Recap of Session 8 – “Age of the Raven”

A Forest…

Dramatis Personae

Quatsing | Caliban Avenger | Martin

Ernie ”MacWyvern” Lint | Elf Survivalist | Berndt

 

Absent players this session

Slingbill | Human Monster Hunter | Mats

Sigurd Slapptask | Human Bounty Hunter | Flan

Iznogoud | Caliban Dashing Rogue | Djuro   

 

Session Eight – The Colour out of the Pool

The 8th session begIn in the basement below the D’Tarascon Mansion. Iznogoud and Quatsing are in the pool room with wounded Slingbill. Ernie or Sigurd is god knows where…

Together, Iznogoud and Quatsing drag/carry Slingbill back to the village and seek out the priest (Brucian).

The priest agrees to help with healing Slingbill, and invite the PCs into his humble home.

Iznogoud is still charmed by the charming Swamp Maiden, and wants to take the priest’s liver back to the woman of his dreams, as she asked of him. While the Priest is working with poor Slingbill’s wounds, our charmed hero sneaks up and attacks the priest from behind, nearly severing his head with a powerful swing of his sword. The Priest slumps forward on the bed. Iznogoud is preparing to cut out the still living Priest’s liver, when he suddenly freezes and falls to the floor, writhing in agony. (The Priest’s Three-Eyed Raven fetch makes a spirit attack and defeats Iznogoud).

Quatsing and the now healed Slingbill tie up Iznogoud and give the priest a healing potion, which saves the poor man’s life.

Some argumentation follows. It is decided that the PCs go back to the mansion basement and jump into the magic pool (Iznogoud strongly opposes this, but is forced by taking him there on a wheel-barrow). All but Iznogoud jumps into the pool. Then, after a long while of contemplating what to do, Iznogoud also takes the leap…

After a strange soundless fall, our heroes arrive in a white featureless place. They walk around in the fog-like white for days or hours, and finally arrive at the outskirts of a dense forest. The forest is composed of lots of twisted brush and trees, with the muddy ground adorned with weird mushrooms and foul berries. No animals are heard or seen, and there is a looming sense of doom over the place.

After some stumbling around in the vegetation, Ernie and Sigurd are found at a small campsite. They say that only a short time have passed since they last met. A bit behind and having arrived at a different spot than the others, Iznogoud stalks the rest of the group, staying hidden, with delirious ideas of how to get vengeance on his former buddies (yes, he’s clearly gone out of his mind).

We end the session in the forest camp and with Iznogoud lying in the brush near the camp, thinking of vengeance…

And here we conclude the expanded “Night of the Living Dead” Ravenloft adventure. We might come back, or maybe we won’t…

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Recap of Session 7 – “Age of the Raven”

Abomination

Dramatis Personae

Slingbill | Human Monster Hunter | Mats

Sigurd Slapptask | Human Bounty Hunter | Flan

Quatsing | Caliban Avenger | Martin

Ernie ”MacWyvern” Lint | Elf Survivalist | Berndt

Iznogoud | Caliban Dashing Rogue | Djuro

Absent players this session

Slingbill | Human Monster Hunter | Mats

Sigurd Slapptask | Human Bounty Hunter | Flan

Session Seven – Monsters in the Cellar

The session began taking up the thread from last session, where an intense battle had taken place on the ground floor of the D’Tarascon Mansion. The enemies had been defeated and some of our heroes were quite wounded. After some binding of wounds and a short rest, the rest of the ground floor was serched. In the large country style kitchen, some horrible monsters attacked but were driven back. One fled outside and presented an opportunity for target practice. The party then proceeded by searching the upper floor. They fought and killed yet another of the monsters in the bathroom, but the second one managed to escape through the privée. In the kitchen downstairs, the PCs found a stairway to the basement and went down to investigate. After searching the water-filled basement, they find Pierre D’Tarascon’s workshop and laboratory (Marcel et al’s grandfather). In a hidden niche is a magic key to the locked bronze doors. McGyver takes six magic tomes from the library. Behind the bronze doors the players find a basin with swirling colours, clearly some magic deviltry. Ernie goes bazonkers and tries to push Sigurd into the hole. Sigurd manages to dodge and tries to grapple Ernie and throw him back. Sigurd misses and Ernie manages to push him into the colour pool, making Sigurd instantly to disappear! Ernie jumps after. Woot…??? The remaining three heroes searches the east wing of the complex. Slingbill falls into trap and get badly damaged (major chest wound, should be dead but spends 1 hero point to downgrade lethal wound to major). Iznogoud and Quatsing drags him up with a rope and tries to heal – miss. Then they manage to give him a healing potion, and he’s stabilized at 1hp, no major wound effects left. They go back to the well and leave Slingbill there while Iznogoud and Quatsing explore the southern part of the complex. Turns out to be a temple to some weird deity. They find a very round and smooth secret metal door behind the huge statue of the deity. When opened, air flows out (pressure seal, high tech). Behind the door there’s a tunnel cut into the cliff, which leads to a system of big caves. There is a tunnel to the north, where our heroes find another temple with a strange black meteorite stone egg on an altar. They then search further south, and find a large cave with a large black pool of perfectly still water. Near the water’s edge, they also find a broken black egg… Suddenly, they are attacked from behind by a proto-corrupted weird aberration. A short fight ensue, but our two heroes manage to fell the beast. Then the water starts to stir and a huge aberration rises from it. Our heroes flee, fighting more small aberrations blocking their way, but manages to get out of the caves and close the pressure sealed door. We leave off when Iznogoud and Quatsing are back in the pool room with wounded Slingbill. And no sign of Ernie or Sigurd…

Recap of Session 6 – “Age of the Raven”

3757.plantation_tweak

Dramatis Personae

Slingbill | Human Monster Hunter | Mats

Sigurd Slapptask | Human Bounty Hunter | Flan

Quatsing | Caliban Avenger | Martin

Ernie ”MacWyvern” Lint | Elf Survivalist | Berndt

Iznogoud | Caliban Dashing Rogue | Djuro

 

Session Six – Dead by Dawn

After having talked to Constable Gremin, you went to pay a visit to the village Priest – Shaman Brucian. Dawn was beginning and the extent of the damage and violence from the passing night became evident in a much visceral way. Dead and undead bodies everywhere, where they had fallen in battle. No one answered at the priest’s house, so you invited yourselves and searched the house, but no evidence of foul play was uncovered. Next, you went to the church nearby. A lot of villagers was laying out rows of bodies in various states of decay in front of the church. You found the priest inside, working to help his flock.

The Priest told you about the fateful night a month ago:

  • Jean and Luc had come in the middle of the night with the horribly mangled and dead Marcel on a cart.
  • Brucian had attempted a Raise Dead spell from his scroll, but it had not worked.
  • After the failed resurrection attempt, Luc and Jean had stormed away from the church.
  • This was the last time he had seen Jean or Marcel, although a letter from Jean had told him about Luc being sent away to the stilt house in the swamp (by Jean).

Meanwhile, Slingbill and Quatsing have gone to the Full Moon Inn, where they discover that young Luc seems to have awakened from his insanity as from a bad dream.

After having talked to Shaman Brucian, everyone gathered at the Inn where Luc recounted the story of Marcel’s obsession with the Scroll of Hyskosa and his frantic search for the fabled document. He also told them of the fateful night when he and Marcel found the scroll and how they got attacked by the ancient undead in the Old Cemetery, and how they were saved in the last moment by Jean.

The PCs and Luc went to the d’Tarascon Townhouse to search for the scroll, which was found hidden behind a bookcase on the second story of the eerily silent and empty house. They also found a black cloak with red liquorice in the pockets. The meaning of the cryptic text on the scroll was however impossible to figure out.

After a brief discussion the PCs decided to search the d’Tarascon Mansion for further clues, well aware of the monsters waiting there in the dark rooms…

Well armed, and ready for battle, our heroes enter the abandoned mansion through the front doors. Finding nothing they proceeded to the left (south) finding…nothing. Then, after searching the large ballroom with the stairs (where they fought last time) they were suddenly attacked by ten snarling things coming out of several doors and attacking from all directions! The battle was furious with lots of wounds dealt to the heroes, but at last all the abominations lay dead and mangled on the floor.

This was another type of monster: fast, cunning with a blood-curdling shriek, razor sharp claws and a vicious poison bite that would paralyse a large man in seconds! Curiously, all the monsters wore the remnants of servant or field worker clothes…

We left of just when the head of the last of the beasts thumped to the floor with a dull thud…leaving our heroes drenched in blood and gore, wounded and scared…

Recap of Session 5 – “Age of the Raven”

In the grooveyard…

Dramatis Personae

Slingbill | Human Monster Hunter | Mats

Sigurd Slapptask | Human Bounty Hunter | Flan

Quatsing | Caliban Avenger | Martin

Ernie ”MacWyvern” Lint | Elf Survivalist | Berndt

 

Absent this session (a.k.a “gone to the loo”):

Iznogoud | Caliban Dashing Rogue | Djuro

 

Session Five – In the Grooveyard

The session started in media res with Iznogoud and Slingbill in the graveyard in the middle of the night, battling a howling storm… Last session they had heard strange noises from one of the tombs, and sneaking closer, they noticed that the mausoleum doors were ajar. Our heroes quickly decided to withdraw and return with more troops.

After going back to the Full Moon Inn to fetch the rest of the crew they returned to the graveyard and entered the same way as last time. Quatsing and Iznogoud was entrusted to stay by the cemetery wall and keep watch.

The tomb was silent now. They cautiously snuck in and found the empty coffin belonging to a certain Jazeel Thoreng lying on the stone floor. The chains had been ripped apart as had the padlock on the doors to the tomb. Someone, or something had let out the dead from the coffin…

Subsequently, they tried to break into the d’Tarascon family mausoleum, but failed horribly due to the lack of lock picks.

The group decided to split up: MacFly was to try to track the putrid trail outside the wall; Slingbill and Sigurd was to investigate the caretaker’s office by the cemetery gates.

With a loud crash, Sigurd kicked in the door and they searched the place looking for the keys to the Old Cemetery and the funeral ledgers. They found the wanted items as well as keys to all the padlocks and on top of that, Sigurd stole old Pierot’s 12 silver ducats without hesitation. Suddenly, loud voices was heard outside the gates – someone had heard the crash from the kicked-in door, and now they were coming to investigate. Sigurd and Slingbill retreated the same way they had entered.

Meanwhile outside the wall, Ernie managed to pick up the track of the stinking creature and managed to follow the track to the eastern side of the graveyard before losing it again. Trying to pick up the trail again, he instead found a small triangular opening in the cemetery hill, surrounded by two stone slabs and hidden behind some vegetation.

The group decided to immediately investigate the opening, which turned out to be a 100-120 foot long low tunnel dug in the moist earth, leading into the Old Cemetery. (Quatsing and Iznogoud was still on the outside keeping watch). They also found a strange six-star pattern engraved in one of the stones at the tunnel opening.

The PCs exited the tunnel from under the base of a broken statue of an angel holding a spear. In front of them: a huge mausoleum. To the right: more tombs. Lots of them. All hidden in dense vegetation and the ground covered in century old leaves and rotting debris. As they approached the smaller tomb to the right, there was a luminous flash, followed by ear-deafening thunder. And the rain began to fall. Like a monsoon. The flash also revealed a six-star pattern on the slightly ajar doors of the nearest tomb. Sigurd listened at the door, and hearing nothing he entered the dusty tomb with a lantern in his hand, trying to find any clues. Suddenly, he realised that he wasn’t alone! In the corner, a tall zombie-like thing armed with two axes, was staring at him with its red glowing eyes… Sigurd dropped the lantern and ran outside again, where the the PCs drew their arms and braced themselves for the upcoming battle. The thing swung at them with its axes, but being faster and better armed, the PCs quickly managed to damage the thing badly with sword and spear and finally a mighty blow from Sigurd’s greatsword clove the abomination. As they stood there, regaining breath, a sigh was heard from the right and another undead thing came shuffling towards them through the debris. Slingbill attacked, cleaving its ugly head in a few swooping cuts.

The PCs investigated the tomb, finding a coffin marked with the six-star sign. It was also evident that someone had been here disturbing the coffin recently. In the coffin they found an empty ivory scroll case, but no corpse.

Then the PCs heard a commotion to the northwest, and observed a large mob of moaning and shuffling things making their way towards the cemetery gates (to the new cemetery), taking no interest in our heroes. Realising that the undead horde was probably on their way to the village, Ernie ran to the wall to tell Quatsing and Iznogoud what was happening, urging them to warn the villagers of the imminent danger.

At the same time, Slingbill and Sigurd investigated the larger building. They saw a sickly yellow light escaping the inside from small-paned windows high above and carved stone steps leading to a pair of large stone doors. Sigurd pushed the doors open and was greeted with a horrendous sight: a large hall, floor covered by broken bones and rotting carrion. In the center, a raised platform made of bones and on the platform a throne made of more bones, all illuminated by the moon through a huge glass dome in the roof. Two braziers made from human skulls flanked the platform. And sitting on the throne: a most hideous zombie-thing in an expensive but tattered red robe. And most offensive of all: the stench of decay, death and week-old rot. Our heroes tried to resist the stench, but couldn’t, which resulted in Slingbill losing physical strength (-1 to CON) and Sigurd feeling weary and distanced (-2 to CHA). Despite the reflex to run away, the brave warriors stepped into the room, weapons drawn, only to realise that the Marcel thing had company. Lots of them – six zombies and two of the greyish red-eyed zombies armed with longbows.

The thing spoke, claiming to be Marcel d’Tarascon, Lord of the Undead and followed by demanding that they return a certain “scroll of the six signs”. At the same time the six undead attacked the PCs. Our heroes fell back just outside the doors to create a choke point and bravely fought the monsters, killing two of them. Then they drew to the side and the Undead Lord himself decided to step in and finish our heroes. Some lucky rolls and wise use of combat manoeuvres repelled its attack and forced it to retreat, but it was too late. A combination of sword chops decapitated the Lord of the Undead! The undead thralls hesitated but resumed their attack.

At this point, a tremendous flash struck down from the skies and shattered the glass dome of the tomb. At the same time, the moon above was seemingly swallowed by a giant maw and turned all red! The undead lost all initiative and just stood dumb-founded, looking at the moon, giving the PCs the opportunity to cut them down without resistance.

Meanwhile, after warning their friends, Ernie was to return to the others when he heard a sound behind him. A crazed man looking a bit like Luc, dressed in a black cloak and brandishing a large curved dagger came at him, slashing in the moist air. Ernie cast a spell and teleported out of danger, up on the cemetery wall. The crazy man turned around and ran towards the others. MacFly tried another spell, but failed and the man reached the others outside the big mausoleum. He assailed Slingbill, causing a deep cut in his arm. Sling bill missed his riposte but Sigurd struck the madman with the flat side of his sword, beating him unconscious.

After a brief search of the old cemetery and the fallen foes, our heroes returned to the village.

There were much death and destruction, but the villagers had managed to stave off the attacks, much thanks to the warning provided by Quatsing and Iznogoud. Constable Gremin also told them that the undead had stopped fighting when the moon turned red and that the villagers had been able to cut them down while they were in a trance-like state.

The undead threat had been averted, but many questions still remain:

1. What is this scroll Marcel was talking about?

2. What is going on on the d’Tarascon plantation?

3. What happened to the brothers that night a month ago?

4. What was happening with the moon?

5. What about the shady priest with the 3-eyed raven?

6. More?