Showing posts with label Zalathar. Show all posts
Showing posts with label Zalathar. Show all posts

Thursday, October 07, 2010

Session 13 - The Jewel of the Mind (Part 1)

Sunday, May 27, 2007 from 3:30 PM to 7PM.

Details of our interactions prior to the game on that day are now forgotten. Since I recorded the time when the session started, it seems we had lunch together before playing.

This was our penultimate game session. I knew our time together was coming to an end, and needed our campaign to finish with a ‘bang’. The idea up to this point was to let the PCs investigate the plans of the alchemists of the Ogden Suhl further. They would have discovered the construction sites of a few more of the seven alchemical cannons, maybe investigated the experiments of the alchemists with the rifts created millennia ago in Kem by the Wars of Fire, or their prior relationships with the Forsaken, the Fallen and the Necropolis of Ptolus.

But as I realized at that time, most of the players of the game would leave their jobs on the island and not come back for the next school year. We had a handful of sessions to play, 5th level characters, and a huge finale in the works. From there, I was left with two options: either downgrade the finale to fit 5th level characters, or drastically improve the efficiency of the players’ characters to make them tough enough to face the threats of Goth Gulgamel and the Ogden Suhl.

As the following session clearly shows, I chose the second solution and found unexpected ways to level up the characters, upgrade their existing equipment, and provide them with allies which they would run themselves, thus ensuring they would be up to speed to face the dangers of the Spire… and beyond.

Session 13 – The Jewel of the Mind


Still the 26th of Rain


The echoes of rocks crashing above the runebearers’ heads fade in the distance. All becomes dark and silent. There is then a feeling of movement and acceleration; a cacophony of many shades and colors, as if experienced directly through their own minds instead of their worldly perceptive organs; strange patterns swirling all around on courses too complex for their intelligence to fathom. There is a sense of twisting and turning; abrupt stops, and acceleration again.

Light. Too much light.
Blindness.
Pain.

They all open their eyes. The forest all around them is quiet, almost silent. A light breeze caresses the high foliage of a century-old tree nearby. There is the sound of a stream in the distance. No bird songs. No animals of any kind. Something is not quite right with this landscape.

They stand up, check on each other.

Beket, Hennie, Simone, Iliana, Hamrick, Oscar… they are all unscathed.

Do not move.

The voice came from the low bushes and high ferns further away.

Drop your weapons.”

They all comply. There is a moment of doubt, though the voice did not seem particularly menacing. The ferns slowly part, and a group of three strange-looking humanoids walk up to them. Their bodies are lean and muscular, covered with a thin fur, two brown, one black. They have long, narrow hound snouts and large, pointed ears which give their faces the vague appearance of jackals. They are equipped with bows, swords, leather shirts and even one with plate armor, just like any other group of adventurers.

Where are you coming from, and what is your purpose in these parts?

The runebearers explain they are coming from Ptolus and are pursuing a group of alchemists in the hopes of stopping them from destroying the world. The creatures seem genuinely surprised by their explanation: “We do not know this Ptolus you are talking about. We are the Sibbecai, the servants of Lothian, the redeeming messenger of our Faith.

Hennie seizes the opportunity: “If you are the servants of Lothian, then the actions of the alchemists threaten your way of life just as much as ours. We should stop them before they destroy all that we hold dear.

The Sibbecai seem to believe her, but they seem hesitant nonetheless. “We have to bring you before Savvan, our guide and leader. Only he can determine what should be our next course of action. He will be able to see through your souls and find out if you are trustworthy. Will you come with us, or fight us?

The girls look at each other silently. On one hand, time is of the essence, and they have to find the alchemists as soon as possible. On the other hand, they cannot deny that the Sibbecai’s help is needed. They do not even know where they are. They still need all the information they can possibly get to thwart the Ogden Suhl’s plans.


The walk to the Sibbecai’s encampment is a blur. Still no bird songs, no encounters in the forest. Just the unnatural, quiet peace of it all. As the girls look at each other and their companions, they notice subtle changes in each other’s appearances. One moment, a shade looks much darker than it is supposed to be. At another, the patterns of a cloak look like they have slightly changed. There is something about this place that feels definitely off.

The runebearers, their companions and their guides finally arrive to the Sibbecai settlement, deep within the forest. There, they meet Savvan, a Sibbecai zealot who leads his brethren with an iron grip. He listens to the girls’ story for the next while. After carefully considering what they told him of the Ogden Suhl, the Vallis moon and the possible end of the world, he finally announces: “Lothian alone knows the hidden truth behind your tales. You must prove yourself before the One God, and this requires an holocaust, a sacrifice worthy of Him and His Wisdom.”

The girls do not know what to make of his words.

I know of unworthy visitors to this Jewel who came to me a little while ago. They are sinners in the face of the One, and must be brought to Justice. They brought one of the Damned souls of the Netherworlds with them, a Demon of formidable power, and it is that wretched creature which must be sacrificed at the Grove for you to prove your worth.

Once they realized we would not hear what they had to say, they flew North with the Beast. We sent scouting parties to find them before they could do the Jewel any harm. That’s how my brethren found you. Go now, find these heretics, and bring them all before us. You will then find our help.

Be weary, however, for this is Av, the Jewel of the Mind. The forest will play tricks on you, and you must do your best to ignore its callings. Should you falter on your quest, you will be lost forever to the light of the Lord and His charitable Redemption.


27th of Rain

Thus the runebearers left the Sibbecai in search of these visitors who preceded them. If they are Ogden Suhl and brought a demon with them, this would prove to be a terrible confrontation. The girls and their companions, Hamrick the Halfling and Oscar the Otyugh, explore the forest. It soon becomes clear that the forest indeed tries to communicate with them. Some trees shift places. They find themselves walking into the same clearings they explored earlier in the day, time and time again.

Beket finally decides to climb up a tree to have a peak at their global surroundings. Once she reaches the upper branches of a large oak, she suddenly realizes that the forest stretches in all directions far beyond the horizon. As she silently prays to the Old Man, she suddenly realizes that the faces sculpted in her bracers look at her with real, flesh and blood eyes.

She takes them off, raises them above her head and examines their detail in the sunlight. The entire sculpted faces now seem alive. They smile at her, and whisper: “Do not worry. I am here. Wear us, and you will hear.

Taken aback by such a turn of events, Beket hesitates for a moment. She remembers Savvan’s warning: “The forest will play tricks on you, and you must do your best to ignore its callings.” This is not the forest, however. These are her own bracers! She decides against the Sibbecai’s advice, and puts the bracers back on her wrists.

Everything suddenly seems clearer. Beket feels the world around her, and the world beyond, as part of herself. She feels as if she was in contact with the Old Man himself, and as such, gets a sense that all that is happening to them makes no sense whatsoever in the grand scheme of things. Everything is part of the grand tapestry, and the grand tapestry cannot be destroyed by the actions of just a few of its knots. Why then must she fight? Why resist at all?

She ponders these existential questions, sitting high on the branch of the oak.

Far below, Hennie and Simone are experiencing similar doubts.

Hennie feels the flames gather around her, and realizes that this whole fight is about her and her place in the world. It is for her to seize all these opportunities to develop and refine her magical might. This isn’t a curse, but a boon to be cherished, and cultivated.

Simone looks at her bow. The very matter of darkness seems to emanate from its limbs and string. She shoots aimlessly. The arrow leaves behind it a trail of black fumes and wisps of darkness. She feels the Dark surround her; infuse her mind, thoughts, conscious and unconscious. Does she have to betray her friends and companions, just like she betrayed the House Sadar before them? Or is this all about her final steps into the arms of Death, and ultimate oblivion?

CRRRACK!

The sudden arrival of an enormous horned beast breaks the charm. Two trees are flattened when the muscular purple humanoid charges through the clearing head first. The Demon! It stops at the foot of the large oak Beket climbed, crouches powerfully… and jumps high up through the foliage like a bullet fired from a dragon rifle! It head-butts Beket on its way up, seizes her at the same time by the arms, and they both crash through the branches and finally back to the ground with in a loud thump that sends pieces of earth and wood fly around them.

WHO ARE YOU? WHAT DO YOU WANT?” The creature yells as it grasps Beket’s head with one of its massive hands, ready to squeeze it between its oversized claws. The monk is about the resist when she notices a strange look in the beast’s eyes. There is anger within, some amount of fear for sure… but no hatred. No evil. This puzzles her, and she decides to try to negotiate with the creature.


We hail from Ptolus. We are searching for the alchemists. We need help.

Another male voice comes from the trees. “This is all right, then. We need your help as well.

Three individuals walk into the clearing. One is wearing a purple hood and robes; another a plate armor and a massive broadsword of stone; the last one is a minotaur wearing priestly clothes. The one with the purple robes speaks first: “I am Odhanan Baoisgne, and this is Orien de Saeth,” he says as he points to his armoured companion wearing the huge blade of veined marble. He then points to the minotaur: “This, is Shibata.” Odhanan then seems to realize the purple beast is still squeezing Beket’s head: “You can let it go now, Amalruth.

The creature lets Beket go with a grunt: “You are lucky I am not hungry.

Orien steps in: “Now, now. They did not start the fight. We did.” He smiles and adds to Beket's attention: “Amalruth is a Devil who freed himself from the clutches of his masters. He only seeks to live on his own terms, and is a valuable asset for our little team.

He extends a hand towards her: “I apologize for the attack, but we just weren’t sure what your intentions were.”

Hennie walks to the newcomers. “We were sent to hunt down your friend here. The Sibbecai want to sacrifice him to Lothian. Only then would we be deemed worthy of their help.” Shibata, the minotaur, seems very interested by these revelations.

Hennie goes on: “We are here for the alchemists of the Ogden Suhl. We want to stop them from precipitating the end of the world, or whatever they truly want out of the return of the Vallis moon. What are you searching for?

Odhanan and Orien look at each other. The minotaur answers: “The Cask of Frozen Dreams, a powerful artefact which we must bring back to the Pale Tower.

Simone and Beket do not seem to understand what Shibata is talking about. Hennie fills in the blanks: “You mean to say… you were sent here by the Malkuth, the angelic powers of Ptolus?

Odhanan nods: “This is the truth.


Hennie seems genuinely puzzled: “What is the Cask of Frozen Dreams? Why do you have to bring it back to the Malkuth?

Shibata the minotaur shakes his head: “We are not at liberty to say. Suffice for you to know that this could be one of the instruments needed to bring about the end of the world. Maybe the alchemists you mentioned are searching for it as well. We need to take it off this pocket plane back to Ptolus, at the Pale Tower. Will you help us?

The girls are now faced with a conundrum: Helping Savvan sacrifice Amalruth, or band with these adventurers, and recover the Cask of Frozen Dreams. Beket asks: “How can we help?

Shibata nods: “We need to defeat Savvan and get him away from the Sibbecai. We need to get the Cask from him. He is not what he seems. He is…” Amalruth cuts in, baring his teeth: “I know a Spawn of the Abyss when I see one.

The Devil straightens up: “He is the ‘demon’. I don’t know how he got there, and how he managed to convince these Sibbecai he is some sort of Holy priest sent to lead them in Lothian’s name, but he is what he is: Evil and power-hungry.”

Odhanan: “Maybe he’s done so with the help of his advisor, this human… what was his name again?

Orien cuts in: “Zalathar.

Simone is the first to react: “Zalathar! But he’s dead. We killed him! He’s the one who’s done experiments on us. He’s in league with the alchemists. He’s the key to all this!

None of the girls’ new companions seems the least bit surprised. Odhanan explains: “This is this place. Av, Jewel of the Mind. It responds to the sentient beings within its reach. Your alchemists probably saw an opportunity there, and brought Zalathar’s soul back from the Netherworld. That or it was just coincidence, a subconscious answer to the alchemists’ desires. I’m sure Av talked to you already.

Hennie confirms: “It has. It seems to exacerbate my own desires. The selfish ones…

The ones you want to suppress,” Shibata points out.

Beket nods in understanding: “We need to attune ourselves to Av’s whispers.” She walks to the tree she climbed earlier. She reaches for her sacrificial dagger, and stabs its bark. Sap slowly starts to bleed from the tree as she pulls her knife from its wound. “We shall drink, and remember.

The girls take turns and drink the sap from the tree.

At first, nothing seems to happen. But then, then… they remember.

To be continued...

Friday, September 28, 2007

Session 12 - Requiem for a Cannon

Saturday, May 5, 2007 from 5:00 PM to 10:15 PM.

As usual, we meet and have dinner together. This is the first time our friends get to be with our dog, Buster, in our home. We adopted it just a few days prior to this session. The food is varied and great, as one might expect from the excellent cooks that happen to be playing in campaign. I mostly remember the tortillas filled with Nutella and Strawberry slices we had for dessert.


Session 12 - Requiem for a Cannon

Still the 25th of Rain

Our heroes defeated Armenius Shiver and his alchemists. They know he was in league in Zalathar and some Shuul who performed experiments on them for some unknown reason. They also so know that somewhere beyond the galleries spreading from the Lodge they will find some sort of cannon Armenius wanted to protect at all costs. What is the purpose of this cannon? That's what they have to find out.

The girls loot the bodies and search the surrounding area before taking some well deserved rest. They do not know when their next stop would take place, and know that whoever is guarding the cannon ahead is already aware of their presence. With no element of surprise left to them, they might just as well prepare for the worst.

26th of Rain

The next day, the girls progress through the galleries below Old Town towards an unknown destination. They soon reach some sort of old catacombs and decide to explore them.

They walk through vault after vault giving shelter to ancient crypts and sarcophagi predating the modern city of Ptolus. There is no light source but for the sunrods they brought with them. The air is thick with the smell of dirt and rot. As they progress through the surrounding darkness, they can hear the faint sounds of air moving high above. There is no ceiling to be seen.

That's when the first attack comes. As it turns out, some sort of insect creatures, half-human, half-flies, use one of the vaults as a nest and breeding chamber. The combat itself lasts a split second. The dimwitted beasts are no match for our magic and bow-wielding team. They are routed, but the warning is clear enough: these crypts hold more secret dangers than the alchemists' alone, if they ever were to be found in such foul place.

This session's set-up using Dungeon Tiles and various props.

It just takes a few minutes to confirm the warning. As soon as they penetrate the main vault of the complex, one of the sarcophagi slides. A juicy, rotten corpse emerges from the tomb below. Its movements are erratic. It stands up awkwardly and stretches a hand towards them. Its mouth opens. Bloody bile flows onto its chest, and it whispers: "You... are... doomed..."

Simone knows when things are about to get worse, and things are definitely going to get worse in this instance. She sprints at the other side of the vault just as Oscar the Otyugh takes a hold of the animated corpse with its tongue. She reaches a gate opening on a dark corridor. The others run through the vault. Some trap is triggered. In the corridor beyond Simone, a wall section slides mechanically. The undead corpse escapes Oscar's grasp and rushes towards the corridor, soon followed by the Otyugh. It welcomes what it calls "the Master" with a high-pitched voice: "You are coming Master! You are free Master! Yes! Yes! Welcome the Master!"

A hulking form walks heavily through the opening revealed by the side panel. It is half organic, half mechanical. It is a collection of corpses stiched together and covered with a spiked, rusted, wet plating of some sort. The monster growls as it marches on. Its spikes impale the undead wretch at it cries its undying love for the Master. The creature then gets rid of Oscar, pushing the Otyugh aside as if it was lighter than a feather. Blood flows through the rusted orifices covering its plating. It wants flesh. It wants blood. It wants them.

Beket goes in contact with the creature but fumbles and crashes on its spikes. Simone becomes temporarily corporeal and stabs the thing in the back to no avail. Hennie concentrates and extends hear fingers towards their enemy. She shakes them as if they were boneless tentacles. There is a sudden tension in the air. Pseudopods of ethereal darkness from the ground up to the creature. They search for openings and flaws in its armor, insinuate themselves through it, search through the dead flesh and eat the rot from within. The plating cracks loudly. Pieces of the creature's armor crash down and send metallic echoes throughout the crypts. That's just the occasion Beket needed. She sends her fist through the creatures misshapen head with all the strength she can gather. She sends pieces of flesh and rotten pulp flying in all the directions. Some skull within explodes, and bits of brain matter cover Beket's face as the creature tries to keep its footing. She squeezes whatever her fingers can find. She takes a deep breath. She pulls... and pulls... to rip off some sort of enormous, twisted spine from the creature. She throws the thing across the room.

The creature stops dead in its tracks. Its unnatural life stolen from it along with the spine now shaking and wiggling on the cold floor of the vault, its amalgam of a body collapses in a sickening fleshy sound. It is followed by the silence of death.

And then more silence.

Until the girls manage to draw breath again.

Oscar the Otyugh and his friend, Beket.

Flakes of dust float in the air. A few drops fall irregularly from the ceiling of the vault. The girls look at each other. This one was close. Very close. But far from breaking their determination, it only strengthens it. The rest of the exploration is a succession of traps and hostile encounters with wizards and duergars working for the alchemists. The girls know that they are close from the cannon. They push forward relentlessly, triggering, disarming traps, defeating foe after foe... until they finally reach their goal.

There, in a large room that is nothing short of a gigantic shaft reaching up for the surface of Ptolus, a curious structure of basalt looking vaguely like a monstrous hand reaching for the heavens has been assembled by the alchemists. It is surrounded by building platforms, but seems to be operational since strange gems embedded here and there along its surface pulse with a threatening, impious red glow that seems to give life and energy to the machine. Wires connect the structure to the walls of the chamber. Somewhere high on the platforms, a group of Shuul alchemists is waiting for our heroes.

Bullets, arrows and magic missiles are exchanged. Beket climbs up the black structure to reach the Shuul. As more projectiles fly all around, Beket looses her footing. She falls.

Puppy Buster is waiting for the game to be over.

And that's when all hell breaks loose. Just as Beket falls, the markings covering her body suddenly hurt. Hurt very much. The runes are alive. The runes want to save her. They shine like the sun. Wings spread from her back. White feathers meet air. Beket finds a new life within.

The runes are alive. All of them. Hennie's body is now cloaked with flames that do not hurt her. Simone runes make her hear the slow pavan of the dead buried here, perceive their lost hopes, their wishes unfulfilled, their cries for help and revenge. Iliana's runes uncover new layers in her psyche, a sea of deep thoughts she can use and shape as blades to assault her opponents.

The tide turns in favor of the runebearers. The alchemists die, one after the other, paying the price of the treachery and price they put in all these experiments they performed on them. The whole necropolis is shaken by the awakening of the runes. None within can ignore the obvious threat the girls now represent. Blocks of masonry crash here and there. The whole place is about to collapse.

Some of the servants of Armenius Shiver rush to the room. They want to flee from the area. Their leader, Ozhûl, bargains for their lives and reveal what the girls want to know. "The alchemists? They are the Ogden Suhl, the servants of the flame, some of the Shuul who followed the harrow elf and his wretched master once they sucked all the technological secrets they could from the organization."

They ask about the wretched master Ozhûl mentioned. "He too is a harrow elf like Zalathar, but he is the Master. Zalathar was just the Apprentice. Nobody knows his name. Everyone knows he is the one who proposed the construction of the cannons."

The girls are stunned. "Cannons? You mean there are several of them?"

Ozhûl shakes his head. "Seven of them. They're all aimed at the sky. They are all using some Chaositech and some of the secrets of the Shuul. They can shoot straight up, straight to..."

"... the Vallis moon." Hennie understands suddenly. "They want to destroy the Vallis moon."

Ozhûl confirms. "Definitely. Everyone got in for the power that represents. Just a chunk of the moon crashing down on Ptolus... the magical potential is enormous! That's what the Ogden Suhl are after, but not the Master. The Master has another agenda in destroying the moon. He unearthed rituals and means to make the moon come back. Nobody knows what he really wants. He betrayed the Fallen and Forsaken, then the Shuul, all for some goal that has to do with the destruction of the moon and Goth Gulgamel."

Goth Gulgamel. The fortress built by the Skull King on the side of the Spire. One of the deadliest places of Praemal.

Simone and Yorick the familiar.

The girls let the information sink. Simone then asks "How can we get to Goth Gulgamel?"

Ozhûl looks at her like she suddenly became insane: "You sure?"

"Sure."

"Alright... it's your life." A block of stone crashes to the ground and breaks apart not far away. "Just beyond this chamber, you will find a Maw."

"A Maw?"

"A portal. It's alive. Looks like a maw, with teeth and everything. You should step through the Maw. You'll be on your way there."

The whole necropolis is falling apart. Ozhûl asks if he can leave. The girls reluctantly agree: time is running out.

They rush to the next chamber, and exactly like Ozhûl explained, there stands a sort of gate that strangely looks like a maw. They do not waste any time: one after the other, they jump through the gate. Beket, Hennie, Simone, Iliana, Hamrick, Oscar... they all get through. The sound of crashing rock fades behind them.

Nothing is left but silence.

XP Breakdown

Beket and Simone are Level 5. Hennie and Iliana are level 4.
- Combat vs. Insect people - CR 4
- Combat vs. ghoul and "master" - CR5
- Electric trap - CR 4
- Combat vs. Duergar and Wizard - CR5
- Combat vs. ex-Shuul agents - CR4
- Deal with Ozhûl - CR4
XP per PC for Session 12: 1,166 for level 5 PCs, 1,333 for Hennie, 666 for Iliana (player left early).
Total XP earned (Beket and Simone): 12,051 XP.
Total XP earned (Hennie): 11,243 XP.
Total XP earned (Iliana): 9,276 XP.
Hennie levels up.

DM's notes

Another good session. The fight with the ex-Shuul agents waiting for the PCs at the cannon took forever. The awakening of the runes was foreshadowed earlier in the campaign. I wanted it to take place gradually and this is the first of two big awakenings leading to the great confrontation with the bad guys in Goth Gulgamel and beyond.

This is at this point in time that I learned that two (and soon a third) of the players would not come back for the next school year (all the players are teachers in our community). I now realize I haven't much time to finish the campaign, or bring it to some satisfactory closure. Actually, the more I think about it, the more I realize I did not want to end the Praemal Tales, at least not definitely.

This is how this awakening of the runes, the Maw and the deal with Ozhûl came into play. These were ways to speed up the resolution of the game without really bringing in a deus ex machina. It was another opportunity in disguise, really.

It's important to precise that the pieces of the puzzle (the purpose of the cannons, the link with the Vallis moon and so on) were really put together by the players alone. Ozhûl provided some big chunks of information, but the deduction was really theirs. I think that was particularly important in this case. Having such a release of information happen any other way would have robbed the players of any sense of achievement. There was definitely one at the end of this session.

Sunday, December 03, 2006

Session 5 - Omens and Runebearers

Saturday, December 2, 2006 from 4:00 PM to 8:45 PM

This time around, only two players show up. Caroline, who plays Heinrietta Nagel, has flown out of town to Ontario. We enjoy our usual meal together before playing. One of our friends joined us, even though she isn't playing the Praemal Tales. We discuss and debate about various subjects, such as the value of advertisement in our society while enjoying freshly baked cheese sticks, two dishes of wild salmon (one baked in the oven with soy sauce and sesame seeds, the other with spices and tomatoes) and rice.

As usual, the food is incredible!

Baked salmon with soy sauce and sesame seeds.

We then resume our game.

Session 5 - Omens and Runebearers

5th of Rain

After Beket and Simone take care of their duties to the Observatory of the Watcher of the Skies and House Sadar respectively, both meet in front of the Ghostly Minstrel to decide on their next course of action. Hennie does not show up. She is probably busy due to her duties to the City Courts.

Beket and Simone decide to wander the streets and taverns of Ptolus for information. Sometimes, it is better to take the pulse of the city than stay cloistered in a library for hours. Hennie's not there, so they might just take it as an opportunity to avoid the dust of old parchments and ominous tomes of ancient lore, at least for now. They ask around for details on Zalathar Greycloak, the man who performed experiments on them, and more precisely about his family. Maybe the Greycloaks are (in)famous to the people of Ptolus, and if so, why are they?

They learn that the Greycloaks are harrow elves with a troubled history of magic and mayhem. Zaen Greycloak, Zalathar's father, was an elf with a passion for magical research. He would perform all kinds of experiments, and seemed to be quite extreme in the way he carried them out. For Zaen, the end justified the means. Some say he was involved with the wrong crowds, some Chaos Cult probably, and destroyed his family's unity in the process. It seems Zalathar hated his father and left the household early on. Whatever the reasons for such a family feud may have been, soon Zaen and his wife Ravana disappeared, never to be seen again from the folks of Ptolus.


Beket and Simone become increasingly worried about the sort of experiments Zalathar conducted on them. They decide to head for St. Gustav's Chapel in Midtown to see Petran Achenburg, the Cleric of Lothian and adventurer who originally hired them to hunt for Ratmen in the sewers.

While the girls explain to him what they discovered, Petran quickly realizes he has to commune with Lothian to find out more about their present condition. They spend the rest of the afternoon in the Chapel while Petran performs various rituals on them.

When the priest is done, he has some new insights on their puzzling situation. He explains that both Beket and Simone radiate magic, although the auras themselves are faint, almost unnoticeable through conventional means. He asks them to strip for him. Of course, both women hesitate to do so. Petran explains he has to have a look at their bodies but would understand if they would not agree. He has taken a sacred vow of chastity, and would not think for a moment to profit from the situation.

The girls agree and show their bodies to the priest. He gasps almost immediately, for both adventurers carry faint marks on their skins. Beket carries faint strands running down her back from her shoulders. These look like wings of some sort. Simone carries faint marks as well but these are around her wrists, up to her elbows. They vaguely look like flames. Both marks are just as intense as light sunburns but their hues are greenish. There is no trace of poison or rot tainting them.

Petran then asks them many questions about their childhoods, if they were subject to supernatural events early on, if they've been in dire situations in their lives that would just have turned out alright for no apparent reason than sheer luck. Both women answer by the negative. This seems extremely puzzling to the priest. He explains he knows about some people with such magical marks on their bodies, but these are people usually born with such traits. He's never heard of people who would actually develop such marks later in their lives. He also precises he hasn't found any trace of Transmutation or any clue that would point out towards an obvious alteration of their bodies alone. It seems their "transformation", for lack of a better word, is more spiritual than physical.

Beket and Simone decide they ought to understand better what these marks may be, and what people with such marks represent. They part for the night, their minds troubled by these new developments.

Simone gets back to House Sadar. Sayem Nadir, Speaker to the Spears of Aartuat, is the guest Simone should attend to, but he is not present at the Guest House. His eunuchs are, however: they treat the servants of House Sadar as if they do not know what commitment and service to their master truly means. This is a straining evening for her.

Beket goes back to the Temple of the Watcher of the Skies. She shares her concern with her aunt who serves as an acolyte there. As soon as she hears Beket's story, she mentions that Helmut Itlestein, the High Priest of the Watcher of the Skies, ought to examine her more closely. Maybe he could explain some things this unfaithful priest of St. Gustav's could not? Beket agrees, and they both head to the Observatory.

Helmut is there attending to some research of his own. When the women arrive and explain the reason of their intrusion, Helmut's behavior, which was absent-minded previously, becomes suddenly commanding and quite worrisome. He orders Beket to show her marks, gasps when she does so, walks to a table nearby, scatters star maps and personal notes on the floor and quickly grasps a feather to start drawing the patterns appearing on Beket's back. He then runs to the telescope and compares some notes with the sketch he just drew.

Beket's aunt is flabbergasted. Beket tries to asks Helmut for an explanation but the High Priest's reaction shows his deep annoyance. He just says she has to open her eyes to the stars and steps back from the telescope. Beket has a look. There, in the vast and dark immensity of the outer reaches, Beket looks at what the faithful call a nebula. Colors and pattern dance before her eyes. They are perfectly recognizable to her: they reflect the colors and pattern on her back. She asks to Helmut what this means, but the High Priest is dismissive, telling her he has to study the matter more closely. He storms out of the room with sketches and star maps, and the two women are left there, under the vast dome of the Observatory, wondering what exactly just happened.

6th of Rain

Beket and Simone meet the next day in front of the Delver's Guild Library and Map Room in Old Town. They discuss the reaction of the High Priest of the Watcher of the Skies and firmly decide this is time to get some answers. They step inside the Library and meet Shad Livbovic, the tower's designated librarian, who helps them find more information about major astral events that may have happened in the past and the relation there might be with some of the bearers of runes Petran was talking about.

They learn, through the diaries written by an arcane explorer of Ghul's ancient libraries, about the "Runebearers": how these mythical individuals seemed to be common place in the past of Praemal and how these were often seen as heroes and people of some important significance to the world. They also learn that major changes in the sky did occur in the past. There is the mention of a moon that disappeared from the sky long ago. The Vallis Moon. How these two phenomena may be linked, the author of the diaries doesn't say.

They spend their whole day within the Delver's Guild library. When they emerge from the tower, it is dusk already. Still more questions. There has to be a thread connecting all the dots.

Beket wants to forget about all their trouble and head for some tavern or whore house but Simone isn't in the mood for such trivialities. They argue at the corner of a street when a half-orc and two dwarves come to them and ask for their purses. The two women laugh at the request, and the half-orc's tone changes from a request to an order as he draws a short sword from his belt.

The fight against the half-orc and dwarves*

Beket and Simone have to fight for their lives. They struggle direly against these tough opponents. Simone falls unconscious at some point, but they are victorious at the very last moment when the half-orc finally succumbs from his wounds. One of the dwarves flees from the scene, and Beket manages to take care of the last courageous mugger. They loot the bodies without a second thought, and Beket realizes the sword of the half-orc is magical. Maybe these weren't simple muggers after all? Still more questions, and so few answers...

XP Breakdown
Characters are all Level 2.
- Asking the Right Questions (Gather Information/Knowledge checks) - CR2
- Defeating the streeet muggers - CR4
Total XP earned: 1,950. XP per PC: 975 (2 PCs).
Total XP earned (Beket and Simone): 3,100 XP.
Total XP earned (Hennie): 2,125 XP.
Beket and Simone level up.

DM's notes

I really appreciated this game session, particularly how the plot of the Praemal Tales so far interconnected with the PCs' backgrounds, and through them, with the materials of the City by the Spire. This is something I had not planned, and this is always a thrill to see unexpected events come out of a game session.

*Also, it was the first time Tiana (Simone) played through a fight without using miniatures. The picture included on this blog was taken after the game, to represent the situation of the characters at that moment. I am quite happy with the way it all went. I was afraid the use of miniatures and battlemaps would somehow lock the players' imaginations in such a way as to require the use of visual aids for combat. I was happily mistaken!

Sunday, October 01, 2006

Session 1 - Escape from Zalathar's Lair

Saturday, September 30, 2006 from 4:00 to 9:15 PM

Before playing the game, we gather and have a meal together. The gathering of different flavors and dishes is a real treat for the eyes and chops. Beef Bourguignon, mashed potatoes, vegetable soup, home-made burritos, double-chocolate almond bark, cinnamon and banana bread puddings - this is a food fest.


After this succession of gourmet delights, we are finishing the players' characters (PCs) generation. The players choose feats, spells, equipment and roll the base wealth of their characters. Skill total bonuses are calculated. The end results:

- Beket Per Aau-Nu, female human monk worshipping the Old Man, acolyte of the Watcher of the Skies. She knows Helmut Itlestein for being a regular at the Observatory of the Watcher of the Skies in the Temple District. She originally comes from Kem, and has some Celestial Ancestry.
Monk level 1.
Feats: Celestial Ancestry, Lightning Reflexes, Iron Will, Improved Unarmed Strike.

- Heinrietta "Henny" Nagel, female human sorcerer worshipping the Elder Gods, admirer of the Knights of the Golden Cross. She currently lives in Old Town and wants to make it on her own, without the financial support of her House.
Sorcerer level 1.
Feats: Noble Birth (House Nagel), Heighten Spell, Exotic Weapon Proficiency (Firearms).

- Simone Ahrenameer, female shoal elf worshipping Tardeshou, Goddess of Truth, and her brother Navashtrom, God of Strength and Harmony. Simone is a servant to House Sadar, to the great disappointment of her parents living on Emerald Hill. She secretly intends to spy on the House and wants to find out what its schemes and criminal dealings are to better avert them. She does not have access to the most secure parts of the Sadar Mansion yet.
Rogue level 1.
Feats: Weapon Finesse (Short sword), Investigator.

From left to right: Henny, Beket and Simone.

Once the characters are generated, we immediately start playing the game.

Session 1 - Escape from Zalathar's Lair

1st of Rain

Some time ago, Henny and Simone both purchased a membership to the Delver's Guild. They decided to collaborate with a monk, Beket, to start their careers as professional delvers. For their first delve, they decided to hunt for ratmen, since the Church of Lothian is offering bounties on rat tails brought back to the surface.

None of them really remembers what happened. They were exploring some parts of the sewers below the city and had some success during their hunt, until they were ambushed by unknown adversaries. All they truly remember is a bright flash of light. The rest is a succession of images and impressions that could have been more dreams than memories. Their minds drift for a while...

Beket feels like she's falling. She doesn't really feel any pain, but she soon comes in contact with something hard. The ground, probably. She hears a bubbling sound beside her and some sort of rattle in the distance. She opens her eyes and realizes she is soaked in some sort of oily, thick amiotic fluid. She turns and sees her partners floating in glass jars, with breathing masks and tubes plugged to their skins. It looks like they all have been taken prisoners by people eager to practice on them.


Beket doesn't waste any time. She helps her friends to break free from their strange prisons. All pods were they were kept prisoners are wired to a machine nearby that seems to be breaking down, judging by the puffs of smoke and rattling sounds coming out of it.

The adventurers assess their situation. They are now standing on an island, surrounded by stone representations of people dressed with genuine clothing and equipment. It looks like whoever decorated this place has a taste for creepy museums. They notice that they were all dressed up and equipped while floating in the amniotic fluids. This seems strange, since one would expect to be completely undressed while being subject to whatever experiments the people working here subjected them to.

Beket is the first to stop thinking and start acting. She crosses the stream of water surrounding their island of fortune, but as soon as she steps in the water, she is attacked by a predator swimming under the surface! Her companions help her out, shooting at the creature each time one part or the other of the creature's bloated body is exposed to the air in their struggle. After almost drowning from it, Beket manages to break free from the creatures clutches. Soon, it is too badly wounded to keep on fighting. Whatever this was, the adventurers are now warned: wherever they are, the seemingly peaceful cave still harbours unseens threats they will have to avoid if they want to make it out alive.



Each of the adventurers then proceeds with a methodical search of the natural cave and its statues' clothing. They find a few gold imperials, potions and decent weapons. It's as if the sculpted men and women around were "dressed up" for the occasion and provided with all the items they would normally carry, were they truly alive.

The group discovers a strange crystal that seems to have fused with the surrounding rocks. Just as they investigate further, they see the crystal suddenly morph into the rock, revealing an opening before them!

Someone on the other side steps in the cave the adventurers stand in and bumpts into Beket, much to her surprise: this is a bugbear who seems more astonished than she is. He runs away screaming at the top of his lungs - "They escaped! They ESCAPED!"

The adventurers run after the bugbear and meet with his companion, an elf who is grabbing some sheets of paper in haste on a desk nearby and summoning a flame to quite visibly burn them before anyone has a chance to examine their contents. Beket, Henny and Simone spring into action. The bugbear knocks Beket unconscious, but her attacks give the opening Henny and Simone needed to extinguish the elf's flame and defeat him before he has the time to do anything! The bugbear is tougher, but both adventurers manage get rid of him. When the creature finally succumbs to its wounds, it drops a healing potion. Henny uses it on poor Beket who regains her consciousness.

The group searches the elf and bugbear's living quarters. They discover a stack of notes, a spellbook, and enough supplies for them to survive in this cavern for weeks if need be, but they'd rather not have to. The group decides to rest for a while.

2nd of Rain

As soon as the adventurers wake up, they skim through the notes and spellbook of the elf. It soon becomes apparent to Henny that there is a way out. Not far from the elf's desk, there is a ritual circle carved in the stone. Using some of the elf's spell components, Henny manages to activate the circle, effectively a portal to another location. Wherever this portal leads to, this is the key to the adventurers' freedom, and they know it.

They all step in the circle and Henny performs the activation ritual.

Their surroundings fade... and the adventurers now stand in a small circular chamber. The walls here are more regular than those of the caves they come from. In front of them, they see a blue steel door. They suddenly realize where they must be: somewhere under Ptolus, in some area of Ghul's Labyrinth.

They know blue steel doors cannot be forced open. They have no lock or any opening mechanism, for that matter. They have to find the command word that will open this door. They discuss a moment, try a few words, Simone attempts some basic expressions in some infernal dialect. She finally gives up, and shouts an "OPEN!" in frustration. The door then slides open, to the adventurers' amazement.

Beyond the door, the adventurers see a vast room that was used as living quarters for the people operating the labs below. But these quarters have been attacked: the place is completely trashed, and graffitis cover all the walls with depictions each more obscene than the others. Among the depictions, the adventurers notice a black hand's print has been placed in several key positions. Could the Cult of the Ebon Hand have something to do with the assault on this section of Ghul's labyrinth?


Laboratories Living Quarters
1- Teleportation Circle
2- Trashed Laboratory/Living Quarter
3- Group of Kobolds around the fire
3a- Kobold wastes
3b- Kobold pet chained to the wall (wardog)
4- Kobold Chief's quarters (previously storage space)
5- Arcane locked bedroom
6- Not-so-friendly kobold pet in pit (Dire wolf)
7- Trashed laboratory
8- Storage Space
9- Lizardman sentinel
10- Hamrick and the Treasure room behind
12- Sewers
13- Sewer shaft up to the main sewer system

As they step outside the room, trying their best to hide in the shadows, Simone and Henny notice the place is inhabited by a clan of kobolds having dinner around a fire nearby. With Beket, they sneak past them and reach another vandalized part of the complex. There, a lizardman guards an opening to ... the sewers, at last!

The adventurers immobilize the lizardman and question him. It soon seems obvious this mercenary knows something he's not telling. Simone manages to make him talk. The lizardman knows the kobolds have a treasure room somewhere. They use him to guide them through the corridors, but soon a trap is activated, and the lizardman takes several poisoned arrows in the chest. His body shaken by violent convulsions, he dies almost instantly.

Ahead stands the treasure room. A long time ago, this was a guards' room, back when the Ghulwar was still tearing the land apart. The door to the treasure room stands atop a flight of stairs. Before the door, a halfling stands guard and bids them a falsely warm welcome.

The cocky halfling, Hamrick, explains he's been hired by the kobolds. He is very bored and annoyed at "the obnoxious little midgets", however. If the adventurers want to, Hamrick could join them and together they could take the treasure back to the surface. The group considers Hamrick's proposition for a moment, and convince him to have a look at the treasure before taking any decision. While opening the chest and showing its contents to the adventurers, it seems obvious Hamrick has been concealing some of the items to the others' sight and hiding them under his cloak.

Beket seizes the halfling by the ankles and shakes him vigorously: indeed, several items of value crash to the floor. With Hamrick kicking and screaming, they leave the area and use the halfling to guide them through the sewers and back to the surface. Once there, they just release the halfling, advising him to keep out of trouble for the next while. Of course, the halfling doesn't seem to care, preferring to curse at them as they walk down the streets of the Guildsman District.

Whatever the case, Beket, Henny and Simone have more pressing matters to care about. Who were the people operating the labs, and for what purpose? Why did the Ebon Hand, if it had anything to do with it, decide to attack these laboratories? What about their original ratmen's hunt? The lizardman also talked to them about the kobolds who, he said, were originally fleeing the orcs from the Halls of Cordaris. What is really going on in this place? All of these questions, they think, would receive some answers soon enough...

XP Breakdown
The PCs are all Level 1.
Encounter Levels (EL) may be modified from theory to reflect the specific circumstances in which the encounter occured.
- Defeating the creature in the Lake (Grick) - EL 3
- Facing Zalathar and his bugbear bodyguard - EL 2
- Activating the Teleportation Circle - EL 1
- Avoiding the Kobolds - EL 1
- Escaping the Area up to the Guildmans District - EL1
- Gaining access to the Treasure Room while not murdering Hamrick - EL1
Total XP earned: 2,700. XP per PC: 900.