Another week, another adventure in the depths of the Dwarfen? Dwarven? The nightmarish place known as....KHARMLUND! Today was a regular player count.
LVND STATUS: Perigree, Full
Player Characters: Ildaberd, Half-Elf Bard, played by anon.
Aurelius, Half-Orc Fighter, played by anon.
"Carver" played by anon.
NPCS: Nibbles the odd halfling and Lemmy the upgraded torchboy.
Begin
The players began with a new roll on the town events table. It turns out the goddamn mercenaries are in town. This is the free company of the Ninth Legion Deserters, the IXLD, and they are one of the many companies that spread out like locusts from the (recently compromised) lands of the Mayson-Vosdht(or Men, as they call themselves). The Empire sort of just...abandoned their conscripts there to deal with "the northern threat" and refused to elaborate, leaving behind instructions to disband return home in the middle of a rebellion pacification campaign. This did not happen. Our heroes opened up looking for Lemmy to hire him on a simple job - but they found him starry-eyed, talking to Ambrosius Klange, who was selling Lemmy on the grand idea that he could get rich quick in the Mercenary life. Ildaberd met Klange, and then after a brief introduction, saw him out. It was time to get to business. Lemmy was given an assignment - he was to go to the nearby Byzantown and get information, lodgings, etc. Lemmy took the job with gusto, mostly because Ildaberd gave him 500gp. Now that's loot!
Then Ildaberd realized Turk wasn't "turk" anymore, and had adopted a new name and persona. Turns out "Turk" had an important reason to get a new face and name.
After this, Ildaberd and his "new" friend went to go check out this Spider Cult he joined a few months ago as a result of a carousing table. It was an open house at the temple, and basically, I just read the opening monologue to "Black Widow" by Alice Cooper, to properly illustrate how weird and fucked up this cult was. Ildaberd, not to be worried about this, heard the promise of magical items and signed up. Basically, bringing the cult horrible poisonous spiders = free stuff, and the party remembered there was a floating orb filled with spiders in a room they'd chosen to not fuck with. Well, now, that's a floating orb of money, so, off to Kharmlund it's time to go.
I also forgot to mention they got a bounty system going - 500 gp for "scalps" of Kurgan's men. Problem is, the rune that identifies them as Kurgan's men disappears upon death. The party did manage to figure out to prevent that, and then instead of turning in one "scalp", decided to kill...more..Also, they were able to steal the scalps from the big battle at the end of session six. So, the party headed to Kharmlund and descended into the dungeon, beelining for NewForge for money and fun. I've had too many asshole DMs just go "uhhh no uhhhh I never said that..." or try to take away the money someone could earn as a way to "balance"(lol) a co-op game based off imagination with no real stakes, but I usually make things "stop working" after someone gets an exploit. If you figure out a good hole in my logic, I'll let you exploit it...once, then the hole will usually close, because otherwise it risks not becoming a game.
Yoki was pleased to see the scalps and paid enormous amounts of money for them, even more for the secret to preventing the runes from vanishing. The party debated discussing what to do next, return the gold or continue one (it was a lot of gold). Carver's player asked me if say, someone owned property in Newforge it would count as "safe" and I answered yes, because Carver owns property in Newforge, and don't you ask why that populist leader of the plebian faction was dead or where Carver's disguise kit and potion of invisibility or rare poisons went! Don't worry about it. So after dumping gold (and splitting with Aurelian) and taking a new level around the board, the party went to the "horrible Spider Orb" room and got themselves some spiders. I'll not bore you with the details, it involved a sack and some careful planning. Then Carver revealed they could return the spiders easily, and also that they could simply use his gemstone wand he acquired on his downtime to pop back to Lester's Folly. Ildaberd didn't have any issue with that, and went back. They traded the deeply poisonous spiders for some magic items and used the same wand to pop back to Newforge. After this, the party just went around exploring various rooms and kicking them open. In older bat-reps I'd described each one, but the party is so confident that they've gone from exploring 1-3 rooms to around 10 each session. That means this turns into a huge essay, so I'll summarize the important points, because my god, I don't want to write a 5k word essay every single session. The most important thing they got from the spider cult is the rank of "priest" which gives Ildaberd an escort of cultists when he desires it, and Carver leveled up to be able to recruit assassins. Also a magic sword that allows the wielder to speak to and command spiders.
Main highlights of exploration:
- They found a massive pit in the ground where a massive creature, stalk-eyes seen, asked for "tasty" food. Didn't want the ratmen fed to it - no soul, no flavor. Wanted humans. Big claw as well seen, but otherwise, not murderous. Good(?!).
- They went back to the area where they fought and grappled with a Moon-haunted lantern wielding man. They had set the room on fire beforehand to deal with spiders, and checked using the Spider-sword. No spiders. With this out of the way, the party encounter the Gemlatinous Cube, a massive cube-like thing that rolls like a big..block obstacle from mario. Made out of gems, skin seemingly inpenetrable, the party fled after it nearly smushed poor nibbles. The GemCubes followed them out, smashing the wall and door down, making a lot of noise (three wandering monster checks no hits) and finally falling to Draconir's mighty blows from Aurelian. They found the "core" from intuition, scooped up all of the gems, and left the "normal" way back to Lester's folly, on Thomas the Dwarf's wagon.
Good adventures so far. For downtime, they decided to "pimp" out the lower levels of their house, building a secret basement, with some special safes for carrying their loot, and a meeting room for Carver's new assassins. It was not cheap - I personally add a "and 20% more than that if you want it to stay secret" tax to secret things like this - and then we ended the session.
Can't wait to see what stupid shit they do with their new underlings now!