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Session Date:18th of april 2020[]


  • Summary of Events:

The final test: As the characters passed all tests only the final one remained. A full plated dented knight guided them to a 3 stone door room. After trying some tactics, unity of the group prevailed and the goal was reached.

As a reward: dreamknights showed us how to establish our connection so we could preform our first ritual to bond with our patron.

The White Baron catacomb quest: After getting supplies the party set out to find the entrance to the White Baron catacombs. On their way NaoTi noticed a campfire with 7 tents with 5 kuor-bold (land-kuor) around it. As they looked scary from afar, NaoTi informed the party and convinced via democracy to evade the camp and look for the entrance of the catacombs.

Once arrived at the mountain where the entrance should be, skreto tried his best but couldn't find the entrance on his own. By the help of the party they found the entrance and went in. Once downstairs, a distinct odor of something moldy caught the parties nose. Thus they had to investigate the first room on the right. Encountering 2 purple mushrooms which seemed to be alive (after lighting one almost on fire they attacked the party). The battle raged on, using the buddy system Hegrit and NaoTi teamed up and so did Tril and Skreto. Helas Skreto went down after demolishing their target as the fungus exploded leaving a deadly cloud of poisoness spores. After killing the second target, NaoTi rushed over to Skreto and cured him of his poison with her Lay on Hands ability.

As the health of some party members was grim, they decided to head back and report to headquarters. On the way back they encountered 4 of the fiendish kuor-bold, NaoTi stopped and yelled: "Beware of the the poisoness cloud, we have to get out of here!". With a little bit of luck, one of those fiendish creatures understood what she was saying, and let us be so the party could safely return to headquarters. Once there, they informed the dreamknights about the whereabouts and dangers of the catacomb and the position of the Kuor-bold (which aren't supposed to be there!). As reward: 100xp for all and a place to rest, preparing for our next quest.

  • Rewards and XP: 200 xp for all characters

Session Date: 2nd of May 2020[]

Session Players: Ashcaran Dreamknights

Summary of Events: 

Introducing new players in session:

  • Mummy Dis Newb
  • Oz
  • Silvius


Quest: map the structure, scouting on forces and report back if help is needed by military.

Encounter of 4 giant rats.

After a first round failing attacks except from our mighty dwarf Hegrit the fight began. 

A fierce battle raged on, with critical hits going to both sides our heroes prevailed and reported back to HQ.

Rewards and XP: 100 xp for all characters

Session from May 09th: The Goats' Circle[]

Session Players: Ashcaran Dreamknights

Summary of Events:

  • Levelup and new patrons: Hegrit (Parana), Melmarith (Parana), NaoTi (Kandy) in Ash'Caron

Quest:

  • Find a new path from Ash'Caron via the village of Arne'shon to the catacombs of the White Baron.
  • Novice master Ser Mat Net warns that from your previous experience in vain attempts to explore those catacombs, this endeavour could be cursed.
  • Afternoon, a three days' ride from Ash'Caron, you find the village of Arne'shon on the way, with youngsters loiterin on rooftops of a big house as guards. Melmarith enters that big house and talks with a village elder.
  • The village is missing a goat herd and its goat herders. Some villagers heard stomping sounds in the nights (others didn't) and they ask for help.

Fjuush and ??? find a place of banishment or sacrifice, a hexagon of 6 x 8 goat skulls, surrounded by a circle of blood. Luchar and ??? find the blood salty and mixed with alchemical substances ??? collects a sample (This is where the graphic should go, is it already available on the RPG- Wiki?). It's probably a place of banishment, call or incantation, maybe the Dark Six (Marlilith, Sethor- Eth, Xnum, Kuor- Tulmak, Pottundy, Anrash, maybe one or the Sethoids. A large number of claw tracks of an upright walking humanoid race lead swordlike from there. For the library of the dream knights Luchar (?) draws the tracks. At night we notice the stomping sounds of a marching army of about 50 individuals (Kuor-Bold?). We decide to stay under cover and the village is not disturbed. Fjuusch and ??? follow them or their tracks separately, but cannot make out their destination, lose the tracks and return to the village only in the morning. We try to convince the villagers to flee to Ash'Caron (I think in vain?) We decide to inform the Order of the Dream Knights of this large number of enemies in the territory of the Empire. Novice Master Ser Mat Net explains... (what?)

Translated with www.DeepL.com/Translator (free version) Encounter

  • An Army of ??? from afar (does that even count?)

Rewards and XP:

  • 150 xp for all characters

Session of May 16th: Finally back in the Catacomb of the White Baron[]

Session Players: Ashcaran Dreamknights

Summary of Events:

  • Novice Master Ser Mat Net leaves us free to find a way to the White Baron's catacombs again and to investigate them. or to take on another task. We choose the catacombs.
  • An army unit will accompany us to the village of Arne'shon to help the inhabitants against the army of fiends. Since our departure, another flock of fiends has passed through the village but left it undisturbed.
  • In Arne'shon we learn of a valley with oversized butterflies which could be a threat in the coming year of the butterfly.
  • We reach the catacombs and at the crossroads at the foot of the entrance stairs we choose the path to the right again.
  • The floor of the large hall is mouldy with many small mushrooms and two exceptionally large fungi. The walls are decorated with hunting scenes (and something else?). The fungi seem so dangerous that we want to destroy them before we go to the door at the opposite end of the room.
  • Burning arrows and other projectiles kill the creatures, their spores are held off by mouth and nose bandages, which ??? improvised.
  • Seaweed reaches the door at the other end of the room flying. The following room is square, with a passage and a door (in which walls, where?) leading to neighbouring rooms. In an expanse of water that occupies a third of the floor in front of the entrance door Seaweed discovers a box with a flask with a symbol on either that of Xnum or of that dark Anrash (the rat god's) cult (the picture with the symbol should go here), a statuette, a kind of creepy doll with just one eye left and an empty socket for the missing second eye and a dagger made of some kind of sharpened stone, maybe flinstone.

Translated with www.DeepL.com/Translator (free version)

Session from May 30th 2020 - "The Trader's Ransom"[]

Active characters:

Fjuush remembers: we were escorting a trader or not really escorting
they came begging for help from some syndicate I forgot the name of and I think they didn't have enough money to pay the ransom for his daughter
so we travelled out of the eye gate? of the capitol city into the forest
the trader or Lord placed the money but they were ambushed
so we rushed in to attack
and we ended up knocking a few out
I tried to chase a pair of assassins that were fleeing but not try to engage
failed to catch them so I returned back to the rest of the party
healed everyone up with my healing hands
slapped the baby minotaur awake
and brought our captive to consciousness
I think our trader is also safe

Session from June 06th 2020 - "Into the Ruined Keep"[]

Active characters:


Session from June 13th 2020 - "Backup for the Dress-Up"[]

  • Fjuush (excused, guarded the back door with Silvius)

Active characters:

The backup:

Session from June 20th 2020 - "Backup for the Dress-Up"[]

(by Hegrit, using notes by Ceara and Luchar)

Session Players: Ashcaran Dreamknights

Active Characters

The Backup

Summary of Events:

  • Velond and Azra join the Order of Dreamknights and meet Grog, Fjuush and High Knight, Shaer O'Dhana. Shaer gives the two novices a message and fills them in on the current situation the other Dreamknights are in. They are given supplies and approximately 50 people to support on their journey.
  • Velond and Azra arrive at the ruins and search for the party after Fjuush informs then there are no threats in the area anymore.
  • They look for Hegrit, the one they were told to deliver the message to, while the support unit sets up camp. Melmarith and Silvius help to set up the camp with Fjush and Grog on the surface.
  • Luchar leaves the six-sided room with the lockers con taining cultist robes. He goes up the stairs to meet the new recruits, and uses a severed arm to check the fifth step - the arm is sliced in half, so he calls to the new recruits to deactivate the trap. They try to move the lever and deactivate the trap.
  • Melmarith leaves as she feels shaky, and stays at the entrance guarding the lever.
  • Azra gives Hegritt a scroll, which she can't read and asks Azra to read it. It says: "Hegrit, you as the oldeest of the novices, I'm sending you this unusual message in an unusual time. As you might know, the Oracle of Theran is one of the Twelve True Oracles on our world, and it is right in the Machairas of Gwynddor, on the other side of the Sea of Vortices. And they must have braved either that treacherous sea or the shadow countries to bring me a grim prophecy. We have to get out as many novices as possible as close to the grave danger that the novices have discovered, in order to save their lives by endangering them. For a great plague is coming and we can not tell you the details but that there will be no safety in the town of giants. Furthermore be warned: Of the night of the longest day of sun, beware of a knight with darkness in their heart who pretends to stand for light only. Walk up to the relative safety of the camp. I have let set up arounf you whenever you can. Run up to that camp whenever you must, and change places with other novices whenever you need rest and cure. Agape n'Or - n'Or Denar, Agapit O'Dhana, High Knight of the Dreamknights, Shaer of Ashcaran"
  • The kidnappers could be occultists.
  • The night of the longest day of sun is summer solstice, dedicated to Catpoc-Manuijan, the 08th day of the 04th moon, the Jaguarmoon. It may be just very few day away.
  • Everyone gets dressed with robes. Velond mounts Azra and they both go under one robe with Velond on top.
  • The only way out of the first six-sided room leads the party into another hexagonal room with another six statues with their arms out. Ceara high fives one of the statues. The statues arms turns into tentacles and grabs her.
  • Ray and Ceara and luchar are also grappled by the statues, the other wriggle free.
  • Hegrit cuts a tentacle that is holding Ray and then goes over to help Luchar.
  • Hegrit casts protection from evil on the three statues that have attacked the party - and they let go.
  • Ceara is healed by Dena's grace, Ray by the grace of Parana, and Luchar like the two others got to feel the healing hands of Zamnait.
  • A double door in the second hexagonal room lead to stairs going down into a large, long hallway with several doors on each side. There is the sound of people from the door on the left - who we luckily managed to avoid.
  • The group decides to leave the subterrean rooms to rest in the now established camp.

Session of 26. June: Into the underground temple (by Luchar)[]

27.06.20 We try the first door on the right, it's a storeroom and there are robes, lanterns, and a chest aka mimic. and 9 knives and 20+ gloves. also blankets and 'normal' clothing. in the middle door on the right Luchar hears deep sonorous snoring. Ray opens the door, trying to be quiet. and manages it with cat like stealth. The room contains a table, a lantern and smells of sweat and alcohol. There is a bed on which a person lies - probably drunk. On the table is some meat and wine flask. There is a shield by the bed, and a key on wall, and a passage leading to more rooms on the right. and a greasy dagger. We take the mace and the key. Mangerd's Mace = in Luchar's equipment The party investigate a room down the passage and find a dead naked male body in it. It seems like it has been dead for a few days and has died of thirst. They lock the the room up and leave it as they found it. In the next room there is a creature suspended over coals and a comfy leather leather chair and a stirring hook for the coals and an open barrel with a spoon in it. On the walls are instruments of torture, and a system of chains and pulleys forming some sort of evil symbol. the stench seems to eminate from the person over the coals. Ceara realises that the pattern is Symbol of Salesha, the Goddess of Mad Pain - a cult variant of Pottundy, one of the evil six There are six evil deities. 6 Gods of Evil: Seth (Snakes, God of Evil human Magicians), Xnum (Chtulhoid), Kuor-Tulmak (God of the Kuor) are the three brothers., Marlilith is the arch-evil, Pottundy is her granddaughter, Anrash is the RatGod Luchar tries to let the body down, but fumbles badly and there is a loud clang as the metal drops on the floor. Velond sees the man wake up, the man picks up his shield and a greasy dagger. Velond pretends to be one of the bad guys. The man realises that someone has stolen his mace, so attacks the immediate party of Velond, Azra and Hegritt. Ceara hears the noise in the other room and runs to join her comrades. She puts down the lantern and attacks him with her war hammer. Luchar tries to rescue the man in the other room but fails and he is burnt to a crisp. Azra performs a minor illusion of the man's mace which distracts him so Velond and Ceara attack again. This time Ceara goes for his legs and the guy is knocked down. Ray also attacks and hits him. Velond blesses Azra, Cera and Ray with the power of Pura. Velond gives you a holy BLESSing with the fortune of Pura adding 1d4 to your attack rolls and the party kill the giant between them without taking any damage. Luchar loots the body and find 8 Goldcoins, 2 Silvercoins. And a mace (Mace 1d6+2, Weight 7) Luchar contracts some disease from the yellow pus, so is not as charismatic. Ceara and Luchar move the burnt body and put it in the water barrel. The team stay in room and await the next exiting instalment :slight_smile:

Session from July 4th - Getting new robes and seeing the danger (by Luchar)[]

Silvius and Melmarith attempt to join the party downstairs. Ceara leaves to go to the camp to heal and get bandages etc for the party. On the way she bumps into Melmarith and Silvius and tells them where the party is. Silvius uses two robes, one on his human half and the other on the horse. Melmarith ties it to him. Melmarith ties cloth onto Silvius's hooves so that he is quiet. and they join the rest o the group The group open the last door on the left which leads to a room 10ft wide with more stairs, Luchar tries each step with a wrapped crossbow, and hears a female voice talking to herself. Luchar moves to the corner of the steps and sees a woman of around age 40 and blonde who puts a robe on and enters a room where there is eerie chanting. Luchar goes back and tells the party. The characters discuss what their patrons can give them. The old robes have a pyramid symbol, and the new roles a spiral symbol. The group tries, but doesn't entirely succeed in getting new robes. Luchar looks into the room and sees a worship hall with guards guarding the people in the pews. There is also the sound of a woman giving birth. A red haired woman is on the altar giving birth. There is a large figure with violet robes and a helmet with three horns watching the birth. Behind him/her is a floating upright creature, like a ghost? about a foot off the ground.like a ghostly floating rotting corpse which is still active In the room are:30 guards,.8 guards, 30 cultists. The guards have chain mail armour and large shields. two have small crossbows. Players tasked with formulating a plan of attack (or otherwise) before next session.

Session on July 11th. Stopping the Transmutation, rescuing the victims and fleeing.(by Luchar)[]

Active Characters

Luchar looks round the corner, there appears to be nothing to help the baby. Meanwhile Ceara is getting reinforcements, but only two can go into the dungeons because there are only two robes left. Luchar asks Horcan about what will happen when the baby is born. Horcan says that if the baby is born, then the horny guy will try to do something to the baby, and we will try to stop him. What he does to the baby is linked with the object in his hand. Ray asks his deity for a vision on what the thing the man is holding. Grewia shows that the the horny guy will inject the baby with something to turn him into a monster. The horny guy says that the baby will become the new satan. Ray shoots the statue out of the guy's hand by an incredible feat of luck and ability and the statue falls to the ground and shatters. A wave of black energy waves through the temple and it seems that the temple is shaking, and rock falls from the roof. The cultists shout in panic as pointy pieces of rock fall on them.

Hegrit tries to rescue the baby aided by Ray and Luchar brings up the rear. Hegrit and Ray don't manage to dodge the stones, so take some damage. The horny guy tries to grab Hegrit who casts protection from evil from her patron Chnum. The horny guy grabs Hegrit who is a bit dizzy, but does not fall.

Luchar grabs the baby and straps it on with bandages and puts a mace in his other hand. Ray grabs the mother and supports her. They manage to get the mother and baby out.

Once Hegrit sees the Luchar and Ray are no longer in danger she casts the daylight spell which dazes the priest and the cultists and causes the undead to retreat. Hegrit frees herself from the evil touch, blinds the enemies in daylight, and suffers damage causing her to collapse

Velond kicks Azra to get her to run faster, they leave for the hallway. Velond tells Silvius to get the hell out of there. Silvius runs too, as does Ceara. Melmarith supports Silvius out of the tunnel. Sylvius and Ceara make it out of the tunnel and up both stairs.

More of the ceiling is coming down, the floaty guy tries to get Hegrit, but Chnum is still protecting her so the ghost is disadvantaged so does less damaged. Hegrit is knocked out by the falling debris.

Luchar unravels the baby and gives it to Vazra who run upstairs with Ray and the mother. Luchar goes back into the room to look for Hegrit, who he finds, but can't lift her and gets hit by debris. Luchar finally manages to get Hegrit out of the room.

Ceara runs partly into the tunnel to see if she can spot the two. She gets hit by some debris but invokes Resistance from Aegyrs decreasing the damage she takes and calls to Vazra to help her.

Luchar gets hit by debris and gets knocked out too.

Velond hears Ceara shouting and run into the tunnel to help, they try to help Luchar while Ceara is helping Hegrit. Ceara is fuelled by adrenalin and carries Hegrit up the stairs.

Ceara invokes Resistance from Aegyrs to dodge the last falling debris before making it out of the tunnel with Hegrit. Vazra manage to haul Luchar up the stairs with a little bit of luck.

The backup camp has fallen into the hole made by the temple shaking itself to pieces. The party heal each other and head back to Ashcaron surviving to fight another day.


Search for trouble on the Sea of Troubles[]

General questions and plotlines to follow:

  • There is a rising threat to freeing the banished gods.
  • Multiple worshipers of the dark six seem to be working together.
  • There are prophecies and visions of a traitor among the Dreamknights.

Characters involved:

Session from July 19th (Report from: Ceara & Luchar )[]

Part of the session was dedicated to leveling up and choosing new patrons. Azra, Velond, Ceara and Ray progressed to level 2. Hegrit, Luchar, Sylvius and Melmarith progressed to level 3. Calen Raaze joined the team as level 1.

Ser Mat Net, the Dreamknight Novice Master gave the novices a speech commending them on their performance at the ruins. He informed the dreamknights that it is the Order's fault that the Book of Nightmares was created, and that the Order tried to bury the chapters. The BON is imbued with dark magic that took a life of it's own. It was then destroyed and splintered across several worlds. One splinter was suspected to be inside the statuette they were going to use to turn the baby evil (which Ray destroyed). Ser Mat Net wonders if the splinter is truly destroyed.

The Dreamknights were tasked with keeping an eye out for individuals with sudden magical abilities that could indicate they came to possess one of these splinters. Splinters of chapter 5 of the Book of Nightmares, named PANOMESCIO, are scattered all over this world (and a few others)

There are rumours that the Horned Man, the leader of the cult, is dead. The mother and baby were lost in the chaos. Some of the cultists managed to escape during the collapse, but hopefully none of them managed to take the statuette with them. Some of the cultists who escaped during the collapse were captured and are being interrogated. Ceara will assist in the next set of interrogations (with her boon from Dena) to ensure the truth is revealed.

A visiting seer from the Oracle of Theran has delivered news that there is a traitor among the dreamknights. A vision shows an Eytas still living among humans, bent on controlling the world.Most eytas are evil, the rest worked with the dreamnights.They were originally assigned to maintain the divide between male and female dominated parts of the world. Most turned evil, and became demons and during this time when they are being turned NaoTi, a fellow dreamknight with a close connection to Horcan, disappeared. NaoTi has been missing for some time now.

Plan for next session: Inquire about the traitor and the BON. If nothing relevant or a solid lead, head to the coastline

1) BON search for wizards/priests with unusual new powers

2) Search a traitor

3) Eyta wants to become a god

4) Banished God: Travel to the coast of the Sea of Troubles, to find what the Nebcatlan (or Sea Devils) are up to and if they are in league with those Kuor armies you spotted

Session from July 26th (Report from: Ceara & Luchar )[]

Characters active:

The group spent some time discussing what questions they can ask the cultists and fellow Dreamknights that would give them clues as to who the traitor is. The group even starts suspecting Ser Mat Net and asking him a few questions.

Luchar, Hegrit, Ceara and Ray head to interrogate the cultists. Ceara intimidates them and chooses the two who seem most scared and willing to share information. Ray tries to intimidate them as well by jumping on the table and showing his claws, but fails somewhat and mostly just looks cute. They proceed with their questions.

They find out the cult was dedicated to worshipping the dolphin god, Argendor, who is a friend of Norytton. Ceara interrogates the cultist via detect lies. They tell the Dreamknights that the baby was vital in the plan to free the banished god, and that the blessing they were going to put on the baby would have helped achieve this. The baby was part of a prophecy that said a child born of a certain bloodline and on the right day would free the banished god when they are 13. A child of innocence out of their own free will will be able to free the banished god and end the time of banishment and bring a time of renewal and lift up those by his side. This was the only way to free their god, save for digging a tunnel from the sea to the desert. The mother was the daughter of the trader, they were trying to rescue.

The cultists spew blasphemy about the patrons of Hegrit and Ceara, Chnum and Dena. Hegrit stands up for her god. Ceara is not as kind, and breaks the man's little finger. The cultists claim Dena went into the banishment with Shlum to prove that Argendor was good.

The group learns that Petyr was the Horned Man, the leader of the cult. They find out that there is another temple, in the capital of Aisenatha (Iridan) supposedly under the sewers. The cultists claim that only this cult trying to bring back banished gods. We strike a deal with one of the cultists with the broken finger, Janus, the Chicken Wholesaler and keep the other cultists for further interrogation if necessary. Hegrit heals Janus's damaged fingers.

The group shares this information with Ser Mat Net and he elaborates on what he knows. Argendor was starting global wars of the gods against Schlum, and he instigated wars of god, and aligning himself with evil gods against deities of light. He was first exiled and then banished for eternity and his powers taken away. Now he sits in a desert that was once the jungle of Ascertan some way away on a different continent. The cultist may have been lied to about the alignment of Argendor, but Ser Mat Net is uncertain.

Ser Mat Net tells the novices of the Broklyd-Dyll Agreement which states that mortals shouldn't call their gods to come in person to interfere as other mortals could be wounded.

Ceara makes a note to ask her trainer about the truth of Dena's role in the banishment of Argendor.

The group was warned to be wary of the temple of the fox (Ishina the fox diety) if they go to Iridan.

Ser Met Net finds it interesting that all these rumours come up in the year of the rat. This questions the involvement of the Rat-God, Anrash in this. The novices are asked to look out for signs that there might be cooperation of the other six dark gods. The group recalls tentacles, a sign that Xnum may also be involved, who is willing to dabble in necromancy. Ceara recalls the symbol of Salesha, the Goddess of Mad Pain - a cult variant of Pottundy, in the cultist temple.

The novices are warned of racism out in Ascharon and are urged to disguise themselves somewhat if they are to travel. They are also warned of Nebkazon, the sea-devils that worship the banished gods that live on the islands in the Sea of Troubles and fight on the water.

The novices get geared up and prepare to head to the Sea of Troubles.

Whats Going on?[]

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