Wednesday, February 7, 2018

Guild of Heroes Session Report 1/28 - Ser Bluto's Favor, Isles of Niln

We were delighted to have another two rousing sessions with our Guild of Heroes last Sunday, January 28, 2018. The Guild of Heroes is Labyrinth's ongoing Dungeons & Dragons' campaign for young players, featuring custom characters and an ever-developing world. Our twelve heroes broke into groups and were challenged by two daunting quests, run by our DMs Camilla and Ben. Our next event is scheduled for February 17. To attempt to satisfy the huge demand for these events, we will run four tables of games, two in the morning and two in the afternoon. Slots are still available for the morning session, with registrations on Eventbrite as usual.

DM Ben - Ser Bluto's Favor (Isles of Niln - Unsettled Island)

DM Ben and Heroes
While recuperating at Fort Stonespur, our party of brave adventurers received an unexpected invitation. A terrified messenger approached and informed them that Ser Bluto Vel Alrich, commandant of Fort Kraos and self-proclaimed Imperial Governor of the Isles of Niln, desired a conference. Though Silas, a dragonborn, was all for eating the messenger, the rest of the party decided it was better to see what the fire giant captain wanted with them. To reach Fort Kraos, the party needed to hire a boat. After some failed sword-point negotiating, the party managed to enlist the wealthy Reginald P. Boatsman to ferry them across, due in large part to the musical stylings of the bard, Rowen. Ser Bluto opened their summit by interrogating the party about the Guild’s previous run-ins with the Empire. Ancestra managed some quick talking and convinced the giant that they were not responsible for the past digressions. Satisfied there was potential for future cooperation, Bluto informed the group of his reason for bringing them to his fortress. He had charged an expedition to discover the source of unnatural earthquakes that shake the Unsettled Island, but they had been attacked. The party was tasked with slaying the intruders and recovering anything the expedition had uncovered. The party approached the floating research derrick from the rear in order to take the intruders by surprise. They found the surrounding waters infested with sharks and the platform ahead guarded by a dreaded Sahuagin, a mutated water demon that looks like a malformed merperson. Eldan transformed himself into a wolf and managed to surprise the guard while the others were able to silence the following alarm. The group then had to navigate the spiderweb of floating platforms and rafts, many of which listed dangerously with the weight of the dragonborn in the group. With the fins circling around them reminding the group of the dangers of falling, they decided to split up and hopefully make the passage less dangerous. Alas, the remaining Sahuagin discovered their dead companion and attacked Sora and Silas, who had gone ahead. Frenzied by the wounds the party had previously received, the Sahuagin attacked without mercy and the group was forced into desperate action to support their besieged friends. With leaps of tremendous skill, Rowen and Jeff managed to clear a school of chum-chomping sharks and land on the raft barely wide enough for them to stand. The melee reached a fever pitch. More Sahuagin arrived, and sharks snapped at the wood beneath their feet, but our brave heroes managed to slay them all. All that remained was to raise the submerged diving platform and discover for what the empire’s forces had been killed. Ancestra threw the lever and the party braced themselves for the worst. The platform broke the surface of the waves and revealed their final foe, a Sahuagin Baron--eight feet tall with four arms, all clutching fearsome weapons. To make matters worse, a 30 ft shark had been beached on the platform as it rose, and now stood between the party and their target like a wall with teeth. Eldan tried to leap the shark, but even in wolf form couldn’t escape its fearsome jaws. Silas, too, fell to the Baron gleaming trident. Thankfully, some fine javelin work by Jeff, a stealthy stab from Rowen, and a lungful of flaming breath from Sora was enough to slay their terrible adversary. Quickly, the group revived their friends and searched the debris on the platform. Amongst corroded weapons of some ancient make, they found a single pearl, embedded in a shield, which the party took for the Guild. The final challenge for our brave adventurers was a second confrontation with Bluto. The fire giant was displeased when the party returned with only ruined weapons and interrogated them as to the truth of their findings. Ancestra held her ground and convinced him of their honesty. The choice then fell to Sora, a retired Imperial soldier, to decide where her loyalties lay. Ahead of her were Ser Bluto and a chance to reclaim the glory of her past. Behind were her new friends, the Guild she had sworn to serve. After a tense moment of consideration, Sora chose to keep her silence and side with the Guild. The mission successfully completed, the party returned to Fort Stonespur, a little richer and a little more experienced than they were when they left. Only one question remains: what will Ser Bluto do if he discovers the party’s treachery? But that’s a story for a different time...

Supplementary Report from Eldan Meliamme Oakenheel:

At Fort Stonespur we were called to a meeting with the giants in a giant stone castle in the middle of the sea. There were three ships we could choose from to sail. We tried the middle ship, but they pay was 35 gold but we only had 30. We tried to intimidate him but it didn't work so we went to the captain to the right. Our bards had him lower the price and we went to the fortress the giant said. Mysterious earthquakes were on a nearby island. He said he had a fort there that had been attacked. A dwarf took us there on his boat. The giant told us to bring all we found.

When we found the place we were looking for it was covered with giant sharks. When we got there, it was a large series of wood chained together. We got the chain we had to pull after we killed a sahuagin (shark person) we pulled the chain and two dragonborn (fighter and paladin) started fighting a pair of sahuagin. The rest of us (except the dwarf barbarian) jumped on the platform that was drifting towards the other side. The dwarf barbarian swam over to the moving platform. I turned into a wolf and jumped across, then two sahuagin appeared on a platform across from me. A dragonborn thew sahuagin guts at them. The two dragonborn attacked them as a sahuagin appeared on the fourth platform. We split up and defeated the sahuagin with a few attacks from the giant shark, then our dragonborn bard flipped the lever to bring up and inner platform. After we healed with magic the platform had a suffocating giant shark and a four armed sahuagin baron. We had to jump around the giant shark to kill the baron then, when the giant shark had suffocated, we kept a magic pearl but gave the giant armor and weapons that had stayed under the ocean for millenia.

DM Camilla - Isles of Niln

It was a dark night as the party of six climbed towards the monastery high in the mountains of Niln. They had first stopped in the villages of the hills below, where reports spoke of the usually peaceful monks who worshipped the mountain suddenly demanding tithes, though they had not done so for hundreds of years. One person they spoke to even said that their wife was taken captive, and described her should she be found. Their suspicions were raised as the group came upon a massive stone head blocking the way. Careful words bought them passage through its mouth, as well as cryptic statements about the monks above.

DM Camilla and Heroes
Continuing on, Xanaphia and Meili began to investigate the placid statues that lined the path as they neared their destination. Each was dressed in simple robes, with shaved heads, seemingly carved from a pure block of rare minerals. They picked out a set of statues in garish, fearful poses, made of crude stone, as well as the tracks that showed they had been dragged here, placed amongst the much finer works. Shockingly, one matched the description they had been given below. Something was up.

Their climb ended at a small plateau, inset with a stone garden, and heavy doors that lead into the mountain. Carousing amongst the pebbles was a rowdy group of figures, drinking cider, playing songs on drums and lute, and wearing simple robes which matched the statues. Quick to see evil, Theirastra lashed out with magic, sending one of them into an arcane slumber. The dancer fell to the ground with a thud, and the supposed monastery went silent, before the group burst into laughter, their attention turning to the newcomers. Portia stepped forwards, asking about the supposed banditry, which was strongly denied. It was however, taken as inspiration for another “visit” to the villages below.

The party trailed a half dozen of them down the mountain, when one of the statues whispered at them. It was a young monk named Seira, who had resisted the last shred of petrification. Reed, Theirastra, and Berrian trailed the “monks” down the mountain, as the other three adventurers spoke with Seira. Her words led them to a secret passageway, accessed through the massive stone head. It led into the monastery’s sanctum, where they could find three magical orbs, said to activate the defences of the monastery.

Down below, the group of three saw the monks, now know to be bandits, as they extorted money and goods from those who lived there. Poison, flame, and arrowheads subdued them, and they left them in the hands of vengeful villagers. The heroes rejoined their companions, and ventured into the mountain, finding the first two stones easily. Fleeing a patrolling guard, they came across the true monks, nursing wounds as they hid within a secret chamber. A fight with the bandits’ leader secured the third stone, though its noise woke the rest of the bandits, who came spilling out of the room where they slept.

The party sprinted, making it to the statues where they deposited the stones in waiting hands. With a groan, the statues came to life and began to hurl the weighty orbs at the bandits, quickly bringing them to their knees. Thanking the party, the monks took hold of the bandits, promising to provide them moral education and spiritual clarity.

One task remained, to undo the plague of petrification on display throughout the mountain path. As the monks began administering to their charges, the party returned to the sanctum, quickly finding a Gorgon who had been chained before an altar. One of their company was immediately struck, their skin turning to stone as the magic took hold. Quick negotiation by all befriended the Gorgon, as they offered her liberation. With gratitude, she locked eyes with their stony friend, returning their mobility before freeing the villagers the same way.

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