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Session 035 Madness reigns at Sorgen Abbey: Difference between revisions

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{{Session |session date= |campaign date= |synopsis= |summary= }} '''10 Sept 2021'''
{{Session  
 
|campaign = Vellors Prison
'''Synopsis:''' The party enters Sorgen Abbey
|session_date =10 Sept 2021
 
|game_date =
|synopsis = The party enters Sorgen Abbey
|summary =
After a nights rest the party meets with Dimitri outside as he suspects his wife may be in league with the occupants of the abby and report their plans. The goal is simple - find out if the prisoners are held within the Abby and free them if they are or learn their whereabouts if not. Luthaist points out time is of the essence so they decide to attack in daylight, which hopefully also means the nocturnal occupants are also resting.
After a nights rest the party meets with Dimitri outside as he suspects his wife may be in league with the occupants of the abby and report their plans. The goal is simple - find out if the prisoners are held within the Abby and free them if they are or learn their whereabouts if not. Luthaist points out time is of the essence so they decide to attack in daylight, which hopefully also means the nocturnal occupants are also resting.


The abby sits atop a massive outcropping of earth and rock over a 100' above the village. Luthaist and Mourn will attempt to climb over the walls from opposite sides while Gallandrin, Horin, Ragnum, and Stirkirk stand watch from an empty house within site of both the temple and acolytes residence hall. As Mourn and Luthaist each scale the walls Stirkirk begins ranting about the "devil eyes" looking at him from one of the windows. After convincing Stirkirk that its all in his head - Ragnum takes a look and finds himself gripped with the same fears. Calling upon Clangeddin's name Ragnum calms himself an Stirkirk while the others begin to ponder the decision to send Luthaist & Mourn in by themselves.
The abby sits atop a massive outcropping of earth and rock over a 100' above the village. Luthaist and Mourn will attempt to climb over the walls from opposite sides while Gallandrin, [[Horin]], Ragnum, and Stirkirk stand watch from an empty house within site of both the temple and acolytes residence hall. As Mourn and Luthaist each scale the walls Stirkirk begins ranting about the "devil eyes" looking at him from one of the windows. After convincing Stirkirk that it's all in his head - Ragnum takes a look and finds himself gripped with the same fears. Calling upon Clangeddin's name Ragnum calms himself an Stirkirk while the others begin to ponder the decision to send Luthaist & Mourn in by themselves.


Now inside the walls both Luthaist and Mourn continue to grapple with fleeting visions of creatures just out of eyesight, sounds of leaves and wind but no discernible movement, while moments later signs of wind blowing, but no sound. The two begin to teeter on the edge of madness before Luthaist spots Mourn who, making his way to the side of the temple, was transfixed at the doorway. Looking about Luthaist glimpses a shadowy figure moving across the courtyard towards them, readying their weapons, the creature appears from the mist and nearly kills Luthaist on its initial attack which rips his belly open and cracks his ribs. Letting out a scream heard only by Horin the other members of the party begin debating if this is the agreed upon sign or just a typical noise from the abby. Mourn and Luthaist exchange blows with the creature finally killing it as they notice the clouds have started to swirl above menacingly wile a swarm of some kind of creatures appear to be gathering and heading their way.
Now inside the walls both Luthaist and Mourn continue to grapple with fleeting visions of creatures just out of eyesight, sounds of leaves and wind but no discernible movement, while moments later signs of wind blowing, but no sound. The two begin to teeter on the edge of madness before Luthaist spots Mourn who, making his way to the side of the temple, was transfixed at the doorway. Looking about Luthaist glimpses a shadowy figure moving across the courtyard towards them, readying their weapons, the creature appears from the mist and nearly kills Luthaist on its initial attack which rips his belly open and cracks his ribs. Letting out a scream heard only by Horin the other members of the party begin debating if this is the agreed upon sign or just a typical noise from the abby. Mourn and Luthaist exchange blows with the creature finally killing it as they notice the clouds have started to swirl above menacingly wile a swarm of some kind of creatures appear to be gathering and heading their way.
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The remainder of the party attempts to rush to their aid from below and Horin find getting over the walls difficult and falls behind the others who struggle to get up the steep hill. Ragnum scales the wall and notices the gathering storm and swarm of beasts, but sees not clear signs of Luthaist or Mourn. Horin finally makes it over the house wall and catches up to the others at the base of the wall. The sight of the clouds and swarm of still unknown beasts increases everyones anxiety they won't make it over the wall and inside the abby before they attack commences. In his fear Stirkirk loses his grip and falls from the wall back down the hill with a scream and a thud.
The remainder of the party attempts to rush to their aid from below and Horin find getting over the walls difficult and falls behind the others who struggle to get up the steep hill. Ragnum scales the wall and notices the gathering storm and swarm of beasts, but sees not clear signs of Luthaist or Mourn. Horin finally makes it over the house wall and catches up to the others at the base of the wall. The sight of the clouds and swarm of still unknown beasts increases everyones anxiety they won't make it over the wall and inside the abby before they attack commences. In his fear Stirkirk loses his grip and falls from the wall back down the hill with a scream and a thud.


      In the interim Luthaist and Mourn notice that all the exterior doors are adorned with carved faces, some of which appear to move, the blank eye sockets following their movements, resulting in both dealing with momentary panic. Mourn closes his eyes to avoid looking at them and with a heave throws open the door. They rush inside the acolytes hall and find themselves in a long hallway lined with statues that overlook the windows. Their shapes seem to shift and move whether by the eire greenish hue of the torches that lit themselves or by their own accord when they entered, they cannot tell. Luthaist spots an ancient amulet & necklace around one of the statues and removes it as they make their way down the hall to stairs leading to the second floor. Sounds of something heavy like dragging footfalls moving on the floor above them, and the strange claw marks in the dusty floor shake their resolve to venture upstairs so they hide in the shadows among the statues.
In the interim Luthaist and Mourn notice that all the exterior doors are adorned with carved faces, some of which appear to move, the blank eye sockets following their movements, resulting in both dealing with momentary panic. Mourn closes his eyes to avoid looking at them and with a heave throws open the door. They rush inside the acolytes hall and find themselves in a long hallway lined with statues that overlook the windows. Their shapes seem to shift and move whether by the eire greenish hue of the torches that lit themselves or by their own accord when they entered, they cannot tell. Luthaist spots an ancient amulet & necklace around one of the statues and removes it as they make their way down the hall to stairs leading to the second floor. Sounds of something heavy like dragging footfalls moving on the floor above them, and the strange claw marks in the dusty floor shake their resolve to venture upstairs so they hide in the shadows among the statues.


    At the wall the party calls out to Stirkirk and throws a rope over the side as the wind has picked up and a cold rain has begun to fall. Moments before they must flee the lightening and swarm of flying creatures into the acolytes hall - the rope goes taught and Stirkirks brusied and bloody body clambers over the wall. Rushing into the open doorway of the acolytes hall and seemingly chased by the storm itself, the party is reunited with Luthaist and Mourn. As they take stock of the situation they heavy footfalls upstairs seem to move to a spot over their location while a second set of hoof sounding nosies is heard outside the doorway. Peering out into the storm they party sees a shadowy rider upon a black horse with flames licking across its fur walking towards the entrance door. Closing his eyes so as to not look upon the horrific visage Luthaist slams the door shut and throws the bar moments before it shudders under the sounds of something trying to bash it in. Readying their weapons they prepare for battle...
    At the wall the party calls out to Stirkirk and throws a rope over the side as the wind has picked up and a cold rain has begun to fall. Moments before they must flee the lightening and swarm of flying creatures into the acolytes hall - the rope goes taught and Stirkirks brusied and bloody body clambers over the wall. Rushing into the open doorway of the acolytes hall and seemingly chased by the storm itself, the party is reunited with Luthaist and Mourn. As they take stock of the situation they heavy footfalls upstairs seem to move to a spot over their location while a second set of hoof sounding nosies is heard outside the doorway. Peering out into the storm they party sees a shadowy rider upon a black horse with flames licking across its fur walking towards the entrance door. Closing his eyes so as to not look upon the horrific visage Luthaist slams the door shut and throws the bar moments before it shudders under the sounds of something trying to bash it in. Readying their weapons they prepare for battle...


'''Party Experience:'''
|exp=
 
    XP 200 - Critical Insights about ways to possibly counter the abby madness inducing effects
 
    XP 650 - Storyline progress (making it to the abby)
 
    XP 250 - Comedic relief (climbing the walls) and playing in character (debate over the noise in the abby being Luthaist/Mourn or "just the normal screams of the occupants")
 
'''Individual Experience Bonus:'''
 
Luthaist & Mourn 1150 XP - Defeating the mist hound (CR6)
 
'''Treasure:'''
 
Ancient looking golden amulet
 
'''Major NPC's:'''
 
Dimitri - Innkeeper and mayor
 
Ileena - Inkeeper, wife of Dimitri
 
Aileen - Half-elven spy and body guard
 
Stirkirk - Dwarven mercenary captain


'''Tasks:'''
* XP 200 - Critical Insights about ways to possibly counter the abby madness inducing effects
* XP 650 - Storyline progress (making it to the abby)
* XP 250 - Comedic relief (climbing the walls) and playing in character (debate over the noise in the abby being Luthaist/Mourn or "just the normal screams of the occupants")


Recover the High Priest and Elvish clan lord along with the stolen dwarf artifacts from the demi-plane.
==== Individual Experience Bonus ====
* Luthais & Mourn 1150 XP - Defeating the mist hound (CR6)


Recover the dwarves relic from Logeth Hold
|treasure=
* Ancient looking golden amulet


Advance north and secure an old ruined keep in the Ripper Highlands for the demi-human army to use as a stronghold for upcoming raids north.
|key_npcs=
* Dimitri - Innkeeper and mayor
* Ileena - Inkeeper, wife of Dimitri
* Aileen - Half-elven spy and body guard
* Stirkirk - Dwarven mercenary captain


'''Rumors:'''
| tasks =
* Recover the High Priest and Elvish clan lord along with the stolen dwarf artifacts from the demi-plane.
* Recover the dwarves relic from Logeth Hold
* Advance north and secure an old ruined keep in the Ripper Highlands for the demi-human army to use as a stronghold for upcoming raids north.


The prisoners may held in the dungeons of Azal'Lan's castle.<br />
| rumors =
On rare occasions small black skinned humanoids (possibly Drow) have been seen outside the town.
* The prisoners may held in the dungeons of Azal'Lan's castle.
* On rare occasions small black skinned humanoids (possibly Drow) have been seen outside the town.
}}

Latest revision as of 01:24, 20 March 2025



Session Details[edit source]

Session Date: 10 Sept 2021
Game Date:

Session Summary[edit source]

Synopsis[edit source]

The party enters Sorgen Abbey

This Session[edit source]

After a nights rest the party meets with Dimitri outside as he suspects his wife may be in league with the occupants of the abby and report their plans. The goal is simple - find out if the prisoners are held within the Abby and free them if they are or learn their whereabouts if not. Luthaist points out time is of the essence so they decide to attack in daylight, which hopefully also means the nocturnal occupants are also resting.

The abby sits atop a massive outcropping of earth and rock over a 100' above the village. Luthaist and Mourn will attempt to climb over the walls from opposite sides while Gallandrin, Horin, Ragnum, and Stirkirk stand watch from an empty house within site of both the temple and acolytes residence hall. As Mourn and Luthaist each scale the walls Stirkirk begins ranting about the "devil eyes" looking at him from one of the windows. After convincing Stirkirk that it's all in his head - Ragnum takes a look and finds himself gripped with the same fears. Calling upon Clangeddin's name Ragnum calms himself an Stirkirk while the others begin to ponder the decision to send Luthaist & Mourn in by themselves.

Now inside the walls both Luthaist and Mourn continue to grapple with fleeting visions of creatures just out of eyesight, sounds of leaves and wind but no discernible movement, while moments later signs of wind blowing, but no sound. The two begin to teeter on the edge of madness before Luthaist spots Mourn who, making his way to the side of the temple, was transfixed at the doorway. Looking about Luthaist glimpses a shadowy figure moving across the courtyard towards them, readying their weapons, the creature appears from the mist and nearly kills Luthaist on its initial attack which rips his belly open and cracks his ribs. Letting out a scream heard only by Horin the other members of the party begin debating if this is the agreed upon sign or just a typical noise from the abby. Mourn and Luthaist exchange blows with the creature finally killing it as they notice the clouds have started to swirl above menacingly wile a swarm of some kind of creatures appear to be gathering and heading their way.

The remainder of the party attempts to rush to their aid from below and Horin find getting over the walls difficult and falls behind the others who struggle to get up the steep hill. Ragnum scales the wall and notices the gathering storm and swarm of beasts, but sees not clear signs of Luthaist or Mourn. Horin finally makes it over the house wall and catches up to the others at the base of the wall. The sight of the clouds and swarm of still unknown beasts increases everyones anxiety they won't make it over the wall and inside the abby before they attack commences. In his fear Stirkirk loses his grip and falls from the wall back down the hill with a scream and a thud.

In the interim Luthaist and Mourn notice that all the exterior doors are adorned with carved faces, some of which appear to move, the blank eye sockets following their movements, resulting in both dealing with momentary panic. Mourn closes his eyes to avoid looking at them and with a heave throws open the door. They rush inside the acolytes hall and find themselves in a long hallway lined with statues that overlook the windows. Their shapes seem to shift and move whether by the eire greenish hue of the torches that lit themselves or by their own accord when they entered, they cannot tell. Luthaist spots an ancient amulet & necklace around one of the statues and removes it as they make their way down the hall to stairs leading to the second floor. Sounds of something heavy like dragging footfalls moving on the floor above them, and the strange claw marks in the dusty floor shake their resolve to venture upstairs so they hide in the shadows among the statues.

    At the wall the party calls out to Stirkirk and throws a rope over the side as the wind has picked up and a cold rain has begun to fall. Moments before they must flee the lightening and swarm of flying creatures into the acolytes hall - the rope goes taught and Stirkirks brusied and bloody body clambers over the wall. Rushing into the open doorway of the acolytes hall and seemingly chased by the storm itself, the party is reunited with Luthaist and Mourn. As they take stock of the situation they heavy footfalls upstairs seem to move to a spot over their location while a second set of hoof sounding nosies is heard outside the doorway. Peering out into the storm they party sees a shadowy rider upon a black horse with flames licking across its fur walking towards the entrance door. Closing his eyes so as to not look upon the horrific visage Luthaist slams the door shut and throws the bar moments before it shudders under the sounds of something trying to bash it in. Readying their weapons they prepare for battle...

Session Results[edit source]

Experience[edit source]

  • XP 200 - Critical Insights about ways to possibly counter the abby madness inducing effects
  • XP 650 - Storyline progress (making it to the abby)
  • XP 250 - Comedic relief (climbing the walls) and playing in character (debate over the noise in the abby being Luthaist/Mourn or "just the normal screams of the occupants")

Individual Experience Bonus

  • Luthais & Mourn 1150 XP - Defeating the mist hound (CR6)

Treasure[edit source]

  • Ancient looking golden amulet

Tasks or Quests[edit source]

  • Recover the High Priest and Elvish clan lord along with the stolen dwarf artifacts from the demi-plane.
  • Recover the dwarves relic from Logeth Hold
  • Advance north and secure an old ruined keep in the Ripper Highlands for the demi-human army to use as a stronghold for upcoming raids north.

Rumors or Intelligence Gained[edit source]

  • The prisoners may held in the dungeons of Azal'Lan's castle.
  • On rare occasions small black skinned humanoids (possibly Drow) have been seen outside the town.

NPC's of Note[edit source]

  • Dimitri - Innkeeper and mayor
  • Ileena - Inkeeper, wife of Dimitri
  • Aileen - Half-elven spy and body guard
  • Stirkirk - Dwarven mercenary captain