Home
The Twenty-fourth Play Session - Continued (4/4/03)
bearing, and immediately dominates the will of Rafe and then B'gokktem, convincing them that they should protect him from their own companions.  Dumbfounded, Rafe and B'gokktem struggle against the domination but to no avail.  Jeremi, Uso, Orongorg, and Sebastian attempt to take on the powerful foe, but are distracted when one of his minions sneaks up behind them.  As the Company seek to deal with the sneaking minion, the powerful undead warrior turns on B'gokktem.  The unholy knight bares long fangs which he sinks into the orc's neck, and begins to feed by draining B'gokktem's very lifeblood.

Following a powerful strike by Orongorg's two-handed falchion, the undead warrior drops B'gokktem, who slumps to the floor, and begins attacking the rest of the Company with his longsword.  A dreadful battle ensues, during which Uso is felled and Sebastian brought nearly to unconsciousness.  Suddenly, with things lookest their darkest, the undead warrior transforms into a gaseous form and whisps away back into the root cellar.  Rafe and B'gokktem slowly shake off the unholy power that held their minds, and the Company begin to survey their losses.
World Primer
Campaign Tools
PC Builder
Religions
Magick
The Chronicles
Contacts
Resources
The Twenty-fifth Play Session (5/4/03)
Message Boards
After some quick healing through the use of potions, the Company quickly scout down in the root cellar but find no trace of the spectral warrior.  The Company withdraws and being the slow process of healing and recovery.

    
The 11th - 13th of Rendur
The Company stays in Dva Dub to heal, and interview the head Councilwoman,
Varna, about recent events.  She explains that shortly after the foreigners came to town, she learned of the presence of a powerful evil spirit, who dominated her through sheer force of will and forced her to do his bidding.  Although the evil spirit controlled her actions, she was able to also learn from it, and pieced together that the evil spirit, whom she calls an umpir, or blood-drinker, had been attacked and severely wounded, then chased out of its previous home.  The spirit fled to Dva Dub where it found a steady supply of bodies from which to drink, and a town populace afraid to face it in combat.  She is ashamed of her actions, but the Company console her and make plans to leave town.

On the way out of town, the Company come across a small graveyard consisting of five old graves, and one freshly dug grave with no marker.  Jeremi is concerned that the occupant of the fresh grave is the town smith, who was killed by the evil spirit, and therefore he prays over the grave and calls upon the divine blessings of �ton to consecrate the ground with holy power. 

    
The 14th - 19th of Rendur
The Company travel southwest, hoping to make their way eventually to the
Free City of Ryn, Uso's homeland, with the hope of finding an �tonist priest to restore B'gokktem's poor health and also find quicker transportation to Verundhi.

    
The 20th of Rendur
Moving through a dark and wet bog, the Company encounter the stone ruins of an ancient temple, with many pieces of broken walls and grotesque stone statuary embedded in the bog.  Tricks of the light cause the members of the Company to believe that certain pieces of stone are moving.  Suddenly, two of the statues come alive.  They are carved in size and shape of fiendish humanoids with wings, similar to the gargoyles used on old �tonist architecture to ward away evil spirits.  The gargoyles fly in to attack, and the blows of some of the Company's weapons appear to just glance off of the gargoyles' thick, stony hides.  They use the power of flight to stay out of reach of the Company, rending, biting, and goring the heroes.  As they move in for the kill, the Company dispatch one of the beasts.  The other, severely wounded, backs away just as another threat attacks the Company from behind.

Five humanoid shapes, looking like upright lizard-men, attack the Company.  The leader appears to bend the power of nature to his will, forcing the very ground to entangle the Company, slowing or stopping them completely.  He then causes spikes within the entanglemen to pierce and scratch the heroes.  Jeremi and Uso are caught in the entanglement, but still manage to damage their assailants with the magick powers.

B'gokktem, Rafe, Orongorg, and Sebastian move to attack the lizard-men, who wear tribal fetishes consisting of feathers, bones, and teeth, which remind Sebastian of the ornamentation worn by the devil-dogs that the Company fought in Esoria.

The Company is eventually victorious, killing all of the lizard-men, but not before the spellcasting leader causes massive damage by using the power of heat, flame, and fire to burn the Company.  At the end of the battle, B'gokktem is severely wounded, barely able to maintain consciousness, but victoriously cleaving through two of the lizard-men warriors in one blow. 

The Company survey the scene, but no other sign of the lizard-men exists, leaving the Company to wonder why the lizard-men attacked them, where they are from, and if they were in league with the magical flying beasts that attacked them. 
Legal & OGL
Current Location:
Campaign Tools
Session Log 16
Return to:
Session Log 15
Continue to:
Session Log 17
This page contains no Open Game Content.  Refer to the Open Game License for further details on Open Game Content and Product Identify.
Return to Homepage
Hosted by www.Geocities.ws

1