dead bodies?  No?  Just a few?  Ok."

Friday, November 13, 2020

Howl of Oblivion: Lost Jewels of the Ancient Sorceress

Howl of Oblivion by Iron Seer
** Howl of Oblivion Campaign Page **

The party splits ways with some of it's members, but meet new folk eager to adventure in Yecha.

Lost Jewels of the Ancient Sorceress - Anverth
Lost Jewels of the Ancient Sorceress - Kelil

The PC's spend a few days with Fasha Daouda'shi, who eventually entices the group to a venture he had been working on for quite some time...

Lost Jewels of the Ancient Sorceress - Fasha's Deal

After a short discussion about the ethics of grave-robbing, the party was in, and prepared to head into the Yecha Hills with Fasha and his auto-yurts.

Lost Jewels of the Ancient Sorceress - Journey to Yecha XP

Soon, they were at the base of the hills where the tomb was rumored to be.  After a short search, the party finds the supposed entrance fairly easily.  Inside is a much bigger area than expected, and the stonework seems to absorb echoes.  Borz is wary of traps as well, for the workmanship seems to suggest them everywhere.  

Khaine discovers a headstone in what is presumably the actual tomb area.  After a few frights dealing with the minor magical wards, he lights both braziers and says a prayer to A'ta Savaaya, the Ancient Sorceress.  He then pees on it.

Lost Jewels of the Ancient Sorceress - Critical Turn!

Further into the tomb complex, the party makes new friends.

Lost Jewels of the Ancient Sorceress - Skeletons Dealt With

They smoke the skeleton guards pretty quickly, but Walkul started to take some punishment during the battle.  He had a spell disrupted by the rushing skeletons, but the party came rushing to his aid.

Lost Jewels of the Ancient Sorceress - Critical Hit!

Friday, November 6, 2020

Howl of Oblivion: The Crossroads / Ancient & Wicked

Howl of Oblivion, an AD&D 2e Campaign
** Howl of Oblivion Campaign Page **

The Crossroads

The party decides to press on to Yecha in the vain hope of catching El-Bakir.  The journey takes eleven days, and they run out of food not far from their destination.  During the journey, the party begins to have even more respect for the Tevarsi hunters.

Along the way, they encounter an old medicine man known throughout the Tevarsi and Zyrjan Roams.  His name is Dar Dagbat, and he happened to have a Tevarsi apprentice named Keshik who knew Jaan Dhar.  The party easily hunted down a gazelle to trade Dar Dagbat for his healing potions.  While the party was camping there, Dar Dagbat had a vision of unclear import, only stating 'they are coming'.  As a result, Keshik joined the party.

A little worse for wear, they eventually arrive at the city of the Tiger Nomads.


Ancient & Wicked

...is what most nomads think of civilization.  The players have arrived in Yecha.  However, they will find their long absence from the Tevarsi Roam has had some unintended consequences.

Fantasy Grounds:  AD&D 2e Ancient & Wicked - Walkul's Cart

Yecha is not a big city, nor is it what you'd call modern.  It does have the amenities of a larger city than what the players may be used to in the setting so far.  However, it is sinister in many ways.

Unable to find any leads on either El-Bakir or followers of Iuz, the party befriends Fasha Daouda'shi at the night market.  He is a caravaner who regularly visits Yecha, and Khaine begins to feel out a possible business relationship involving freight hauling toward Greyhawk.  Saffron would likely make a good export, as well as wild rennet and other Baklunish spices.

As Borz and Walkul explore the city, they become aware of a seedy underbelly to Yecha but cannot find the fulcrum for the 'night life'.  Initially stumped, Keshik has heard stories of Yecha's 'House of Night'. After he relates much of what he had heard involving the den of iniquity, the party renews the search for it.  After Borz speaks with Fasha the next day, he spots someone watching them intently from the periphery of the bazaar.

The watcher beckons the rogues over, and lets them know her master summons them to the House of Night.  The party gathers and follows the agent, a young girl named Khai Djin, to the house of ill-repute in the center of the city.

The House of Night is a larger building in Yecha, a fabled House of Ill-Repute.  It is part opium den, part brothel, part gambling hall.  It is ran by one Rai Suli, a immigrant to Yecha from Ket, who came to the city of the Tiger Nomads eager to use his fortune and strike out on his own.  However, he is well known in Yecha and considered an upstanding citizen.  He informally operates a sort of 'thieves' guild' and has several informants all throughout the city, but the Ilkhan gives him little issue.  Rai Suli has grown quite comfortable on his k'tallah crops and in the decades he has been in the city his power and influence have quietly grown.  

Rai Suli welcomes the party to the House of Night, and begins to speak of Tep El-Bakir.  The party mentions the letter from El-Bakir to Iuz, and Suli is very interested and asks to take the letter away.  He is gone for some time, bidding the party to enjoy the amenities of the House of Night.


Fantasy Grounds:  AD&D 2e Ancient & Wicked - House of Night

In that time, Bari Bur, the Tevarsi Captain, enters the House of Night.  He is surprised to see the party and fills them in on what happened after they struck for Yecha.  The Tevarsi thought them dead, and the party's long absence from the roam has had some unintended consequences.

Fantasy Grounds: Ancient & Wicked - Rai Suli as Sean Connery

Unchallenged, Amir Bahra of the Wolf Nomads took command of the 200+ strong army on the Tevarsi Roam.  Unable to counter the force, the Zyrjans and Tevarsi withdraw and allow the army to move south into a pass in the Yatils.  The Zyrjans, eager to attack and unknowing of the size of the enemy force, prematurely attacked their gathering at the crossroads of Nu'Rek.  This results in the solid defeat of the Zyrjans, and the Tevarsi decide to move the entire encampment away from the army ahead of season.  

The players are assumed dead by Amir Iruz, who sends Bari to Yecha to speak of this account to the Chakyik Viziers.

Soon after this, Rai Suli emerges from his chambers and declares he has arranged a meeting with the Ilkhan's prime vizier, Ekbiya-Baklun Lyzandhan.  The party meets the vizier at his villa the next day, and are surprised to learn their services are no longer needed.  The army must be met with an army, and if the so-called 'enemy' move too far into the Yatils they will not be pursued.  The party is given a chance to join the provisional army to scout enemy movements to the Tiger border, but decline.

Fasha Daouda'shi offers the characters a chance to adventure, listing some tall tales and implying the existence of treasure maps, however some of the party are unsure how (or even if) they should continue.  Many feel the call to return home to the Tevarsi, rather than seek adventure with Fasha or pursue whatever vengeance Rai Suli had in mind.

Fantasy Grounds: Ancient & Wicked - Fasha's Tall Tales
The date is Moonday, 3rd Planting, 585 C.Y.