I lied, these are just my notes.
This session was a fucking monster of a thing, I have some written notes I will add later.
The Outskirts
You find yourselves on the banks of the river you’ve landed upon, looking at a church, graveyard and a few small buildings sitting outside of the city walls, some houses, and a small, run down, Travellers Inn
The Gates.
The walls are manned by both town guard and sometimes a Thassian soldier.
Coincidentally, as they look, a person walks up to the gate, shows them a small scroll from inside his pouch. A spell caster comes out of the gate house to cast some form of check or spell, a quick blue flash, and the man is waved through.
The Church of the Eyes
Is a large building, standing peacefully outside the city walls of Tos Calos, just across the river from the main walls.
It is a large stone building, with a huge stained glass Eye in the front window, and is very well maintained and upkept.
There is a hymn coming from the church, from many attending members from resonance of voices coming from within
Religion Check DC 17 = that appears to be a song for Undis, the Mad God of Knowledge.
Entry
Upon trying to enter, Flashy will burn a black fire, and both the Axe, and the demon connected to it, can be heard screaming in pain and rage.
An Acolyte hurries over and offers to take the axe and hold it at the door way until his business here is finished?
While doing so, another white clothed acolyte hurrys over and offers Tea or Berry Water to each of the party.
Inside is a lavish church, with a few (3) people sitting at the pews, along with what appears to be a single ghost, they chant along with a cleric with the symbol a large red eye embroidered on her breast
Thessel – Cleric of Undis
She is where the source of the hymnal chorus is coming from, waving one hand to keep the orchestration going, while casting small cantrips to add voices and instruments as the flow rises and falls.
- Thessel Swiftthink, a Master Reader of the Order of Undis,
- She watches over this temple, and can cast clerical spells up to level 4 for the party, 50gp per spell level + the cost (or supply) of expensive reagents.
Clara
Another cleric, in the same dress and symbol of the to the side, is preparing some ingredients or reagents for something at a table
- If asked, the Thassians have purchased a number of spell components from her, which she is preparing to take to the castle over the next day or two.
- Her name is Clara, and is the rank of ThoughtSeeker in the order.
The Images on the Windows and Walls
With candles lit on every surface, you can see orate carvings around the place, of various historic events, battles or ballads, meeting and massacres, notably each image credits the Historian and their work beneath it, not the events themselves.
Seen are some of the classic events of the world, the glory and then cursing of the Mekkians, the liches and their subjugation of the dragons, the Anti Magic solution to their empire. Even the battle for Ran was here.
Recent events were present too, The Ice God’s Vengeances against your peoples, and even, oddly, one right at the end, that showed two familiar figures fighting down a room of skeletons before a crystal.
Beneath it were the words “Tangor’s Tales Vol.I – Published Posthumously”. Odd.
A Warning
A high perception check will show a couple of symbols carved near the entrance.
If Senjo sees them, he will know it as Thieves Cant – “Don’t Take – Eye’s Above”
The same roll will also show two small Scorchmarks of two shoes nearthe door,
Insight – prev theif?
Kobolds in the walls
They first watch (perception to notice) the party to see their allegiances and skills.
Before they ask for help, as they are stuck here and unable to leave.
Anywhere else they go in the city they are hunted by rats with violent green eyes, the same rats who took over their lair in the sewers some weeks ago.
The Watching Eyes
Above them all, is an invisible Spectator, the patron of this church.
He lurks above, waiting to see the intentions of any visiting creatures, before introducing himself and discussing philosophy and thoughts about the general existence of things.
Once summoned to this plane, SliLizerazerathtathka (Sli-Liz-er-az-er-ath-tath-ka) Or Sly to her friends, was once summoned for great deeds and protections of creatures long past, and her curse now is to remain in this world forever, geas unfulfilled
Now she spends her time watching over the creatures of church, granting boons and educating the small and weaker. While also spying on far away actions across the world, and selling the information found at a tidy profit.
She’s independent, and works for only the highest of bidders, charging “The prices only nations can afford sweetie”, and prefers her anonymity.
She doesn’t care much for the Thassians, they have both worked and clashed together in the past, but they have done nothing illegal so far in her eyes, and the Ajburer has not objected to their presence, so who is she to countermand his lack of comment?
Quest
She will offer them a small quest for her, nothing serious though, mind you.
If you would be so kind as to pay a visit to the Abjurer’s Tower and ask him to pay her a visit soon, she would be appreciative to the tune of a True Scrying (no chance of failure) of their choice, or, failing that, some money.
(A scrying requires (but does not consume) a 1,000gp focus )
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The Yard Outside
For a country estate, the yard outside is well maintained, with paths and items of interest scattered around between flower beds and bushes.
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The Fountain of Sight
An invisible fountain (use one of the resin ones), when detected by concentrating on sound, or another sense as long as it is detected, then it will appear to those.
Any who drink from it’s waters (1 cup) will “Feel as though the gloom of Night has lifted from your eyes for the remainder of the day”
(They have Darkvision until the end of their next long rest.)
The Abjurer’s Crystal
It stands there, glowing and humming softly, with the feeling of cold, and old power radiating from it.
The Spectator may share that he works with the Abjurer to keep these land’s safe, but his friend has been absent and involved in his own works for some time now. \
The Crystal cannot be harmed
Pupil’s Perch of Perspective
A small bench, flanked by flower pots, with the small engraving “The Pupil’s Perch of Perspective”
If one sits here for over five minutes, they gain advantage on insight rolls made while processing information or previous history and events.
The squatter will also gain advantage when trying to see the Spectator.
A Nest in the Buttresses
A sharp perception roll may note a small nest in among the first story buttresses. A dark form can be seen withing, curled up.
A Tressym lives there in a fine nest that has clearly been aided by another, more thumb-capable individual, as the Nest in question is made fine joinery-work, is edged with gold and silver artwork, and bears the name “Socks” on the front.
A Unwatched Well
A small well in the back yard, it bears a small bronze plaque with the symbol of a sleeping eye etched upon it.
DC15 – A great feeling of safety and sanctuary comes across any standing around it, as if certain that no one may watch or overhear words said around this structure.
An Emerald Eyed Rat
Perception 15 – Out from a bush alongside the fence, peers a very large rat with glowing green eyes.
It notices you noticing it.
Your eyes meet.
“Squeek” it states, in a monotone, before backing away into the dark brush, maintaining eye contact the whole time.
Wisdom Saving Throw
Those who get over DC20: Something probed your mental defences and was repulsed.
Those who didnt: Silence
Record who failed – The Rats will have advantage on them, later, in the sewers
Justus and Kangrog.
Houses & Farms
- House 1 – The Plagued One
- “As you open the door, you are faced with a seeping cloud of sickness and miasma. From within, a feeble voice coughs out the words ‘Stay out! It’s probably catching!”
- A middle aged man who was suddenly brought low by this terrible illness
- Doesnt recall, but he drunkenly slurred the god of diseases in the pub repeatedly as part of a drunken boast.
- Can be convinced with Recall, or good interrogation to remember what he did.
- Justus can intercede with him via prayer, cleansing the curse via apology now penance has been served.
- Otherwise will beg Paladin of the Pure Flames to burn his dwelling as a cleansing so he can pass into the realms of the Gods and not the depths of the Nether
- May ask for the Paladin’s shield, to help guide him on his way.
- Can be convinced with Recall, or good interrogation to remember what he did.
- Doesnt recall, but he drunkenly slurred the god of diseases in the pub repeatedly as part of a drunken boast.
- House 2 – Gravekeeper
- Simon
- Simon
Travellers’ Inn
A near empty Travellers Inn stands next to the stable.
Within is the barkeep Gregor, who will chatter about local news and rumours for drinks (as per mini game)
On the edge of the bar, near one corner, is the Theives Cant symbol for “Grave”
Drinking Game – Rumours
One drink at excessive prices per rumour. Once three beverages have been consumed the player will have the poisoned condition for the next half day or so.
DM – After the Half Day, hit them with the Hangover +1 Exhaustion til long rest.
DM – Fine wine = no hangover
Drinking Rumours (1sp Each)
- Thassians seized the town from the reigning Vizier in a semi-coup-slash-rigged-election that is being mildly accepted by the locals, though many are looking to leave if the if the situation remains
- Explains the towns politics, local independent trade port that serves as a trade hub for the pirates of the un-navigable Lattice Coast to the south, protected by a local wizard that holds back the cursed desert to the north.
- There was a fight up north, seems like it was pretty brutal as only about half as many returned as left, most wounded.
- Thassians patrol the time now, from time to time, helping the vizier’s existing forces maintain order.
- 1gp or a nice intimidation will give their patrol times (between 9th-10th Morning Bell and again between 3rd-5th afternoon bells)
- The Cemetery is truly not safe after dark, be very careful there.
Fine Wine Bonuses (3sp each)
- Theres talk of prisoners being kept somewhere in the castle, but no one in the town has been noticed as missing, so he has no idea who they would be. – done
- A Bronze Dragon been seen north and east of here. Young one though, not the normal stoic old Bank-Drakes that is seen from time to time.
- The Abjurer has not been seen in years, but this is not uncommon. The Thassians do claim his support, which is a large part of the reason their rule is being accepted. However, they have stuck to using their own mages…
- Whispers – The Church across the ways is an odd one
Patrons
Oskar is a Brewmaster of Skyshaft – Our friend from Rizen. Currently sold out, having made a batch of Persuasion Punch for the Thassians. He’s looking to head out of town with the next caravan but…
Quest – If you were to find any of the following, he would be happy to knock up a quick homebrew for you.
SewerShroom – Acid Breath
Spectator Eyes – See Invisibility
Vesto, Wine Merchant from Othos – Here to purchase back his cargo from a pirate captain by the name of ‘Telarina the Terrible’. Vesto is clearly quite annoyed with the whole situation.
Alan the Ratcatcher – He’s really drunk, and really really drinking. Anyone who talks to him will be ranted to about intelligent rats on end.
DM – Literally, Rant about Rats and how you never catch any despite clear evidence of them someone stops you
- Setup for Next Session Quest.
Behind the Inn
- Potion Seller – Vitizer the Younger
A young potion seller sits behind the inn next to some supplies, making notes in a small tome with many extra notes and letters sticking out from it at every angle. - Quest – In town to pick up some CrysOx – Blue magical crystals that help with explosions and flame potions when used in specific ways
- Insight – The guys you met on the road were discussing very similar crystals
- Doesn’t have a pass though, and is a known Nestorian, so can’t get in the city and is heading back out in the next caravan or ship
- Not worried about the Thassians, “They need lice removal and foot rot balm the same as a Nestorian, aint much more than a new set of colours really”
- On Vaulting Potions – “Be aware, these things are getting rarer lately. I’ve heard of bounties on gryphon feathers just to keep up with demand, might be worth remembering if you see any sometime”
- Side Quest
After flicking through his notes, he does mention that there is a specific type of mushroom said to grow somewhere around here, a bright blue one known as a “CorpseFire Mushroom”
If they do find one, he would like to try using one in an elixr of Energy Resistance (30), as he’s heard a story about that in his travels.
- Insight – The guys you met on the road were discussing very similar crystals
Stable
The Mystery Animal
- Looks like a perfectly normal horse
- Except, he has some odd Shoe-Gloves, made of some sort of shiny leather (plastic)
- Stares unnerving at the players
- When spoken to will say nothing. If pressed, it will pound a hoof down in protest and snort.
- If ‘Speak with Animals’ is used, it will be offended (not an animal)
- Outcome
- If anything is said about it that it doesn’t like, it will say “Hm. Interesting.” and disappear effortlessly (Invis or Di Door or Temporarily banish itself)
- There is nothing to gain here, setup for later
River
- If anyone searches the river, a small travellers chest can be found within it. The chest is quite damaged.
- Inside are a few coins (3gp, 12sp) and a small penknife.
Graveyard
The Trees
[[Gnarled Ancients]]
Gnarled twisted husks of once vibrant trees, they stand now with gnarled tips of branches looking like curling, beckoning fingers.
DM: These are horrors of an older time, moving and growing towards the living within reach at barely perceptible speeds. Once close enough, they pounce, snatching their victims and wrapping them in branches as roots burrow into the skin and start to feed.
Movement
Roll perception across the party as they look around at each thing in the graveyard, anyone rolling over 20 will notice something has moved in the background while they were studying Item, but they can’t quite place it.
On the Third Successful Check have them notice branches are in different places than when they entered. If they get close enough to the trees, while studying it or looking around, they will simply attack.
During Combat
Any Hitpoints taken from the target via feeding is given to the Ancient one as Temporary Hitpoints, and would have a visual effect upon the monster, visibly healing it before their eyes.
name: Encounter
players:
- Senko
- Parallax
- Kangrog
- Justus
creatures:
- "2": Gnarled Ancient
The Secured Graves
- Boarded Up
- Misdirect / Hint of Zombies.
- If opened, corpses of locals are all that is found.
The Sunblade of Saldor
- A locked tomb, with a silver inlaid ornamentation on the casket.
- If they get in, there are three images on the wall, below the carved words “The Tragedy of Saldor”
- #1 showing what appears to be some ancient battle or some such, of silver warriors riding behind someone weirding a golden sword, toward a horde of undead.
- The Next shows the warriors driving deep into the undead ranks, with many heaps and piles of bodies behind them in their path, as the warrior burned through the ranks with their blade of holy fire.
- The Final, shows the golden bladed warrior as they died, six spears through them propping them up, a leg missing almost at the pelvis, their shield arm missing from the elbow down, and savage wound already on their face as a final blow rains down upon them.
- The casket will not budget for anyone, regardless of what they do, help in holy purpose.
- That is until a Cleric or Paladin tries, and then the covering will gently slide off smoothly, and float to the floor.
- Within, is a skeleton clutching a fine long sword to it’s breast with it’s single remaining hand.
- An observant person would not the lack of leg, also….
- Summons Zombies from nearby graves when Picked Up, they will start moaning and groaning
- Horde of 12 or so for cutting down, make them as RAW, easy stuff to test the sword on.
Sunblade of Saldor (Sunblade for Inspo)
- Acts as a Magic Weapon when facing or nearby to Undead, giving a +2 to all rolls and attacks.
- Deals an extra 2d8 +6 Radiant Damage vs Undead
- Grants Critical Hits on rolls of 16-20 when facing undead
- Cursed Item – When first touched, the item will bestow a curse on the bearer that cannot be shaken off without diving intervention, having their own critical hit radius increase from 20 to 18-20 when facing any foe.
name: Encounter
players:
- Senko
- Parallax
- Kangrog
- Justus
creatures:
- "12": Zombie
The Centre Stone
A sickly stone is centred in the cemetery, where the soil around it is pale, lifeless and cracked.
A small bronze plaque reads in common.
HereLies The Buried the Unquiet Head of The Deathknight Eldrad SoulLeech
Per / Investigate – Tucked behind rocks in the cairn, just barely visible, is a small sickly electric blue mushroom.
Insight / Religion – Whatever is down there is still affecting the area, and may never stop til someone does something
The Head can be unburied and talked to, it will croak a lot about them being an abomination, and demand parralax help them as their ancestral slaves.
Currently, there is no known way to dispose of the Head.
The Mausoleum
A large room with a single sarcophagi within the center. The door is ajar, and unlocked, and the room is quite still and looks to have been untouched for years from the level of dust on the floor.
The sarcophagus is latched closed with a silver, ornate latch, with a large purple gem set in the center that glows mildly.
On the Far Wall, is the silver letters that state:
- “Resting Place of the Vampire Lord, Vargos Valdere”
Opening the Clasps
- The player touching the clasps will feel aholy geas first, forcing them not to open the clasp
- Wisdom ST DC 20 to continue
- If they continue to do so, the gem will flare purple, and a bodiless word will be bitten out of them in tongue of magic, and after a red flash, the offending player will be found on the floor, dead.
- Remind them the Church has Revivify (for a neat, 450gp for the spell + diamond consumed to do so)
Perception DC15 (Adv for Senko)
- Some small chips have been made into the stone window sill, three small perpendicular lines
- Cant Insight – DC10 – just three short lines but in old Thieves Cant, this used to mean “Look a third time” – an old saying to note that things are not what they seem.
- Looking again, an extremely small catch can be found on the floor behind the sarcophagus,
- when pressed it slides the Vampires tomb backwards slightly, to reveal a small staircase.
Thieves Guild
Before you, is a long passageway, that turns 90 degrees to the right about 40ft on, lit by torches.
The stonework is well made and laid, showing this wasn’t dug outby some rank amateurs.
As you look around, the torches, as if by magic or design, start to dim, and then go out, leaving the room in darkness.
History – This sounds exactly like the passageway Horn and the Nestorians escaped from with help from the thieves.
Invest/Insight – filled with substantially less dust, as if people have used this before
Nature/Insight – You hear no sounds of note as you enter, however moving the casket has made enough noise to alert anyone who might have been listening in the hallway.
Searching – will find a small note in Cant, that helps Senko find a switch to disable the traps, and the lights will come back up to normal brightness.
The Guild
As you enter there is currently a meeting between the thieves and a Pirate from The Lattice, who are arranging for a wine shipment to be smuggled into the city to be sold back to the wine merchant.
The Guild Members
There are a couple here from the guild, and they are happy to meet someone from a neighboring guild (assuming he plays by the rules of the guild – 30% of all takes in the town go to the guild, and you don’t take from those who’ve paid protection)
They’re happy to help you through the sewers into town in an unseen manner, for a small fee of course (20gp p/p), and can even sell you some fake town passes that should hold up to any general scrutiny other than a wizard inspecting it, for 50gp a piece (will come down to 120gp for 4).
They do warn they are not the only ones using the sewers to get around, and there have been some unexplainable things going on down there lately, probably thassians looking around, but it’s best to pass through quickly.
Sarn – the current recruit, will guide you through the sewers next session.
Eddor – Pagemarker of the guild, he keeps their records and takings, along with doing most forgeries.
Graen – TheifMaster of the city, probably mid 40s, has a way of speaking about her that tells you she knows what shes talking about.
Pirates
Captain Hellvat of “Ididntnametheboat” is open to helping the players escape with Tangor, or are also especially if they can co-ordinate any player mis-adventures as distractions for a solid night of thieving & Plunder, but she worries that the Abjurer will have something to say about it and bring it all to a very unpleasant end.
Quest Pirates might decide to join in the chaos, but will need guarantees the wizards are dealt with before they do anything except sail around threatening outside the harbor
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