Showing posts with label 674 MR. Show all posts
Showing posts with label 674 MR. Show all posts

Wednesday, 3 July 2024

Session 42

PCs (lvl 10): Flynn, Tuarninn, Udo, Ulrich (with the assistance of Molly and Lady Nacht)

MR 674 - Summer 

The heroes confront Count Sigismund, now a nightmarish undead abomination, bolstered by the dark power of Orcus. Beside him stands his sinister retinue: his son, Sigismund II, their deadly assassin, and Sigmund, Ulrich's brother, all poised for a cataclysmic showdown.

Count Sigismund's necromantic might challenges the heroes to their limits, his malevolent aura nullifying Molly's healing spells. In a fierce duel, Ulrich vanquishes Sigismund II, but the assassin's ruthless blades claim Udo's life.

Ulrich's heartfelt plea shatters his brother's loyalty to the undead count, compelling Sigmund to join the heroes in their desperate battle. 

Tuarninn's fiery arrows rain destruction upon their foes, while Lady Nacht's potent battle magic weaves chaos among the enemy ranks. Flynn, drawing on the crown's divine power, moves with supernatural speed and agility. The assassin, a shadowy menace, finally falls under their relentless assault, allowing the heroes to converge on the Count.

With unyielding determination, they breach Sigismund's necromantic defenses. Ulrich delivers the decisive blow, his oath-empowered blade piercing the Count's rotten heart. A blinding flash of holy light consumes the undead abomination, eradicating his dark presence.

Molly rushes to Udo, her divine magic pulling him back from death's grasp. As Udo's eyes flutter open, he is greeted by the relieved faces of his comrades, united in their hard-won victory.

LEVEL UP!

Thursday, 20 June 2024

Session 41

 PCs (lvl 10): Flynn, Tuarninn, Udo (with the assistance of Molly, Akim, and Lady Nacht)

MR 674 - Summer 

From the undead-infested waters of the Teufel, the Heroes emerge, but Ulrich is nowhere to be found. With time running out, and trusting in Ulrich's ability to swim like a fish, thanks to his enchanted sword, they press on towards Black Rock Citadel without the warrior.

Battling through waves of undead and enemy troops, chaos and death engulf the streets around them. Arriving at the gates of Black Rock, they find them barred, palace guards loosing crossbow bolts at the desperate crowd. The Heroes, appealing to the honor still burning in some of the soldiers, convince them to open the gates and let the people in.

Once inside, the Heroes race to the castle, where they are met by General Von Dabernick, his elite knights, and the enigmatic Lady Nacht. Accusing the Heroes of treachery and demanding the cat statuette, the General's rage sparks an inevitable confrontation. Lady Nacht, defying the General, sides with the Heroes. In the ensuing clash, the General is defeated, his life spared by the Heroes' mercy.

With urgency, the Heroes proceed to the throne room, placing the cat statuette on the throne. It reveals a hidden passage leading deep into the castle's dungeons. As they descend, they realize they are entering a realm not purely of this world.

Through a series of chambers, they face spiritual trials posed by manifestations of the goddesses of Fortune, both ancient Brenna and crafty Sera. Passing each test, they gain access to the final chamber. There, they behold the Crown of Fortune, imbued with the essence of the fallen goddess Brenna. One of the six Crowns of Dominion, each tied to an ancient bloodline, this crown grants the divine right to rule over all nations of Brechtur.

Yet there is no time to contemplate their newfound power, for a dark figure looms at the chamber's entrance. Count Sigismund, now an undead abomination, hurls a battered Ulrich into the room. He then challenges the Heroes for the Crown. The final battle for the fate of Ubersreik is about to begin!

Thursday, 2 May 2024

Session 40

PCs (lvl 9): Flynn, Tuarninn, Udo, Ulrich

MR 674 - Summer 

The conflict for control of Ubersreik rages on amidst its cobblestone streets. Despite the relentless onslaught of Count Sigismund's forces, the valiant Heroes continue to secure victories. With the defeat or defection of four out of five mercenary captains, significant headway has been made towards liberating the besieged city.

However, a shadow looms over their progress as the protection offered by the enigmatic Crow Witch begins to falter, unleashing a tide of undead horrors upon Ubersreik's thoroughfares. Amidst this chaos, a bold move is made by Count Sigismund, who challenges the Heroes to a decisive confrontation at Teubrucke Bridge over the river Teufel. Without hesitation, the Heroes accept.

Arriving at the bridge, they are met not only by Count Sigismund and his son but also by a monstrous undead abomination and a deadly assassin. As the battle erupts, the Knight of Ubersreik, a formidable adversary, presents himself as the final obstacle standing between the Heroes and victory. Tuarnin greets him by killing his warhorse with a single arrow.

Fierce combat ensues, with the Count and his abomination wreaking havoc upon the Heroes. Amidst the chaos, Ulrich focuses his efforts on the mysterious knight, uncovering a shocking truth — the knight is none other than his estranged brother, Sigmund. Despite managing to incapacitate the knight, the Heroes find themselves overwhelmed by their adversaries.

In a daring gambit, Udo sacrifices himself, hurtling both himself and the Count off the bridge into the swirling waters below. Witnessing this, the other Heroes follow suit, plunging into the depths. Meanwhile, beneath the surface, Udo and Flynn confront the Count, delivering a punishing blow as hordes of undead rise from the riverbed.

In a final act of defiance, the Heroes retrieve the elusive cat statuette fragments from the Count's grasp, leaving him to the mercy of the encroaching undead. Emerging from the murky depths of the Teufel, they possess all three pieces of the coveted artifact. Yet, their victory is bittersweet, as Ubersreik remains besieged by enemy forces, now led by the Count's son, and the ever-growing threat of the undead.

LEVEL UP!

Friday, 5 April 2024

Session 39

PCs (lvl 9): Flynn, Tuarninn, Udo, Ulrich

MR 674 - Summer 

The party initially contemplates launching an assault on the enemy lines outside the city, yet unable to pinpoint the Count's exact location, they shift their focus inward to Ubersreik. Inside the city, they confront the formidable mercenary captain known as the Doomlord, considered the Count's most feared enforcer.

Assembling their forces, the party launches a determined attack on the Precinct. Despite the ferocity of the battle, they successfully breach the occupied barracks, drawing out the Doomlord himself for a climactic confrontation. Alongside the Doomlord stands Gertrud, the renowned archer, accompanied by her loyal winter wolves.

With the aid of Akim and Molly, the party prevails against their adversaries. Ulrich vanquishes the Doomlord in combat, while Gertrud, recognizing the party's strength, surrenders and offers the services of her mercenaries to their cause.

Thursday, 14 March 2024

Session 38

PCs (lvl 9): Flynn, Tuarninn, Udo, Ulrich

MR 674 - Summer

Count Sigismund's army infiltrates the city through its labyrinthine sewers, launching a devastating assault via the river. As the conflict escalates, the battleground shifts from the fortified walls to the narrow streets of Ubersreik. General Von Dabernick and his forces are compelled to retreat to the stronghold of Blackrock.

Meanwhile, the Heroes establish their command center in the resilient Dwarven district, orchestrating the city's defense and resisting the invaders with cunning guerrilla tactics.

Within the city's confines, the mercenary captains loyal to the count entrench themselves in Morgenseite and the Precinct.

Seeking to sway one of these captains, the Heroes arrange a diplomatic parley with the mage Renier Talinie. However, their efforts spiral into violence, culminating in Ulrich's fatal strike against Renier, seizing his bloodline in the process. Empowered by this unexpected boon, the Heroes rally their forces and liberate the Precinct from enemy control.

Friday, 8 March 2024

Session 37

PCs (lvl 9): Flynn, Tuarninn, Udo, Ulrich

MR 674 - Summer

Count Sigismund's armies encircle Ubersreik, his demand for surrender met with defiance. The following day, the Count's  artillery unleashes havoc upon the city, instilling fear for two relentless days before the full-scale assault commences.

At the northern gate, our heroes stand as the vanguard against the onslaught. Among the enemy ranks, Akim ibn Murad, one of five mercenary captains, spearheads the charge. Waves of soldiers, backed by armored knights and lethal archers, test their resilience.

As exhaustion grips the defenders, Molly joins the fray, wielding her healing magic to bolster their dwindling strength. Amidst the chaos, Flynn attempts to sway Akim from his path, appealing to his sense of justice against the tyrant Count Sigismund.

Driven by a personal vendetta against General Von Dabernick, Akim hesitates, torn between vengeance and his duty. Ultimately, Flynn's words resonate, prompting Akim to divert his assault and abandoning the assault to make his way through the city's labyrinthine streets.

Though the northern gate stands firm, reports of attacks emerging from the sewers and riverfront signal that the battle for Ubersreik's fate has only just ignited.

Friday, 16 February 2024

Session 36

PCs (lvl 9): Flynn, Tuarninn, Udo, Ulrich

MR 674 - Summer

Gathered within the war council's chamber, General Von Dabernick lays out his strategy for withstanding the impending siege. However, the party harbors doubts, knowing the enemy's insidious infiltration of the city's defenses. Skeptical of the efficacy of a prolonged siege, they propose a daring plan: infiltrate the enemy's camp and eliminate Count Sigismund, the mastermind behind the siege. The general's eagerness to comply raises suspicions among the party members—could he have ulterior motives?

Descending into the labyrinthine sewers beneath the city, the party encounters a macabre sight: a legion of corpses, remnants of undead minions who once lurked in the shadows. Tuarninn's keen insight reveals the handiwork of the Crow Witch, whose shadow magic likely neutralized the enemy's forces. Surveying the decrepit sewer entrances, they realize the vulnerabilities in their defenses.

Undeterred by the looming threat, the party ventures forth to negotiate with the mercenary captains serving under Count Sigismund. Their efforts, however, are met with resistance as they confront the brutish Doomlord, leader of the Vos contingent. Despite offering gold and alliances, their pleas fall upon deaf ears, leaving them no closer to their goal.

Amidst the enemy encampment, Udo engages in a delicate dance of deception, maintaining the facade of loyalty to Count Sigismund. As he exchanges words with the unsuspecting Count and his cohorts, the party watches from the shadows, plotting their next move.

Returning to Ubersreik, the party braces themselves for the impending siege, knowing that their fate—and that of the city—hangs in the balance. With tensions rising and treachery lurking around every corner, they steel themselves for the harrowing trials that lie ahead.

Saturday, 13 January 2024

Session 35

PCs (lvl 8): Flynn, Tuarninn, Udo, Ulrich

MR 674 - Spring

From the notes of Tuarninn

After a well-deserved rest, we stake our claim to the Brauninger House, as it will serve for the orphans who now have no real place to return to. 

My morning briefing by the Welle includes mention of siege equipment being brought in, so we begin the process of stationing them inside the walls when they are not on patrol. Safety is a priority and the Garden of Nesri is not fortified to the extend that it would be a haven in times of war.

We get assigned a place in the Third Barracks, where the Stags hold court still. Richard Jackal, their sergeant, is an absolute numpty who rubs me all the wrong ways. I told Von Dabernick about the dubious loyalty of Jackal and his regiment. He was going to look into it.

Udo, in what I understand is an effort to build his network of eyes and ears in town, has a meeting with Zimmerman, head of the Carpenter's Guild, and begins to check up on the background of those arrested at the Theatre. He gets around to miss Osanna, who actively would want the city gates to be open to the invading army and asks Udo to assassinate Lady Nacht. Udo tells her Lady Nacht will be duly distracted. As he has her attention, he also asks to set up a meet with the Graf. 

Ulrich uses the info that he gets from Udo on the arrested ones to root out further cultists, but mainly tries to position himself so that he can radiate peace and certainty for a population that lost some active members of the ruling classes.

Flynn visits the altar of Laerme and converses at length with miss Müller afterwards, speaking about future plans.

Having pooled our information, I decide to get Heske, Om and Nom to the safety of the dwarven underground. I pass them 200 gold to have them be able to set up there.

We then meet the General Von Dabernick and the Lady Nacht for briefing. Given that the enemy draws closer, the general wants to seize the assets of various nobles and merchants and acts all sorts of unpleasant. We explain how we want to go about meeting the Graf. 

Suspicion falls on the general, as Ulrich suspects Von Dabernick may be under the influence of a demonic power without his own knowledge, so the planning is done after meeting the pair, with only Lady Nacht close. As Udo needs to put her down for miss Osanna's trust to remain strong, he requests her ring, her discretion and some vitae, to fool Osanna and her allies.  

I roam the Garden of Nesri and find the entity I call Lady of Twilight, the Crow Witch, at the usual hour. She tells me of the faith of mortals oft being betrayed, a strong indication of the church of Sera's possible corruption. As the dead have been stirring outside in the garden, I inquire what the Lady of Twilight knows of Realm spells and if this may be one. She confirms as much. She also promises to use her connection with the land to quell the necromantic power.

We meet with the Burgomeister, who decides we are to be awarded a medal for our services to the City. Flynn will be awarded a seat on the City Council and a strong push to get Ubersreik's independence as a republic. We hear of plans to eliminate Lady Nacht and speak against the idea. The Burgomeister then finds a messenger to relay this information. Udo sneaks off to follow the messenger and hopefully save the Lady. 

At the honorary medaling, Ulrich and Flynn both give speeches to the jubilant crowd.  

And then the assassinations of us and Lady Nacht are unsuccessful at the same time. Flynn, Ulrich and me fight off a vast amount of undead and Vos raiders, while Udo stops the carriage of Lady Nacht and saves her from a virulent poison that would have killed her if he was not there. He seeks to send her off to her dwelling, but thinks better of it and has her stick to his side as he is unsure who to trust outside of our group. He does take the time to tell her that the Burgomeister is behind the assassination attempt. 

We have dispatched the enemy, and reunite with Udo, but a new uproar involving the undead spreads from the Temple of Sera into our direction. Luckily enough, Molly also happens upon us around the same time as Udo and Lady Nacht do. 

Upon arriving at the Temple, we note that the High Priest Emming has turned to the cult of Orcus. The City Guard doing what they can to provide us a clear avenue into the Temple. Flynn, again, does sterling work against the vile consort of demons, ripping his throat out through a wound I made in Emming's throat.

Underneath the Temple, we find a dwarven-made vault, where a singular pond is the focal point of the room. A vision of the battle at Deismaar is shown and jewels light up in various hues. I touch the green, corresponding with Reynir. My allies all seek their own match in the old Gods. Our blood sings with the power of ancients and we awake what lies dormant there. A singular pedestal rises from the pool, proudly revealing the Cat Statue's Head to the party. I stash it, clear for Molly and Lady Nacht to see.

LEVEL UP !

Session 34

PCs (lvl 8): Flynn, Tuarninn, Udo, Ulrich

MR 674 - Spring

From the notes of Tuarninn:

We meet Ulrich, who gets alerted to the situation with the Ratcatchers (half of them being missing) and we seek ways to get more defenders for the city with the impending siege. 

Flynn visits the Chapel of Haelyn and gets Hugo to train younglings. 

I seek out Dordean at the guild of Culters to inquire about his knowledge of demons in the area. He has no personal knowledge so to speak of, but he knows they thrive on madness and live in an "Abyss" that lies beyond the Realm of Shadows. After I request aid for our defensive cause, he passes me a beautiful dagger (which I pass to Udo later) and the request for a specific silver. 

I reach out to my family and make them aware of the situation in Ubersreich, hoping they will either provide aid or at least can take precautions to protect themselves from the demonic issues that plague this land

Meanwhile, Udo upgrades his kit with studded leather armour and a light crossbow. Once he has done so, he goes searching for our friend Molly (the halfling cleric who worships the Goddess of Trickery). Dangling the prospect of an impossible lock in Blackrock, he gains her interest for our cause, while also putting his hooks into the cult of Eloele - building his network: "The Hand".

A strategy meeting takes place and I pass some coin to Molly for the risk she is about to take for us: storming a meeting of cultists once we figure out when it takes place. She takes a look at the pamphlet Udo found in the Brauninger House, but she cannot read it. 

Ulrich and Udo talk through the plan, including a layered security perimeter around the Theatre and infiltration under the guise of cultists themselves.

We bring the pamphlet to lady Nacht, who deciphers it for us. Upon being appraised of the situation, she is shocked at how deep the corruption runs within the city and begins to suspect that the Duke had foreseen this. She tells us the 'Performance' will be in two days at midnight.

We also learn that a lot of her motivation for helping the city is but a way to catch the Duke's attention and wedding band.  She has a small force of guards and will hold the Brauninger House while the 'Performance' goes down. We inform general Von Dabbernick of the sewer issue to distract him from our own plans. Having used it to the fullest, and after Udo copies it, we return the invite to the Brauninger House so as to not raise suspicions. 

Ulrich goes to see the living ancestor Negrini, who again directs his attentions to the mural of a human holding a cat. The human has a symbol of Sera on a necklace. We know that Lady Nacht has not been allowed to cast her ritual in the Church of Sera, so it could be that the Cat Statue's Head will be found there.

We divide our group into three parts. Molly and Ulrich will enter the Theatre ten minutes after midnight's stroke, Flynn and Udo masquerade as guests and I sneak in.

We are met with growing scenes of a sexual nature, which is accompanied by a chorus of children singing in the upper wings of the Theatre. Luckily for them, these children are blindfolded. They all have a guardian who stands near them. I carefully take these guardians out while a figure on the stage (the Master of Ceremonies) starts ranting and raving, extolling the virtues of unbridled eroticism to the gathered throngs, while his attendants seek to sate their every desire. 

As the events unfold, the Master turns into a horned demonic being, while the attendants are revealed to be succubi. We fight them and I cannot initially keep my senses when faced with this unnatural beauty. The sharp sting of her kiss awakens me to battle, while Flynn and Udo are joined in combat with the Master-Demon. Ulrich and Molly burst in and the city guard attempts to clear the way to the stage for them. After exchanging a lot of blows with the Master-Demon, Flynn slays it, causing the remainder of the cultists to forfeit the fight and allowing the city guard to break arrest those that still live. 

The corpses of the Brauninger family are found. One member (definitely not two) of the City Council was also among the arrested. [The head of the Carpenter's Guild will be laying low for a while, but the master of the Carters is brought to justice.] We find a lot of gold and some items, which we divide among the five of us.

Friday, 5 January 2024

Session 33

PCs (lvl 8): Flynn, Tuarninn, Udo, Ulrich

MR 674 - Spring

The party focuses their collective efforts on unraveling the mysteries surrounding the demon cults and the alarming trend of orphan kidnappings. Ulrich takes a diplomatic route, meticulously investigating signs of corruption within noble houses. Meanwhile, Flynn expands his information network by enlisting the aid of reliable beggars to serve as eyes and ears on the bustling streets of Ubersreik.

Under the cover of darkness, Tuarninn skillfully prowls the city streets, leveraging his elven senses to detect any unusual occurrences. Simultaneously, his mercenary band diligently patrols the city outskirts. Udo, the infiltrator of the group, successfully embeds himself within the Brauninger household, ultimately uncovering a sinister connection with the demonic cult of Graz'zt.

Their combined efforts lead the party to the enigmatic Theatre Varieté. Employing both covert and overt reconnaissance, they engage with the Master of Ceremonies, Benedict Gurkenfled. The investigation yields crucial clues hinting at the coexistence of kidnapped children and demonic influences within the premises. It becomes evident that a more direct and forceful approach will be necessary to accomplish their mission.

Amidst these investigations, reports of Vos war bands intensifying their harassment of villages and attacking merchant caravans become increasingly prevalent. The party recognizes the pressing need to eliminate the demonic cults not only to address the immediate threat from Count Sigismund and his mercenaries but also to quell the rising menace posed by the Vos war bands on the outskirts of Ubersreik. The urgency to thwart both impending dangers propels the party into a complex web of challenges, where time is of the essence.

Friday, 15 December 2023

Session 32

PCs (lvl 8): Flynn, Tuarninn, Udo, Ulrich

MR 674 - Spring

The party keeps an eye on the orphanage, with Tuarninn already placed inside the compound. During the night, the PCs discern several clues that lead them to accuse the man in charge of the orphanage of foul play. When they confront Frederich, he reveals himself to be a demon summoner, and a servant of the demon lord Graz'zt, lord of pain and pleasure.

During the fight against Frederich and his babau demons, the orphanage is engulfed in flames. The party kills Frederich and destroys the demons, while also managing to save all the kids at the orphanage. The fire is contained to the building itself.

The PCs capture one of the teachers of the orphanage, who was in league with Frederich. Under interrogation the man shares knowledge of a deep corruption running through the upper class of Ubersreik. The true mastermind behind the disappearance of the children remains at large, but is supposed to be a master of disguise, charming, and able to impersonate a multitude or roles.

Friday, 8 December 2023

Session 31

PCs (lvl 8): Flynn, Tuarninn, Udo, Ulrich

MR 674 - Spring

Tuarninn wants to explore Harataken Hold to search for the root of the corruption that we found. Rest of party seems disinterested and we leave the investigation to Grodni.

During the next few weeks, he focuses on converting the mercenaries and recruits at Nesri's Garden to a singular company known as 'die Welle', with the angle that patrolling the vicinity of town would be a good way to keep the coin-seekers off the street and a way to safeguard the smallfolk that do not find their dwelling inside the city.

Flynn buys his dockers a bunch of visits to the whorehouse and taps them for info on unusual things, discovers a rise in interest for youths from 'wealthy merchant types'. He meets with Martha Muller, the guildmaster of the Merchant Guild, who informs him of disappearances from her orphanage, tempting him with a chance to become her heir if he solves the issue.

Udo explores Blackrock, trying to find the remaining "cat-piece" but coming up short with a guarded portcullis barring his way, and sets things in motion with Osanna to get the church of Nesri the building that was promised as recompense for dealing with Flynn's injuries. He looks into the men at the Rookery before deciding to throw his lot in with Lady Nacht and ratting out the now avowed demon-worshiping Count SigismundHe also learns of a new access point to the keep in the missives of the Count, but Lady Nacht also finds the ring he carried to be a way of eavesdropping on the wearer.

Ulrich invests in the City Watch, improving both the barracks and his own house. He then pitches the idea of the city sponsoring 'die Welle' to General Von Dabernick, who agrees that this would be a useful tool to have. Von Dabernick in return sells Ulrich the idea that knighthood is but a decapitated Count away.

As a group, we start sealing off the city, keeping an eye on unusual arrivals. We decide that Flynn and Tuarninn will head to the orphanage, while Udo and Ulrich take on the political scene. Tuarninn successfully infiltrates the orphanage with help from Flynn, noting the facade is not reflective of the realities.

Ulrich asks for a new meeting with Udo and Nacht involved as well. Udo, under oath, reveals almost all the info he has on the Graf to Von Dabernick and Nacht. Von Dabernick fires him from Blackrock and Nacht takes Udo on as servant. Udo reveals to her and Ulrich that the Graf holds two of the "cat-pieces".