Kingmaker: Ep. 30

Last session, the Owlbear Adventurers delved deeper into the crypts beneath Lantern Keep, determined to fulfill their oath to destroy the malevolent knight, Foraz. Following a strange, iridescent purple path, they were confronted by two black-robed cultists. Puck’s attempt at deception failed, sparking a fierce confrontation. While the party dispatched one of the cultists, the other fled down the corridor, promising to return with hounds.

Pursuing their quarry, they entered a chamber with walls, floor, and ceiling glittering like a star-filled night sky. Their investigation of a side passage alerted more cultists and summoned the promised hounds—four nightmarish, purple-skinned beasts that phased into existence from the very corners of the room. The battle was chaotic, with the creatures blinking in and out of reality, but the adventurers held their ground, felling one beast and forcing the others to retreat into the walls.

The momentary victory was shattered when a door slammed open, revealing a new group of cultists led by Foraz himself. A horrifying figure clad in plate mail pierced with countless iron spikes and hooks, Foraz was a being from the realm of pain. The ensuing fight was brutal. Foraz shrugged off mighty blows, his wounds knitting shut before their eyes, and with a swipe of his razor, he severed several of Puck’s fingers. In a daring move, Puck disarmed the knight, who simply handed over the weapon and pulled a fishhook from his own flesh to continue the assault.

As the battle raged, Puck found himself trapped in a side room with a blind cultist, heroically setting them both ablaze to create a diversion. The party, seeing their chance, focused all their might on the regenerating horror. Brother Carl compelled Foraz to reveal his absolute devotion to the dark gods, and Ashla delivered the final, decisive blow, causing the pierced knight to collapse into a pile of barbed wire and hooks. With their master vanquished, the remaining cultists fled. The party returned to the surface, freeing the spirits of the psychopomps and Foraz’s brother, Korug, from their ancient curse, and finally closing a dark chapter beneath Lantern Keep.

OUTLINE:

Confrontation on the Purple Path

  • The party decided to follow the purple path to find and defeat Foraz.
  • They encountered two black-robed cultists.
  • Puck attempted to deceive them while in disguise but failed his roll.
  • Combat began; one cultist was defeated, and the other fled to get ‘the hounds’.

Ambush of the Hounds

  • The party pursued the cultist into a room lit by star-like runes.
  • Brother Carl opened a side door, alerting two more cultists and triggering a chime.
  • Four purple, hairless hounds phased into the room from the corners.
  • A chaotic battle ensued, with the hounds teleporting. Puck was knocked unconscious but revived by Izzy.
  • One hound was slain by Ashla, and the other three eventually fled by phasing back into the walls.

The Arrival of Foraz

  • A door slammed open, and more cultists arrived, led by the pierced knight, Foraz.
  • Foraz, a chiton from the realm of pain, attacked the party, demonstrating regenerative abilities.
  • Foraz used a razor to cut off several of Puck’s fingers, causing permanent Dexterity damage.
  • Puck successfully disarmed Foraz, who simply handed him the weapon and pulled a fishhook from his own body to continue fighting.

The Final Battle

  • Puck was trapped in a small room with a blind cultist and set them both on fire with an oil flask.
  • The party focused their attacks on Foraz, with Izzy and Ashla dealing significant damage.
  • Brother Carl used Zone of Truth, confirming Foraz’s absolute devotion to his dark gods.
  • Ashla delivered the final blow, and Foraz’s body collapsed into a pile of hooks and barbed wire.
  • The remaining cultists screamed and fled.

A Curse Lifted

  • The party retreated from the depths, bypassing a final cold trap that briefly incapacitated Puck and Yohei.
  • They reported Foraz’s demise to the psychopomps, who dissipated into silver dust, finally free.
  • They showed proof to Korug, who also crumbled to dust, leaving behind his Orichalcum plate mail.
  • The party returned to Fort Owlbear, leveled up, and began their downtime activities.

NPCs:

  • Cultists of Yogg-Sothoth: Black-robed followers of a dark god, serving as minions for Foraz. Some are skilled in unarmed combat.
  • Foraz: The ‘bad knight’ and brother of Korug. A chiton from the realm of pain, his body was pierced with spikes, hooks, and chains. He served the dark god Yogg-Sothoth and was defeated by the party.
  • Hounds: Nightmarish, purple, hairless wolf-like aberrations that can teleport between 90-degree angles. Summoned by the cultists to attack the party.
  • Korug: The ‘good knight’ who was cursed to guard the crypt against his brother, Foraz. He wore silver plate mail with a bleeding rose emblem. He was freed from his curse and crumbled to dust after Foraz’s death.
  • Nidharast: A giant, psychic earthworm found in a chamber of the undercrypt. It was convinced to remain passive by a former party member and was gone when the party returned.
  • Psychopomps: Two remaining pale, raven-haired women in silver masks who were bound to the crypt. They were freed from their duty when the party defeated Foraz and dissolved into silver dust.

ITEMS:

  • Blackened Rose Emblem: The withered, blackened rose emblem from Foraz’s armor, taken as proof of his defeat.
  • Drow Razor: An exotic razor wielded by Foraz. It is capable of inflicting grievous, bleeding wounds. Now in the possession of Puck.
  • Holy Symbol of Yogg-Sothoth: A spiral pendant worn by the cultists, representing their dark deity.
  • Orichalcum Plate Mail: A finely crafted suit of plate mail left behind by Korug. It is not magical but grants the wearer advantage on initiative rolls.
  • Psychopomp Dust: Two flasks of glittering, silvery dust, the remains of the freed psychopomps. It is incredibly valuable and may have crafting potential.

LOCATIONS:

  • Fort Owlbear: The home base and fortress of the Owlbear Adventurers.
  • Lantern Keep Undercrypt: A deep and dangerous multi-level dungeon beneath Lantern Keep, filled with strange paths, cursed knights, and otherworldly creatures.

FACTIONS:

  • Cult of Yogg-Sothoth: A death cult devoted to a chaotic, dark entity. Its members served Foraz in the depths of the Lantern Keep Undercrypt.

QUESTS:

  • Free the Cursed Knights: Fulfill an oath to the knight Korug and the psychopomps by defeating the evil knight Foraz, lifting the curse on the Lantern Keep undercrypt.

PLAYER CHARACTERS

  • Ashla: A deadly combatant, skilled with both bow and blade. Ashla is a heavy hitter in the party, often delivering devastating and decisive blows in the heat of battle. She landed the final strike that vanquished the terrible Foraz.
  • Brother Carl: A devout cleric whose faith is a weapon against the darkness. Brother Carl supports his allies with protective spells like Shield of Faith and uses his divine connection to force truths from his enemies. He is considering retiring from the adventuring life.
  • Izzy: A stalwart warrior and cleric who acts as the party’s vital anchor in combat. Wielding a flaming sword, Izzy can also siphon life from his unnatural foes and unleash powerful waves of healing magic like Mass Cure to bring his allies back from the brink of death.
  • Puck: A chaotic cleric who isn’t afraid to get his hands dirty, often disguising himself in enemy robes. Puck shows immense bravery, willing to disarm a monstrous knight and even set himself on fire to win a fight. He wields a morningstar and has suffered grievous injuries in the line of duty.
  • Yohei: A quick-witted gunslinger who provides ranged support for the Owlbear Adventurers. Agile and resourceful, Yohei uses his pistols to pick off enemies from a distance and has a lantern capable of capturing the souls of the fallen.

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