Hughestes volunteers to be the leader and nominates the band name to be "Cultured Rebels" , "Lost Delinquent's" or "Annabelle's Avengers" the last one is AA for short. And then we can have AA meetings.
Frankie is fine with AA even if there are meetings. Regarding leadership Frankie truly isn’t concerned with who “thinks” they are in charge but whomever it is will have to attend to Frankie and his predilections..
Callie is fine with the name Annabelle's Avengers aka AA. She is, however, a little skeptical about the leader being the resident stoner. Just as a suggestion since the overall theme of some things is leaning towards Edgar Allen Poe, the name of the group could be Nevermore.
For clarification purposes the face of the group/(leader of the group as long as nobody else wants to be the talky talker with the important npc that give our group jobs) I will use Hughes alter ego The noble merchant Lord Tristan Jaberwalky for any leadership, job purposes, or political issues that arise. With that being said there are like 4 individuals who have not weighed in on the subject. So if anyone else wants to take on a major role in the group don't hesitate to do so.
The group leader is mainly in respects to the Adventurers Guild and who speaks to the Guild rep. This is essentially a government building and there is just not room for whole groups of people to constantly be coming and going. Good luck to everyone if you start a fight in the guild.
Looks like you are the face, Hughes. Don't worry though if somehow your face is split over an inappropriate issue Frankie will sew the skin onto a wooden doll and alternate between Annabelle and the Hughes Doll... Maybe. (I just truly don't think Frankie is the one anyone should be using as a Leader unless you want to follow his obsession into oblivion without hesitation.)
The registered Adventurer's group Annabelle's Avengers return to Stalia. They have successfully hunted down a small group of bandits to the west. Upon returning to Stalia late in the evening the party retired to a night of refreshment. The next morning Hughes adopting the role of Lord Tristan endures the ministrations of Gerta while collecting the bounty for the bandits. He is also given assignments that the party can complete.
Strangely enough, an old lady by the name Lashere seems to be having problems with a rodent. Before her husband passed away he had walled off the crypts beneath the house to serve as a basement. Old lady Lashere is now too old to navigate the stairs. After hearing something large from the basement she recruited her neighbor to help rid her home of the infestation. Mr. Orr went down to deal with whatever critter had managed to get stuck in her basement. He never came back up. Not being able to investigate on her own. She sought out the services of the Adventurer's Guild to assist her. 50 gold is to be delivered to any party that can clear her basement of unwanted guests and find out what happened to Mr. Orr. Annabelles's Avengers take up the cause. After a brief confrontation with an undead rat, they find Mr. Orr. He is now a senseless undead who is chipping away at the walled-off sections of the crypt now basement. Hughes ends his undead life and Frankie collects the bodies. By the time Lord Tristan reports the success he is informed of a now standing bounty for the undead. Any guild members who can show proof of killing undead in the city can claim 50 gold per kill.
The AA team is even further intrigued by a separate assignment from the guild. A request to investigate the Latore family was posted. There was no listed reward or completion criteria but Gerta assures the thick-skulled "Lord" Tristan that the requestor has ample funds. Hughes sets out and heads down to the central square. At the Latore offices he speaks with one of the family employee's. Nothing fruitful occurs with the employee. Later that night Umbrielle manages to sneak into the office and find information about contracts the Latore's have. Most of the contracts are from the Southern Empire. Precious gems are picked up and sold at profit all over the Empire with the Latore business acting as a middleman. They have started to acquire contracts with the Western Kingdom performing similar services with rare ores such as mithril and adamantine.
The next day Umbrielle gets the group to help with getting access to a party. The noble Lord Whitely is throwing a private party for a select few quests. With the help of Hughes, Umbrielle manages to gain access to the event as the date of Lord Jeffery Marks. By the end of the evening, Lord Marks is smitten with Umbrielle. He agrees to share his wealth and privilege if she will marry him. That very night they are married. Back at the Whitely estate, Frankie's familiar the Annabelle doll luckily makes its way through the house. The Annabelle doll secures the gem that was the main goal of the night but is seen running away from the house. Annabelle avoids capture and meets up with Frankie. Hughes unable to keep his nose out of things meets up with the band that would be playing at the Whitely party. Greasing some wheels he secures a spot as a performer for the night. He sweet talks one of the young cooks Ceana MacPheidearain. The simple cook is lulled by his charming nature and agrees to a date at a later time.
The next day Urghh, Ozy, Gen and even the pint-sized contender Callie wrap up matches in the Coliseum. After two days and four matches the mighty dwarf Urghh looks to have partaken of a little too much bud from his friend Hughes. He is left with only a single win and 1 point in the arena. Genevieve secured a win streak of 3 wins before losing her last match and settling on 6 points for the arena. Ozymandias came in even with 2 wins and 2 loses and ending with 3 points in the arena. The pint sized contender Callie is causing a stir late in the matches only competing in two but winning them both. She now stands higher than Urghh with 3 points in the arena.
Hughes performs some surveillance on the Latore family. There is some confusion on how many servants the estate has. For some reason, the numbers vary between 10-13. Looking to make some more quick money Annabelle's Avengers meet up for a late night undead hunt. The head down to the first level of the catacombs and search for the unholy spawn. After two encounters with several of hell's rejects, they attempt to let Annabelle lead them out of the tunnels. The doll appears to have succeeded and walks through a wall that is known to Frankie. Frankie does not come back through the wall and when Hughes attempts to investigate and touches the wall he is somehow pulled through violently. Urggh dashes headlong in after his friend. A great howling wind starts to build quickly becoming overpowering sucking the rest of the party into the wall.
The entire party wakes up fully rested in a strange room. It is a perfect cube with a fountain of water in one corner and a small shelf with little pastry confections. As the party starts to explore the room a voice speaks up "Welcome". Here they meat The Mad God. A strange bisected being of shifting fractal patterns wielding a wand with a floating gemstone that morphs in and out of impossible shapes. He explains that they are now in a test of sorts and must complete his challenge. The first level of his tower. If they complete his tower they can receive The Mad God's boon. Not having much of choice the party agrees and steps into the first room. It is a very large rectangular room filled with zombies several Gnolls and a ghoul. The fight was brutal and quick turning into a veritable meat grinder. Injured the party rests there to regain strength. When they pass through to the next room they arrive in what appears to be a large jungle.
Spoiler for Frankie:
After Frankie brought in the bodies of the giant rat and Mr. Orr Vexius began to work with a frenzy. Like an over excited child he worked in a fever state. Constantly babbling to himself with the imp fluttering around trying to keep up with his frantic movements. When he next notices Frankie's presence his deranged eyes actually lock on to Frankie's. "We must have more, more. This this this opens up so many possibilities muahahaha AHAHAHAH!!"
Spoiler for Umbrielle:
Estan provides Umbrielle with a mark to steal a strange glowing jewel form Lord Whitely. After the party Frankie turns over the jewel to Umbrielle and asks her to meet with potential allies. Frankie smashes a small glass marble and Umbrielle and Frankie are transported to a small chamber. A well dressed middle aged man with a circlet and several rings is waiting. He states for Frankie an Umbrielle to follow him. After a short corridor they come to a small sitting room with two high backed chairs. He sits in one and instructs Frankie and Umbrielle to wait. Not long after a red haired tall elegant woman who is unmistakably the Empress enters and sits. After short explanations Umbrielle is bound by the Empress to work as a double agent in the local thieves guild. The leader has become a thorn in the Empire's side. Umbrielle is to locate the leader and provide information so the Empress can have him dealt with. Ben gives Umbrielle a matching jewel to turn over to the thieves guild. When she returns to Eston he exchanges the jewel for information on Eilijah the Razor. He is a member of the Spiders and frequents The Deranged Mole to buy drugs.
Spoiler for Ozymandias:
Cora Ripper has made an appearance and lets Ozy know that their mutual patron is interested in the secrets the sensuous blade and the crazed intellect hold. Find out what they hide and do not fail.
I know I skipped over some things and screwed up the timeline a little. I will try to take better notes next week. Through the week I will also try to flush out some of the details of this post and I may update it several times.
I am downloading the video and will try to have the 10 or 11 hours of video cut down to a reasonable number and maybe a highlights reel for our fb page.
Anabelle's Avengers and the Bandit Captain of The Rat Spawn Gang.
Gather around and hear ye a tale of the heroic deeds of Annabelle's Avengers . Produced by the honorable Lord Tristan Jaberwalky retold by me Hughestes Furchtbar.
Twas vast and never ending the plains of wheat grass and farmland that made up the roadside lands. As we headed West along the road away from Stalia. The adventures guild had tasked us with a very daring task indeed. Bandits lay in wait somewhere along this road. Lord Jaberwalky had rented a wagon with a beast of burden and crates to entice the bandits to attack. Uurgh the glorious fitness bound dwarf whose muscles make the ladies swoon led the donkey along the road. Umbriell the beautiful, but deadly vixen traveled through the tall grass fields scarcely seen. Frankie the master spellcaster sat silently amidst the crates in deep study of his books. Whilst the young Callie the fleet of foot halfling and the warrior princess Genevieve passed behind the cart watching the rear guard. And that dashing hero Lord Tristan Jaberwalky stood look out atop the cart reigns in hand. We traversed the plains a day and night and found ourselves taking up guard just south of the crossroads gate. Our camp lay off the road a gentle slope. And the watch was set yet none would sleep that night. We bedded down or so it would seem but all alert and armored ready for the fight that we knew was to come. Just past he 12th hour they sprang from darkness in hopes of catching us by surprise, but they found a surprise as 5 of their number were stuck fast by a sneaky magical web master Frankie laid in store. Another of their number was quickly dispatched by the enchanting Umbrielle who while watching her enemy fall felt the whisp of an arrows fetching graze her cheek. Twas Callie's arrows that flew past Umbrielle's left cheek striking her target home. Right between the two eyes of the bandit who had been looking at Umbrielle with a horribly lusty intent. Uurgh hoorahed as he smashed two bandits heads together crushing their skulls with a satisfying splat. The noble Tristan paried swords and witted words with that evil bandit captain Cardmiell. Tristan ducked below the cutlass blade and foul breath of Cardmiell and lord Jaberwalky thrust valiantly forward piercing his blade through Cardmiells left shoulder as the vivacious Umbrielle leaped up behind the grotesque captain and plunged a final dagger deep into the back of dreaded bandit captains head. At seeing the death of the bandit captain three of the unwashed bandits surrendered throwing down their swords. The hero's of Annabelle's Avengers delivered the horrid men to the authorities for swift justice. You can now see their corpses hanging at the gallows outside the eastern city gates. If you happen to see one of our mighty hero's be sure to buy them a round or a bite to eat. And remember to pay your tab and tip the wait staff. Good night until the next tale of the hero's of Anabelle's Avengers.
The spell/magic item creation rules I have set down have been adjusted. I want the party to be able to create things they want and possibly even come up with brand new items/spells. The original formulas quickly became prohibitive even with the downtime I was listing. Common and Uncommon formulas are listed. Rare and Very Rare will go up when we reach those milestones. Everyone can go ahead and level up to 4. I will post an overview of the session and start posting downtime actions up. If you have anything specific in mind send me a message with the general details.
Frankie has several goals which he would like to pursue over the next month. I will rank them in the level of importance as follows. Next, to each goal, I will add what I believe is my best ways to achieve those goals.
1. Learn New Spells- Vexius should have a lot of very interesting spells, if he is unwilling or unable to provide something useful Frankie will attempt to check with the library, however, there is a mutual benefit to Vexius assisting me, since I am responsible for retrieving his experiments.
Gentle Repose- useful for every necromancer.
Invisibility- Useful for reconnaissance and escape should I be in a situation and need to.
Darkness- Useful for escaping from dangerous situations in order to better retrieve his requested items.
2. Make or buy one or more wands/staffs- Vexius I hope will have some sort of useful means of achieving something of this nature, after all, it will help me to get more undead to his laboratory and assist in keeping me alive for when he wants other things.
Magic Missile- Useful because one or more of these wands could clear up spell slots for me and allow more flexibility in hunting the undead for Vexius. My preferred outcome would be to have my quarterstaff made into a staff of magic missile.
3. Improve the carving of the Annabelle doll. Specifically practicing my woodcarving skills and improving the real-life look of Annabelle.
In addition to all of these things, I have several conversations planned which I will play out through a direct message in a group chat including yourself and the other individual characters. Also, Frankie will be looking to purchase the best dagger he can afford.
1. Vexius has access to the requested spells or can get a tome with them in it. Use the PHB rules for copying spells to your book.
2. Vexius currently does not have a staff or wand of Magic Missile but it was one of the first curios that he learned to create. He can teach you how to make your staff into a staff of Magic Missile. It will function exactly as a Wand of Magic Missile. The total time will take 35 days to make. 15 to learn and 20 make with a cost of 500 gold. This project can be stored in his lab. He will not help with the cost or the creation process. This is a good test for an apprentice. While the staff is being enchanted you will not be able to remove it from the lab. This time frame and situation is subject to change. I have an idea for introducing Lee's character that may affect this.
3. You can work on this when you are not doing anything else. This does not have to be a set amount each day.
After completing the first challenge of the Mad God the party finds itself back in the strange white room with the enigmatic entity. While resting the party is interrupted by a strange tearing and grinding sound. From one of the walls, a strange bulge appears and the separates from the wall. As the bulge removes itself from the wall it forms into a blueish white sphere. Even the Mad God comments about it "That is strange.". He watches the sphere drift across the room for a moment. When it reaches near the middle the Mad God gestures and the sphere stops a few feet above the floor. Everyone examines the orb for a few moments. The Mad God says "Oh. I see." He reaches up with his right hand and makes a slow pinching movement. As his thumb and forefinger get closer the sphere seems to melt into itself. Slowly forms start to emerge. First a general outline of two humanoids. Then they become more distinct and clearly female. When all the details form they are clearly elves. One is wearing form-fitting stylized metal armor akin to current plate mail. The style is very strange and the party has not seen it before. The other elf is in studded leather armor that is also strangely crafted. In all other respects, the two seem identical. They hover in the air frozen in place till the Mad God gestures. Then they fall to the floor and finally seem to be aware of the current surrondings. After some initial confusion, the Mad God explains in his limited fashion that the sisters will need to come with the party. The possibilities they hold are useful.
Forming something of an alliance with the two new elves the party moves on in the mad test. The so-called rooms in the tower are landscapes of various types. The next area the begin to explore is a dense jungle-like forest. They quickly become stalked by Owlbears lead by pairs of Orcs. The team is haggard and hunted by groups of these foes. The final flight to the exit for this area is a crazed dash with a group of hunters dogging their heels.
Next, they enter a desert wasteland. They are quickly set upon by giant scorpions. Laylarin is nearly dragged into the desert but Frankie makes a narrow kill before she is taken away.
The next room is a nightmare maze. No light escapes the floors walls and ceilings. Completely enclosed they can only see each other and stumble through blindly. The spirit of Annabelle contributes greatly to navigating the pathways and the party makes it through another trial.
For the next challenge, they seem to be inside a large keep. The party explores the area and find rooms with tables and chairs and beds all slightly larger than normal. When they near the exit to the challenge they find a strange sight. A large humanoid with two rows of small horns on his head with red skin and large lower tusks protruding from his lips. With the elemental is a strange very large snail with tendrils like maces protruding out of its head. The red figure is tossing gems and coins in the air and watching as the snail with unerring speed an accuracy swats them away. Annabelle strides in and entertains the snail and red being for a few minutes. It does not take long for the red-skinned giant to become bored with listening to the party bicker in the hall. He uses a massive scimitar and cleaves Annabelle. "I can hear you" he rumbles. At this point, Hughes steps in view of the elemental and proceeds to bargain for passage. It does not take long for the greedy giant to agree on payment of gems and gold to let the party pass.
In the next stage of the mad test, the party finds themselves in a room that except for where they enter is filled with glass pillars. They are all about six inches apart and filled with a different colored light. Urghh figures out quickly that they will break very easily when he throws a pastry at one and it shatters. When it does it fills the room with painful electrical energy. He had hit a yellow pillar. The other pillars are red, white, and green. Eventually, the party finds some pillars that are marked with runes. When they break a red pillar with a rune all the red pillars disappear with no ill effect. Destroying the correct sequence of pillars the party makes room to very carefully traverse the room and exit this test.
The final room of the tower set the party in a cave system. The way forward is clear and they proceed. Not long into the underground stroll Urghh is assaulted mentally and rushes forward. The party follows and soon come to an open area with the exit just on the other side. Between them and the exit is a strange creature floating on one side of the chamber. It has many tentacles with a single eye and toothy mouth. Using a smoke cloud magically created they attempt to blind the being. With it hopefully blinded the party attempt to rush past. Beams of strange energy begin to shoot out at the party. They cause reactions of fear and convulsions when they hit. In the rear Laylarin screams and falls unconscious. The strange creature makes its way out of the smoke cloud. Flailing tentacles strike Sealarin who is nearly felled with the blow. Ozymandious steps up to strike the creature but screams and is also left unconscious. With no one left to carry him out his mind is devoured and body possessed.
When the Sealarin emerges into the white chamber with the Mad God the party rests. Finally, the Mad God offers them his boon. They are transported to what appears to be a rooftop. The view is a starlit expanse of galaxies and nebulas. Near the far edge is three pedestals. Each has a representation floating above it in a spectral blue-white glow. There is a Shield Sword and Scroll. When each of the party chooses they disappear. When they wake up in the house of Marks they have varying degrees of new power. Each is marked in some way this as well. On their bodies is something that looks like a tattoo. It is a stylized version of the choice they made Sword Shield or Scroll.
Urghh Callie and Gen quickly head to the arena and show Laylarin the attraction. They all sign up for matches the next day.
Hughes updates the Adventurer's guild of the information on the Latore family and collects the bounty for the undead they have slain. Ceana wants to go on a date with Hughes in two days when she has a break from her normal duties. Hughes knocks on the door to the Latore family later in the day. A servant named Avery answers and Hughes attempts to get more information from her.
Lord Marks will require Umbrielle go through social coaching classes. In order to portray the appropriate appearance and knowledge in his social circles, she will need to refine certain skills that are currently lacking. Lord Marks informs Umbrielle that the Latore family will have dinner with the Marks family in 4 days.
The Arena had been brutal for Urghh. He suffered through two fights and lost the first match. On the second match, he managed to defeat his opponent by using his teeth to rip out his inner thigh and sever his femoral artery. Urghh now stands short with two points in the arena.
The Mini-Mighty Callie stood her ground and came away with a victory on her first match. Her second match did not go her way and she suffered defeat in it. So far to the suprise of all she has claimed seven points in the arena.
Genevieve Wolfwing came out of her matches with a win streak. She has not only secured her place in the group with the best arena score of nine points but has also attracted the eyes of another. A lowly street rat by the name Chris Woodward has become her biggest fan. He is all of ten years old and of course, claims to be eleven. Genevieve doesn't seem to be the type to like the immature ones in his eyes. As soon as she left the arena he began to entreat her to be her page. He could clean her armor, sharpen her glaive or anything else she needed. Annabelle's Avengers being responsible adults don't take advantage of the situation at all. They immediately clean him, give him some clothes and set him to work.
The strange Elf in custom plate mail Laylarin surprised everyone with a two-win streak. She dominated her opponents with her strange fighting style of sword and yes a hammer...an elf...with a hammer.
The morning after your arena matches you quickly stop by the markets to resupply and pick up a new toy. Then you move to the portal that leads to the northern wilds. Stepping through the misty veil that makes up the portal you arrive at the northern counterpart. The overlarge platform and portal that rests on it are slowly pulled north by what appears to be two giant metal bull statues. The platoon of guards only gives you cursory looks as you make your way off the platform and into the wilds. You quickly set off in a north western direction. As night falls you enter lightly wooded foothills and are suddenly tackled from behind. Rolling over quickly to defend yourself you are relentlessly assaulted by a rough canine tongue. Luris stops his brutal assault barks excitedly and rushes into the brush. Following the path set by the large wolfhound you quickly smell the scent of a campfire. When you enter the small clearing Res greats you with a slight wave and a knowing smile at your tousled appearance. Luris sits on his haunches and lets out a long howl.
Res shares her evening meal and relates to you what she has been doing with her time. She has been camped her for almost a month. She has extensive maps of the area and has studied much of the local wildlife. Strange things are happening here. The local herds of things like mountain goats are migrating in strange ways. There is no reason for them to not stay near the foothills that are natural terrain for them but they don't travel north. Instead when migrating they head east and only slightly north. It is not just the goats that are doing this but even the birds are avoiding going straight north along the foothills and mountains. Res has found no reason for this strange behavior yet but plans to stay in the region and investigate further.
Asking after your life she shows you her longbow when you ask about strengthening your weapons. It has been finely engraved with gold filigree. She explains how the runes and enchantment enhance the weapon. She can teach you how to do this but you will have to fund the engraving and enchanting yourself.
Over the course of the next two weeks you spend your time divided between learning the enchantment process and "hunting" Luris. Of course his simple idea of you hunting him for training is like a child and an adult playing a game of skill. You "win" every now and then to make sure you are not too discouraged. Most of the time though he eagerly trounces you and tries to lick your face off.
After the full tale of your past trials are expunged Res appears very concerned. She had always thought tales of the Mad God were silly rumors. She even dismissed your claims despite the strange glyph on your skin. Using a dagger you sought to prove it by opening up your arm. In only hours and with no scarring a wound that would take weeks to heal was all but forgotten. Res is disturbed by this and concerned. She feels there is no good that come from the direct unsolicited involvement of deities.
When you return and ask Frankie for help in crafting your crossbow he directs to a local shopkeeper. Odin the gnome is willing to help create items with the party. (Any gold you are missing he will supply. He will count as another caster for calculating time. So one day 15 you are back and by day 25 you will be done with the crossbow if you get his help. His only price at the moment is that while doing the enchanting you teach him how to do it as well. He aims to start trading in magical items so knowing how to make as many as possible is good for business.)
Adelle Marks (Umbrielle) greets her husband that evening and asks if she could talk to him about a few things.She is willing to go through these social classes but would need to know when and where to attend them. She wants to see if a nice sized building be built in the back so she could learn new hobbies like sculpting, painting and musical instruments. She also informs him that she has already gotten all the servants started on the preparations for the dinner with the Latore family.
Spoiler for DM & Hughes
Hughes and Umbrielle are working together to track down Eilijah the razor, member of the Spiders who killed Annabelle. We want to find him capture him or track him to the others so we can get them all for what they did to my sister. I would enjoy torturing one of them to see at least if we can find anything more from them like why they would have kidnapped her in the first place.
Callie will be stopping by the house before she leaves for the wilds to ask "Elle" if it is okay to leave some things there while she is gone and to apologize for missing the dinner with the Latores.
Upon her return from the wilds, she will be speaking to Frankie, Mori, Hughes, and Saelarin to request their aid in enchanting her Light Crossbow in order to make it a +1 weapon.
That reminds me I will not be present for the dinner with the Latores.
For all party members.
Hughestes is going alone to investigate the Latore house while the family is at dinner so the longer y'all keep them busy the better my snooping around will go.
Hughestes volunteers to be the leader and nominates the band name to be "Cultured Rebels" , "Lost Delinquent's" or "Annabelle's Avengers" the last one is AA for short. And then we can have AA meetings.
Frankie is fine with AA even if there are meetings. Regarding leadership Frankie truly isn’t concerned with who “thinks” they are in charge but whomever it is will have to attend to Frankie and his predilections..
Callie is fine with the name Annabelle's Avengers aka AA. She is, however, a little skeptical about the leader being the resident stoner. Just as a suggestion since the overall theme of some things is leaning towards Edgar Allen Poe, the name of the group could be Nevermore.
Didn't Edgar Allen Poe have an addiction to opioids? That makes Hughes the perfect leader for our group.
For clarification purposes the face of the group/(leader of the group as long as nobody else wants to be the talky talker with the important npc that give our group jobs) I will use Hughes alter ego The noble merchant Lord Tristan Jaberwalky for any leadership, job purposes, or political issues that arise. With that being said there are like 4 individuals who have not weighed in on the subject. So if anyone else wants to take on a major role in the group don't hesitate to do so.
:)
Urghh will talk for group. Urghh good with word. They listen when Urghh speak.
Just to clarify that is a joke unless you want every encounter to turn into a fight...😂 😂
The group leader is mainly in respects to the Adventurers Guild and who speaks to the Guild rep. This is essentially a government building and there is just not room for whole groups of people to constantly be coming and going. Good luck to everyone if you start a fight in the guild.
Looks like you are the face, Hughes. Don't worry though if somehow your face is split over an inappropriate issue Frankie will sew the skin onto a wooden doll and alternate between Annabelle and the Hughes Doll... Maybe. (I just truly don't think Frankie is the one anyone should be using as a Leader unless you want to follow his obsession into oblivion without hesitation.)
Synopsis:
The registered Adventurer's group Annabelle's Avengers return to Stalia. They have successfully hunted down a small group of bandits to the west. Upon returning to Stalia late in the evening the party retired to a night of refreshment. The next morning Hughes adopting the role of Lord Tristan endures the ministrations of Gerta while collecting the bounty for the bandits. He is also given assignments that the party can complete.
Strangely enough, an old lady by the name Lashere seems to be having problems with a rodent. Before her husband passed away he had walled off the crypts beneath the house to serve as a basement. Old lady Lashere is now too old to navigate the stairs. After hearing something large from the basement she recruited her neighbor to help rid her home of the infestation. Mr. Orr went down to deal with whatever critter had managed to get stuck in her basement. He never came back up. Not being able to investigate on her own. She sought out the services of the Adventurer's Guild to assist her. 50 gold is to be delivered to any party that can clear her basement of unwanted guests and find out what happened to Mr. Orr. Annabelles's Avengers take up the cause. After a brief confrontation with an undead rat, they find Mr. Orr. He is now a senseless undead who is chipping away at the walled-off sections of the crypt now basement. Hughes ends his undead life and Frankie collects the bodies. By the time Lord Tristan reports the success he is informed of a now standing bounty for the undead. Any guild members who can show proof of killing undead in the city can claim 50 gold per kill.
The AA team is even further intrigued by a separate assignment from the guild. A request to investigate the Latore family was posted. There was no listed reward or completion criteria but Gerta assures the thick-skulled "Lord" Tristan that the requestor has ample funds. Hughes sets out and heads down to the central square. At the Latore offices he speaks with one of the family employee's. Nothing fruitful occurs with the employee. Later that night Umbrielle manages to sneak into the office and find information about contracts the Latore's have. Most of the contracts are from the Southern Empire. Precious gems are picked up and sold at profit all over the Empire with the Latore business acting as a middleman. They have started to acquire contracts with the Western Kingdom performing similar services with rare ores such as mithril and adamantine.
The next day Umbrielle gets the group to help with getting access to a party. The noble Lord Whitely is throwing a private party for a select few quests. With the help of Hughes, Umbrielle manages to gain access to the event as the date of Lord Jeffery Marks. By the end of the evening, Lord Marks is smitten with Umbrielle. He agrees to share his wealth and privilege if she will marry him. That very night they are married. Back at the Whitely estate, Frankie's familiar the Annabelle doll luckily makes its way through the house. The Annabelle doll secures the gem that was the main goal of the night but is seen running away from the house. Annabelle avoids capture and meets up with Frankie. Hughes unable to keep his nose out of things meets up with the band that would be playing at the Whitely party. Greasing some wheels he secures a spot as a performer for the night. He sweet talks one of the young cooks Ceana MacPheidearain. The simple cook is lulled by his charming nature and agrees to a date at a later time.
The next day Urghh, Ozy, Gen and even the pint-sized contender Callie wrap up matches in the Coliseum. After two days and four matches the mighty dwarf Urghh looks to have partaken of a little too much bud from his friend Hughes. He is left with only a single win and 1 point in the arena. Genevieve secured a win streak of 3 wins before losing her last match and settling on 6 points for the arena. Ozymandias came in even with 2 wins and 2 loses and ending with 3 points in the arena. The pint sized contender Callie is causing a stir late in the matches only competing in two but winning them both. She now stands higher than Urghh with 3 points in the arena.
Hughes performs some surveillance on the Latore family. There is some confusion on how many servants the estate has. For some reason, the numbers vary between 10-13. Looking to make some more quick money Annabelle's Avengers meet up for a late night undead hunt. The head down to the first level of the catacombs and search for the unholy spawn. After two encounters with several of hell's rejects, they attempt to let Annabelle lead them out of the tunnels. The doll appears to have succeeded and walks through a wall that is known to Frankie. Frankie does not come back through the wall and when Hughes attempts to investigate and touches the wall he is somehow pulled through violently. Urggh dashes headlong in after his friend. A great howling wind starts to build quickly becoming overpowering sucking the rest of the party into the wall.
The entire party wakes up fully rested in a strange room. It is a perfect cube with a fountain of water in one corner and a small shelf with little pastry confections. As the party starts to explore the room a voice speaks up "Welcome". Here they meat The Mad God. A strange bisected being of shifting fractal patterns wielding a wand with a floating gemstone that morphs in and out of impossible shapes. He explains that they are now in a test of sorts and must complete his challenge. The first level of his tower. If they complete his tower they can receive The Mad God's boon. Not having much of choice the party agrees and steps into the first room. It is a very large rectangular room filled with zombies several Gnolls and a ghoul. The fight was brutal and quick turning into a veritable meat grinder. Injured the party rests there to regain strength. When they pass through to the next room they arrive in what appears to be a large jungle.
Spoiler for Frankie:
After Frankie brought in the bodies of the giant rat and Mr. Orr Vexius began to work with a frenzy. Like an over excited child he worked in a fever state. Constantly babbling to himself with the imp fluttering around trying to keep up with his frantic movements. When he next notices Frankie's presence his deranged eyes actually lock on to Frankie's. "We must have more, more. This this this opens up so many possibilities muahahaha AHAHAHAH!!"
Spoiler for Umbrielle:
Estan provides Umbrielle with a mark to steal a strange glowing jewel form Lord Whitely. After the party Frankie turns over the jewel to Umbrielle and asks her to meet with potential allies. Frankie smashes a small glass marble and Umbrielle and Frankie are transported to a small chamber. A well dressed middle aged man with a circlet and several rings is waiting. He states for Frankie an Umbrielle to follow him. After a short corridor they come to a small sitting room with two high backed chairs. He sits in one and instructs Frankie and Umbrielle to wait. Not long after a red haired tall elegant woman who is unmistakably the Empress enters and sits. After short explanations Umbrielle is bound by the Empress to work as a double agent in the local thieves guild. The leader has become a thorn in the Empire's side. Umbrielle is to locate the leader and provide information so the Empress can have him dealt with. Ben gives Umbrielle a matching jewel to turn over to the thieves guild. When she returns to Eston he exchanges the jewel for information on Eilijah the Razor. He is a member of the Spiders and frequents The Deranged Mole to buy drugs.
Spoiler for Ozymandias:
Cora Ripper has made an appearance and lets Ozy know that their mutual patron is interested in the secrets the sensuous blade and the crazed intellect hold. Find out what they hide and do not fail.
I know I skipped over some things and screwed up the timeline a little. I will try to take better notes next week. Through the week I will also try to flush out some of the details of this post and I may update it several times.
I am downloading the video and will try to have the 10 or 11 hours of video cut down to a reasonable number and maybe a highlights reel for our fb page.
Anabelle's Avengers and the Bandit Captain of The Rat Spawn Gang.
Gather around and hear ye a tale of the heroic deeds of Annabelle's Avengers . Produced by the honorable Lord Tristan Jaberwalky retold by me Hughestes Furchtbar.
Twas vast and never ending the plains of wheat grass and farmland that made up the roadside lands. As we headed West along the road away from Stalia. The adventures guild had tasked us with a very daring task indeed. Bandits lay in wait somewhere along this road. Lord Jaberwalky had rented a wagon with a beast of burden and crates to entice the bandits to attack. Uurgh the glorious fitness bound dwarf whose muscles make the ladies swoon led the donkey along the road. Umbriell the beautiful, but deadly vixen traveled through the tall grass fields scarcely seen. Frankie the master spellcaster sat silently amidst the crates in deep study of his books. Whilst the young Callie the fleet of foot halfling and the warrior princess Genevieve passed behind the cart watching the rear guard. And that dashing hero Lord Tristan Jaberwalky stood look out atop the cart reigns in hand. We traversed the plains a day and night and found ourselves taking up guard just south of the crossroads gate. Our camp lay off the road a gentle slope. And the watch was set yet none would sleep that night. We bedded down or so it would seem but all alert and armored ready for the fight that we knew was to come. Just past he 12th hour they sprang from darkness in hopes of catching us by surprise, but they found a surprise as 5 of their number were stuck fast by a sneaky magical web master Frankie laid in store. Another of their number was quickly dispatched by the enchanting Umbrielle who while watching her enemy fall felt the whisp of an arrows fetching graze her cheek. Twas Callie's arrows that flew past Umbrielle's left cheek striking her target home. Right between the two eyes of the bandit who had been looking at Umbrielle with a horribly lusty intent. Uurgh hoorahed as he smashed two bandits heads together crushing their skulls with a satisfying splat. The noble Tristan paried swords and witted words with that evil bandit captain Cardmiell. Tristan ducked below the cutlass blade and foul breath of Cardmiell and lord Jaberwalky thrust valiantly forward piercing his blade through Cardmiells left shoulder as the vivacious Umbrielle leaped up behind the grotesque captain and plunged a final dagger deep into the back of dreaded bandit captains head. At seeing the death of the bandit captain three of the unwashed bandits surrendered throwing down their swords. The hero's of Annabelle's Avengers delivered the horrid men to the authorities for swift justice. You can now see their corpses hanging at the gallows outside the eastern city gates. If you happen to see one of our mighty hero's be sure to buy them a round or a bite to eat. And remember to pay your tab and tip the wait staff. Good night until the next tale of the hero's of Anabelle's Avengers.
The spell/magic item creation rules I have set down have been adjusted. I want the party to be able to create things they want and possibly even come up with brand new items/spells. The original formulas quickly became prohibitive even with the downtime I was listing. Common and Uncommon formulas are listed. Rare and Very Rare will go up when we reach those milestones. Everyone can go ahead and level up to 4. I will post an overview of the session and start posting downtime actions up. If you have anything specific in mind send me a message with the general details.
Spoiler for DM EYES ONLY
Frankie has several goals which he would like to pursue over the next month. I will rank them in the level of importance as follows. Next, to each goal, I will add what I believe is my best ways to achieve those goals.
1. Learn New Spells- Vexius should have a lot of very interesting spells, if he is unwilling or unable to provide something useful Frankie will attempt to check with the library, however, there is a mutual benefit to Vexius assisting me, since I am responsible for retrieving his experiments.
Gentle Repose- useful for every necromancer.
Invisibility- Useful for reconnaissance and escape should I be in a situation and need to.
Darkness- Useful for escaping from dangerous situations in order to better retrieve his requested items.
2. Make or buy one or more wands/staffs- Vexius I hope will have some sort of useful means of achieving something of this nature, after all, it will help me to get more undead to his laboratory and assist in keeping me alive for when he wants other things.
Magic Missile- Useful because one or more of these wands could clear up spell slots for me and allow more flexibility in hunting the undead for Vexius. My preferred outcome would be to have my quarterstaff made into a staff of magic missile.
3. Improve the carving of the Annabelle doll. Specifically practicing my woodcarving skills and improving the real-life look of Annabelle.
In addition to all of these things, I have several conversations planned which I will play out through a direct message in a group chat including yourself and the other individual characters. Also, Frankie will be looking to purchase the best dagger he can afford.
Spoiler for Frankie Stein:
1. Vexius has access to the requested spells or can get a tome with them in it. Use the PHB rules for copying spells to your book.
2. Vexius currently does not have a staff or wand of Magic Missile but it was one of the first curios that he learned to create. He can teach you how to make your staff into a staff of Magic Missile. It will function exactly as a Wand of Magic Missile. The total time will take 35 days to make. 15 to learn and 20 make with a cost of 500 gold. This project can be stored in his lab. He will not help with the cost or the creation process. This is a good test for an apprentice. While the staff is being enchanted you will not be able to remove it from the lab. This time frame and situation is subject to change. I have an idea for introducing Lee's character that may affect this.
3. You can work on this when you are not doing anything else. This does not have to be a set amount each day.
Session 2 Synopsis:
After completing the first challenge of the Mad God the party finds itself back in the strange white room with the enigmatic entity. While resting the party is interrupted by a strange tearing and grinding sound. From one of the walls, a strange bulge appears and the separates from the wall. As the bulge removes itself from the wall it forms into a blueish white sphere. Even the Mad God comments about it "That is strange.".
He watches the sphere drift across the room for a moment. When it reaches near the middle the Mad God gestures and the sphere stops a few feet above the floor. Everyone examines the orb for a few moments. The Mad God says "Oh. I see."
He reaches up with his right hand and makes a slow pinching movement. As his thumb and forefinger get closer the sphere seems to melt into itself. Slowly forms start to emerge. First a general outline of two humanoids. Then they become more distinct and clearly female. When all the details form they are clearly elves. One is wearing form-fitting stylized metal armor akin to current plate mail. The style is very strange and the party has not seen it before. The other elf is in studded leather armor that is also strangely crafted. In all other respects, the two seem identical. They hover in the air frozen in place till the Mad God gestures. Then they fall to the floor and finally seem to be aware of the current surrondings. After some initial confusion, the Mad God explains in his limited fashion that the sisters will need to come with the party. The possibilities they hold are useful.
Forming something of an alliance with the two new elves the party moves on in the mad test. The so-called rooms in the tower are landscapes of various types. The next area the begin to explore is a dense jungle-like forest. They quickly become stalked by Owlbears lead by pairs of Orcs. The team is haggard and hunted by groups of these foes. The final flight to the exit for this area is a crazed dash with a group of hunters dogging their heels.
Next, they enter a desert wasteland. They are quickly set upon by giant scorpions. Laylarin is nearly dragged into the desert but Frankie makes a narrow kill before she is taken away.
The next room is a nightmare maze. No light escapes the floors walls and ceilings. Completely enclosed they can only see each other and stumble through blindly. The spirit of Annabelle contributes greatly to navigating the pathways and the party makes it through another trial.
For the next challenge, they seem to be inside a large keep. The party explores the area and find rooms with tables and chairs and beds all slightly larger than normal. When they near the exit to the challenge they find a strange sight. A large humanoid with two rows of small horns on his head with red skin and large lower tusks protruding from his lips. With the elemental is a strange very large snail with tendrils like maces protruding out of its head. The red figure is tossing gems and coins in the air and watching as the snail with unerring speed an accuracy swats them away. Annabelle strides in and entertains the snail and red being for a few minutes. It does not take long for the red-skinned giant to become bored with listening to the party bicker in the hall. He uses a massive scimitar and cleaves Annabelle. "I can hear you" he rumbles.
At this point, Hughes steps in view of the elemental and proceeds to bargain for passage. It does not take long for the greedy giant to agree on payment of gems and gold to let the party pass.
In the next stage of the mad test, the party finds themselves in a room that except for where they enter is filled with glass pillars. They are all about six inches apart and filled with a different colored light. Urghh figures out quickly that they will break very easily when he throws a pastry at one and it shatters. When it does it fills the room with painful electrical energy.
He had hit a yellow pillar. The other pillars are red, white, and green. Eventually, the party finds some pillars that are marked with runes. When they break a red pillar with a rune all the red pillars disappear with no ill effect. Destroying the correct sequence of pillars the party makes room to very carefully traverse the room and exit this test.
The final room of the tower set the party in a cave system. The way forward is clear and they proceed. Not long into the underground stroll Urghh is assaulted mentally and rushes forward. The party follows and soon come to an open area with the exit just on the other side. Between them and the exit is a strange creature floating on one side of the chamber. It has many tentacles with a single eye and toothy mouth. Using a smoke cloud magically created they attempt to blind the being. With it hopefully blinded the party attempt to rush past. Beams of strange energy begin to shoot out at the party. They cause reactions of fear and convulsions when they hit. In the rear Laylarin screams and falls unconscious. The strange creature makes its way out of the smoke cloud. Flailing tentacles strike Sealarin who is nearly felled with the blow. Ozymandious steps up to strike the creature but screams and is also left unconscious. With no one left to carry him out his mind is devoured and body possessed.
When the Sealarin emerges into the white chamber with the Mad God the party rests. Finally, the Mad God offers them his boon. They are transported to what appears to be a rooftop. The view is a starlit expanse of galaxies and nebulas. Near the far edge is three pedestals. Each has a representation floating above it in a spectral blue-white glow. There is a Shield Sword and Scroll. When each of the party chooses they disappear. When they wake up in the house of Marks they have varying degrees of new power. Each is marked in some way this as well. On their bodies is something that looks like a tattoo. It is a stylized version of the choice they made Sword Shield or Scroll.
Urghh Callie and Gen quickly head to the arena and show Laylarin the attraction. They all sign up for matches the next day.
Hughes updates the Adventurer's guild of the information on the Latore family and collects the bounty for the undead they have slain. Ceana wants to go on a date with Hughes in two days when she has a break from her normal duties. Hughes knocks on the door to the Latore family later in the day. A servant named Avery answers and Hughes attempts to get more information from her.
Lord Marks will require Umbrielle go through social coaching classes. In order to portray the appropriate appearance and knowledge in his social circles, she will need to refine certain skills that are currently lacking. Lord Marks informs Umbrielle that the Latore family will have dinner with the Marks family in 4 days.
The Arena had been brutal for Urghh. He suffered through two fights and lost the first match. On the second match, he managed to defeat his opponent by using his teeth to rip out his inner thigh and sever his femoral artery. Urghh now stands short with two points in the arena.
The Mini-Mighty Callie stood her ground and came away with a victory on her first match. Her second match did not go her way and she suffered defeat in it. So far to the suprise of all she has claimed seven points in the arena.
Genevieve Wolfwing came out of her matches with a win streak. She has not only secured her place in the group with the best arena score of nine points but has also attracted the eyes of another. A lowly street rat by the name Chris Woodward has become her biggest fan. He is all of ten years old and of course, claims to be eleven. Genevieve doesn't seem to be the type to like the immature ones in his eyes. As soon as she left the arena he began to entreat her to be her page. He could clean her armor, sharpen her glaive or anything else she needed. Annabelle's Avengers being responsible adults don't take advantage of the situation at all. They immediately clean him, give him some clothes and set him to work.
The strange Elf in custom plate mail Laylarin surprised everyone with a two-win streak. She dominated her opponents with her strange fighting style of sword and yes a hammer...an elf...with a hammer.
Spoiler for Callie:
The morning after your arena matches you quickly stop by the markets to resupply and pick up a new toy. Then you move to the portal that leads to the northern wilds. Stepping through the misty veil that makes up the portal you arrive at the northern counterpart. The overlarge platform and portal that rests on it are slowly pulled north by what appears to be two giant metal bull statues. The platoon of guards only gives you cursory looks as you make your way off the platform and into the wilds. You quickly set off in a north western direction. As night falls you enter lightly wooded foothills and are suddenly tackled from behind. Rolling over quickly to defend yourself you are relentlessly assaulted by a rough canine tongue. Luris stops his brutal assault barks excitedly and rushes into the brush. Following the path set by the large wolfhound you quickly smell the scent of a campfire. When you enter the small clearing Res greats you with a slight wave and a knowing smile at your tousled appearance. Luris sits on his haunches and lets out a long howl.
Res shares her evening meal and relates to you what she has been doing with her time. She has been camped her for almost a month. She has extensive maps of the area and has studied much of the local wildlife. Strange things are happening here. The local herds of things like mountain goats are migrating in strange ways. There is no reason for them to not stay near the foothills that are natural terrain for them but they don't travel north. Instead when migrating they head east and only slightly north. It is not just the goats that are doing this but even the birds are avoiding going straight north along the foothills and mountains. Res has found no reason for this strange behavior yet but plans to stay in the region and investigate further.
Asking after your life she shows you her longbow when you ask about strengthening your weapons. It has been finely engraved with gold filigree. She explains how the runes and enchantment enhance the weapon. She can teach you how to do this but you will have to fund the engraving and enchanting yourself.
Over the course of the next two weeks you spend your time divided between learning the enchantment process and "hunting" Luris. Of course his simple idea of you hunting him for training is like a child and an adult playing a game of skill. You "win" every now and then to make sure you are not too discouraged. Most of the time though he eagerly trounces you and tries to lick your face off.
After the full tale of your past trials are expunged Res appears very concerned. She had always thought tales of the Mad God were silly rumors. She even dismissed your claims despite the strange glyph on your skin. Using a dagger you sought to prove it by opening up your arm. In only hours and with no scarring a wound that would take weeks to heal was all but forgotten. Res is disturbed by this and concerned. She feels there is no good that come from the direct unsolicited involvement of deities.
When you return and ask Frankie for help in crafting your crossbow he directs to a local shopkeeper. Odin the gnome is willing to help create items with the party. (Any gold you are missing he will supply. He will count as another caster for calculating time. So one day 15 you are back and by day 25 you will be done with the crossbow if you get his help. His only price at the moment is that while doing the enchanting you teach him how to do it as well. He aims to start trading in magical items so knowing how to make as many as possible is good for business.)
Adelle Marks (Umbrielle) greets her husband that evening and asks if she could talk to him about a few things. She is willing to go through these social classes but would need to know when and where to attend them. She wants to see if a nice sized building be built in the back so she could learn new hobbies like sculpting, painting and musical instruments. She also informs him that she has already gotten all the servants started on the preparations for the dinner with the Latore family.
Spoiler for DM & Hughes
Hughes and Umbrielle are working together to track down Eilijah the razor, member of the Spiders who killed Annabelle. We want to find him capture him or track him to the others so we can get them all for what they did to my sister. I would enjoy torturing one of them to see at least if we can find anything more from them like why they would have kidnapped her in the first place.
Callie will be stopping by the house before she leaves for the wilds to ask "Elle" if it is okay to leave some things there while she is gone and to apologize for missing the dinner with the Latores.
Upon her return from the wilds, she will be speaking to Frankie, Mori, Hughes, and Saelarin to request their aid in enchanting her Light Crossbow in order to make it a +1 weapon.
That reminds me I will not be present for the dinner with the Latores.
For all party members.
Hughestes is going alone to investigate the Latore house while the family is at dinner so the longer y'all keep them busy the better my snooping around will go.