The Dead (True Names)

Episode 3
Third Game Day: May 13th, 2017

Scene 8: Apartment in the Tunnel; part 1

Rustling and shuffling is heard behind the door of apartment number 213 in tunnel Gnome Skull, but the door is not answered. Light continues to leak eerily from the gaps between the 'door' and the 'doorway,' which was really just a plank of wood covering a somewhat door-shaped hole. With no answer from inside, the party opened the door (sans their friends Ulias and Edorfine who were 'arrested' at the beginning of the tunnel by the orc gang members). 

The passageway that led up to the door is now so narrow in this part of the tunnel that people can only really stand single file, and the same is true for the hallway into the small apartment. The angle from the hallway into the actual room of the apartment is awkward, such that one in the hall cannot really see anything that's going on inside the apartment. 

Not even a few feet into the hallway, the party is met by a rather peculiar monk. He has the bones of fingers sewn to his face, and once Aaralynn catches a glimpse of him, it is more than apparent that he radiates evil (though even people without Detect Evil probably could've figured that out). Immediately a conflict breaks out. 

The party slowly presses the monk back into the apartment, who actually doesn't seem all that reluctant to go. Gavin hangs back in the tunnel for awhile, and Axton discovers a secret door halfway down the hall that he spends a few moments attempting to unlock…to no avail. 

For several rounds the party can't seem to land a hit on this "skeleton monk-" somehow he evades nearly every attack. Not only does he evade the party's numerous attacks, including some from rather heavy hitters like Abrang, he succeeds in landing a few hits on them. After drinking some strange, green potion, when he struck party members they wound up in a strange paralysis for several rounds of combat wherein they were totally frozen and unable to move at all, but completely aware of everything around them. After Abrang, Alzad, and the Constable all wound up paralyzed, things were looking pretty bad for the party. Aaralynn finally managed to make her way into the room somewhere in the midst of this and began making rounds on healing those in the worst shape, though there was nothing she could do about the paralysis. After Abrang recovered from paralysis, among others (like Drardam), things finally started looking up for the party…and a bit dismal for the monk. Finally, hits began to land on him. Sometime during the uphill climb of the fight, just as Aaralynn made her way to Drardam, he came out of his paralysis and went completely berserk. In the eyes of Aaralynn, who could sense those ill of heart, he glowed a glaring purple colour…he was evil in that moment. His eyes glowed with violet fire as he turned on his own party, making attempts to kill Aaralynn, who had only been attempting to keep her party safe. Unable to work on more party members during the attack, Aaralynn was forced into the defensive until someone else knocked him out. During this, someone else managed to knock down the monk as well, and for the moment, combat finally drew to a close. 

An unconscious Drardam remains on the floor for a few moments only to come around and be met by an incredulous and outraged Aaralynn interrogating him about what the actual fuck just happened. After some amount of sputtering about not remembering anything (again) and definitely having no intentions to hurt her, Aaralynn relented, but remained even more suspicious than she had before. He also mentioned something about a symbol, which after having trouble describing what it looked like, he drew and showed to Aaralynn. It looked somewhat like the tattoo that the human victim who used to live in this apartment had on his arm. Aaralynn pressed him hard about where he'd seen this, but he denied remembering. After pressing more and getting no results, she gave up, but remained determined to find out what was up with him. She healed him begrudgingly. He was a party member, after all, and he wasn't glowing anymore, so he was no longer a threat…for now. 

The monk, though not yet dead, lays sprawled on the floor, seemingly unconscious, while the party begins to search the apartment for anything of use to their investigation. Multiple crumpled up papers were found, many of which seemed to be drafts of construction plans for a single floored 'building' of some sort. The apartment is a wreck, papers and items strewn everywhere. The only 'clear' surface in the room is a stone table that has strange writing on the side. The table has long dried blood on it, as well as several, rather rancid organs from various creatures, at least one of which probably was an animal rather than a person of some kind or other.

While the party was still searching, the monk came to, though his wakefulness would be brief. He pulled a knife from somewhere on his person, sat up, and said, "I sacrifice myself to The Destroyer!" and slit his own throat. This provided yet more evidence that the team was dealing with something much larger than themselves…a supposedly extinct cult to the nastiest divine entity in their world. 

As the party continued their search, Aaralynn took particular notice of the writing that lined the edges of the stone table, and was somewhat baffled by her colleagues' inability to read it…clearly it was common (or at least it looked that way to her). Upon saying she could read it, she was urged to tell them what it said. When she read the words, which were, "I sacrifice thy blood. I sacrifice thy soul. I sacrifice all to The Destroyer, for through sacrifice I gain friends." When she read it, however, while it sounded to her like she was speaking common, the others heard only a bone crushing and rattling noise which was blood curdling. Every single one of them was terrified, save Abrang, who heard what the rest heard, but somehow, just barely managed to hear past the blood curdling noise and hear the actual words as well. When she was done, and the party recovered a bit, they drilled her about what the actual fuck that just was. Insistent that she only read what was written, which was in fact in common, and that the rest of them were just losing their damn minds and somehow became illiterate today, Aaralynn was utterly oblivious to the noises that had just come from her own throat. In frustration, Axton carefully copied the symbols, which to everyone except Aaralynn just looked like strange scratches, and showed them to Aaralynn. She looked in confusion at him, those were clearly NOT the symbols written on the table. They were just weird symbols and scratches of some sort. The rest of the party insisted that it was what was written on the table, and eventually she relented and conceded that perhaps it was just some form of writing they couldn't read but she could. She summarized what she'd read for them, which gave more evidence to the entire party that they were looking potentially at cult killings. A few party members searched the monk's body, and after finding little of note, they all took 'a break.'

During this 'break,' Gavin, Axton, Drardam, and Alzad, all had an orgy together, which managed to provoke slight applause from Abrang as post-war/combat public sex celebrations were a common custom among dwarven troops.

After a bit of discussion, it was determined that Aaralynn, Abrang, and Constable Ungart were all going to ship out to visit the evidence locker and fetch reinforcements to come collect evidence from the apartment; Alzad was going to the mayor and insisted Gavin come along, and Axton and Drardam were going to stay in the apartment in case anything else went awry. 

Scene 9a: Axton and Drardam waiting in apartment 213

While the others were out, Axton and Drardam found themselves with very little to do. After waiting around for a short while and having, thankfully, nothing particularly eventful happen, they went back to (repeatedly) screwing just to pass the time. 

Scene 9b: Gavin and Alzad at the mayor's office

While Axton and Drardam were waiting back at the apartment, and Aaralynn, Abrang, and Ungart were off to the local police headquarters, Alzad led Gavin to the town hall for a meeting with the mayor. While they were there, they informed the mayor of what had just occurred. In response to this, the mayor "gave" (for lack of a better word) them a hired cave trooper to aid in their mission, telling them that they were to go back and investigate the secret door and try to figure out what the hell was going on in his city. In addition, he gifted 'Sir' Gavin with two things. The first of these was a set of claws that had formerly been part of a dragon for him to wear over his hands, and the second was a magical box of dragonskin condoms, which would replace one every time one was taken out to be used, and was therefore limitless in its supply. With their new ally, the cave trooper, the pair set back out for the apartment. 

Scene 9c: Aaralynn, Abrang, and Ungart at police headquarters

While the others were either waiting in the apartment or visiting with the mayor, Aaralynn, Abrang, and the constable made their way to the police headquarters of Greenfire Valley. Abrang and Aaralynn to view the evidence locker, and the constable to fetch a team to investigate the apartment. When Ungart informed the captain of why the other two were present, the captain looked Aaralynn up and down and growled disgustedly to Ungart to not let the unclean one touch anything. With that, Ungart took them to the evidence locker. After a bit of time, he told them he needed to go do something and to not touch anything, and followed it by saying under his breath, "touch whatever you want, I'm probably going to lose my job for letting you in here anyway."

Looking over the evidence, the pair noticed something rather strange. The coroner's report said there was nothing unusual about the bodies, and nothing conclusive could be drawn from them. Aaralynn and Abrang working together, however, noticed that both human bodies in the room had the same tattoo, the mark of The Destroyer, that the human victim that the apartment belonged to had. They were also missing their hearts, and had been drained of their blood. Based on a small amount of what looked like brain matter around their nostrils, it appeared their brains had been 'drained' as well. This case kept getting stranger and stranger…and what's more…why didn't the coroner notice and/or note these peculiarities in the murder victims?

When Ungart returned, he gruffly ushered them out of the room. On their way out, they saw a bulletin board with all kinds of requests magically showing up on it, including multiple for battering rams to be delivered to apartment 213.

The trio then began to make their way back to the apartment.

Scene 10: Apartment in the Tunnel; part 2

Back in the apartment, Alzad and Gavin have rejoined Axton and Drardam. A full investigation and evidence collection team from the city has appeared, led by a rather studious seeming drow who spent most of his time walking around and intently scribbling on his notepad. The apartment is absolutely crawling with people. Teams of dwarves were separating evidence, bagging it, boxing it, and moving it into neat sections/piles so that it could be taken out of the tunnel and back to the evidence locker. Even the semen left on things from the party's sexual escapades has somehow been separated from everything else and put into a labeled bag. 

A wizard member of the investigative team was giving instructions to a rather inept young dwarf. He requested that the young dwarf give him paper to write something, and rather than just handing him the parchment blank request scroll he was holding, he wrote "paper" on it and began to say the incantation to send it to the request board, earning him a firm slap upside the head. The wizard took the paper from him, scribbled out the word "paper" and wrote down a request for battering rams, closed the scroll, said a short incantation, and the scroll seemed to evaporate into green smoke. It was at this point that Axton heard the conversation and asked what they were doing with the scrolls…and why battering rams are being requested. That locked door was in a narrow hallway at an angle, after all…it wouldn't be accessible by a battering ram! The wizard exclaimed something to the effect of, "why didn't I think of that?!" and scribbled down something on another request scroll, with which he also magically sent off. Gavin and a few other party members attempted to kick in the door themselves…resulting only in minor injuries for the party, and not a single dent in the door. A vain attempt.

With everything packed up and the apartment thoroughly cleaned out, the party and their new ally agreed to turn in for the night and come back in the morning to deal with the door, which Alzad said he had a plan for. 

Before they turned in for the night, Axton and Drardam went and purchased a 'charm person' potion for Axton to use on Drardam in case of another emergency like the one that had happened in the apartment when he tried to kill Aaralynn, or the one in the bar when he successfully killed a dwarven civilian.

Scene 11: The dungeon begins

The following morning, the party met Alzad at the apartment. With Alzad was a rather tired and grumpy and cramped looking orc with a horned helmet. With Aaralynn's special vision, he glowed a very dim purple…he was evil. He, however, seemed to have no intentions of harm. She remained watchful but took no action. There were also two dwarven guards who appeared very sleep deprived, having stayed up all night to guard the apartment and the door. 

At Alzad's command, the orc got down on all fours with his head pointed at the door and charged and rammed it several times until it cracked open. He stood up as much as he was able, looking rather dazed, and Alzad thrust a bag of gold pieces into his hands and sent him off. With the door now busted open, a glowing purple text in that same strange language appeared above the door. Aaralynn read it and relayed what it said to her party members, "All those that enter, be drained." Given its evil aura, and multiple party members identifying it as magic of some sort, they weren't about to just waltz through without thought. After a bit of discussion, they came to the conclusion that Aaralynn would cast "protection from evil" on Axton, who would then rush through the doorway as quickly as possible and scout the other side for traps. Unfortunately, the spell failed to protect him from the effects of the evil magic. As he raced through the door, his pores seemed to become holes directly attached to his blood vessels, and blood ran from his whole body. Thankfully, it did not last long, and Axton was overall fine. After he scouted the other side, he found no traps nearby, and the rest of the party agreed to, one by one, get through the door as quickly as possible. Some escaped the effects of the spell, some were damaged by it, but all survived. Those in the worst shape, Aaralynn healed. 

After they had more or less safely passed the entryway, they determined a 'marching order' down the narrow and crudely carved passageway before them, and began to walk onward. After a time they came to a strange room, which some members of the party managed to identify as being under the river. The room was cut cleanly, almost like a rectangular box. Either side (where they entered through and where they were headed) had a portcullis of adamantine built into it. Lining the sides were poles/pipes, which Abrang was able to identify as a type of bomb, Drardam was able to identify as being magical, and which gave off an evil aura to Aaralynn. Abrang, with his extensive knowledge of war and dwarven tactics was able to identify this as a common dwarven war tactic for invading cities. The portcullises would drop and the bombs would be triggered, the explosion contained to the small chamber would collapse the ground above it, allowing troops to invade the city through underground tunnels. While dwarven planning and construction type was clearly present, the space was not dwarven craft, but rather (as determined by Abrang) goblin craft with goblin tools and methods. However, it is a very close mimicry of dwarven craft to the untrained eye. 

After a bit of investigation of the room, the group agrees to continue forward out of the room (in case anyone set off the bombs or had the doors drop) and continue their speculations as they walked.

During their so far, otherwise uneventful trip through the tunnel, party members continued speculating about what they might be dealing with, and who could be involved that could afford the supplies to make that room. Some things brought up included the strange absence of observations in the coroner's report (made notably more strange by Ungart's assertion that usually the coroner was a very observant and meticulous man), that the coroner had been acting strange lately…weirdly happy in a way, the fact that charm person potions can have that effect, and that in the early days of the cult, charm person potions were used to get outside members of society to do their bidding. Additionally, a party member mentioned that the church was one of the only entities in the area that could afford the materials to build the chamber they passed through, to which Aaralynn took great offense. However, Aaralynn had something to offer as well- there was a man she'd met a few times at noble functions who was practically rolling in money and always gave off a bit of an evil aura who she found not unlikely at all to involve himself with something like a cult to the most evil entity in their world.

After a lot of walking, the party noticed a strange green light up ahead and halted their progression, unsure of what they might be walking into. Axton went ahead to scout and see if he could see anything without entering the room. What little he managed to see from the furthest point he felt it was safe to walk to was a room full of green fog-like mist, and what appeared to be…vibrating fungi..?


and that ends episode 3


Episode 2
Second Game Day: April 15th, 2017

Scene 5: Party is dispersing for investigation 

Before anything further occurs, Aaralynn (alone) leaves the group to go visit Thalic and ask his assistance in gaining her party access to the police department's evidence locker by speaking to Constable Ungart.

Still at the crime scene are the rest of the party members. Axton and Gavin left next, intending to go to Slog's, but (RETCON START —>) Axton saw 'the pretty shiny,' and opted to steal it. The store owner noticed him doing so, and notified his guards who apprehended him and placed him under arrest. Gavin attempted to seduce the guards in order to convince them to release Axton, but only succeeded in being threatened with himself being arrested as well. Without Axton, Gavin returns the crime scene. (RETCON END)

Back at the crime scene, Alzad and Drardam go upstairs to speak with Vog. They have a rather interesting conversation, in which Alzad struggles to translate the broken Orc, Dwarven, and Common hybrid language that Vog speaks. They obtain the information that a hooded, horned man/creature visited the pub recently and was involved in a bar fight. The pair then leave and return to outside the basement, where they meet Gavin and Ungart.

Ungart stumbles out of the basement, dazed and bloody, and shouts, "gutter-pig!" at Alzad. This causes Drardam to go off the deep end. His eyes blaze with violet fire and he attempts to run after the constable, but is apprehended by 'Sir' Gavin, who grabbed him and bear hugged him in an attempt to provide comfort. This has the exact opposite effect of comfort. Drardam responds by pushing off him and pummeling him in the face with his fists, now glowing violet. Eventually, he does manage to calm down, and is questioned by Gavin. He successfully managed to dodge nearly all of Gavin's questions. Conflict now (mostly) resolved, the trio sets out for Slog's. 

At Slog's, they speak to Slog, who speaks in a similar dialect to Vog, albeit it is more intelligent. They learn that a man with finger bones sewed onto his face took part in a bar fight and paralyzed many of the other people involved in the fight. He described them as being, 'dead, but asleep.' They then met up with the rest of the group, sans Aaralynn and Axton, at the Shield and Tankard, where they discussed their next plan of action and decided to go to the library to do some research on these strange men/creatures, while Alzad waited at the pub for Aaralynn to return. 

At the library, they research the horned man/creature as well as they are able with such limited information and come up with a few of theories, including that the horned man/creature was a tiefling, or perhaps a minotaur. 

Meanwhile, Aaralynn is at the Church, speaking with Thalic in his office. They spend a short time catching up, as they haven't seen each other in quite some time, and share some tea. Aaralynn eventually gets around to explaining her situation, and Thalic agrees to speak with Ungart at his nearest opportunity. Afterwards, Aaralynn leaves to rejoin her party at the Shield and Tankard.

Back at the pub, a short while later, Aaralynn meets Alzad who describes to her the horned man/creature mentioned by Vog, but forgets to mention the man with finger bones sewn onto his face who was mentioned by Slog. They then decide to go to the library to join the research crew. 

Upon Aaralynn and Alzad's arrival at the library, Alzad and Aaralynn speak to the librarian, who after some veiled threats and flashing of state credentials reluctantly allows the party access to the restricted section of the library. Here, they learn more of the Cult to The Destroyer, establish that the horned man/creature was most definitely not a tiefling or a minotaur, and they speculate over what/who the horned being might be. After learning about some of the common rituals of the Cult to the Destroyer, they reached the conclusion that the horned being was likely a human with calf horns sewn to his head.

Scene 6: Bar Fight

The party left the library to go to the Shield and Tankard to finish off their day. Drardam was less than pleased about going to yet another bar, and Aaralynn was a little shifty around all the drunk people, as she usually is. They were sitting at their usual table in the corner, largely minding their own business while discussing details of their case so far, when a pair of rather drunk dwarves approached their table, spewing some rather nasty things about 'gutter-pigs' and how bad they are for the city. This was obviously aimed at Alzad and Drardam, provoking a gutteral growl from Drardam and a look from Alzad that had the approximate meaning of, "I'd love to kick you into next year for that, just give me a reason." Aaralynn lept to her colleagues' defense, telling the dwarves to knock it off and leave them all alone. One of the dwarves, presumably the drunker of the two, had the audacity to call Aaralynn 'feisty' and grab her ass, earning him a slap across the face. In doing this, Aaralynn unintentionally began a bar brawl. During the course of the fight, Edorfine first cast obscuring mist, making it difficult for ANYONE to see enough to fight, and later cast ghost sound of a growling dragon, causing most of the people in the bar who still remained to flee. The two dwarves, however, still remained. One who had just walked in immediately fled. All of the party members, and unfortunately the two still very drunk dwarves, were unaffected by the spell and remained unafraid. One dwarf, weakened but still swinging, shouted "gutter-pig" at Drardam, which sent him off the deep end for the second time that day. His eyes again began to glow with violet fire, and he seemed to acquire more malice than he typically had. After a series of brutal attacks, Drardam slew the dwarf who had yelled the slur. The other dwarf saw the event, screamed that Drardam was a monster, and punched him so hard he passed out. Drardam now unconscious on the floor, the malice seemed to drain away. The remaining dwarf was knocked out by Gavin and the bar fight came to a close almost as quickly as it began. 

Abrang had by now wandered outside in search of the 'dragon' that had been growling earlier. The rest of the party remained inside while Drardam slowly came to. Still weak and unable to stand, he was, however, able to speak coherently. The instant he was awake, Aaralynn began to interrogate and berate him for his behaviour, which he swore up and down he didn't remember, nor know what may have caused anything. Aaralynn sensed some truthfulness in what he was saying, but remained suspicious and skeptical nonetheless. Edorfine didn't buy it one bit, but remained quiet. The rest of the party seemed convinced. Despite her reservations, Aaralynn did heal him and care for him for the night to heal, as he was still a member of her party, after all, and he did indeed seem to be genuine in his apparent amnesia. The rest of the night was uneventful, and everyone went home to rest until morning.

Scene 7: Tenement tunnel

The following morning, the team met up at the Shield and Tankard, as usual. Aaralynn was keeping an unusually trained eye on Drardam the entire time, refusing to allow him out of her sight. 

After a time, the Constable came into the bar to meet the group, accompanied by a rather unusual person, black and covered in spines, who was introduced as Ulias, along with his strange looking dog. They were informed of some incredibly pertinent details regarding the bodies at Vogz, and in particular the human with the tattoo. He was standalone of the bunch, and largely unknown. They'd managed to procure an address. Aaralynn tried to haggle with Ungart to be allowed to see the evidence locker BEFORE they all set out to investigate the apartment, located in a tenement tunnel in South Basin, but to no avail. Eventually she caved and conceded to go visit the evidence locker after they investigated the apartment.

When they reached the tenement tunnel, the first 'room' was almost a sort of underground dome hewn out of stone, albeit a bit crudely. Lining the tunnel as far as they could see down it were various kiosks, all of which manifested 'closed' signs and lost their keepers as the group approached. One kiosk in particular stood out among the rest. Unlike the others which only held sub-par products of some kind, this one held clearly masterworked items, all of which appeared to be torture devices. One in particular, a pair of manacles engraved with both runes of healing and wounds of inflicting wounds on it, caught they eye of Edorfine and Ulias. Despite efforts to stop them by Alzad and other party members, (RETCON START ->) they pestered the shop keeper to see if they could buy them, and when it became apparent he was stubbornly telling them the shop was closed and he wouldn't sell, they attempted to steal them. They got apprehended by some orc gang members that were functioning as guards, and taken under their version of arrest. Sir Gavin, in an effort to free them, attempted to seduce the orcs…it didn't end well and Edorfine and Ulias were dragged off, presumably to be tortured or something. Understanding they didn't currently have the resources to get their friends released, what was left of the party forged ahead with the mission, planning to come get them later on. (END RETCON)

As they made their way through the tunnel, it seemed to get quieter and quieter, whole rows of kiosks were deserted and closed, and no resident was seen outside. At some point as they were continuing down the tunnel, a breathless Axton came running up to the group from the front of the tunnel, asking them to wait up for him. Now with one of the missing party members regained, they eventually they made their way to a rickety bridge over shallow stagnant water which marked the end of the kiosk part of the tunnel. Upon crossing it and continuing a bit further, they were met by four different tunnels, each labeled in Goblin with something to the effect of a street name. From left to right, the tunnels were, "Blood Way," "Shit Creek," (that one was flooded), "Gnome Skull," and "Goblin Pride." At direction from the Constable and Alzad, the party turned onto Gnome Skull. As they continued down the tunnel, the walls got closer and closer together and more roughly hewn, and the light diminished until only those with dark vision would be able to see. Aaralynn cast a light spell onto her holy symbol to illuminate the dim passageway so that herself and all of her party members would be able to see. Eventually, they reached a 'door,' which was more a door-like slab of wood propped up against a doorway, with a small block of wood with the number "213" carved into it nailed onto it. Light leaked out from around the door where there were gaps and a scuffling noise reminiscent of footsteps could be heard inside. The constable knocks on the plank of wood and listens for a response.


and that ends episode 2



Episode 1
First game day: April 8th, 2017

Scene 1: Being summoned

Axton and Edorfine were awoken at the early hour of 3:00 AM by a very loud banging on their door, to the sounds of thunderless heavy rainfall.  Upon questioning the source of the rude awakening from the other side of the closed door, they discovered that they, and their entire party, were being summoned to the town hall by the Mayor, and they were to be there at precisely 8:00 that morning. After establishing this, they opened the door and were met by a rather tall and handsome bugbear (well, handsome as bugbears go) in drenched, but otherwise rather nice, courtier's garments. He handed Axton a small note on parchment which read, "By order of the mayor, do not arrest or kill," and was signed by the mayor at the bottom. Axton at this point decided it was a fabulous idea to ask the man if he "wanted to smash," earning Axton a somewhat withering look of disdain from the bugbear. They're asked to dress as though going on a job.

Scene 2: Collecting the crew

Edorfine and Axton agree that Edorfine will go collect other party members and tell them to meet at the "Deniz" restaurant elsewhere in South Basin, and Axton will meet them there, as their usual tavern won't be open yet. He first goes to Drardam and 'Sir' Gavin's residence, waking them up by hammering on the door, and informing them of this early morning's occurrence. After much grumbling about being woken up, they agree to meet at the Deniz after they get ready. 

Edorfine then goes to collect Aaralynn. Upon waking her and explaining what's going on, she gets ready and sets out with Edorfine. It is then that they realize they have no idea where one of their colleagues, Abrang, even lives. Aaralynn attempts to discuss and speculate with Edorfine about where Abrang might live, as clearly they needed to find him before their usual time, but didn't know how to locate him. Edorfine, however, had a different idea. Before Aaralynn could even think to stop him, or realize what he meant to do at all, Edorfine shot into the air several feet above the highest rooftops in this area and shouted repeatedly for Abrang at the top of his lungs. This had the opposite of the desired effect. Rather than gaining the attention of their colleague, Edorfine instead awoke the entire city local to where they were. A particularly angry individual (human), armed with a knife, came out and advanced towards the duo. They each tried to bluff their way out of it, but to no avail. Edorfine fumbled by asking if he had children, which the man took as a threat and he took a swipe at Edorfine, who shot into the air quickly after Aaralynn casting sanctuary on him, causing the man to miss. Aaralynn managed to stay safely out of range for the short span of time it took an unknown goblin, armed with knives practically falling out of his pockets, to angrily rush the man after hearing him refer to goblinoids as 'gutter-pigs,' stabbing him repeatedly and shouting, "Don't call them gutter-pigs!" Needless to say, the man didn't survive the attack.

When Edorfine landed he made a motion to again take off and yell for Abrang, which Aaralynn managed to block, convincing him to instead come with her to meet the others at the Deniz as planned, and talk with the group to decide what to do from there. 

Upon meeting with the others, after some discussion they determine it might be best to go to their usual tavern, The Shield and Tankard, and wait for Abrang there, as they typically met sometime before 8:00 anyway. When they reached the tavern, it was just opening, and the barkeep asked them rather gruffly what the fuck they were doing there so early. When they explained they were trying to track down a friend of theirs, and described who he was, they thought to ask if he'd perhaps mentioned at any point where he lived. Luckily for them, he had. The barkeep informed the somewhat incongruous group of regulars that Abrang had mentioned something about living on the eastern mountains. Armed with this shred of information, the party made their way towards the mountains. When they reached the general area, Edorfine called upon his elemental to scout ahead for them and try to find their friend. The elemental had not been long gone before Edorfine felt a sharp and intense panic from the little elemental and it rushed back to him. He flew up to speak to it and eventually determined that it had in fact located Abrang…but Abrang was cuddling a dragon inside his tent on the mountainside. After determining that the type of dragon was not typically particularly malicious, Edorfine spoke in halfling to Axton, explaining the situation. They reached an agreement not to tell the rest of the party, as they'd likely be rather inclined to try to kill it. After some coaxing, Edorfine convinced the party to allow him to go alone to retrieve Abrang. 

When Edorfine made his way up to the tent, he approached carefully, and called Abrang outside without entering. Abrang was rather worried about having been discovered to have a dragon as a companion, but was assured by Edorfine that the secret was safe. After establishing that the coast was clear, and a false alarm for soldiers on Abrang's part, which was cleared up upon a second look, they made their way back down the mountain, Abrang equipped properly as though going on a job. 

Now a complete unit, the party debated where to go for breakfast for those of them who hadn't eaten yet, and eventually settled on going to Slog's Pub, wherein most of the group ordered the signature dish, "slog," a sort of mash of some sort of grain, orange juice, maple syrup, and bacon, and Drardam ordered the weirdest thing he could find on the menu. Abrang went straight for the alcohol, much to Drardam and Aaralynn's irritance.

After breakfast, they made their way to the town hall.

Scene 3: Town hall

The group arrived at the town hall just in time, and came in drenched and looking rather out of place, save Aaralynn who had worn her courtier's garments over her chain mail, so she was just drenched and a bit over-equipped for a trip to the town hall. People seemed to make way for the group, not wanting to be near them, and the guards stationed about the large, pristine room seemed to be more on alert and gripped their weapons more tightly. They were met by the same bugbear, now dry, who had awoken Axton and Edorfine that morning, who introduced himself formally to the entire group, saying that his name was Alzad and they were to follow him. Axton made an awkward apology for his behaviour that morning. 

Alzad led the group to a door that was somewhat less ornate than those in the rest of the room, and upon opening it they were met with stairs that appeared almost eternal. Upon climbing them, they found the stairs were also so long they felt eternal as well. Edorfine cheated by flying instead of walking.

When they reached the top, they walked onto what appeared to be the roof, covered over by a large, glass dome. Here, they met the mayor, a half-orc. He greeted the party and began to explain why he called them here, when Drardam noticed his earrings, which everyone else had identified to be items of comprehend language, and for some reason instead believed them to be a device through which someone else was controlling the mayor's mind. After visibly showing some fear/nervousness, and verbalizing his concern, the mayor took out his earrings and commanded Drardam put them on to prove otherwise, which involved using the earrings to pierce his thus far unpierced ears. After a bit of complaint, Drardam was eventually intimidated into whimpering and doing as he was told. After discovering that the earrings were in fact harmless, he returned them to the mayor who proceeded with his explanation. He told the group that he needed an unbiased party to investigate the killings in South Basin, and the police force certainly wasn't that. He said he was willing to provide payment for their services, and in regards to the investigation they would be considered his employees and therefore, for once, their work would be legal and the police would be stuck cooperating with them. He informed them of the most recent killing, and the location of the crime scene that should they accept, they were to proceed to post this conversation. When he asked if they accepted, Edorfine decided it was a brilliant idea to try to 'sweeten the deal,' and as a result nearly had is wings pulled off by the mayor. After that, he finally conceded to the presented, original payment amount. At this, being the show-off he is, he vaulted out of a hatch in the dome and somersaulted out the window, flying back up and taking off, earning a small round of applause.

The party then departs to make their way towards the crime scene, expecting Edorfine to meet them there.

Scene 4:  The crime scene

The party arrives at the scene to be met by something putrid being poured from a window of the building next door, inducing nausea in those without iron stomachs. The building they are entering is labeled 'Vogz Pub,' and they are entering through a haphazard door, currently flanked by two dwarven guards, in the side of the building which leads to its basement. The neighboring building is 'Eng's Pleasure Center,' marked well by a sign above the door depicting a rather scantily-clad halforc woman. There's blood on the inside of one of the windows, as well as on the door. The alleyway these buildings create is a dead end, filled with graffiti and old, dried blood. 

Upon entering the scene, the investigators are met by eight, rather damaged bodies strewn about the overall empty basement, save the three empty shelves in the middle. Edorfine is late to the scene, but does eventually arrive. 

They are met at the scene by someone rather unwelcoming, a dwarf by the name of Constable Garl Ungart- a member of the Greenfire Valley police force. He immediately comes off rather gruff and racist, referring to Drardam as a 'gutter-pig,' right off the bat, and provoking a rather menacing growl. He immediately chooses to speak to Abrang, assuming him to be the leader because he's dwarven, and essentially tells him to get the whole lot of them off his fucking crime scene. Upon Alzad coming forward and presenting clearance from the mayor, though hissing and spitting, Ungart conceded that their presence was permitted (though certainly not welcome). 

Ungart bids the guards close the doors so that he can speak with the 'filth' in private. As the door slams shut, a previously invisible, and apparently magic sigil glows on the door. The bodies rise.

The party is initially in a rather bad predicament with the undead murder victims that are scattered throughout the room. Aaralynn, the only healer, is cornered by one of them, and much of the group is near the door and squished together so much movement isn't easy. Ungart and Alzad in particular have quite the number done on them. In the course of the battle, Drardam manages to slay one of the undead beings, making it once again merely a dead body. The other seven were not long thereafter vanquished by Aaralynn, who called upon Othar to banish the children of evil. The remaining seven were then also just harmless bodies once again.

After the bodies were no longer reanimated, and instead just decaying flesh once again, the party thoroughly checked the room and all of the bodies. They discovered that many of the bodies were missing limbs or organs. One pair of otherwise identical bodies were missing identical and opposite parts (i.e. left arm from one, right arm from the other). One of the bodies also had a rather distinctive tattoo directly over his heart. It had the image of a red 'tear drop' backed by stylized flames on a black circle. Aaralynn recalled from a religious text she'd read from once that this was associated with the Cult of the Destroyer, though they were wiped out centuries ago. The bodies had clean cuts, clearly taken apart with tools designed specifically for the job, and with almost surgical precision. 

The party had much discussion over the meaning of their findings, and speculated about what one might be using these body parts for. The prevailing idea at this time was that they might be feeding the parts to something, though the couldn't yet think of something that might have quite this specialized of a palette, or of those that do, its palette would be TOO specialized for this. They agreed to somehow do further research upon leaving, and to speak to the owner of this pub and of the other one where bodies were found to gather more information.

During the time of conversation, Ungart turns on Aaralynn, essentially asking her what gutter she crawled out of. When she informed him that she'd been raised by Thalic himself, he accused her of being a liar. When she asked for her party to have permittance to see the evidence locker from the prior crime scene, he told her in a rather disgusted tone that he wouldn't allow such low class, lying filth near the evidence, regardless of what clearance she had from the mayor. After much discussion, Aaralynn managed to convince the rather standoffish dwarf to allow herself and her dwarven colleague Abrang to view the evidence from the prior crime scene if she proved that she was, in fact, speaking the truth when she spoke of her upbringing.



*And that ends episode 1*


Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.


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