is my online game and I have been enjoying the taping and recording of these sessions. But with the crash of G+ and YouTube I cannot seem to get a reliable audio (or video) recording of these sessions. These recording issues
have forced my hand once again to write in review of the games held
in Rom’Myr Dying Earth Campaign. This current blog post is a quick
summation of Sunday’s game...
The party is of 5,
not all from the same world. Traveling the Averoigne wilderness they
encounter the mule-thing Farthingnay. This enchanted beast of fairei
compels the PCs to collect 8 threads from the Pale Knight’s cloak.
The party finds and
penetrates the Pale Knight’s ruined palace. It is a crumbling pile
haunted by dark obscenities. Feasting on the dead appears the main
form of sustenance for the palace’s denziens. In the lower level
dining room the party crosses blades and hammers with the Order of
the Maggot, a martial order of ghouls. They claimed to be the
personal guard and escort of his grace the Lord Bishop of the Pale.
It appears the Pale Knight is holding audience!
An artifact of
ancient evil was uncovered, a black cauldron. Toth, with his mighty
hammer Jyfryth, sunder the cauldron in twain. The two thieves of
Valla’Tair lead the way into darkness. It is not long before the
palace responds to the party’s intrusion. Red and Silver Dragon
soldiers, terror gnomes of in-between, clash with the PCs in a large
chamber deep in the dungeon. Knives and axes snicker-snap in orange
torchlight. The fight is sharp and swift. 8 of these creatures lay
dead on the floor, for no race of man were these terror gnomes, while
the party suffered wounds to the paladin Toth and Lumin of the Hidden
Hand. The terror gnomes wielded short side swords in battle and
capable of wicked wounds. It took much faith and bandages to restore
their health. Vari’dell and Cree, the thieves of Valla’Tair, are
only covered in gore from the soldier they slew. La Batard was
equally unscathed.
The palace had more
to throw at the brave party, the palace walls itself! Mere doors
turned into mystic portals, dividing the party and leavining others
truly lost. Cree, a monster-hunter by trade, is left stranded in an
unknown cavern, vast and dank. He must move swift and silent, he must
brave the terrors of the living dead and eventually return to the
radius of the party’s torch. Erstwhile, the two warriors of faith,
Lumin and Toth, scout and thief, all of them slay the petty-lych
Skeelos, and restore Aladona to life.
How will the
temporary alliance with the lady called Aladona and the PCs last?
What awaits them in the throne room? Only the next game session can
reveal!