Crooked House

Session 6
a rude awakening

The players who were exploring the dungeon in the last session found those who were guarding the entrance. The players explored some passages that had not been explored before. Upon entering one room they found a dwarf who was chained up named Sage. Sage had been kidnapped by 2,000 (or was it 10,000?) orcs. Sage elected to continue exploring with the others.

The players broke into a group of orcs playing cards. The players prevailed. After exploring a side room James and Breca Wahrhaft fell into an oil pit. Fortunately the torch that was to ignite the oil failed to light due to old age.

Realizing they were in bad shape, the players found a previously explored room to rest. However, the orcs that inhabit the fortress of Nekoloti had sent out a search party, presumably after finding the player’s earlier handywork. The orcs detected the players in the room and busted down the door. Two orc archers shot into the room and were followed by a large orc sargent with a great sword. The players attacked, but James, Breca, and Sage feel asleep due to a orc wizard. James was nearly slain by the orc sargent, but Makeda Stoneheart stepped into the breach just in time.

The fight continued and was made worse by an orc shaman. After a fierce battle the players prevailed, but not before the orc wizard and another orc fled. The players gave chase, but were unable to successfully pursue the the fleeing orcs.

The party decided to find another room to rest in.

Session 5
should we put the key in the key-hole?

It was decided that three of the players, Makeda Stoneheart, BlackDagger, and Ryktbat Svanstone should gaurd the entrance to the fortress, lest other orc parties ambush them. The remaining characters (Breca Wahrhaft, Mary Silfot, James the Angry half-elf, and Michelle the beefy mage, continued exploring the dungeon. They happened upon an orc living quarters and were ambushed by several females. After this encounter and avoiding several trapped doors, the characters journeyed deeper into the dungeon to a natural cave section. They found a chained bear and decided to leave well enough alone.

They then found a series of formerly well appointed rooms off the cave, in what appeared to be a former spa. They were ambushed by a strange creature pretending to be a diamond in a reflecting pool, found some strange gold coins hidden in old bath towels, and then were caught in the power of a strange broach on a pedestal. Most of the characters wished not to endure the painful laughing spells, but James the angry needed a good laugh and finally managed to take the broach.

They then found a secret room with several key holes. After a good deal of arguing, they put the key in the hole and found a strange sword appeared. When Breca tried to grab the sword, and stout warrior emerged from a painting on the wall. The players managed to deal massive damage to the warrior, who seemed unfazed. After 5 minutes of intense fighting the illusion disappeared and the players were left with the sword.

Realizing they needed the help of their companions, they ventured up to the surface. Along the way they found a statue with a drawer that was unlocked by the strange gold coins. In the drawer was a spell book. They also found the grizzly sight of some freshly decapitated soldiers in another room.

Session 4
travel to the dungeon

Fizboth sent his apprentice, Michelle (sp?) to guide the characters to ______ to find the Chartick Ruby. After an uneventful journey, Michelle led them to the castle. An elaborate ruse was successfully used to lure and ambush the orc guards.

After raising the portcullis, the players started to explore the dungeon that is the entrance to the fortress. The players had several set backs (don’t disturb the water!), but emerged relatively unscathed.

Session 3
Weltheran is Found! Let's visit Guise!

The players started the session by finding Weltheran in the Fairy world. Despite Rykbar behaving badly at the Fairy Queen’s feast, Crystambula was still kind to them. The Players managed to convince Weltheran to go home to his family, and the Queen gave the Illuminator of Erinkos to Mary Silfot, and told her the location of the lost sword of Nikolas the Lich Slayer. The Queen also gave Makeda Stoneheart a scroll to “find a familiar friend.”

The players returned Weltheran to his village, Makeda cast the scroll and got a hawk for a familiar, and Mary used Mad Maximus’s rod of divination to find the Ruby of Chartik. It gave them a riddle to seek out magic user working for the Duke of Guise.

The players journeyed to Guise, but were ambushed along the way by bandits, who demanded the return of certain rubies from Black Dagger. A fight ensued and the attackers were slain, but immediately after a cloaked figure on horseback shouted threats and then rode off. The encounter did leave the party marginally better of financially than before, due to the chain mail the attackers wore.

The players journeyed to Guise and stabled in the Inn of the Black Sheep after giving their heavy arms to the guards at the gate. Rykbar made a good impression with his music, James and Mary scoped for information on the court magicians, and Black Dagger got his daggers sharpened. Mary and James scoped out the Learned Corner of town, and after talking to ???? the Diviner, found out that Fizboth the Fabulous was not only widely feared and despised, but also probably the person they needed to talk to.

The next day the whole party visited, and after some political theater struck a deal with Fizboth – the players would retrieve the Ruby of Chartik, they would share the map with Fizboth, and the Illuminator of Erinkos would be left in trust with ???? the Diviner during their journey.

After the session 2 players – Rykbar and Mary were able to level up.

Session 1

Rykbar and Makeda are working for cloth merchant Ricardo, on the way to visit trade fairs in the Burgundy Kindgoms. While on the road they are attacked by bandits.

Black Dagger, a ranger who had been tracking the bandits, sees the attack and decides to help. The bandits are routed, but ? is wounded in the attack. The PCs journey to a nearby village to find a place for ? to recover. While in X, they learn that the local miller has disappeared while journeying to town to buy more grain. They are convinced by the villagers, after much difficulty, to help locate the missing miller, and hopefully the critical seed grain that the village needs. They journey north to town to try find the miller, and spot tracks and cart marks heading off towards the dark forest. Also seen are ravens flying overhead.

Session 2
The Search for Weltheran Continues

Black Dagger, Makeda, and Rykbar continued on their quest to find the missing miller, missing miller, Weltheran. They leave the High Road and head into the dark forest. An overturn cart and dead oxen was found surrounded by carrion birds. The birds attacked after a croaked warning by the leader.

Mary and James-the-Angry stumbled upon this scene and decided to help. After some trials and an almost pecked out eye, the birds were destroyed. The two groups decided to join forces for the time being, and continued to search for Weltheran. After some adventures in the woods, Welteran’s tracks entered a fairy ring and the party stepped through in pursuit.


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