Eaters of the Flesh

Players Fearing Catastrophe, Prepare.
The laid plans of mice and men...

Session Opens and combat is begins in earnest with the strange wizard Allieas he does not violently engage anyone and once made to bleed emitted forth a freakish fountain of blood before falling immediately unconscious. Uttering to the Hammermage: “I’m sorry…” Before his eyes lolled back into this head. The party clapped him in stocks only to be greeted by the better part of a dozen skeletons armed and ready for action rising out of of Allieas blood as it turned color to that of black ichor, or ink. The skeletons rose out of the blood as if climbing from a vast water depth, their bones covered in markings that were burned into the skeletons.

The party did what it did best, and put the hurt to them. After the initial 9 there was a further more grotesque super skeleton that arose from an amalgam of all the broken bones. The players emerged victorious due to the well planned and orchestrated efforts of all three party members. The Hammermage again in the heat of battle was felled by the final dying attack of the last skeleton, but was quickly stabilized.

After searching the house for any possible evidence or further compensation of their duties, the Psionicist found and secreted the only real treasure of a golden quill onto her person. Knowing what the others would say she kept the word to a mum. The Assassin distrusting the magical stain left on the area set fire to the building.

With that the party was back off to Grange. Pushing the horses and themselves well into the nights they made it there in record time. Allieas remained unconscious and in a bizarre state of stasis in the anti-magic stockades. Fearing what could happen should they release him from the stocks in an attempt to allow his clearly magically linked body to heal, the party decided it was better to let the sleeping dog lie. The tattoos on Allieas are identified as magical, but as to what end it is not discovered.

The party decides it wisest to use the properties of the stocks to keep the book in the anti-magic field for the remainder of the journey.

After arriving at Grange the party squared away the formal arrangements with the magistrate and delivered the prisoner to the town garrison where he was locked up. Still having quite a bit of daylight left the party sent the Hammermage out to the local temple to inquire about the book and their prisoner. The Psionicist and the Assassin remained behind with their prisoner standing ever vigilant in the face of possible calamity. At this point the party is unsure who to trust based The Hammermage is met with little success at the church and local mage-in-a-box. As to whether the dwarf or the supposed professionals are to fault in this exchange remains unclear. Though the cleric of the church insisted that the book was no longer magical.

The Assassin after little reported success with the Hammermage followed his keen intuition to find a surprisingly well studied local handy man and mage. Imus Ester. After engaging him in a lengthy discussion of events and situations the assassin manages to gather that

The Book is either -Cursed and now uncurse -Super-Cursed and laying dormant -Sentient and way magical (bad option) -Merely a religious symbol whose invested power has now faded -Drinn’s Hall or Tel Forge would have the best answer for more questions

-Allieas is from the southern continent and is suspected to be a retired Relic Knight. Whom are a secretive sect within the Isador kingdom that were only disbanded a couple decades ago. Hundreds of years old their job was to locate and procure items of immense power for the crown. -Allieas’s ability to bleed skeletons is either evidence of extreme magical potency or an extreme curse. -Allieas will probably heal and come back to life once the field is lifted and the magic surrounding his body is able to function once again -Allieas’s age becomes of suspect. -Allieas some how has an income despite doing nothing.

After thanking and paying his rather exceptionally found lead, the Assassin returned to the group and informed them of the things he’s learning. The Psionicist now reveals the golden quill which is discovered to have the ability to generate one gold coin a day.

The players now decide whether or not to risk taking the stocks off of Allieas. The magistrate said he would be investigated and the trial would later after that. The man is extremely dangerous either on purpose or on accident. But he seems to know something about the book and the strange cannibalistic cultists the party encountered. The Bone Lords are mentioned and there is much excitement and mystery tittering about. Unfortunately for the impatient heroes they only get paid once justice of whatever sort is is done.

Session Ends

Players Seeking Profit Wake Sleeping Dog
The word treasure is subjective.

The session opens with the players defeating the Ogre, his entourage of cultists, and his motley band of goblins.

The Hammermage performs admirably and almost dies in the attempt at the last moment getting swatted across the battlefield into a stone wall by the Ogre and his seemingly appropriately stereotypical spiked club. To the rugged dwarfs credit he took an impressive thrashing from over eight different enemies that battle. The Psionicist and the Assassin team together to wreak havoc amongst the throngs of goblin “lieutenants.” The battle though dangerously scaled against the PC’s, sees them victorious.

Freeing the captives they were sent after and pillaging the campsite the PC’s leave. The only true item of note is an ominous book seemingly penned in ink and written on human flesh. When analyzed it emitted the strange green glow that marked the cultists and the hand prints they had stained on the magical realm. To look upon the book induced feelings of revulsion and horror in the magical realm. The book contains only gibberish.

Things start going downhill for the party from here.

The first night the Assassin is assaulted in his dreams by some sort of malevolent entity, his keenly honed mind allows him to rebut the force. The party awakens and returns the men who had been held captive by the ogre, they are rewarded with a small box of gold and an curiously embossed golden plate that the Hammermage identifies as a dwarven IOU of sorts from some dwarf who makes his home in Hammersong.

Parting from the caravan and returning to their original course towards Skrimwood the party ventures onwards. The Assassin is visited in the night again by the book…? And he awakes to find himself in a library full of hundreds of copies of the book… all screaming. Making his way out of the shelves he finds a man sitting on a raised platform hunched over a podium writing on a leather scroll that seems to be hundreds of feet long as it spills onto the floor. He is scarred in a horrific manner, with needles and piercings extending from his gaunt and frail frame. Markedly there is a seeming halo (in the more interpretive sense) of needles that are crossed through the skin of his neck and fan out behind his head.

As the Assassin approaches the man he turns to face him (despite the assassin’s ability to conceal himself) and inquires the Assassin’s name. Not being foolish enough to give your name to a seemingly magical entity that makes its home in a library of screaming books that you access in your sleep, the Assassin did not give his name. Though in trying to give a false name discovered that the man would not be fooled. The man on the podium accused the Assassin of being a borrower, and that he needed his name if he was to borrow the Manifest of the God Machine.

Awaking, thankfully, the Assassin explains what happened and it is readily identified that the book is the source, though still gibberish. The Assassin relinquishes possession of the book to storing it in the wagon of the Hammermage. The next night the Psionicist is enticed by the book to come read it, to the point that she steals the keys of the Hammermage to read it. The book whispers her name ominously and slowly over time, the book begins to make a bit more sense to the Psioncist. Though still gibberish en large, it is beginning to be at least readable gibberish.

Receiving no more additional trouble from the book, the party arrives in the now readily apparent backwater town of Skrimwood. It would be a swamp if it were warm enough to not be freezing cold. Quickly locating the man they are pursuing, one Allieas Belezaar. They begin trying to convince him to stand trial in Grange, he claims he is innocent, but refuses to go. When asked if he recognizes the markings of the cultists and the Manifest he says it is familiar to him and reminds him of things he saw on the southern continents in the deep jungles. It reminds him of the Bone Lords.

Allieas is increasingly stubborn and combat finally ensues in order to try and subdue the man.

End Session

Party Seeks Riches Encounters Cultists

Party while journeying from the town of Grange at the behest of the magistrate encounters a caravan ravaged by the attack of goblins and the sort. There is mention of Ogres or something. The resident speaker for the now broken wagons is an excitable fellow who introduced himself as Pacturaldus Randurum. The adventurers agree to help retrieve kidnapped people in exchange for money.

The Psionicist and Hammermage notice green blood-like magic hand prints on the wagons. Something is staining the fabric of the magical realm.

After a small encounter with an easily dispatched force in the wilds party makes its way to the camp seemingly lead by the now confirmed Ogre with a now confirmed nasty looking club. The party arrives in time to see the Ogre sitting down to a dinner that consists of a live human captive. Three bizarre looking men sit at the ogres side. They are ghoulishly thin and whiter than driven snow. Their eyes are sunken and shifty, they have been ritualistically mutilated with scars and piercings in their flesh. They wear tatters of black leather clothing. They seem to stir in their seats.

Battle ensues, crazy weird dudes distend their mouths magically and seem to draw their powers from there, so far it has been thematically green. They have been dubbed by Hammermage Shadowmaw Priests. Not out of expert opinion, he just finds the name suiting to what they do. DM fears this name may become player favorite over their actual given titles.

END FIRST SESSION (battle in progress)

Edit: In my classic style of messing up my own names. Thats Pacteraldus not dums.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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