Mistwatchers: Session #4
Saturday, July 9, 2022
PLAYER CHARACTERS
Cormag - Variant Human Druid (Terry)
Faustus - Human Plague Doctor (Josh)
Nameless - Scary Human Shark (Danielle)
Grace - Human Brawler (Jennifer)
Grayson - Human Bard (Amanda)
MILESTONE PROMOTION
All characters are now Level 4.
RECAP
The party saved the town of Mistwatch from the evil that had befallen it, but the destruction of Faustus' companion Maggie has prompted some members of the group to seek a paying job to buy the components to restore her.
SESSION
The adventure begins at the Rickety Cricket Tavern, where FAUSTUS and GRAYSON are negotiating a job with PHILLIP ROITER, a young and nervous businessman. The local guilds have been losing influence, so the opportunity is there for PHILLIP and his partner JOHANNA STEIGLER to set up a mill and tradiing post in a marshy area near the road to take advantage of commercial traffic. The problem is a circle of stones near the location has caused the superstitious Strigany to refuse to work.
PHILLIP offers 100 Gold to investigate the site, but cautions the gold is at the camp with his partner. They each have one of the two keys needed to open the lockbox. The GAULLEE MARSHLANDS are downriver, he says, and a supply barge will take the group there in the morning.
GRAYSON says 100 Gold may not be enough compensation. FAUSTUS counters that 100 is enough to investigate, but more compensation may be required if action is needed. CORMAG just wants to see the stones because someone put them there for a reason.
Morning arrives. PHILLIP is delighted by the group's acceptance of his proposal. RICO, the boatman in charge, leads a crew of a dozen Strigany. As the group prepares to leave, a wagon arrives carrying MAMA VEDOMA, RICO’S matriarch. She's agrily shouting as they move her to a chair on the barge. GRAYSON uses magic to understand her language and hears her shouting about omens and the "Gaullee Monster."
The barge gets under way. NAMELESS finds a drunken crewmember to pump for information, a man named DRAGO, whose friends quickly flee. "They're not used to a beautiful woman," he snorts. NAMELESS compliments him. He tells her VERDOMA is all gloom and doom, but he's optimistic about getting some NAMELESS action. "Drago has great stamina," he assures her.
VERDOMA continues to offer her cryptic warnings, but most people ignore her. RICO explains she clings to the old ways that have been holding the Strigany back.
A few hours from the camp, something strikes the barge and sends PHILLIP and the Strigany toppling to the deck. VERDOMA is knocked overboard. GRACE dives in and begins swimming to the flailing old woman as a large fin breaks the surface of the water. GRAYSON shouts a warning. CORMAG identifies the creature as a Stirpike, a huge freshwater fish that will attack humans if given a chance. GRACE hits it in the nose as it swims close, but the Stirpike drags them under. NAMELESS jumps in after them and bites a chunk out of the great fish, scaring it off. A grateful VERDOMA gives Grace her blessing.
The barge suffered too much damage on the rocks. The Strigany begin tossing suppplies on shore to carry the rest of the way. GRACE’S incredible strength impresses them. GRAYSON keeps everyone's spirits up by giving information about the local flora and fauna and fun tales like “The Mud Crab and the Baker's Wife.”
The tired group reaches the camp at dusk. A grim dwarf foreman, SERGEI, grumbles at their late return and news of the destroyed barge. PHILLIP hands his key to SERGEI and tells him to have JOHANNA pay the group while he returns to his tent to clean up.
JOHANNA is a fair-looking but stern woman, angry at the way PHILLIP is spending their money so freely. She gives GRAYSON 10 silver pieces to thank the group for carrying supplies, but says the 100 gold will depend on getting results.
The group asks around camp for information about this rumored monster. The Strigany don't take such tales seriously, but they become solemn when the stones are mentioned.
Morning arrives and SERGEI takes the group by wagon out to the stones. The swamp is visible from the clearing. The circle is roughly twenty feet across and made of seven stones ranging from 4-6 feet in height. In the center is a four-sided obelisk. Before riding off, SERGEI drops shovels, rope, and pickaxes on the ground. "We need these gone!" he says.
FAUSTUS checks for magical residue. The aura is old, creating a sense that one should leave. GRAYSON examines the runes and pictographs etched into the sides. NAMELESS climbs one of the stones, and the vantage point makes it easier to notice a patch of ground devoid of vegetation, a patch GRAYSON’S magic map identifies as a grave. There are no signs of wildlife for CORMAG to question.
The group begins to dig out the central obelisk. The pictographs on the side seem to tell a story of a village attacked by a large-eyed lizard, and of the old woman who convinced the villagers to build the stones that frightened away the creature.
The obelisk is brought down with minimal damage, and the menacing aura dissipates. The corner edge of a sarcophagus is exposed. GRACE notices a handle sticking out of the dirt and pulls out a large otagonal mace filigreed with thin lines. It's fast work taking down the rest of the stones.
SERGEI returns with his wagon later that evening and looks impressed.
"We'll see if that's enough for the workers to do their jobs."
Morning arrives, and with it are cries of alarm. PHILLIP has been killed in the night, slashed by what looks like sharp claws. A search of the body does not turn up his lockbox key. Tracks of some wide, three-toed creature leads off into the swamp. JOHANNA is disturbed by the sight of the dead man, and offers twice the amount of gold if the group brings her the head of the beast that did it.
The group balks and demands to be paid for doing their job. JOHANNA says PHILLIP’S key is missing, but the group breaks the lock instead. They receive their 100 gold, and it appears there's another 200 gold still in the box.
The trail of the creature is very obvious, dodging around obstacles but leading away from the camp until it suddenly stops. There are still signs to follow, but different in nature, almost as if a shapeshifter had chosen that spot to change. GRAYSON’S magic map shows ruins in the direction the trail is leading.
The ruins are sinking into the swamp, and everywhere there's a feeling of bitterness and decay. From a crumbling building, the group hears voices that are quickly silenced. FAUSTUS announces himself to the group. "Fear not! We are here!"
"One of us is injured," a voice calls out. "There's a creature here, a huge lizard. My brother is hurt!"
"It's a dragon," one of the men yells.
"No, it's not!" says another.
There are four men inside the building, but the injured man looks emaciated. To FAUSTUS, it looks as though he's been partially disintegrated. CORMAG sighs in recognition. "It's a damned basilisk," he says.
Outside, GRACE finds a bag behind a tree. Inside are boards arranged to look like three-toed feet. Nearby poles can be slotted into them to create stilts.
And that's when a pile of debris in one corner of a ruin begins to move.
The basilisk turns its glare on NAMELESS. Wisps of necrotic damage begin smoking off her as its eyes blaze. She immediately strikes the beast. GRAYSON shouts a warning and moves to hide. CORMAG hears the commotion and runs to NAMELESS’ side. He throws his axes at the basilisk but misses. The basilisk leaps at CORMAG and knocks him to the ground, injuring hm in the process.
GRACE wades in with her new mace, striking it and following up with strikes from her fists.
In the collapsed building, FAUSTUS orders the men to join the fight. They're not intimidated until FAUSTUS removes his mask to show the horror beneath. "Get out there or you'll get this!"
The ground itself seems to turn against the group as GRAYSON is suddenly engulfed in quicksand. The basilisk piles on, glaring at GRAYSON and knocking her unconcious even as it pins CORMAG to the ground. NAMELESS moves to rescue GRAYSON, but the basilisk leaps forward and knocks NAMELESS into the quicksand.
The three brothers -- BORIS, GREGOR, and DIMITRY -- run into the clearing and begin throwing things at the basilisk, which is unphazed.
CORMAG stands and summons a flaming sword to his hand. It cuts into the beast, which howls in agony. GRACE notices the lines of the mace seem to react to the fire, so she pushes it into the flame of CORMAG’S sword. The mace begins to blaze in her hand. She attacks the basilisk, creating an explosion that does light damage to her and COEMAG but causes the beast the howl in pain. FAUSTUS emerges and casts a line of acid that topples the creature, finishing it off.
NAMELESS and GRAYSON are pulled out of the quicksand, and FAUSTUS tends to the unconscious GRAYSON’S wounds.
GRACE brings the full force of MAMA VERDOMA's blessing into her intimidation as she gets the men to explain. They say JOHANNA hired them to kill PHILLIP and make it look like a monster attack. The adventurers decides to take the men back to camp so their confessions can be witnessed. Before they leave, they grab a pile of treasure in the basilisk's nest and cut off the creature's head as promised. CORMAG skins the beast as well and takes the hide for curing.
The camp is empty except for JOHANNA’S wagon. The woman looks defeated. CORMAG throws the basilisk head at her feet, causing her to mutter "The fucking thing was real?" She admits she wanted PHILLIP dead because he was bankrupting them and she wanted out of their partnership. She had hoped to disappear with the remaining gold and start over somewhere else, but with the locks broken there was nothing to stop SERGEI from stealing the gold instead. She has nothing except for her wagon, and not even a horse to pull it.
The group, mindful they they'd received their 100 gold before the theft, decides justice has been served and rides away, leaving the murderers to their fates.
A few weeks later, they stumble across SERGEI in a tavern. He's spent all the gold, but tells him he has some info they might find useful. "There's something of great value in Timbergorge," he tells them.
-- SESSION ENDS --
0 notes