Saturday, October 15, 2016

The AGRP return in triumph to Phylothea. But, also to a surprise. The harbor is filled with ships! Onshore the city is packed with soldiers from all the neighboring lords. Overheard conversations tell a tale of a coming war with the humanoid kingdom of Getusia. The Dark Lord of the Gets has committed an unforgivable insult to the great king Agamemnon by capturing the Princess Melina and the murder of Prince Mylos.

Meeting for the first time with Lord Irus, the AGRP are royally congratulated on their victory over Zam. The Lord is understanding over the necromancer’s escape, and excited to discuss the upcoming war. The heroes learn how the Gets used dark magic to kill and impersonate Prince Mylos to enter the palace at Mycenae. Once in the palace they kidnapped the Princess and vanished.

King Agamemnon has put out a call to all lords to come and destroy the Gets. Lord Irus invites the AGRP to join him, and put the Blue Water Cutter at their disposal. He proposes a plan to coerce the cyclops Steropes, a brother of the Titans, to help in the battle for the walled city of Smyrna. Steropes has a herd of Bullettes also known as land sharks. Irus hopes to use them to breach the walls. Irus proposes that they capture Steropes daughter Dionysus. The heroes question the morality of kidnapping, but Irus points out the tendency of Steropes to eat humans, and the promise no harm would come to Dionysus.


A fast sail aboard the Cutter lands the heroes on the rocky barren shores of Katsiki. Leading a detachment of sailors and captain Xevos the party travels inland where they encounter their first landshark.

Present:
The divine monk - Clint
Nelly Bly - Mija absent
Zyva - Ron
Billett - Steve
Arcadius - Scott
The top of Bly’s Rock has a narrow area of flat ground with a few stunted trees. The ruins of one tower contain a shaft that reaches almost to the bottom of the rock. The Party scales up this shaft and explores the remaining tower. This tower still has three intact levels. The party enters from the ground floor thorough parchment covered windows. The first floor contains a laboratory with a collection of belongings from victims. Here Zyva and Nelly collect several arcane books on necromancy.

Descending below the tower the party finds a prison containing one occupant, Arcadius the toy maker. He tells a grim story of capture and the threat to be murdered and animated as a spellcasting undead.

Going upwards again; on the second floor Billet finds a pile of bones. As the rest of AGRP climb the stairs the bones animate as a whirlwind of bones! The team join forces and peat the bones into a pile again. Zyva tries throwing the bones out the window, but they come flying back in from another! Nelly notices some personal affects among the bones. Collecting them stops the pile from re-animating. The third floor is empty.

Going downwards again; Arcadius points out the necromancer occupies the floor below his prison. The AGRP had bypassed his lair! Switching to stealth the divine monk sneaks down the stairs. Below she finds a bronze double door guarded by armored undead. Bold plans are hatched, but not shared. Zyva turns invisible and flies into the room. Arcadius uses his powers to distract the undead with his toy. Billet charges into the room, and Nelly records the action.

Through a combination of luck, arcane, and bold reporting the undead are defeated. Zyva also learns about the balance of moments. Finding the double doors locked the party decides to ignore them. Instead they destroy a collection of animated maids. This distraction allows the evil necromancer Zam to ambush them. Zam uses a combination of hypnosis and sleep to even the odds numerically. For a moment things look grim for our heroes. But, the divine monk gains the upper hand driving the foul necromancer to flee.

Our monk abandons the chase to care for her companions allowing Zam to escape. With nothing left to do the divine one sets fire to the lair, while Zyva and Nelly scramble to collect any valuables. All that is recovered are four tomes, an enchanted dagger, some scrolls, a well made fauchard, a chest of coins, and a strange humming gem.


The blazing ruins summons the Blue Water Cutter and Captain Xevos.

Present:
The divine monk - Clint
Nelly Bly - Mija
Zyva - Ron
Billett - Steve
Arcadius - Scott

Tuesday, October 11, 2016

On the pleasant island of Phylothea an unexpected party occurred. Gathered together by the sharp eyed poet Nothon, the adventurers were summoned to the Crescent Moon Inn. Whether it would end in success or failure, the great storyteller knew the tale would be worth the effort.

First to arrive was the elven Monk of no name. Free of artificial constraints she knew the universe would provide. The nameless monk was followed by Nelly Bly, a noted recorder of the truth. Arriving together were the bosom companions Zyva the cursed, a being that carried the blood of fey and dragon kind, and Billet the light an Asmir cleric. Here at the Crescent Moon the Adventuring Guild of the Raging Phoenix (AGRP) for the greater glory of Lord Irus.

The first Labor of AGRP. The evil necromancer Zam has taken residence in the ruins on Bly’s Rock, sailors and ships have begun disappearing. AGRP go to the harbor to interview the only witness, Capt. Janis of the Screaming Eagle. After cruelly trying the captains patience AGRP learn that fishing vessels and other small craft have been found floating without a crew. The only victim found was strangle scared and spoke of a green fog before dying.

The next day AGRP sailed aboard the Bluewater Cutter a liburnian in the service of Lord Irus. The captain Xevos and the strange Pim greet the heroes. Within a day’s travel they arrive near the rock, but wait until midnight to approach. Zyva proceeds to fly up and scout the rock. The islet rose sheer from the ocean like a hand thrust up with a round tower. Zyva returned to her companions, and together they entered the sea cave known to access the ruins at low tide. In the upper cavern the first walking dead are encountered and dispatched by Billet. Wisely choosing to bypass the suspicious mechanical stairs AGRP climbed to an upper balcony. Here, elven eyes led to the discovery of a secret door. Behind the secret door was the undead power that drove the mysterious mechanical stairs. Also, the naked elven monk misread the universe and ended the undead existence of a poor slave.


The party chose to leave the rails and climbed to the top of the rock and entered the ruins from above…