Recap of Session 4 – “Age of the Raven”

At the cemetery…

Dramatis Personae

 

Iznogoud | Caliban Dashing Rogue | Djuro

Slingbill | Human Monster Hunter | Mats


These guys were absent this session:

 

Sigurd Slapptask | Human Bounty Hunter | Flan

Quatsing | Caliban Avenger | Martin

Ernie ”MacWyvern” Lint | Elf Survivalist | Berndt

 

Session Four – The Candyman Killer

The session started with everyone back at the Full Moon Inn. Food was had. Drinks was consumed. Discussion on what to do next was held. Except for Duncan D’Lute, the business man from Port d’Elhour the PCs was alone in the inn. Shortly before dusk Mr D’Lute went to his room for an early evening. Shortly after that, a sickly stench spread in the cosy inn, making the PCs feel sick and worried (especially Ernie and Quatsing). Sigurd went outside to check what was going on. At the same time a commotion was heard from the 2nd floor, with loud crashes and bangs as someone was trashing the room. Together with the landlord, Master Bascolm, Iznogoud and Slingbill went up the stairs. The sounds emanated from Mr D’Lutes room along with loud animal grunts. The landlord opened the door, just to see an inhuman version of Mr D’Lute come at the door with a snarl at it’s face. Our heroes managed to close the door and then kicked it in, throwing the foul creature off its feet. A short but fierce battle ensued, but the creature had no chance against the heroes’ sharp blades. Staring at the bloody headless corpse, it was concluded that this indeed was Mr D’Lute, although in a changed form…

Meanwhile outside, Sigurd followed the vile stench around the building and found a trail of footsteps, lined with black ichor and bits of putrid flesh.

When things had calmed down, it was decided that Ernie, Quatsing and Sigurd should stay at the inn, taking care of the innkeeper and his family, while Iznogoud and Slingbill should follow the disgusting track to wherever it would lead them.

The tracks seemed to originate outside the village, in the swamp maybe, and seemed to lead towards the cemetery. While following the tracks, a loud female shriek of terror was heard. The PCs ran in the direction they thought was right. Then, a second scream echoed through the night – in the opposite direction! Iznogoud and Slingbill ran towards the new sound and made a grisly find: the daughter of the innkeeper – Lillin Bascombe – lying face down in a pool of her own blood, and around her, a ring of five pieces of red liquorice! The girl was dead, having suffered multiple terrible knife wounds. Soon, constable Gremin and his two deputies arrived, and together the PCs and the lawmen ran into the narrow streets to find the killer. These efforts turned out to be fruitless, as the killer was long gone. The constable told Iznogoud that this was the 6th murder in the same style, complete with red liquorice, and that they had started to occur before the PCs arrived, so they were not suspects. He also told them that the red liquorice was sold at the Bakery. Our heroes decided to go back home and regroup.

The next morning they went to the Bakery and talked to Louise D’Cann who told them that her biggest customers were: Mordu (the village weirdo), Jean Tarascon (the missing brother of Luc and Marcel) and the Bordell children (kids of the local carpenter). Iznogoud and Slingbill went to talk to them all.

Mordu was indeed a weirdo, a hobby conspirationist with his own theories on what has befallen the village: basically all the problems are due to an evil cult intent on awakening the Old Swamp God. Mordu also volunteered to help with the investigations.

Jean Tarascon was of course nowhere to be found.

The Bordell children (there’s eight or nine of them) were quite innocuous, but their father, Marcus, could tell that old Hogarth was the first to die out on the plantation fields, and that he immediately rose up as an undead abomination. This happened about three weeks ago. Marcus suggest that they speak to old Pierrot the cemetery caretaker, or the village priest Brucian.

The caretaker’s cottage was closest, so they went there first. The grumpy old geezer told them that he was tired of all this kerfuffle and that he planned to quit his job and move to Port D’Elhour as soon as the stormy season blew over. He also related that it all had started about a month ago when Luc and Jean had returned one night with their dead big brother Marcel. He also said that he never buried Marcel, since Jean took the body with him and disappeared. This was also when Luc went mad and was sent to the house in the swamp by Jean. Our heroes then asked to see the burial records for a month back, but were informed that Pierrot kept them in his office at the cemetery…

Later that night, the PCs brought some gear and went to the cemetery to get the papers. They used rope and grapple to negotiate the 10-foot wall and snuck into the new cemetery near the wall to the old parts. From the wall they could see that the old cemetery was totally overgrown with thick and twisted vines, hiding the mausolea and tombs in a massive growth. As they approached the caretaker’s office they heard some sounds coming from another part of the cemetery and went sneaking to inspect. A smaller mausoleum was open and sounds was heard from within.

Non-human sounds…

Recap of Session 3 – “Age of the Raven”

Souragne by dusk

 

Dramatis Personae

Ernie ”MacWyvern” Lint | Elf Survivalist | Berndt

Iznogoud | Caliban Dashing Rogue | Djuro

Quatsing | Caliban Avenger | Martin

Slingbill | Human Monster Hunter | Mats

Sigurd Slapptask | Human Bounty Hunter | Flan

 

Session Three – Marais d’Tarascon

The evening was spent discussing the events of the day and carousing at the village inn.

In the morning of the 2nd day in the village you went to the blacksmith and the general store to purchase weapons and other adventuring gear. Iznogoud the Dashing Rogue used his meagre funds to take a bath and a proper shave and then went to the tailor to get a foppish outfit of clothes. From the blacksmith’s wife you learned that her son had been missing for five days, after never having returned from his work at the d’Tarascon plantation, south of the village. You decided to immediately head for the plantation to see what was going on. After walking through abandoned sugar cane fields you finally arrived at a eerie, silent mansion with heavy dark blinds covering all windows. No life was to be seen anywhere. Iznogoud and Slingbill went around the house to scout. Ernie, Quatsing and Sigurd climbed a low roof and smashed a window on the second floor to enter the dark house. All you found was a lot of richly furnished rooms with no signs of life anywhere.

Then, a gnawing sound was heard behind a door. Quatsing and Sigurd rushed in, weapons drawn, only to see a ghastly woman in a maid’s outfit, sitting hunched over a week-old corpse devouring the dead flesh…

Two missed sanity checks. Two massive sanity losses. Two temporarily insane characters.

With some crossbow and machete work you finally managed to defeat the monstrous maid, fear heavy in the thick air. That’s when sounds of lots of shuffling feet and howling noises started to emerge everywhere. A hasty retreat was made, dark shuffling figures dashing after you as you made it to the outside.

You went back to speak to the Constable, but only managed to aggravate him when disturbing his investigation of a murder scene (one of the maids from the Inn had been murdered the previous night), and nearly got thrown in jail on account of being “foreign troublemakers”. You also learned that the d’Tarascon family have a townhouse in the village and that the suspected murderer left a clue at the murder scene – a piece of red licorice.

You next proceeded to the d’Tarascon townhouse to investigate, only to be deterred by the lock on the front door. After several missed attempts at picking the lock, Sigurd and Quatsing resorted to breaking down the door using a crowbar and brute force. This was naturally witnessed by several villagers and we left off with the Constable and two deputies removing you from the house. To make your story believable, Ernie the Elf cast an illusion spell of a monster in one of the windows. Of course, the Constable didn’t believe you anyway 😉

 

 

Recap of Session 2 – “Age of the Raven”

The House on poles

Dramatis Personae

Ernie ”MacWyvern” Lint | Elf Survivalist | Berndt

Iznogoud | Caliban Dashing Rogue | Djuro

Quatsing | Caliban Avenger | Martin

Slingbill | Human Monster Hunter | Mats

Sigurd Slapptask | Human Bounty Hunter | Flan

 

Session Two – The Great Swamp

Coming around a bend in the waterway, you heard a loud buzzing noise and before you, a big brute of a Caliban burst out of the bushes beside the water and threw himself diving into the water, followed by a swarm of inch-long, nasty-looking mosquitoes. The insects remained in the area for a while, but then left off after having assailed the people in the swamp boat. The Caliban happened to be Iznogoud, another member of the ships crew.

In the evening, after traveling all day (at one time followed by a Swamp Dragon), you started looking for a site to set camp, when you spotted a single light ahead. It turned out to be a small island with a decrepit hut. You stopped and investigated the place, finding traces of habitation. Suddenly a boat came to shore, bearing a beautiful young woman who claimed to have been out tending her nets. Everyone was jumpy and suspicious except Iznogoud, who seemed to be quite enamored by the young woman. Ernie the Elf kept trying to use his Second Sight too see if something was wrong and most of the gang kept away from her. Iznogoud however, ended up being intimate with the woman, after which she asked him to bring her the liver of the priest in the village.

Our heroes left the same night, despite being invited to stay. A while later they came upon a group of people, camped on a small island, with a horse drawn gaudy wagon. This turned out to be a family of Vistani, a people of travellers in these parts of the world. They invited you to share their fire and stay the night. Later, they got their fortunes read by the daughter Valana. This is what she said:

“The lost one has called you! The dead will walk with the coming storm, and you must find a way to put them to rest. If you cannot, the rain will turn to blood! It will drown you and all of Marais d’Tarascon”.

After this, the Vistani retires to their wagon, while you sleep beside the fire. The next morning, the wagon is gone. The sentry has no recollection of what happened, though.

In the afternoon of the next day (day 4 since the shipwreck) you come upon a house built on four high poles. It is very well lit. Suddenly, a rope ladder falls down and you climb up to find a silent young boy sitting in a circle of lit lanterns in the house’s only room. In his hands is a children’s book with short poems, dedicated “To Luc, my beloved brother. Marcel”. The boy does not move, nor does he speak. When you leave, he follows like a silent dog.

As you leave the swamp, the building storm is increasing, black clouds rolling in and distant thunder and the occasional flash light up the sky. Still no rain, though.

After a few hours more, you reach a village at the edge of the swamp: Marais d’Tarascon.

Soon, you find the “Full Moon Inn” where you take up residence. Most of you decide to stay there and enjoy the comforts of civilisattion, talking to the innkeeper, Jerald Bascolm, his wife Henrietta and their daughter Lillin, who manages the barmaids. Soon however, most people leave, to attend a funeral. Ernie the Elf can’t sit still and decides to investigate the rather large cemetery that you saw upon arriving. There, he meets the caretaker, a certain Pierot and finds out that there are two parts of the cemetery – the new that is used and the old that is walled in and has been unused for more than a hundred years.

Meanwhile, Ernie the Elf have ventured out to see the funeral. The entire village have gathered and the village priest is making a funeral speech over a coffin bound in heavy chains. You can hear muffled thumps from within the coffin, but no one takes note. The coffin is loaded on a cart and a slow procession moves up the cemetery hill toward the cemetery gates. The sounds grow louder and the coffin starts to move. People flinch, but soon regain their composure. The coffin is brought to an open mausoleum and quickly carried in, after which the mausoleum is locked by Pierot and then everybody returns home.

Inside the church…

The sneaky elf leaves before most of the crowd, to have a closer look at the church. Inside, it is dark end silent. The church is abandoned. Suddenly a sound of flapping wings is heard and a raven appears high up on a rafter. It has three eyes…

First post – recap of Session 1 of “Age of the Raven”

The Swamp

Dramatis Personae

Ernie ”MacWyvern” Lint | Elf Survivalist | Berndt

Quatsing | Caliban Avenger | Martin

Slingbill | Human Monster Hunter | Mats

Sigurd Slapptask | Human Bounty Hunter | Flan

 

Session One – Shipwreck

You all woke up on a foreign tropical shore among the debris of your ship and with memories of a fierce snowstorm the previous night. Obviously, some deviltry must have been involved.

 

You salvaged what you could find and worked hard to make makeshift weapons. Also, some time was spent foraging and trying to find drinkable water. Then you took on venturing into the jungle towering next to the beach. As it was, the jungle turned out to be a vast, insect ridden swamp.

 

Traveling along the many waterways you had a run-in with a huge crocodile and in the end, met two Pumpkin-Head Scarecrows near a dead body and a run-down swamp boat. An intense battle followed, where you got to try various combat maneuvers and even managed a fumble where the Ernie the Elf tried to spear a Scarecrow grappling with Sigurd, with the result that the spear ran through the straw-man and into the face of the player character. Sigurd rolled good, and managed to dodge, but still got a nasty wound in the cheek. The elf also missed his Fear check and panicked, jumping into the boat and abandoning his buddies to do the battle alone for a while.

 

We left off, when you slowly left the shore, staking out into the unknown in the half-rotten swamp boat, after having defeated the Scarecrows and throwing their pumpkin heads into the swamp.