During a showdown against the Elf-King who dwells in the dungeons beneath the Azure Tower of Vyzor, in his own throne room, Barnabus Sleet was attacked by the Elf-King's guardian creatures and had his right foot ripped off and a life-energy level drained from him before the throne room collapsed and the battle ended as both sides retreated. Laurantha also had her left hand mangled, and you can read her account of the battle here.
Because of these grievous hurts, Barnabus Sleet gathered a small company with him to go and seek out the Shrine of Aesclepius-Apollo where, on another expedition, his apprentice Emma Brighteyes had been cured of her malaise from a lost life-energy level.
the Party:
Barnabus Sleet (muscle wizard)
Jaina, Son of Folg (thief)
with Dale (fighting-man valet)
Magic Meryl (halfling, formerly magic-user)
with Tiberius (normal mercenary) and Galahad (orc mastiff)
Frigga (a witch)
Fulvia (NPC cleric of St. Ursula)
Laurantha (B/X Elf, my own character, but she was just along for the ride)
various livestock being taken to the shrine to be sacrificed
and some lackwits formerly enslaved by a lamia
The party started off in the city of Calpurnia, because IRL the plan had been to go to the Old Forest Keep, until the battle with the Elf-King happened and Barnabus needed healing. In Calpurnia, they acquired what they needed for the sacrifice to Aesclepius--Barnabus spent 1000 gold on flawless oxen, good wine, and fine incense, as well as a little bronze foot and another token to represent what needed healing. Frigga purchased a sheep and a chicken because she was interested in sacrificing them to Apollo and divining places to learn more arcana.
They then set out for Sweetwater, a town south west of Calpurnia on the King's Highway, and the town nearest the abandoned shrine. This journey took a week, so I rolled once on my On the Road table ... and in the middle of the week as the party was traveling along, they were suddenly attacked by insectoid horrors that burst out of the ground to attack Tiberius and Laurantha. But the attacks missed, and Meryl cast phantasmal force to create illusions of more party members with the intent that the illusions be attacked by the insects and the party could flee. But I rolled a morale for the insects being suddenly confronted with so many more things than expected, and they actually started digging themselves back into the earth. And so the company continued on their way.
In Sweetwater, Barnabus hired Fulvia from the local shrine to St. Ursula, as the sacrifice to Aesclepius requires a cleric of Good alignment to do it; they also picked up the lackwits left at the shrine last time, intending to take them to the shrine and have them healed of their lost wisdom (lost from the lamia's touch). The party then set out for the shrine; and immediately discovered that two weeks of their rations had spoiled (it was a random roll on one of my wilderness encounters charts), so they had to go back to Sweetwater to pick up more rations. They also considered casting a curse on the merchant who sold them the bad rations, one Thidrek of Calpurnia.
The only other encounter I rolled on the way was with hippogriffs, which meant merely that the party happened to see a herd of the creatures cavorting in the air over the hills to the east.
I did also mention the dragon that dwells in those eastern hills and mountains, which they glimpsed at a great distance only as a shadow of a serpent soaring through the air on great wings.
What I failed to mention was that the stars are singing--even this far south of Brakeridge and the Greyhame mountain, people can still hear the stars singing at night, though it is fainter.
Anyway, the party arrived at the shrine without trouble and looked on the old ruin of the shrine above ground, which is essentially a shell of classical-style columns and carvings, with a stair down in the far east wing where is depicted a man bearing a snake-twined staff; and another stair down in the far west wing, where are carved images of a handsome young man with a lyre charming birds and beasts or riddling with sphinxes and old gods.
There was some confusion as to which stair to take, but Fulvia ultimately pointed out that Aesclepius is the healing god, and that his accouterments include the snake-twined staff. So down the eastern stair they went. Meryl had a map from the last expedition, and so they quickly traversed the first rooms to the great hot spring pool where supplicants incubate to receive healing from Aesclepius. To the east of the hot spring is a smaller room wherein stands the altar and idol of Aesclepius; but looking into this room, the party discovered that another idol had been erected behind the altar, a crude idol carved from a great tree trunk with one thick limb in particular jutting up with a clear resemblance of an erect phallus.
Barnabus took down the new idol and had it chopped up to burn (to use in the fires required for burning the sacrifices), and then Fulvia took over and began the sacrifices. These are like any classical sacrifice, with the oxen slaughtered, their thigh bones, entrails, and fat burned on the altar while their steaks are cooked up and eaten by the supplicants and priest. Wine is poured out over the fire and then drunk in great quantity, while incense is burned and its smoke blown over the idol to please the god. All this takes a while, so I rolled a few wandering monster checks--alas! nothing came by to check out all this noise.
After the sacrifice was completed, Barnabus, Laurantha, and the lackwits still needed to incubate at the hot spring for a while, and so the rest of the company took their leave--Frigga, Meryl, and Jaina all set out back for the stairs to head down the west side and seek out the divining room of Apollo. Meryl had some trouble reading her map and took the party into a room labeled as having an Apolline statue, only for the party to find themselves confronted with a giant and his cronies and a large pack of wolves.
"What are you doing in here, man-things?" the giant boomed at them. "Come to raid this place, eh? Well get out, before I crush you!"
But as the giants approached to do just that, Frigga piped up, declaring herself a witch of the north, come to look for lore in the divinations through entrails.
"You know some lore, then, do you?" the giant asked, and a light came into his eyes. "Well--perhaps you can divine something for me then, too?" The party agreed--Frigga had brought an extra animal just in case she needed extra entrails--and the giant introduced himself as Vargir, son of Vanr, and then started leading the way to the proper chamber (not the one Meryl had just led them to). Along the way, some of the wolves peeled off and went in another direction, boding ill ...
Soon enough, the giant showed them into a room with an altar and an idol to another god, the handsome young man with the lyre, and a ceiling set with glittering stones in the shapes of the constellations at night. The giants gathered along the west wall and eagerly awaited to see some sacrificing and entrails-reading. "Tell us how to slay Yamir," Vargir ordered Frigga (who then had Fulvia do the sacrifices).
The answer to that question was, Fulvia declared, "A sword of truth." To which answer the giants fumed and stamped their feet. "We already knew that! That is his doom--but what is it?"
Frigga then stepped up and tried to read the entrails for more information, but found nothing. But she agreed to "read the entrails" of the other animal for the giants while secretly telling Fulvia to answer her question, which was, "Where can I find more witch-arcana to learn?"
So Fulvia did the whole ritual again, with Frigga "helping" and ultimately Frigga declared that a sword of truth must be made from the teeth of the dragon in the mountains that they had seen, as dragons are very ancient and powerful, and because of their ancientness closer to the truth at the moment of creation, or some such humbuggery. "Eklereath's teeth?" Vargir grumbled. "He seems rather a young dragon for such a thing ... still, if that's what you say ..."
Meanwhile, Fulvia whispered to Frigga that she had read something about "nine eyes" and "crows in the forest" and "an old castle", from which clues the party came to the conclusion that Frigga could learn her crow-summoning arcana from the crows that dwell on or around the Old Forest Keep.
Now, while all of this was happening, Jaina son of Folg was pickpocketing Vargir. She (yes, she, I don't remember the particulars as to why Folg's son is a girl, but so she is) pulled out a couple handfuls of gold with successful checks and but then decided to go big, because Vargir's bag looked like it contained quite a lot of coin. So she started emptying her own backpack and large sacks in the background, comedia dell'arte style, while everyone else was paying attention to the sacrifices. She then slit the bottom of Vargir's bag and, with another successful check, managed to gather 5000 gold in her sacks.
A great howling began to ring through the stone corridors of the dungeon at this point, and Vargir pricked his ears and then declared, "Sounds like Navitnir has got wind of your presence. You'd best be out before he catches you." Because the party had done him a good deed, he allowed them to flee out the door--and just in time, as a huge pack of wolves came surging out of the darkness to the west. The party fled, wolves panting at their heels; at the top of the stair, Meryl used her halfling stealthiness to hide nearby while the party fled down the eastern staircase. Then, as the wolves boiled up, howling, Meryl cast phantasmal force creating illusions of the party fleeing down the hill, out into the wilderness ... and the wolves howled and went straight for them. Meryl then fled down the east staircase after her fellows.
Returning to the hot springs, the party found more than just Barnabus, Laurantha, and the lackwits--with them now, was a great turtle, its shell mossy but with glittering gold inlaid below the growths, pontificating about esoteric metaphysics and turtlian dialectics; and interrupting the lecture constantly with crude jokes or bad faith arguments, and shrieking with weird laughter at the turtle's discomfiture, were a gang of yellow-eyed hyena-headed creatures--obviously gnolls.
The party was confused by the presence of these things: "You guys weren't here last time!" Meryl said to the gnolls, to which they laughed and responded, "Sure we were!" It came out that the idol that the party had destroyed was theirs, and now they needed a new one, so they sent their human slaves out to collect a tree and drag it back in, down the stairs to the hot springs. The party was content to wait and kind of play along, but when they saw that the slaves were just going to hack out a crude image, taking even more time, Meryl decided to try to scare the gnolls off. With another casting of phantasmal force, she created an image of Melodeia, the scorpion-lamia from the last expedition, rising from the hot springs.
In response to this, the gnolls got spooked, but rather than running turned menacing. Their laughter became eerie and forced morale rolls for NPCs (who all failed and started to try to flee), but the party got the drop on the gnolls with high initiative and Barnabus leapt to the attack. He and his floating fists (he has two or three that follow him around anymore) killed four gnolls in his round alone, while Meryl cast sleep over another four gnolls. These losses were enough to scatter the gnolls, and the party then elected to depart the dungeon, as their healing was complete, and they had managed to acquire a fair amount of loot.
Through the use of invisibility 10' they returned back through the wilderness without incident, and that was that--Barnabus had a new foot and had regained his level, the lackwits were (mostly) restored from their idiocy, and Laurantha was healed of her wounds (though her lost fingers she actually replaced with magic fingers created by powerful wizard Pete Loudly).
... 'What about a little light?' said Bilbo apologetically. ---- 'We like the dark,' said all the dwarves. 'Dark for dark business! There are many hours before dawn.' ---- ... 'We are met to discuss our plans,' [said Thorin], 'our ways, means, policy, and devices. We shall soon before the break of day start on our long journey, a journey from which some of us, or perhaps all of us ... may never return.' ...
Showing posts with label calpurnia. Show all posts
Showing posts with label calpurnia. Show all posts
Monday, February 12, 2018
Tuesday, January 16, 2018
Session 25 of the Old Forest Keep Game
Session 25? Where are the other sessions? In my handwritten campaign notes ... this 25th session was the first online game I've run in this setting, and the first I'm recounting here. This may mean that I recount future sessions in this game here as well.
Anyway ...
The characters:
Magic Meryl (random advancement halfling) and Galahad (orc mastiff)
Radmachar Whitebeard (cyborg pirate)
Rakka (orc muscle witch) and Amonsay the Immortal Constrictor (some kind of snake demon)
Gnarles Crackledust (gnome illusionist)
and a mad scientist and his lock-picking specialist (Chris P.)
In town, the characters gathered a little bit of information about the Cult of the White Dragon which presumably uses the dungeon under the Old Forest Keep as its base of operations for a campaign of brigandage, and Radmachar hired Manlius as a mercenary, while Magic Meryl hired Tiberius. Magic Meryl took on quartermaster duties and bought rations for everyone (the dungeon lies three to five days from town depending on my die rolls representing weather), and then the party set out through the woods toward the dungeon.
Some bad weather lengthened the travel time to five days altogether. Nothing happened for the first four days but rain, but on the fourth night, a group of giant ants marched right through the middle of the party's camp, carrying dead humans. Meryl cast sleep over the ants, and the party investigated the bodies, and found them to be dead bandits wearing white armbands, and a couple wearing cloak-pins in the shape of white dragons--these the party took, and then they slew the ants as they slept, and then continued their rest.
Then, on the fifth day, the party came into sight of the keep--which is not really a keep, as only the gatehouse remains standing, the old castle's curtain walls all thrown over and the actual keep having collapsed long ago. This keep was once a bastion of Law against the Chaotic Elves of the eastern Dwimmerholt forest, but has fallen into disrepair and been filled with Chaotic monsters and cultists. As the party approached the keep, a murder of crows rose up from the trees around them, alerting the orcish figures on the gatehouse top to their approach.
Before the orcs could send out a patrol, Gnarles Crackledust cast a spell of mass invisibility over the party (from a staff, I think), and then the party simply walked around the gatehouse to what was once "inside" the bailey, but which of course is now just open ground--from that side, they could see two doors, one entering the eastern tower of the gatehouse, the other into the western tower. So the party went to the first door and listened--and though they all failed to hear anything, Meryl's mastiff Galahad's hackles went up and he pointed at the door, indicating orcs on the other side (it was also at this point that we remembered that Rakka and Galahad probably wouldn't get along, she being an orc, he a mastiff bred and trained to hunt orcs).
Fortunately, the orcs had already passed on when the party opened the door; so they entered the dungeon and went through a first couple of rooms, one being merely a sleeping chamber with old pallets of straw that smelled of orc; and the other room containing a tapestry that divided the room in two. Chris P.'s character glanced around the tapestry to the other side and saw a large spider clinging to that side of the tapestry; Rakka decided that she would take the spider on with her fists, and just talk her way out of encounters with orcs the way she did in the Aesclepius-Apollo shrine.
So Rakka went around the tapestry and Anime Leap Attacked the spider, which does something like double or triple damage--the spider survived, though barely, and in its confusion at suddenly being attacked, its attempts to bite Rakka were erratic and ineffective, and so Rakka was able to destroy it by hammering further at its thorax with her fists. She then elected to take down the tapestry, intending to clean it up with magic in town later (the party left it rolled up in the room for the moment, as it was not a small tapestry).
At this point, Meryl recalled the trap door depicted on her map of the dungeon (it was an old map she acquired from Ligurias the Sage in town), and directed the party through several rooms toward it. They found the door locked, but Chris P.'s henchman easily picked the lock, and the door was opened to reveal four human prisoners in rather bad shape, emaciated and dirty. They were wondered at the door opening but "nothing" coming through, and then even more surprised to hear the invisible party promise them freedom. The prisoners hoped that meant they were leaving immediately, but the party told them they had to wait a little bit while the adventurers delved a little more.
So, a trapdoor was indeed found; and Galahad growled low as it was opened, indicating that there were orcs down the stairs below. It was agreed to send Rakka down to negotiate, and well beyond merely chatting the orcs up, she claimed to be the fleshly incarnation of Orcus (indicating to her invisible companions to pick things up and flash their lights up and down, etc. as demonstrations of her power). The six orc guards at the foot of the stair were not well convinced ("You don't look like Orcus," and, "She just looks like a girl,"), but ultimately bowed to her and agreed to her plan to show Rakka their king's chambers, to take his gold, and perhaps to kill him.
The orcs led the party north through some corridors and then pointed to a door--"There's the king's chambers," they said. "Well, open it!" Rakka replied. "We don't have the key," said the orcs, "but you're a god--why don't you open it?" And behold, the door was unlocked (Chris' henchman picked it invisibly), which thing wondered the orcs rather more.
Everyone piled in and started looting, mostly invisibly, and the party found a number of valuables--but as they looted, a commotion was heard at the door, and a half-orc woman with several ogrillon bodyguards was there, demanding, "What the hell is going on here?"
Rakka replied with her spiel of being Orcus incarnate, but this time piled it on with an ability from her class in which she can convince several creatures per level, once per session, of a lie of any magnitude. And behold, this half-orc priestess (Trapp is her name), fell on her face before the god-made-flesh. "How can we serve you, o! Orcus? Have you come to aid us in our efforts with the White Dragon Cult to waken the dragon sleeping in the pit of the dungeon? Can you not break the enchantment that keeps it slumbering, o! great Orcus?"
Rakka-cum-Orcus of course agreed that she was there to aid them, and would create a talisman to help waken the dragon, but that she required a great sacrifice of wealth and prisoners to increase her power. "Of course--we shall have a great sacrifice for you--I will gather the tribe, and tonight in the darkness we will slaughter our prisoners, drink wine, all in your honor, o! Orcus!" Trapp declared.
But Rakka replied that the sacrifice was required immediately; and so Trapp and her servants (and the other orcs, now swept up by Rakka's authority) gathered all the valuables they could in a short time, including Trapp's cosmetic box and rich furs from her own chambers, and also a huge pile of metal ingots that the orcs had found stockpiled in the dungeon when they moved in. All of this, and the human prisoners from above, were then gathered out in the courtyard above (with the orcs complaining a great deal about the sun and the sudden forced labor). As for the prisoners, Meryl had invisibly gone up to them when the party's plan had crystallized, and warned them that they should play along with much screaming, but not to worry, the party really was going to rescue them.
Everything gathered above, and probably half the orc-tribe standing in attendance, Rakka interrupted the setting up of an altar. "No, no," she declared, "no altar is needed--I will just open up a hole directly to my realm in Hell below!"
With that, Magic Meryl and Gnarles Crackledust both conjured illusions with phantasmal force, the gnome creating a vision of Hell's maw opening, while Meryl created an illusory demon, a huge orcish figure, tarred and feathered, to emerge and start "carrying off" the human prisoners and treasure (actually being taken up by invisible characters), while Amonsay revealed itself as well in all its vasty coils to awe the orcs, etc. A number of orcs complained that their hard earned treasure was being taken by a fraud god, but using a wand of lightning, Rakka fried a whole line of them and cowed the tribe into kowtowing submission.
Now, as for the treasure and prisoners--apparently Chris P.'s mad scientist has an armored hover SUV which he had neglected to tell the party about before trekking off through the woods on foot--but now he summoned it to their location in the old keep's bailey and all the loot was shoved onto it, followed by the quickly by the various members of the party, and then the whole lot of them flew off back to the city of Calpurnia in style.
Back in town, Rakka caroused (I think someone else did too? but Rakka was the only one who failed), and in her drunkenness and going on about her coup of the orcs with a clever lie about being Orcus, she finds herself enamored of a local fellow, one Titus Iulius, a hunter who can tell her much of the wonders of the wilderness (Rakka's life heretofore has been in a dungeon, so the outside world is all new to her). If she does not maintain this relationship, it will turn sour as Titus' sisters will spread evil rumors about the orc woman who seduced their brother.
Anyway ...
The characters:
Magic Meryl (random advancement halfling) and Galahad (orc mastiff)
Radmachar Whitebeard (cyborg pirate)
Rakka (orc muscle witch) and Amonsay the Immortal Constrictor (some kind of snake demon)
Gnarles Crackledust (gnome illusionist)
and a mad scientist and his lock-picking specialist (Chris P.)
In town, the characters gathered a little bit of information about the Cult of the White Dragon which presumably uses the dungeon under the Old Forest Keep as its base of operations for a campaign of brigandage, and Radmachar hired Manlius as a mercenary, while Magic Meryl hired Tiberius. Magic Meryl took on quartermaster duties and bought rations for everyone (the dungeon lies three to five days from town depending on my die rolls representing weather), and then the party set out through the woods toward the dungeon.
Some bad weather lengthened the travel time to five days altogether. Nothing happened for the first four days but rain, but on the fourth night, a group of giant ants marched right through the middle of the party's camp, carrying dead humans. Meryl cast sleep over the ants, and the party investigated the bodies, and found them to be dead bandits wearing white armbands, and a couple wearing cloak-pins in the shape of white dragons--these the party took, and then they slew the ants as they slept, and then continued their rest.
Then, on the fifth day, the party came into sight of the keep--which is not really a keep, as only the gatehouse remains standing, the old castle's curtain walls all thrown over and the actual keep having collapsed long ago. This keep was once a bastion of Law against the Chaotic Elves of the eastern Dwimmerholt forest, but has fallen into disrepair and been filled with Chaotic monsters and cultists. As the party approached the keep, a murder of crows rose up from the trees around them, alerting the orcish figures on the gatehouse top to their approach.
Before the orcs could send out a patrol, Gnarles Crackledust cast a spell of mass invisibility over the party (from a staff, I think), and then the party simply walked around the gatehouse to what was once "inside" the bailey, but which of course is now just open ground--from that side, they could see two doors, one entering the eastern tower of the gatehouse, the other into the western tower. So the party went to the first door and listened--and though they all failed to hear anything, Meryl's mastiff Galahad's hackles went up and he pointed at the door, indicating orcs on the other side (it was also at this point that we remembered that Rakka and Galahad probably wouldn't get along, she being an orc, he a mastiff bred and trained to hunt orcs).
Fortunately, the orcs had already passed on when the party opened the door; so they entered the dungeon and went through a first couple of rooms, one being merely a sleeping chamber with old pallets of straw that smelled of orc; and the other room containing a tapestry that divided the room in two. Chris P.'s character glanced around the tapestry to the other side and saw a large spider clinging to that side of the tapestry; Rakka decided that she would take the spider on with her fists, and just talk her way out of encounters with orcs the way she did in the Aesclepius-Apollo shrine.
So Rakka went around the tapestry and Anime Leap Attacked the spider, which does something like double or triple damage--the spider survived, though barely, and in its confusion at suddenly being attacked, its attempts to bite Rakka were erratic and ineffective, and so Rakka was able to destroy it by hammering further at its thorax with her fists. She then elected to take down the tapestry, intending to clean it up with magic in town later (the party left it rolled up in the room for the moment, as it was not a small tapestry).
At this point, Meryl recalled the trap door depicted on her map of the dungeon (it was an old map she acquired from Ligurias the Sage in town), and directed the party through several rooms toward it. They found the door locked, but Chris P.'s henchman easily picked the lock, and the door was opened to reveal four human prisoners in rather bad shape, emaciated and dirty. They were wondered at the door opening but "nothing" coming through, and then even more surprised to hear the invisible party promise them freedom. The prisoners hoped that meant they were leaving immediately, but the party told them they had to wait a little bit while the adventurers delved a little more.
So, a trapdoor was indeed found; and Galahad growled low as it was opened, indicating that there were orcs down the stairs below. It was agreed to send Rakka down to negotiate, and well beyond merely chatting the orcs up, she claimed to be the fleshly incarnation of Orcus (indicating to her invisible companions to pick things up and flash their lights up and down, etc. as demonstrations of her power). The six orc guards at the foot of the stair were not well convinced ("You don't look like Orcus," and, "She just looks like a girl,"), but ultimately bowed to her and agreed to her plan to show Rakka their king's chambers, to take his gold, and perhaps to kill him.
The orcs led the party north through some corridors and then pointed to a door--"There's the king's chambers," they said. "Well, open it!" Rakka replied. "We don't have the key," said the orcs, "but you're a god--why don't you open it?" And behold, the door was unlocked (Chris' henchman picked it invisibly), which thing wondered the orcs rather more.
Everyone piled in and started looting, mostly invisibly, and the party found a number of valuables--but as they looted, a commotion was heard at the door, and a half-orc woman with several ogrillon bodyguards was there, demanding, "What the hell is going on here?"
Rakka replied with her spiel of being Orcus incarnate, but this time piled it on with an ability from her class in which she can convince several creatures per level, once per session, of a lie of any magnitude. And behold, this half-orc priestess (Trapp is her name), fell on her face before the god-made-flesh. "How can we serve you, o! Orcus? Have you come to aid us in our efforts with the White Dragon Cult to waken the dragon sleeping in the pit of the dungeon? Can you not break the enchantment that keeps it slumbering, o! great Orcus?"
Rakka-cum-Orcus of course agreed that she was there to aid them, and would create a talisman to help waken the dragon, but that she required a great sacrifice of wealth and prisoners to increase her power. "Of course--we shall have a great sacrifice for you--I will gather the tribe, and tonight in the darkness we will slaughter our prisoners, drink wine, all in your honor, o! Orcus!" Trapp declared.
But Rakka replied that the sacrifice was required immediately; and so Trapp and her servants (and the other orcs, now swept up by Rakka's authority) gathered all the valuables they could in a short time, including Trapp's cosmetic box and rich furs from her own chambers, and also a huge pile of metal ingots that the orcs had found stockpiled in the dungeon when they moved in. All of this, and the human prisoners from above, were then gathered out in the courtyard above (with the orcs complaining a great deal about the sun and the sudden forced labor). As for the prisoners, Meryl had invisibly gone up to them when the party's plan had crystallized, and warned them that they should play along with much screaming, but not to worry, the party really was going to rescue them.
Everything gathered above, and probably half the orc-tribe standing in attendance, Rakka interrupted the setting up of an altar. "No, no," she declared, "no altar is needed--I will just open up a hole directly to my realm in Hell below!"
With that, Magic Meryl and Gnarles Crackledust both conjured illusions with phantasmal force, the gnome creating a vision of Hell's maw opening, while Meryl created an illusory demon, a huge orcish figure, tarred and feathered, to emerge and start "carrying off" the human prisoners and treasure (actually being taken up by invisible characters), while Amonsay revealed itself as well in all its vasty coils to awe the orcs, etc. A number of orcs complained that their hard earned treasure was being taken by a fraud god, but using a wand of lightning, Rakka fried a whole line of them and cowed the tribe into kowtowing submission.
Now, as for the treasure and prisoners--apparently Chris P.'s mad scientist has an armored hover SUV which he had neglected to tell the party about before trekking off through the woods on foot--but now he summoned it to their location in the old keep's bailey and all the loot was shoved onto it, followed by the quickly by the various members of the party, and then the whole lot of them flew off back to the city of Calpurnia in style.
Back in town, Rakka caroused (I think someone else did too? but Rakka was the only one who failed), and in her drunkenness and going on about her coup of the orcs with a clever lie about being Orcus, she finds herself enamored of a local fellow, one Titus Iulius, a hunter who can tell her much of the wonders of the wilderness (Rakka's life heretofore has been in a dungeon, so the outside world is all new to her). If she does not maintain this relationship, it will turn sour as Titus' sisters will spread evil rumors about the orc woman who seduced their brother.
Tuesday, January 9, 2018
the Cult of the White Dragon
"... Two or three years ago it was just another snake cult ..."
(a black lotus peddler telling of the cult of Set to Conan and Subotai, in Conan (1982))
Two or three years ago, the Cult of the White Dragon was just another dragon cult trying to worm its way into the territory of Calpurnia, one of the great trade cities in the middle stretch of the King's Highway. Dragon cults are always popular with Chaotics--the Cult of the Black Dragon, the Cult of the Gold Dragon, the Fighting Society of the Red Dragon, the Followers of the River Dragon, the Storm Dragon, etc. etc. Sure, the Giants are the sons of Chaos, ever warring against the Gods of Law in the great battles of heaven--but Dragons are Chaos. Tiamat whose womb is the salt-sea, Echidna the mother of monsters, Nidhogg gnawing at the world's roots ...
And what vision better sums up the glories of Chaos than the Dragon, vast and beautiful and invincible, coiled around a gleaming hoard that could ransom kingdoms?
Anyway, these Cultists of the White Dragon sought to take advantage of the rising of Chaos in the world--as the Elves put out their strength from the Dwimmerholt, as the Giants come down from the mountains to the north, and as the Dread Wolves of Drand are heard to howl again, so too, men have turned to the promises of Dragons and Dragon-Gods that to serve them is the means to wealth and power. With whispers of power, they gathered a Cult-following from among the disaffected and the adventurous in Calpurnia, and established a secret strong place in the woods to the north wherein to worship, and from whence they began a campaign of brigandage and raiding.
Because of their brazenness, the Cult was easily discovered in their secret place by scouts sent out by the city, and then Calpurnia's senate hired and outfitted a force of mercenary fighting-men who were thence dispatched to root out and destroy the Cult. The mercenaries routed the Cult in battle and claimed much treasure that had been taken through brigandage as their right of plunder (much to the merchant princes' displeasure), but the Cult of the White Dragon was largely thought to have been destroyed by this action, and much energy was then wasted on lawsuits between merchants, senators, and fighting-men all clamoring for their proper shares.
Some time passed; banditry continued along the northern roads, sometimes perpetrated by human brigands, sometimes by orc warbands; and then about a year and a half ago, a band of adventurers ventured into the Old Forest Keep northeast of Calpurnia and returned much the richer, claiming to have found a new White Dragon Cult, but to have wiped it out. This rumor was quickly quashed, however, as the band's continued expeditions into the Keep continued to run into groups of fighting-men and priests wearing conspicuous white armbands or intricate insignia of a white worm ... all the while, banditry has continued to increase along the northern road until it is impossible for trade to continue by independent wagoner, except at great risk--all trade along the King's Highway north is now conducted in large caravans guarded by veritable armies of guards--and still, many merchants come away ruined, their fortunes looted by brigands!
And so it seems, the Cult continues to grow in secret, in the dark places under the earth.
------
As to the god of the White Dragon Cult, they worship Leukeragz-Who-Sleeps, the White Worm, the World Serpent, less a literal dragon in the world than a literary dragon, or a mythical one (or mytho-typical). This worm is said to slumber in the roots of the world, or perhaps along the floor of world-circling Ocean, and that his waking will be death--the Gods will be overthrown, and the Giants, and all Creation itself; but in his own death, slain in the struggle against the Gods, Leukeragz's flesh will split and corrupt and a new world will spring from its corruption.
These stories are well enough known through lays, poetry, and folklore that non-initiates recognize Leukeragz as the White Dragon worshiped by the Cult, but as to the meanings of the lore or the deeper mysteries of the cult (why would a cultist worship a dragon whose waking will destroy the world??)--one must be initiated into said mysteries to understand!
(a black lotus peddler telling of the cult of Set to Conan and Subotai, in Conan (1982))
Two or three years ago, the Cult of the White Dragon was just another dragon cult trying to worm its way into the territory of Calpurnia, one of the great trade cities in the middle stretch of the King's Highway. Dragon cults are always popular with Chaotics--the Cult of the Black Dragon, the Cult of the Gold Dragon, the Fighting Society of the Red Dragon, the Followers of the River Dragon, the Storm Dragon, etc. etc. Sure, the Giants are the sons of Chaos, ever warring against the Gods of Law in the great battles of heaven--but Dragons are Chaos. Tiamat whose womb is the salt-sea, Echidna the mother of monsters, Nidhogg gnawing at the world's roots ...
And what vision better sums up the glories of Chaos than the Dragon, vast and beautiful and invincible, coiled around a gleaming hoard that could ransom kingdoms?
Anyway, these Cultists of the White Dragon sought to take advantage of the rising of Chaos in the world--as the Elves put out their strength from the Dwimmerholt, as the Giants come down from the mountains to the north, and as the Dread Wolves of Drand are heard to howl again, so too, men have turned to the promises of Dragons and Dragon-Gods that to serve them is the means to wealth and power. With whispers of power, they gathered a Cult-following from among the disaffected and the adventurous in Calpurnia, and established a secret strong place in the woods to the north wherein to worship, and from whence they began a campaign of brigandage and raiding.
Because of their brazenness, the Cult was easily discovered in their secret place by scouts sent out by the city, and then Calpurnia's senate hired and outfitted a force of mercenary fighting-men who were thence dispatched to root out and destroy the Cult. The mercenaries routed the Cult in battle and claimed much treasure that had been taken through brigandage as their right of plunder (much to the merchant princes' displeasure), but the Cult of the White Dragon was largely thought to have been destroyed by this action, and much energy was then wasted on lawsuits between merchants, senators, and fighting-men all clamoring for their proper shares.
Some time passed; banditry continued along the northern roads, sometimes perpetrated by human brigands, sometimes by orc warbands; and then about a year and a half ago, a band of adventurers ventured into the Old Forest Keep northeast of Calpurnia and returned much the richer, claiming to have found a new White Dragon Cult, but to have wiped it out. This rumor was quickly quashed, however, as the band's continued expeditions into the Keep continued to run into groups of fighting-men and priests wearing conspicuous white armbands or intricate insignia of a white worm ... all the while, banditry has continued to increase along the northern road until it is impossible for trade to continue by independent wagoner, except at great risk--all trade along the King's Highway north is now conducted in large caravans guarded by veritable armies of guards--and still, many merchants come away ruined, their fortunes looted by brigands!
And so it seems, the Cult continues to grow in secret, in the dark places under the earth.
------
As to the god of the White Dragon Cult, they worship Leukeragz-Who-Sleeps, the White Worm, the World Serpent, less a literal dragon in the world than a literary dragon, or a mythical one (or mytho-typical). This worm is said to slumber in the roots of the world, or perhaps along the floor of world-circling Ocean, and that his waking will be death--the Gods will be overthrown, and the Giants, and all Creation itself; but in his own death, slain in the struggle against the Gods, Leukeragz's flesh will split and corrupt and a new world will spring from its corruption.
These stories are well enough known through lays, poetry, and folklore that non-initiates recognize Leukeragz as the White Dragon worshiped by the Cult, but as to the meanings of the lore or the deeper mysteries of the cult (why would a cultist worship a dragon whose waking will destroy the world??)--one must be initiated into said mysteries to understand!
Labels:
calpurnia,
chaos,
chaos cult,
cults,
d&d,
dragon cult,
my rules,
old forest keep
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