Rathy takes the net and trident from the dead coral gladiator. After camping overnight in Room 3 (Level 2), the party made their way back through the coral garden (Room 1) and up the stairs to the north leading to (Level 1) Room 14.… Read more “The Iron Coral, sessions four through six”
Category: RPG Session
The Iron Coral, session three
After a night’s rest, the party did some shopping and made preparations in the small settlement of Dyresange Berm. Amaris’ made a charismatic connection with a traveling merchant so she bought a serrated hunting knife in a cool sheath. Walter advanced a loan to Rathy (30 silver pieces, 5% daily interest) so they both could get some black powder, musket balls, and ramrods; they cleaned up their muskets and everyone did some target practice.… Read more “The Iron Coral, session three”
The Iron Coral, session two
From Room 11, a foam-filled tunnel led to Room 12, a cave in which a tiny but fat shell-man makes hand gestures and grunts. His body is glittering, and he was immobile until Rathy plucked him up and placed him on his shoulder.… Read more “The Iron Coral, session two”
The Iron Coral, session one
A recent addition to these isolated waters, the Iron Coral manifested on the coast just to the northeast of Dyresanje Berm. A jagged, metallic form growing out of the ocean over no more than a month (since the Halls of the Blood King were reduced to rubble).… Read more “The Iron Coral, session one”
Halls of the Blood King, part 5 (the Final Chapter)
Earlier: Amaris took shuriken from armoury, she has three left; her point-blank thrown or melee attacks made during a surprise round with it cannot miss the target.
Amaris, via her Elemental Spy spell, senses the Princess and Daemetrius going upstairs to the second floor.… Read more “Halls of the Blood King, part 5 (the Final Chapter)”
Halls of the Blood King, parts 2 through 4
Walter, Turlough, and Amaris explored the small dungeon and torture rooms in the basement. The body of “Daemetrius” was not really Daemetrius but a corpse animated by a void fungus. They learned that the void fungus moves the manor around to different planets under the direction of the Blood King.… Read more “Halls of the Blood King, parts 2 through 4”
Halls of the Blood King, part 1
Overview of first session, written by the GM (me).
Player Characters (PCs)
All are humans.
- Walter Whiteside, of noble background, now a Criminal and wanderer who excels at negotiations, diplomacy, and poker.
- Turlough Quince, a ne’er-do-well rogue (Criminal) who is a polymath and masterful imposter.