bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on Mar 17, 2009 21:49:52 GMT -4
Savage Tide – Session 37 Recap, part 2
Shump flies into the cave under an invocation of invisibility. Within the salt-encrusted grotto lie heaps of refuse. Broken crustacean shells litter several shallow pools near the walls, and a ten-foot wide opening in the southern wall is barred by a rusty iron grate. More immediate, however, is the short-snouted, fifteen-foot long dinosaur guarding the room. The dimetrodon is clearly affected by some disease – her flesh is thick and crusty, and large shingles of excess growth hang from the eight-foot tall sail-like fin rising from her back. The dimetrodon senses Shump’s intrusion and begins barking and roaring incessantly, yet does not exit the cave.
Meanwhile, Armond, a recent arrival to Farshore from Sasserine and new member of the party (replacing Thamiol, who has decided to take a leave of absence to explore his budding romance with Liamae and train his followers to be the best they can be) speaks the words of a simple light spell, illuminating the cave from the entrance.
Responding to the barking dimetrodon, a number of figures appear behind the shadowy portcullis. A horrid stench exudes from them into the cave; the party members barely resist the urge to vomit.
“May Laogzed gnaw you slowly,” rasps one of the figures in heavily-accented Common. “You are here early,” snarls another. “We’ve only just handed you our latest shadow pearl. More are not expected to be ready for months.”
As Armond’s light extends into the chamber and the party members’ eyes adjust, the state of the figures behind the grate becomes more apparent. Four sickly, bent troglodytes, their skin hard and flaking and wrapped in moistened bandages, address the party. The troglodytes scrape and scratch at their exposed bits of diseased flesh incessantly, sloughing off brittle chunks and tumorous cankers. Calico guesses that the troglodytes believe the party to be emissaries of the Crimson Fleet and decides to capitalize on the error. Calico convinces the troglodytes to call off the dimetrodon guard and learns that the troglodytes have been trading shadow pearls to the pirates for nearly two years now, in exchange for slave and shipments of drugs and trinkets. Calico tries to convince the troglodytes that the Crimson Fleet has no need of further shadow pearls. The troglodytes, perhaps suspicious of Calico’s unusual claim, insist on the party accompanying them into the dark under the Isle of Dread to their village of Laogroat, where they may discuss the matter with the village elders.
The party takes the horrid creatures up on their offer and passes through the iron portcullis. Within the troglodytes’ hovel rest various unmentionable sights, most intriguing of which is a cart full of large black, glistening rocks. Armond and Shag examine the rocks further and notice that the rocks are geodes comprised of sharp black crystals and sickly black ooze. The stones appear to be mere shells that once contained some something spherical the size of a man’s head. Armond recognizes the rock as bilestone, the vile excretion of Holashner.
Known in most rare texts as “The Hunger Below,” Holashner is one of the Elder Evils, an ancient and powerful entity that existed before the dawn of Oerth. Holashner is said to burrow constantly through the depths of the earth, eating magma, creatures, stone, and anything else it its path. The material it leaves behind is called “The Black Bile of the World.” When this volatile stuff dries, it hardens into bilestone. Similar to obsidian in texture and strength, bilestone is slightly greasy and warm to the touch. Large concentrations have a debilitating effect on the mind, but Armond estimates that the bilestone in this cavern is not enough to affect the party.
The troglodytes lead the party through the grotto and into the underdark. The tunnel near the cave is covered with foul-smelling dyes and flaking pigments. Decaying organs – perhaps the morbid palettes of the walls’ brutal artists – lie in reeking heaps on the ground. Between the primitive markings and bloody claw-prints, a lengthy series of crude pictograms extends down the hall. While many are faded and obscured, three stand out clearly. In the first, spear-bearing reptiles wander a maze of ever-descending tunnels. In the next, a large lizardlike creature exalts amid columned ruins, holding a black circle above its head as smaller creatures bow and are stricken dead. In the final section, a reptilian skull surrounded by a smoky mass of spiraling tentacles rains black spheres upon a cracking, smoking island.
Croan determines that the crude paintings depict some twisted vision of the creation and purpose of the shadow pearls, and the troglodyte guides explain that the images depict members of the tribe traveling deep to gather the pearls, a priest of Laogzed claiming one of the pearls at something called The Temple of the Ancient Ones, and Laogzed himself creating the shadow pearls to sow destruction upon his people’s enemies. Croan’s knowledge of Laogzed suggests that this particular sect may be some heretical offshoot of traditional troglodyte religion.
The troglodytes lead the party deeper and deeper. After two miles or so of travel, Calico overhears the troglodytes scheming amongst each other and gathers that they plan to raise an alarm when they reach Laogroat and attack the party. Calico makes the decision to eliminate the foul trogs immediately, and lashes out with his daggers, taking down the closest troglodyte before it even knew it was in danger. The other three fall swiftly to the party’s surprise attack, and the group travels the next two miles to Laogroat.
Arriving at Laogroat, the party discovers the village inhabits a rather large cavern. The stench is powerful, permeating the place. Cobbled domes of mud and rock cover shallow pits – apparently shelters. Each one is entered by a hole in the roof. A large charnal pit of sorts lies in the centre of the cavern, but the northern end of the cavern is hidden in darkness.
Each of the nearby huts appears to contain several troglodytes, each deep in the throes of some painful ecstacy, seemingly on the verge of death. They don’t even notice the party. At the edge of the charnal pit the party notices two large cages, each containing bodies of several dead, diseased troglodytes. Surprisingly, one of the troglodytes moves, still alive, and apparently unaffected by the cancerous disease. He speaks, first in Draconic, then switches to Common.
“Please, set me free,” he wheezes. “Wealth and magic, yes, it will be yours. Aid, aid I can give you.” The party learns that the troglodyte’s name in Irgzid Uzeye, and he has spent months imprisoned here, visited daily by his leperous kin preaching the sins of health. When the party says they are searching for the Lords of Dread, Irgzid grows excited, exclaiming he knows where they are from and that he can lead them there. Calico suspects Irgzid is hiding something, and when pressed the troglodyte admits that he believes the Lords of Dread have led his people away from the true path of Laogzed’s worship and infected them with the disease they suffer from. The party saves Irgzid from the cage, hopeful that he can be trusted to lead them to the Lords of Dread.
Meanwhile, within the second cage, Ash notices that one of the bodies appears human, although deeply afflicted with whatever disease has ravaged the troglodyte tribe. When taken from the cage, the human, clearly Olman by his dark skin and tattoos, stirs weakly and turns a vacant gaze upon Ash. Armond determines that he is under the affect of a feeblemind spell, and Croan decides to heal the Olman. Envigorated and restored by the heal spell, the Olman looks around in disbelief, unaware of his surroundings. He introduces himself as Jakara, and explains that he is a member of a select group of Olman who rely upon totems to aid them in their lifelong quests to rid the Isle of Dread from its demonic influences. He gives Calico a hard glare at this, a looks suspiciously at Ash, unsure of his fey heritage. Jakara explains that he recently encountered a Pelorian missionary named Noltus Innersol (whose name is known to you from Vesserin Catherly back in Farshore) who was spreading the work of Pelor to tribes of lizardfolk and phanatons in the Isle’s interior. Noltus was impressed with Jakara’s skills and devotion to the slaughter of demons, and convinced the totemic demonslayer to travel to Farshore to show Vesserin his methods and gifts. Unfortunately, he never made it to Farshore. Jakara was attacked not long after he left Noltus’s company by a group of skinwalkers (the same feral half-demons who extinguished the rakasta settlement). He defeated them, but not before one of their sorcerers managed to inflict him with the feeblemind spell. Reduced to little more than an animal, he only vaguely recalls wandering the jungles before being captured by the troglodyte lepers.
Jakara extends his thanks and insists on continuing his journey to Farshore. Rather than walk the length of the Isle, Armond uses a teleport spell to send Jakara on his way. The party agrees to speak with the Olman on their return to Farshore.
Finally, Irgzid explains that his tribe’s elders hold many items of value in the northern end of the cave. He begins leading the party through the village, and as their light illuminates more of the cavern they notice an immense altar of a rearing lizardlike beast against the north wall. A second visage, that of a crudely carved fanged toad, juts form its exposed stomach, its maw partially opened before a bloodstained altar stone. Irgzid hisses at the dual-headed interpretation of his beloved Laogzed. Six troglodyte lepers prostrate themselves before the altar deep in prayer and meditation. The party’s light finally breaks them from their stupor, however, and they turn to defend the spiritual centre of their home.
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bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on Mar 28, 2009 1:10:49 GMT -4
I missed the recap for the session on the 18th. Here it is. I'll get last week's session up soon as well.
Savage Tide – Session 38 Recap
Earthday, 27 Sunsebb, 596 CY (continued…)
Seeing the six troglodyte lepers crowded together around the heretical shrine to Laogzed, Shump speaks dread words of power, impelling oily, grasping black tentacles to extrude themselves from the damp earth. The black tentacles entrap five of the troglodytes, stinging each within an icy embrace. Valorian hangs back, unsure whether his strong arm will be needed. Armond throws a fireball into the troglodytes midst, scorching and burning most.
The troglodytes, meanwhile, rasp a noisy alarm and try to escape the black tentacles. The one troglodyte who managed to evade the tentacles steps out of their cold embrace and casts a protective spell of some sort. The troglodytes’ time is up, however, and the combined magical assault from Shump and Armond soon puts them to rest.
Six more troglodyte lepers emerge from the hovel to the right of the shrine and succumb quickly to the overwhelming might of the party. Irgzid, who stayed back during the fight, unable to raise arms against his brethren, explains that the hovel next to the shrine is the elders’ house. A thorough search of the area uncovers a shed troglodyte skin fashioned into a crude container. Within the skin the party uncovers various and sundry items, mostly worthless, but including some coins and baubles.
“Come most powerful masters, the Lords of Dread, those who have turned my people, wait in the lower tunnels,” speaks the ingratiating Irgzid, beckoning the party to follow him down a vertical shaft via a rickety lift.
The party accompanies Irgzid down the lift one at a time, untrusting of the punky, rotting lift. After two miles travel, venturing ever deeper into the earth, an acrid scent assaults the nose. Irgzid stops the party and explains that the cavern beyond is full of poisonous, acidic vapours. He calls it the Cavern of the Burning Pools, and explains that when visiting the Temple of the Ancient Ones to trade slaves for shadow pearls with the Lords of Dread, they would often hold their breath and run through the cavern as quickly as possible, taking care to avoid falling into the pools of acid. Armond decides it best to remain cautious, and tosses his light rock into the cavern first to get a sense of its dimensions.
The light illuminates the misty chamber, revealing four pools of deadly acid and, at the opposite end of the cavern, an inky black ooze covering at least a twenty foot diameter. Valorian and Shump recognize the black pudding immediately, recalling their encounter with one soon after arriving on the Isle of Dread in the mountain pass. This black pudding appears much larger. Justifiably wary of the armour and weapon-eating ooze, Valorian falls back into a defensive position. Shump and Armond begin pummeling the slow-moving ooze with spell after spell, gradually whittling away its defenses. The ooze manages to get close enough to grasp Shump with an acidic pseudo pod, dissolving his magic suit of glamoured chain mail before Armond destroys the thing with a final, well-placed spell.
Tired and depleted of spells following the encounter with the elder black pudding, the party rushes quickly through the misty, acid-filled cavern and continues on for another half-mile before finding a small side-cave to sleep and recuperate. Armond ensures the party’s safety by casting a rope trick spell, creating a small hidden space on the ethereal plane.
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bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on Mar 29, 2009 22:06:10 GMT -4
Savage Tide – Session 39 Recap part 1
Early morning hours of Freeday, 28 Sunsebb, 596 CY
The party spends a quiet, if uncomfortably cramped, night within the protective confines of Armond’s rope trick spell. Valorian keeps watch, looking out the single small opening in the ethereal refuge.
Always one to charge headlong into battle against fiends and evil-doers of any sort, no one would ever mistake Valorian for being prone to periods of rational thought. His experiences over the last six months, however, sparked some latent capacity for self-reflection and, most significantly, self-doubt. His righteous code challenged time and time again during his time with Lavinia’s cohort of protectors, Valorian struggles with the difficult thoughts that have taken root in his simple brain. Thieves and brigands like Calico and his crew, Avner and Meryl can be taxing on one’s patience, but can be tolerated. Criminals and murderers like Rowyn Kellani are another thing; if she cannot be turned to good, is it not preferable to execute the traitorous noble? Would Oerth not be better for it? Then again, perhaps working with Calico’s crew will allow Rowyn to channel her nefarious nature to other, more beneficial ends. But cooperating with a troglodyte priest of Laogzed? Madness! Blasphemy! However, without the stinking creature the path through the dark under the Isle of Dread would be black indeed, and unknown. Perhaps, for the greater good, if it leads to the destruction of those creating shadow pearls, if it helps defeat an even greater evil threat, it is acceptable to work with one such as Irgzid. “Irgzid,” thinks Valorian, referring to the troglodyte wretch by name, the priest of a vile and evil god. A deep, dark place within Valorian’s mind shudders, disturbed to realize that even such a creature has a name, a home, possibly even a family.
While Valorian is lost in thought, a group of five ghostly, cloaked spirits float by the refuge in the early hours. The cold pulse of death and darkness emanates from the wraithlike figures as they pass. Valorian stares at the undead spirits, only vaguely registering their presence. He lets them pass.
Freeday, 28 Sunsebb, 596 CY
The party awakes early, stiff, cramped, coated in sheens of sweat and stinking of troglodyte. Levels of irritation are high, and as soon as Croan has prayed to Istus and Armond studied his spellbook, the party is off.
After some 8 miles of travel further and deeper under the Isle of Dread, Irgzid stops the party short.
“The hanging forest lies ahead,” he rasps. “There is danger there. Ze’gorh we call it. We must pass through the forest, yet we have no slaves to offer the Ze’gorh, unless you wish to offer him the faerie-kin,” Irgzid says, glancing at Ash.
The party soon comes to the hanging forest, a vast, cavernous chasm dropping into the darkness, pierced by giant stalactites. Following a precipitous ledge down the inner wall of the cavern, the party arrives at the bottom of the chasm to a startling sight: a forest of petrified trees – the result of some ancient geological upheaval. The Ze’gorh soon shows itself – a living stalagmite with one menacing central eye perched above an oval maw filled with gnashing teeth. Six fifty-foot ropey strands flail haphazardly, seeking to grasp anything living in its path. Most of the party members are struck by the strands. Armond is held fast and weakened to within an inch of paralysis. Ash manages to close in on the roper, bending the strand attached to him through brute force. Shump fires eldritch blasts from above the petrified trees, and Valorian, Shag and Calico move in to attack. The Ze’gorh is soon dispatched and the party continues on.
After another 16 miles of travel, and nearing the end of the day, the tunnel widens into a large cavern nearly two hundred feet in diameter. A shimmering curtain of rippling blue light bisects the cavern from left to right and floor to ceiling. The light resembles a translucent membrane that swirls and sparkles like the surface of a pond. The cavern on the other side is visible through this sheen, and the tunnel proceeds around a corner at the far end. Shapes and figures seem to ripple and writhe along the curtain of cerulean light, and now and then the shapes pass by slowly enough to be identified as Olman warriors in full battle regalia, their mouths open in silent screams. A low whispering fills the room.
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deke
Casual Magic Player
Posts: 10
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Post by deke on Apr 14, 2009 21:41:02 GMT -4
We don't have Mark's Savage Tide today (Apr. 15) do we?
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bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on Apr 19, 2009 22:10:02 GMT -4
I'm back...here's a quick and dirty account to get everyone up to speed. It includes the rest of session 39 and session 40. I'm planning on being there Wednesday.
Savage Tide recap - Session 39 (part 2) and Session 40
The party passes through the curtain after determining it to be harmless. On the other side they notice the environment is much drier.
The party comes next to a branch in the tunnel. Irgzid explains that one leads to a village he visited as a youngling, while the other heads deeper under the Isle to the Temple of the Ancient Ones where the troglodytes meet with the Lords of Dread. The party heads first to the village, which they find is comprised of a clan of misshapen mongrelfolk. The party befriends the leader, Vertram Xapatalo, and takes rest in the village. From Vertram they learn that the Lords of Dread have become more active of late and live deep under the Isle of Dread in a place called Golismorga. He also explains that the legends and history of Barbas tell of ancient war between the Olman on the surface and a city of demon fish deep below, and how the Olman drew that war to an end by casting down the tear of a god of rain and storms into the depths. This tear burst and drove the waters of the flooded caverns away. The spirits of the fallen ancients guard the region and keep the waters at bay, barring the return of the demon fish. When the party is ready to leave Vertram shows them one of the immobile, hibernating demon fish in a side cavern a few miles from the village. Shump tries to communicate telepathically with the creature and is rendered temporarily insane by the effort. The rest of the party decides to dissect the still-living creature to learn something of its anatomy.
Waterday, 5 Needfest (mid-winter holiday week), 597 CY
The party leaves Barbas and comes next to the Temple of the Ancient Ones, a deep water-filled room where the troglodytes meet with the Lords of Dread. The party speaks with a ghostly troglodyte priest that reveals itself to be one of the demon fish, an aboleth called N’glothnoru. N’glothnoru attempts to make a deal with the party, indicating that a small army of demon-worshipping kopru and naga, the Lords of Dread, are crafting shadow pearls in Golismorga. N’glothnoru tells the party that the only way to destroy the shadow pearl forge is to flood the city by destroying the Olman artifact that created the cerulean curtain. Irgzid goes mad upon realizing the troglodyte highpriest ghost he though he was communicating with is an aboleth and begins shrieking and cursing at the demon fish. Calico rolls his eyes, turns around and plants a foot on Irgzid's back, shoving the irate troglodyte into the tepid green water and the eager maw of N’glothnoru. The party takes N’glothnoru’s words into consideration and continues on to Golismorga.
Earthday, 6 Needfest, 597 CY
The party arrives at Golismorga, an underground city of impossible angles and insane flora – a vast living organism of writhing tentacles, grasping polyps, and quivering cilia. The party splits into several groups: one heading for the pyramidal ziggurat to the south of the entrance cavern, which is surrounded by an army of kopru, naga and troglodytes, and which the party understands to be where the shadow pearls are forged. Shump and Shag try their best to get inside the ziggurat, which appears to be built partially of stone intermingled with pulsating, living flesh. They notice a curious sphincter at the ziggurat’s peak that is closed tight. Shag attempts to enter the sphincter in gaseous form (sorry…but that’s how it happened…) without success. A number of the larger kopru behemoths notice the gaseous entity and fly up to meet Shag, but are not able to affect him in that form. Armond and Calico investigate one of the large pillars of cold purple flame that light the cavern but are unable to get too close without becoming nauseated. Armond attempts to divert the flame with a well-placed wall of force, and succeeds in directing the flame towards the ziggurat for an instant, vapourizing ten of the kopru guards. Calico meets another traveler in the city, an undead devourer calling itself Rakis-Ka. Not wishing to challenge the devourer by himself, Calico attempts to converse with Rakis-Ka without soiling himself, and is somewhat surprised to learn the creature fancies itself something of a scholar. Rakis-Ka tells Calico that he is a studying the lore of the Elder Evils and finds much of interest in Golismorga. From Rakis-Ka Calico also learns that the crater in the southwest section of the city contains the focus of the cerulean curtain. Rakis-Ka then takes his leave, bidding Calico farewell...for now.
Meanwhile, Shump, Valorian and Ash head toward the ziggurate and come across a small band of kopru and troglodytes investigating the disturbance at the pillar of flame. They defeat the kopru and continue on. Calico and Armond take a longer route towards the ziggurat and come upon a gargantuan purple worm engulfed by one of Golismorga’s organic structures. Calico leaps atop the worm, and through the combined use of force and magic the two manage to free the worm, which thrashes in pained fury upon its release. Jumping from the worm, Calico races toward the ziggurat with Armond close behind. The two stumble into Shump, Valorian and Ash who turn to see the angry purple worm in close pursuit.
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Oxybe
Comic Hunter Lackey
Simply rocking out
Posts: 107
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Post by Oxybe on Apr 20, 2009 13:40:59 GMT -4
do we have a game this week?
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bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on Apr 20, 2009 20:21:05 GMT -4
do we have a game this week? Indeed! Back in business this Wednesday eve.
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bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on Apr 24, 2009 13:46:44 GMT -4
Note that session 40 has been amended to indicate that Irgzid did not willingly leap to his death in N'glothnoru's pool, but was given a good swift kick by Calico.
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Oxybe
Comic Hunter Lackey
Simply rocking out
Posts: 107
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Post by Oxybe on Apr 25, 2009 9:13:38 GMT -4
heh ;D
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bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on May 2, 2009 23:41:35 GMT -4
Savage Tide – Session 41 Recap
Still in gaseous form and trying without success to infiltrate Holashner’s ziggurat, Shag notices a commotion to the west. The kopru, naga and troglodytes that comprise the army of Demogorgon’s devoted are amassing to meet an oncoming threat – an injured and angry purple worm. Valorian, Calico, Ash, Shump, Armond and Croan race ahead of the great worm, trying desperately to avoid the grasping tentacles and twitching cilia that obstruct the path.
Shag retreats from the ziggurat’s peak to meet his approaching comrades, shifting back to his natural dwarfly countenance as he does so. He is followed closely by the three kopru behemoth guardians that were watching him at the ziggurat’s peak.
Kopru and troglodytes converge on the rampaging worm, distracting it from the main party. As the group nears the base of the ziggurat and their companion, two kopru and two naga emerge to block the path, hemming Shag in between to face the kopru behemoths on his tail. The party fights a fast and fierce battle with the enemy and manages to get to the top of the ziggurat while the main army is occupied with the purple worm. At the top of the ziggurat, a disturbing structure composed of pulsating organic flesh covered in parts by stone blocks etched with imagery evocative of Demogorgon, Prince of Demons, Armond and Calico notice a feature that eluded Shump and Shag. They see four muscular pads located in a symmetrical pattern around the sphincter. One of the pads is covered in a green, slimy film. Hesitant to touch the slime, Calico flicks four daggers deftly into the pads, causing each to depress with a shudder. The great sphincter pulsates and then opens to reveal a dark, dank chamber below.
The party quickly jumps into the room. Ash goes last, firing a sure shot from his longbow before jumping in, knocking one of the daggers from its pad, allowing the sphincter to close behind him.
The interior of the ziggurat is even more disturbing than the outside. The bruised purple walls pulse and quiver, heaving irregularly like the breath of a dying thing. Growths jut from the walls – exposed, fleshy things like black lungs, giant many-chambered hearts, rolling milky white eyes, and other organs with no humanoid analog. Unfinished stonework covers patches of the floor, as if some optimistic architect hoped to merely brick over the room’s obscene nature. Penetrating deeper into the abominable structure, the party encounters a makeshift shrine to Demogorgon presided over by a kopru priest of the Prince of Demons. The group does battle with the thrall of Demogorgon before heading to the ziggurat’s deepest level.
At the ziggurat’s base the group encounters four pools of putrid black muck bubbling and spurting bile onto the floor. Four pillars separate the pools and hold the sagging flesh of the ceiling aloft. Within the basis of roiling foulness float pristine black orbs, each the size of a man’s head and shimmering with an unsettling inner light – raw, unfinished shadow pearls. Exercising caution, the party members explore the room carefully, looking for clues to the shadow pearls’ construction. Their investigation is interrupted when a creature out of nightmare erupts from one of the pools of black bile. Many jointed legs and squirming tentacles cloak the horror in a haze of repulsive motion. A thing half-centipede and half-squid, a single alien, black eye staring fathomlessly from an octopoid head. Curled upon itself like a titanic shrimp, the thing glistens like a scarab’s shell as it bathes itself in an endless flow of oily black bile. The bilewretch of Holashner exudes a burst of bile from its tentacled mouth, spraying the party with the sticky, tar-like substance, which bursts into flame upon meeting the air. Fearing more such outbursts, the party members attack the bilewretch en masse, beating it down with sword and spell until finally it sinks beneath the roiling black tar.
As the bilewretch meets its doom, the black pools begin to thicken and harden almost instantly. Calico and Croan manage to retrieve five of the eight unfinished shadow pearls before the pools harden completely. The unfinished pearls slowly lose their glisten and become laced with cracks and imperfections, their evil power unmade. Croan determines that the bilewretch was somehow connected with imbuing the shadow pearls with the essence of the elder evil Holashner, and that with its destruction the party has successfully halted the completion of more pearls. Yet Croan believes that the pools and bilewretch were only an intermediate stage in shadow pearl production, and that the origin of the pearls must be elsewhere. The party turns to thoughts of escaping Golismorga as they hear the sound of kopru enemies entering the ziggurat two floors above.
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Post by majortom on May 6, 2009 19:47:33 GMT -4
I guess I'll have to save those questions for next week.
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Oxybe
Comic Hunter Lackey
Simply rocking out
Posts: 107
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Post by Oxybe on May 9, 2009 9:34:19 GMT -4
i won't be able to make it this week (Wednesday the 13th) as i'm working 1-10 that night.
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bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on May 11, 2009 22:29:23 GMT -4
Savage Tide – Session 42 Recap
The party is tired and drained after the numerous trials and battles within Golismorga and Holashner’s ziggurat, and loath to enter into direct combat with the remaining kopru army. Calico jury rigs a crude trap at the trap door to the bilewretch room with a vial of yellow mold while Armond creates a safe pocket dimension using the rope trick spell. The party enters the space created by the spell, confident that the enemy will be unable to reach them there.
Safe within the extradimensional space, the party watches as several kopru behemoths (three of which become visibly weakened by the debilitating yellow mold spores) and naga enter the room. The kopru and naga are clearly in dismay by the death of the kopru priest and bilewretch. Using magic, the naga detect the presence of the window allowing the party to look out of the pocket dimension, but are powerless to detect it visibly or affect it in any way. Confused and demoralized by the deaths of their most mighty, the behemoths and naga depart.
The party sleeps in shifts, keeping watch on the nightmarish bilewretch room. Rakis-Ka, the self-styled ‘scholarly’ undead devourer encountered earlier by Calico and Armond, eventually makes its way into the room. Rakis-Ka notices the window of the rope trick spell using some form of magical sight.
“You have created quite a stir among the ‘Lords of Dread’”, whispers the devourer. Armond peers out of the invisible window, appearing as a disembodied head floating above Rakis-Ka.
“Greetings to you, Rakis-Ka. What news have you of the city?”
The trapped fetus within the devourer’s rib-cage exudes a strangled whimper. Rakis-Ka caresses the smooth skull of the abomination and speaks to it in a soothing voice that sends a shudder through Armond’s flesh, “Peace now my child, you will find eternity easier if you cease your struggle. Be at rest.”
Looking up at Armond with piercing yellow eyes, Rakis-Ka answers his question, “Demogorgon’s army is finished. The troglodytes are in full rout. You have certainly made the job of the brain collector residing in Tlaloc’s crater much easier by exterminating the kopru. You have little idea of the beings in residence in Golismorga.” The devourer makes a rattling sound akin to laughter. “I think you have not heard the last gasp of this ancient city.”
“The brain collector?” queries Armond.
“Indeed. Please, I cannot abide rudeness. Will you not come out of that abode and speak to me in person?”
Armond, seeing the hunger in Rakis-Ka’s eyes, gives a strangled yelp before retreating back into the safety of the extradimensional space. Rakis-Ka eventurally moves on its way.
Freeday, 7 Needfest (mid-winter holiday week), 597 CY
The party exits the extra dimensional space and leaves the ziggurat to find the kopru of Golismorga decimated. From the ziggurat’s peak they can see scattered groups of kopru and troglodytes – some in battle with each other, most retreating. The group decides to make a cursory search about the city before taking their leave and heading back to the Brandy Jezebel and Calico’s crew moored in Galivant Cove on the surface. While casting about the city the party is attacked by Rakis-Ka, who could no longer resist the urge to feast upon living essence. Calico is first caught unawares by the devourer while scouting ahead of the party and is paralyzed by Rakis-Ka’s vile touch. Luckily, the other party members notice Calico’s suddenly strange behaviour up ahead and rush to help him. Rakis-Ka is overwhelmed by the party and its evil spirit is finally sent on its way to the fiery pits of Hell.
Deciding they have finally had enough of Golismorga, kopru and ‘scholarly’ undead, Armond casts a teleport spell instantly transporting the party back to the deck of the Brandy Jezebel. After brief counsel with the crew, Calico orders the anchor hauled and sails unfurled. The party leaves Galivant Cove, the stench of troglodytes, and the memories of the insane aboleth city of Golismorga behind them....
So ends The Lightless Depths, part six of the Savage Tide.
Godsday, 4 Fireseek, 597 CY
A favourable wind speeds the Brandy Jezebel south along the coast of the Isle of Dread, bringing the welcoming docks of Farshore into sight on the fourth day out from Galivant Cove.
Lavinia greets the party warmly on their arrival, thrilled at the news of their success with Emraag the Glutton and the destruction of the koprus’ shadow pearl incubation operation.
“My friends, Croan, this is promising news. I only wish this were the end of it, as it should rightly be. You have all given so much not only for me, but for Farshore and, indeed, Sasserine itself. Alas, we have a new arrival here who speaks dreadful tales of the plateau in the centre of the island, the site of the ancient city of Thanaclan, also known as the City of Broken Idols – tales that lead me to believe that the City of Broken Idols may be the seat of the demonic influence that permeates the main island. Not only that, but the intelligence you gained from the troglodytes suggesting there are many of these terrible shadow pearls loose upon the world is most distressing.
“If what our new visitor says is true, you have already met him. His name is Jakara. He waits at my villa; let us go speak with him.”
Back at the Vanderboren estate, the party meets with Lavinia, Vesserin Catherly, and Jakara, the Olman warrior they rescued from the troglodyte village of Lagroat. They listen to Jakara’s story:
“Ah, my saviours! Thank you again for delivering me from the cursed cavern. As I promised you then, I have a tale to tell you. I have spoken with you resident priest here, and with your lovely patron as well, and they have highly recommended you for the task my master has set me upon.
“I am of the Tiger Clan, yet my people are not those of the Seven Villages south of the wall. My tribe dwelt in a narrow valley in the mountains west of the central plateau – at least, until recently. We have long known that there was a darkness atop that taboo place, that our ancestors once dwelt there, and that they angered the gods and made this place what it is today. We do not go there. It is not safe. And for some time, what dwelt there remained there as well.
“Yet of late, things have changed. The demons who dwell in the City of Broken Idols have turned their attentions outward, and earlier this year my tribe was slaughtered by men wearing the skins of demon tigers. I alone survived, and long were the nights I contemplated a suicide trek to the taboo heights to avenge my kin. Yet before I fell to such a lure, I met a man from your world. This was Noltus Innersol.
“He had already gathered a flock from the island’s other tribes. Lizardfolk and phanaton and Olman alike followed him, and his words were captivating. I found much wisdom in his words, for he too had long fought against the demon host. He seemed particularly taken with my totems, and my focus in opposing the demons. For a time, I traveled with him, and helped to gather more followers. Noltus had learned of the lost village of Mantru, and his goal was to travel there, atop the central plateau, and rescue the villagers from whatever peril kept them isolated from their kin.
“Yet he was also taken with my skills. He decided he would lead his followers to bring the word of his god, Pelor, to the heights, yet asked me to carry a message to your tribe of Farshore. He also asked me to spread the lore of the totems to the people of the Seven Villages – it has been the wisdom of my tribe to keep such knowledge to ourselves, but I see now that it can serve no purpose if I am the last.
“Before I made it to Farshore, alas, my trail was discovered by the skin-wearing fiends. I defeated them, but not before one of them stole my mind. I was not long until the troglodytes captured me, and thus my state when you discovered me wretched in their cage. It is only by the luck of Tonatiuh that Noltus’ message wasn’t found by the troglodytes. I have it here, and your priest and patron have read its contents. They wish you to read it as well.”
Jakara passes Noltus’ note to Armond, who reads it aloud to the rest of the party:
“To Vesserin Catherly –
“My friend, I write you this letter to inform you of a most terrible discovery. Know first that the man who carries this letter is also a friend, and that his skills and techniques for standing against the daemoniac host may well serve you and the people of the Seven Villages well in the months to come. Learn from him, for what he has to teach is of great value.
“But to the news at hand. I had decided to follow up on the Olman tales of the village of Mantru, that isolated tribe dwelling in Thanaclan’s shadow atop the plateau. I had hoped to contact this village, to bring the Sun Father’s hop to them, for as you will recall, I believe I can use their worship of violent Tonatiuh to my favour. Pelor and this savage deity have more in common than my brethren might admit. The Stone of the Sun and the Moon all but proves it. By showing the villagers of Mantru Pelor’s wisdom, I had hoped to civilize them.
“Yet from all appearances, Mantru may be lost. You are well aware of the rumours that something dire has taken up residence in the City of Broken Idols. The Seven Villages call the central plateau taboo for strong and true reasons. Yet what dwells on high is no longer content with the ruins of Thanaclan. The man who brings you this letter is proof of this fear, for his tribe was slaughtered by savage heathens from the central plateau. Men who wear the skins of daemons, and who kept those they capture alive for unknowable reasons before they return to their lair in the City of Broken Idols.
“I have seen evidence of these heathens at work elsewhere, and have even encountered some of their dead. Yet I do not fear them, for no daemon can withstand the purity of my convictions. I shall lead my new followers atop the central plateau. We shall deliver the children of Mantru from their oppressors and defeat the fiends. Yet should clouds of the fall of night keep Pelor from my side and should I fall, know that the evil that broods in the City of Broken Idols does not rest. If you should seek to follow in my footsteps, bring with you the Stone of the Sun and the Moon. I have come to believe that it may hold the key to what destroyed Thanaclan low so long ago.
“I do not fear for my own life. Pelor has set me upon this course for a reason. With Bulgan’s constant companionship, I am never alone on my quest. But I do fear what these fiends might try if none beyond me take up arms against them. If I do not return, I ask only that this missive be sent on to Lady Gosalar of the Sasserine Dawnhouse as my final testament.
“Your friend, Noltus Innersol.”
Vesserin shows the party the Stone of the Sun and the Moon, a stone disc depicting a series of stars, moons and suns surrounding a serpent – Quetzalcoatl, god of the air – coiling around three humanoid figures – Tezcatlipoca (the god of the moon), Tonatiuh (the god of the sun) and Quetzalcoatl in human form holding court over the others. The three deities preside over an object in the centre of the disc that appears to be an Olman longbow. Vesserin explains that the fact that the three deities are depicted working together is strange, since they are traditionally enemies, and that Noltus believed that the bow in the centre was in fact the illustration of a weapon the three deities came together to create. He suspected that the carving was somehow a map to the location of this ancient weapon.
“Come,” we have heard Jakara’s story. “You must be exhausted from your journey and trials beneath the island. Take your rest tonight and we can discuss our next course of action in the morning. Meanwhile Croan, you and I have certain…business to attend to. Shall we?”
So begins City of Broken Idols, part seven of the Savage Tide.
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bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on Jun 8, 2009 23:02:25 GMT -4
Well, it's been a while since we've had a recap. This is from session 43, which we held a few weeks ago. I'll get something up soon for the action-packed session we had last week. Love that titanic crocodile!
Oh, I can't remember the Professor's name (Jeff's character). Someone enlighten me and I will update the post.
Savage Tide – Session 43 Recap
4 Fireseek to 6 Readying, 597 CY
The party spends the month of Fireseek recovering from the mad pace of events leading up to and immediately following the Crimson Fleet attack and raid on shadow pearl crafting in Golismorga. Some members of the party use magic to travel back to Sasserine, barter with the traders of the Merchant District, beseech the alchemists and master crafters of Witchwarden Tower, and take in the pleasures and distractions of the great city. The party is joined by Professor ??, a wizard and naturalist eager to explore the unknown wilds of Oerth.
Freeday, 7 Fireseek, 597 CY
Ready at last to take on the task of unearthing the fate of Noltus Innersol and exploring the extent of demonic influence on the central plateau of the Isle of Dread, the party teleports to a location just east of the plateau using detailed descriptions from Jakara.
The thousand-foot high cliffs of the plateau tower in the distance, shrouded in fog and mystery. The party makes its way through the thick jungle and finally come to an ancient stone causeway fording the mighty Thanegioth River to the lower expanse of the plateau’s southern cliffs. Taking its time crossing the broken causeway, the party arrives atop the plateau in the late afternoon. The plateau is oddly silent, bereft of the constant banter of jungle birds, insects, primates and other animals. A heavy fog shrouds much of the grass-covered plateau, broken here and there by copses of jungle heavily laden with moisture. The party follows a trail towards the centre of the plateau for a mile or two when Professor ?? notices the faint evidence of lizardfolk tracks. Remembering Noltus' zeal to convert the lizardfolk tribes of the Isle to the worship of Pelor, the party agrees that this is a good sign. The lizardfolk trail soon leads off of the main path, and the party decides to follow, hoping to find evidence of Noltus.
After several more miles, just as the party is thinking about setting camp for the night, the sound of a conch shell breaks the silence. Out of the mist appears a tall lizardfolk of noble countenance flanked by a number of lizardfolk followers. The party is initially cautious, but Croan quickly recognizes the holy symbol of Pelor around each lizardfolk’s scaled neck.
“You do not have the look of the diabolists rumoured to reside in ancient Thanaclan, and you smell more of civilization and industry than blood and ruin.”
“My name is Rissashtak. I greet you in the name of Pelor; may his rays bring you warmth.”
The party greets Rissashtak and joins his band around a small fire. Over a simple meal of roasted fish and greens, Rissashtak tells the party that Noltus led his band here to the plateau in the hopes of finding the Olman village of Mantru, which is rumoured to exist within the confines of ancient Thanaclan at the heart of the plateau. Noltus left with six of Rissashtak’s brothers several days ago and has not been heard of since. Rissashtak fears the worst and has lately been debating whether to seek Noltus himself or return to his tribe in defeat. The party, likewise, tells Rissashtak of their own quest to find Noltus and their belief that the demonic presence in Thanaclan, the City of Broken Idols, is responsible for the creation of numerous shadow pearls.
No sooner has each group finished its tale than one of Rissashtak’s scouts comes bounding into camp proclaiming Noltus’ return! Noltus and six lizardfolk companions (and his dog!) appear out of the mist, unkempt and somewhat worse for wear. Rissashtak rises to greet Noltus, overjoyed by his return. Professor ?? notices that neither Noltus nor the lizardfolk display their Pelorian holy symbols and whispers this to the rest of the party. Immediately suspicious, Valorian concentrates in an effort to judge the presence of evil intent in the newcomers and senses a very tangible vileness.
Calico accompanies Rissashtak and converses with Noltus, questioning him on the events of the last few days. Noltus tells the group that he found Mantru deserted and was captured by skinwalkers and taken to Taboo Island at the centre of Broken Lake, in the heart of ancient Thanaclan. Only by the grace of the Sun God was he able to escape with his lizardfolk followers.
As conversation wears on, Noltus, his dog and six lizardfolk companions are finally revealed as demonic imposters – a shape-shifting maurezhi demon, a hulking slavering demon-wolf, and six skinwalkers. A fierce battle ensues and all of the demons are defeated except a spellcasting skinwalker who manages to escape via teleportation. Five of Rissashtak’s lizardfolk lie dead; Rissashtak himself is uninjured but shaken by the death of his tribesmen and, presumably, the real Noltus. The party stays in the camp for the rest of the night before sending Rissashtak off to Farshore in the morning. After breaking camp the party heads closer to the plateau’s interior, hoping to find Mantru and possibly confront the skinwalker stronghold in Thanaclan.
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bytor
Gurps vs. D&D Debate Champion
Posts: 78
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Post by bytor on Jun 19, 2009 17:38:31 GMT -4
Savage Tide – Session 44 Recap
Starday, 8 Fireseek, 597 CY
Armond, Valorian, Calico and Perry, Shump, Croan and the Professor follow the faint path into the centre of the plateau. Through the mist and fog the artifacts and ruins of the City of Broken Idols, the realm of Thanaclan, capital of the Olman Empire of old, grow more apparent as the party approaches the heart of the plateau. At noon the shores of Broken Lake become visible – the fog hovering over the still water like a diaphanous shroud. Off in the distance to the northeast in the centre of the lake looms a darker shadow – perhaps Taboo Island spoken of by the demon wearing the skin of Noltus.
The path leads down to the water’s edge and a small collection of eight thatched lodges: the village of Mantru. Shump flies invisibly above the quiet, apparently abandoned village, and intones a chant allowing him to see hidden things. The rest of the party slowly advances toward the village, wary of ambush. Shump immediately sees four large serpentine forms in the village. Two of the winged, feathered snakes turn their attentions to Shump despite his efforts to remain invisible, while the other two fly towards the rest of the party. Recognizing the creatures as couatls and recalling their friendly encounter with Tonatiuh while preparing for the Crimson Fleet attack, Shump dispels his invisibility and addresses the approaching pair.
“Hail friends! We mean you no harm. Glad to see your kind here as a matter of fact!”
“We are Centeotl, Nahuatl, Teteoinan and Xolotl,” speak the couatls in unison. “You enter the cursed village of Mantru, forsaken by the gods and violated by the children of Demogorgon. Here lie the remains of Umlat, the last priest of Mantru and child of Quetzalcoatl, father of the firmament and the Giver of Law. We keep watch until worthy heroes come to bid Umlat the farewell he deserves.”
“What of the rest of the village?” asks Shump.
“The village of Mantru is no more. Only Umlat remains,” responds Centeotl and Nahuatl. “And by what gauge to you measure heroes to be worthy?” asks Armond of Teteoinan and Xolotl as the main group enters the village.
“The Law Giver is Quetzalcoatl’s title, yet he is as fond of jokes and riddles as he is of justice. We shall know these heroes, for they will have the answer to one of the Law Giver’s favourite riddles.”
The four couatls speak again as one: “I came back from the land of the lodestone’s scorn. I came back with the sun when the sky was new born. I came back in the shadow as the day met its end. What one place in four have I never been?”
“North. You have never been to the north,” answers Armond.
“You are correct. Come, Umlat rests this way.”
The couatls lead the party to a larger hut on stilts in the lake where Umlat’s corpse rests on a bed of fresh flowers (prepared by the couatls, presumably). The corpse bears deep claw marks on the neck. As the party approaches the body with the four couatls looking on, a ghostly form arises from the corpse. It speaks to the party in Olman:
“I am Umlat, devotee of Quetzalcoatl, father of the firmament. You bear witness to the fall of Mantru. I may tell you what I know, but only if asked the right questions. You may each pose one query.”
Each of the party members asks a question of Umlat, and before his spirit finally departs the material world they learn that Mantru was attacked by a band of fiendish savages who wore demonic lion skins. Umlat recognized several of the skinwalkers as former young warriors of Mantru who had rebelled against the village elders. The leader of the attack was a horrible watery demon with bulbous yellow-orange eyes that observed the raid from the lake and killed Fano, Mantru’s strongest warrior, with a lethal rune. Shump recognizes the demon as a wastrilith, while Armond suspects the rune was a symbol of death spell.
Umlat himself was killed by a powerful demon-ghoul that fits the description of the maurezhi demon that had taken on Noltus’ form. Finally, the party also learns that the skinwalkers are not the only children of Demogorgon present on Taboo Island, but that there is another faction of koprus present there, and that the demonic host is presided over by a mighty aspect of the Prince of Demons.
After Umlat’s story is told, he bids the party and couatl protectors farewell, and his spirit dissipates. The four couatls thank the party and bear Umlat’s body to Quetzalcoatl’s realm.
The party uses two Olman outrigger canoes from Mantru to cross the lake towards Taboo Island. Valorian heads out ahead of the two canoes mounted on his swimming rhino mount. About a mile into the journey, halfway to Taboo Island, the Valorian and his mount Thunder are attacked from below by a titanic crocodile, a gargantuan creature – the ultimate crocodilian specimen. The titanic crocodile attempts to devour Thunder whole, while Valorian slashes wildly from inside the massive reptile’s mouth. Croan, Professor Veeblefester and Armond throw spells and attacks from their canoe as the creature towers above them. In the other canoe, Perry grabs Calico and throws him onto the crocodile’s back. Calico’s knives dig deep into the monster’s thick flesh and hit a painful nerve, causing the crocodile to drop Thunder and Valorian from its mouth – directly onto the canoe carrying the Professor, Armond and Croan. The three adventurers are tossed from the canoe like playthings – the armoured Professor Veeblefester struggles to stay afloat. Moments later the beast comes crashing down, smothering Valorian, the Professor, Croan and Armond under its bulk. The four finally come gasping and sputtering to the surface. The continued assault from the five adventurers finally brings the thrashing beast down, its spectacular bulk floating in a mess of blood and broken canoe. The party members carefully situate themselves in the remaining canoe and paddle towards Taboo Island.
The jagged volcanic cliffs of Taboo Island finally come into view, towering over the tiny outrigger canoe and the wet and bedraggled Farshorians within it. The party paddles near the cliffs, looking for evidence of some activity on the forbidding shore. They soon come to a large rent in the sharp cliffside – a set of stairs flanked by imposing pillars, leading to an entrance into what appears to be an ancient Olman temple. Wharfs of sodden wood extend out into the lake from the bottom of the stairs, and a huge, hemispherical net tied to stone posts encloses the entire space.
Shump cuts through the net and a piercing shriek immediately cuts through the mist, alerting any nearby to the presence of intruders. The party climbs out of the canoe and onto the wharf. Startled by a noise behind them, they turn around to see a glistening black, eel-like creature emerge from the murky water – the wastrilith demon spoken of by Umlat.
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