Shadows Over Vasloria (Draw Steel Campaign Log)

Shadows Over Vasloria

Overview

In the past few years, dark rumors have begun to spread across Vasloria like a sickness without cure. Whole towns lie razed to blackened stone. Villagers who once shared harvest feasts now fall upon neighboring homesteads with torch and blade. Trade guilds and noble houses that prospered together for generations have declared open war, caravans ambushed and border keeps bristling with fresh-forged steel. Militias raised to defend hearth and home instead abandon their towns—wives, children, elders, all—turning to banditry with a ferocity that feels rehearsed rather than desperate .Some whisper that the taint of the world itself is seeping upward through the soil. Others point to conquest from without, blaming a rising warlord whose banners have never been seen yet whose name is cursed in every tavern. A few terrified souls speak of things that fall from the sky or worse, E̶N̶T̶I̶T̶Y̶ ̶R̶E̶D̶A̶C̶T̶E̶D̶. Then, one night, it finds you. In dream or waking vision, under starlight or in the reek of a burning village, the same images sear themselves into your mind: a black sun bleeding over Vasloria, a child’s voice—clear, cold, ancient—speaking a single name:

the Delian Tomb.

And beneath the name, an urge like cold iron dragging at your heart, pulling you south-west, toward the mist-choked highlands where that half-mythical crypt is said to lie. You wake with grave-dust on your tongue and the certainty in your bones: if you do not reach the Delian Tomb before E̶N̶T̶I̶T̶Y̶ ̶R̶E̶D̶A̶C̶T̶E̶D̶, everything ends. You are not alone. Half a dozen strangers across the realm jerk awake with the same name burning behind their eyes. Some fight the pull and find it only tightens. Others ride straight for the highlands, half-mad with purpose. All of you arrive within a day of one another at the town nearest the eager to investigate, but knowing something is yet to happen and you must be ready, you spend a few days staring at people you have never met yet already recognize from the vision. After the E̶N̶T̶I̶T̶Y̶ ̶R̶E̶D̶A̶C̶T̶E̶D̶, atrocities continue —bounties nailed to trees with rusted spikes, names whispered by refugees or carved into the chests of the dead—but every road, every contract, every massacre now points back to the E̶N̶T̶I̶T̶Y̶ ̶R̶E̶D̶A̶C̶T̶E̶D̶ like iron filings to a lodestone.

Incident by incident, slaughter by slaughter, the marked heroes chase smoke and screams across a dying land. And as the pieces fall together, the question is E̶N̶T̶I̶T̶Y̶ ̶R̶E̶D̶A̶C̶T̶E̶D̶.

but whether anything can be done before E̶N̶T̶I̶T̶Y̶ ̶R̶E̶D̶A̶C̶T̶E̶D̶.

Expected Gameplay

  • Combat: High (2–3 fights most sessions, often large and desperate: holding crumbling walls against hundreds of former neighbors, cutting through eerily silent bandit legions, facing things that wear E̶N̶T̶I̶T̶Y̶ ̶R̶E̶D̶A̶C̶T̶E̶D̶).

  • Exploration: Medium (blighted roads, corpse-strewn battlefields, and forbidden ruins all lie between you and the E̶N̶T̶I̶T̶Y̶ ̶R̶E̶D̶A̶C̶T̶E̶D̶; the vision always shows the next step, but never the cost).

  • Intrigue: High (every quest hides a lie wearing truth’s skin; every survivor is a suspect; every patron may already belong to E̶N̶T̶I̶T̶Y̶ ̶R̶E̶D̶A̶C̶T̶E̶D̶).

  • Interpersonal: Medium (you are bound by the same curse-vision, but trust frays fast; you’ll bargain with broken warlords, redeem or execute lost souls, and decide how long you can keep one another human).

What You’ll Be Doing (Player Buy-In)

You are the last sane blades in a world losing its mind. The Delian Tomb holds the first shard of truth—E̶N̶T̶I̶T̶Y̶ ̶R̶E̶D̶A̶C̶T̶E̶D̶—but it is only the first stop. From there the vision becomes a grim itinerary: it pulls you toward the places where the madness is spreading fastest. One week you’re evacuating a mining town whose foreman just tried to sacrifice his workers to “the voice in the ore.” The next you’re hunting a merchant prince who has begun executing anyone who disagrees with him “before the whispers get them.” Some people you save stay saved. A grateful village names a street after you. A rescued caravan master swears lifelong loyalty. Other times you arrive too late, or the “rescued” turn on you a month later when the fear finally breaks them. The madness is spreading, but it has not won yet. There are still weddings in the countryside, taverns full of laughter, children who have never seen a razed town. Your job is to keep it that way as long as possible. You will ride hard, fight hard, and piece together what is actually happening: where the fractures began, who (if anyone) is profiting, and whether the tide can be turned before Vasloria tears itself apart. You will become legends to some, witch-hunted by others, and the only steady point everyone else clings to when the world feels like it’s tilting. The nights are growing darker and people are definitely on edge, but dawn still comes.

You are the ones who can still look at the sunrise and be certain it’s real.

Hold the line.

Keep your friends close.

Carry the torch a little farther.

The land hasn’t gone mad yet—and as long as you stand, it won’t.

———————–

Players —

Hurkemier Vandemier - (played by @_UDL_Rayven )

Gravitaxx AzRon - (played by @IkeHyran )

Sandor Riles - (played by @Sinsear )

Val’Ethron Wolfsblood - (played by @Nerion )

Thunax AzRon - (played by @Shadow )

R’ow Half-Fang - (played by Gannonbelle/KittySmash)


Session 1 - 1/5/26


The party starts at the Featherbed Inn in the Town of Broadhurst. The last to arrive being Herk. Once Herk is there, the party feels “gathered”, the rest of them biding their time in the town all arriving within the past 24 hours. They know their purpose is joined by the vision. Each of them introduces themselves and begin to talk about the vision when the town blacksmith bursts through the door, inconsolable and bleeding from a head wound. She rushes to an armored man and robed women that belong to a mercenary group, the Gilded Hand, pleading them for help. They refuse citing need for payment. She then turns to our group of heroes. Herk healing her headwound, and listen to her pleas. Her daughter Violet was captured by some goblins and taken into a Tomb, leaving her for dead to the head wound. The group agrees to help, and after some exposition and an hours travel the group arrives at the entrance to a tomb, with the word “Delius” in old Caelic at the top. The group notices the goblins defending it before they are noticed, an attempt by R’owh to do things peacefully fails in horrible fashion as she messes her dialect up, offering in trade to disembowel them for free. Thus begins the encounter, in which our heroes handle the 8 goblins defenders, as well as the 4 goblin support team that come out of the tomb moments later. R’owh and Val being the ones who were hurt the most and came closest to death. When only three of the original twelve goblins remain the goblins throw down their arms and flee. The heroes chase them down, Val slicing one clean in two while Herk and Sandor chased the second, capturing him and R’rowh subduing the last, dragging him back with his leg in her mouth. (Panther form). The heroes intimidate some information out of the goblins, successfully - There is a fortress with a Boss Lady elsewhere. There are many more goblins inside of the tomb, along with the girl. There are no traps (that he knows of).

With this information the Blacksmith, Ashleigh, comes and throttles the goblin, demanding answers, eventually killing him after confirming with the group that her daughter remains inside. She promises a reward of any sword they want crafted if they bring her daughter back alive.

The party takes a quick breather and delves into the Delian Tomb.

End Session - Gained 1 victory - Current XP 4.

https://rumble.com/v73vyp0-draw-steel-episode-1.html

We enter the catacombs and spot about two dozen goblins—snipers, warriors, and spinecleavers—two floors below. They rush us and a hard fight breaks out. Hurk casts Lightfall, clearing space so the party can reposition. Sandor drops a warrior, and after the first exchange several of us are hurt, but nearly half the goblins are down. We buff up and push forward through more fighting, eventually overwhelming the rest. We find frescoes showing people drinking from a silver chalice and becoming powerful warriors. Loot: 5 costmary leaves, 3 healing potions, and the potion recipe.

In the next hall, a fresco shows a fallen warrior beside the silver chalice. A dead goblin lies before it, and Hurk takes its sword.

The next room holds a flaming skull sigil tied to undead magic. We see a huge warrior statue with an inscription. Nerion reads the inscription:
“Once this fails, the battle is lost.”
We tried to disrupt the sigil and its spell using a goblin body, but we accidentally set it off. More fighting breaks out. Gravitaxx damages the skull sigil, and R’Rowh is badly injured as we rush in.
To be continued.

We’re level 1. We gained 1 victory for a total of 2, and 4 experience overall.

Note Taking Order:
Ray
Sinsear
Whosdad
Nerion
Ike
Darcy

We are still level 1. We are still wealth level 1. We are now at renown level 1. We are back to 0 victories. We now have 8 experience.

Our party — Val the Human Shadow, Sandor the Polder Tactician, Gravitaxx and Thunaxx the Devil Elementalists, R’Rowh the Werecat Fury, and Hurkemier the Dwarf Conduit — kicked things off by carving through waves of undead: ghouls, skeletons, and zombies. The real breakthrough came when we destroyed a massive skull sigil, permanently ending the undead threat in the area.

Grav discovered a hidden tunnel behind a statue, leading us into the next chamber where we went full stealth mode and found a huge crackling zappy field etched into the floor. Inside, a female bugbear and a swarm of goblins were in the middle of a ritual sacrifice meant to open the field. All in the name of someone named Queen Bargnot. The intended victim was Violet, the daughter of Ashleigh, a woman we’d met outside — prompting Hurk to become unreasonably invested in the rescue.

Combat immediately got chaotic. Grav bounced goblins around like billiard balls and rattled minds left and right, while the goblins responded by getting weirdly fast and aggressively shove-happy. Sandor was ping-ponged across the battlefield and eventually teleported straight to the bugbear, where he was beaten into a revolving state of dying, not dying, and dying again.
R’Rowh batted goblins around like they were mices.

Somewhere in the madness, we learned this was the goblin clan of the Pushy Little Bitches, which explained a lot. Val took down a particularly unimpressive goblin, then Herk and Val were randomly ported around the room. Shadow fire cleaned up more goblins, the bugbear landed a nasty multi-hit on Val, Hurk, and Sandor, and Ray kept people on their feet with timely heals.

More pushing. More bouncing. Grav and Thun each bounced goblins to death. Finally, Sandor pulled off a clutch big move that set Val and Hurk up to finish the bugbear for good.

We saved Violet, Hurk earned himself a very strange new title, and with the ritual stopped we learned the zappy field can be opened either by sacrifice or with a key — meaning more research (and probably more violence) awaits.

We accrued an interesting pair of rings called Bloodbound Bands. These were given to R’Rowh and Sandor for the time being.

Ashleigh has become our first slave, er, helper. She will assist us by smithing things.

Note Taking Order:
Ray, Sinsear, Shadow, Nerion, Ike, Darcy

(Thank the Jeebus Monkey and all his thralls for Chatgpt. It made my crappy notes into something worthy of a song. Well, at least a jingle. Maybe. And apologies if I left anything out).

Session 5

Current Level: 1.

Current Wealth: 1

Current Renown: 1.

Current victories: 0.

Current Experience: 8

We make it back. Gannon tries to rush along the RP, but Ike seizes the moment and RP’s anyway. We talk to Ashley, after saving her daughter, and ask her to make lenses. Ashley sends Violet to work the corner while she buys us a drink.

We spot a few merchants, dwarves from the Granite Mountains, who seem concerned about something. Kitty tries to buy a pebble. Kitty also wants cobalt, which can be purchased from the Granite Mountains, about 2 weeks’ travel away.

An older gentleman then comes in and sees us and grows visibly excited, in more ways than one, especially after seeing Nerion. But at least he remembers all of our names! We also find out he is a furry. He inquires after our most recent quests, as we ask about the chalice. He knows nothing. He is Jon Snow.

The evening proceeded, and Ashley and Violet joined us for dinner, dressed to the nines. Mercenaries of the Gilded Hand are also around, as seen below, looking like a ZZ Top cover band.

Gorek: A dwarf fury, Boddorff Buckfeather: A polder conduit Illwyth: A wode elf shadow Mara: A human elementalist in her fifties Targon: A human tactician in his twenties

Illwyth looks uncomfortable, but we’ll figure out why later….

Ike tries to chat with them, but they seem withholding.

Whosdad awarded a heroic token for something witty.

We all have a decent evening and then go to bed. Finally, we achieve respite.

Next day, we opt to go find the chalice, as it pulls us towards it. We need to research the tomb. Nerion fucks off elsewhere to do fuckshit. Ike sets out to stop him, or at least mitigate him. We decide to investigate the tomb.

Ike and Whosdad, plus the abbot, research the tomb. Using our knowledge of Magic, rumours, and Icelandic architecture, we discover that an amulet of the Daylion order can unseal the tomb. Many of these amulets were acquired by Corsair. Corsair is an organization similar to the Harpers from D&D.

Queen Barganot is also after the chalice, and we must reach it before she does. When the abbot (old dude) learns of this, he basically has an aneurysm. He directs us to potential areas for the goblin queen.

Ruined fort on an island NW

Abandoned Mage Tower East

Cave on the bank of a river to the south out of town

Ancient Kalien Ruin Castle San Andreas NE Braughthurst in Silverwood - looks to be the most likely

Before we head out, Ray stops to talk to Orsen, who is in a moss hut, and starts talking like someone from Appalachia. He’s looking for a bug that pops up out the ground called an Ajax. He wants us to go kill it since its been bothering folk. He looks like this:

We will use a Sandworm Thumper from Dune to summon the Ajax beast.

Explosion Desert GIF by Xbox

And here’s what AI came up with in response.
Shadows Over Vasloria – Campaign Log: Session 5

Date: [Insert session date]
Party Status: Level 1 | Wealth 1 | Renown 1 | Victories 0 | Experience 8
Heroes: Val’Ethron Wolfsblood (Human Shadow), Sandor Riles (Polder Tactician), Gravitaxx AzRon & Thunaxx AzRon (Devil Elementalists), R’ow Half-Fang (Werecat Fury), Hurkemier Vandemier (Dwarf Conduit)

The party returned to Broadhurst triumphant, Violet safely reunited with her mother, Ashleigh the blacksmith. The village greeted them with quiet gratitude; the tomb’s lingering peace followed them like a shadow, though the world outside felt subtly altered—doors shut a little tighter, conversations a little sharper.

Ashleigh, overcome with relief, agreed to craft lenses for the party’s future needs and treated them to drinks at the Featherbed Inn. Violet, still shaken but resilient, assisted her mother and joined the evening’s festivities.

At the inn, the party encountered two dwarf merchants from the Granite Mountains. They appeared concerned about distant troubles—rumors of disrupted trade routes and a scarcity of cobalt, a rare metal available only in their homeland some two weeks’ travel away. R’ow attempted to purchase a simple pebble and inquired about cobalt, but the merchants’ unease suggested deeper worries.

An elderly gentleman soon approached, visibly excited and familiar with the party’s names (and particularly enamored with Nerion). He inquired about their recent exploits and the chalice, though he offered no useful information. His enthusiasm and eccentricities marked him as a memorable local eccentric.

The evening unfolded pleasantly. Ashleigh and Violet joined the party for dinner, dressed elegantly in gratitude. A group of mercenaries from the Gilded Hand—Gorek (dwarf fury), Boddorff Buckfeather (polder conduit), Illwyth (wode elf shadow), Mara (human elementalist, in her fifties), and Targon (human tactician, in his twenties)—occupied a nearby table. Their appearance evoked a weathered, bearded ensemble, and they remained somewhat reserved. Illwyth in particular seemed uncomfortable, though the reason remained unclear. Attempts at conversation yielded little, but the mercenaries observed the party closely. Whosdad earned a heroic token for a particularly witty remark during the interactions.

The party retired for the night, finally achieving a well-earned respite and reflecting on the events of the tomb.

The following day, the subtle pull of the chalice—now felt more clearly—drew the party toward further exploration of the Delian Tomb. Research was required to unseal the next level. While Nerion briefly pursued his own agenda, the group focused on investigation.

Ike, Whosdad, and the local abbot delved into ancient texts, rumors, and architectural knowledge (drawing parallels to Icelandic structures). Their efforts revealed that an Amulet of the Delian Order is necessary to unseal the tomb’s deeper chambers. Many such amulets were once collected by the Corsair, a secretive organization akin to the Harpers, dedicated to preserving balance and knowledge.

Further inquiry confirmed that Queen Bargnot (the goblin leader) seeks the chalice as well. The abbot, upon learning this, reacted with profound alarm—nearly collapsing from the shock—and provided leads on her possible locations:

  • A ruined fort on an island to the northwest.
  • An abandoned mage tower to the east.
  • A cave along the southern riverbank.
  • The ancient Kalien ruin of Castle San Andreas, northeast of Braughthurst in Silverwood—deemed the most likely stronghold.

Before departing, Ray spoke with Orson, an elderly hermit dwelling in a moss-covered hut on the outskirts. Orson spoke in a distinctive, folksy manner and requested aid: a burrowing creature known as an “Arixx ” (resembling a massive worm) has been plaguing the area, emerging from the ground and disrupting the land. He urged the party to eliminate it. To summon the beast, the party plans to employ a thumper device inspired by ancient tales of sandworms.

The session closed with the party poised to pursue the Arixx and the necklace it guards—necessary for accessing the tomb’s deeper secrets—while the broader threat of Queen Bargnot and the chalice’s power looms ever closer.

We go to the farm and look for information about the surprise worm. The group decides to discuss tunnel worms and look back into our past about tunnel worms. Hurk recalls deep into his past to bring up close encounters and memories of one eyed tunnel worms. He has many.

The group speaks to the farmer of sacrificing their remaining flock for the worm. A “persuasive” argument, indeed, but eventually the farmer gives us Betsy, the obnoxiously loud goat.

Seeing spare parts, from all the destruction, the group asks the farmer if we can take what little remains of his farm and livelihood. After some more “persuasion”, he stares into nothingness and the group believes he might have nodded yes…

The leader heroically sneaks into the one eyed tunnel worm lair. It is a tight fit but he gets in. Deeper he goes searching for something. His senses are honed as sharp as his blade. Deep into the tunnel worm’s tunnel. In and out he goes searching each passageway, voraciously. Eventually, he discovers the lair of the monster… it was not a one eyed tunneling worm, as Hurk described it. It was a monster mantis. The leader sighs and walks back to the group to deliver the news.

+2 VICTORIES

Hurk is very sad and insists the one eyed tunneling worm must be hidden somewhere down there….

With their leader’s guidance, the group arrives safely to the lair. The group carefully treads forth and triggers the trap! Soon the Mantis Monster burrows into the ground. Hurk believes this is his chance to get his hands on the hidden one eyed tunnel worm that he has been dreaming of…. It did not go well. The fight continues with vile acid spate upon the group.

Thunaxx continues the gradual internal incineration of the Arix as it struggles to right itself. In its desperation, it lets out a blast of acid which covers Val, Rowh, and Sandor. It continues slashing at Val and Sandor, tossing Sandor aside in the process. Hurkemier calls down a massive heal on the nearby party members before retreating under Gravitaxx’s perch. The Arix follows him and grabs them both. As it attempts to drag them away, Gravitaxx subtly relocates Hurk out of its reach before teleporting himself to safety. As he retreats, he sprouts some vines and smashes the Arix into the stalactite with the help of Thunaxx’s explosives.

Val studies the creature before charging back in, realizing that its underside might be vulnerable, so he slides under the bug and inflicts a devastating stab. Rowh follows up with a vicious slam, again smashing the Arix into the pillar. She then grabs a leg and digs in her claws in an attempt to prevent it from chasing down anyone else. Sandor strolls up and asserts his leadership by opening a weak spot and pointing out the optimal strike to Val. Val follows like a good soldier and strikes the perfect killing blow as Thunaxx reminds him not to ruin the meat.

The bug falls to the cave floor in two pieces, twitching. +2 Victories (Total 4).

Rowh spots the necklace among the pile of detritus at the back of the lair. Gravitaxx Identifies an Abjuration spell on the amulet, confirming it is likely a valid key to the tomb.

The party scoops up as much of the bugmeat as they can carry and begins their journey back through the tunnels. When the group returns to the farm, Elory is pleased to hear of the Arix’s demise and rewards the party with lifetime Bacon, a recipe for Buzz Balm, and a vial of Demon Honey. Ray returns the bait goat, Betsy, having performed a magic-assisted meatball surgery to remove its vocal cords; Elory is more excited then she was when she learned of the monster’s death.

The group then returns to Orson’s shack with the necklace. Orson reveals that he is a retired member of the Coursers, a secret society that aims to protect the wilds from evil. He was testing the group with the bug hunt and believes that they are worthy of being entrusted with the contents of the Delian Tomb. The amulet will unlock the second level but the third requires a ring of which he knows nothing. Before moving on, Orson offers an induction into the Coursers for any who are interested in joining the cause. Val, Hurk, Thunaxx, and Gravitaxx are inducted and gain the Courser title.

Next, the party talks to Reeve Rosamund, a rugged looking woman elected to manage the town. They offer to help with the recently reported food thefts. She points to the Granary and Smokehouse to continue the investigation. After gaining what information she has, Nerion invites her for some nocturnal “Sparring” and she agrees on the condition the party deals with the bandit problem. Before leaving, Gravitaxx lets her know about the actions of the Jagged Edge at the tomb. She has already been informed but reiterates how grateful she would be if the party can hinder whatever objective they have in mind.

After arriving at the granary, Hurkemier takes to helping the workers and the others ask around about the thefts. A few days prior, a thief was seen leaving a trapdoor and heading in the direction of the Woodcutter’s house. When no further clues are found in the granary, Val tries to track the thief back from the trapdoor. He successfully follows it to the house of the woodcutters, Vaughn and his son Percy.

Val and Hurk do their best to put him on the defensive and Grav asks about his report of bandits. He says that was moving up the river to find more mature wood to gather when he came upon the bandit encampment. He overheard them call themselves the Forsaken Wraiths as well as their plans to raid the town.

Hurk then asks directly about the stolen grain, Vaughn replies that he has been struggling to get by with the bandits hampering his wood gathering, but that he would never take advantage of the other townsfolk. However, the question seems to disquiet Percy. Hurk asks Percy to do the right thing and he acquiesces and comes clean. Vaughn promises to repay for the theft and also to take the group to the bandits.

They set out down the river and prepare to slap down some ruffians.

2/22

Session 7

8 XP

Level 1

4 victories

The party arrived near the bandit fort and spent a ridiculous amount of time at the edge of the forest discussing how to enter it. Val suggests R’owh curl up by the gate and play lost kitty. The idea was she’d be taken in by the bandits, “Oh what a cute furry cat!” and then she could sneakily open the gate for the party. R’owh thought this is a horrible idea. Val then suggested they swaddle the Polder like a baby and leave him by the gate. R’owh also says this is a terrible idea and suggests digging a tunnel under the side of the fort wall. Someone suggests blasting through the side of the fort. All of a sudden everyone realizes they don’t even know how to get across the lake to the fort, which is on an island. Thunaxx decides to start digging a tunnel under the lake to the fort and begins doing so. The rest of the party continues to discuss how to get across the lake. The rest of the party sees a raft on the shore and Val and Sandor walk over and get on. “Come on. Everyone get on!” he yells over. Val seems irritated and starts to count down from 30. The party wonders if he will explode or something when he gets to zero. After a few counts Val notices the raft smells funny. The raft seemed to be covered in kerosine. It seems a little like a trap and probably unwise to use it. Val and Sandor step off the raft and suggest floating over with a log during the night. Meanwhile, Thunax had been digging under the lake. Before the rest of the party came to a decision Thunaxx had finished the tunnel.

 Everyone walked through the tunnel under the lake and into the fort area. It opened up through the floor of a store room inside the fort. All the food laying around had the party thinking about eating and Val was inspired. He came up with the idea of poisoning the camp. He mixed up all of his poison into a very tasty smelling concoction, with R’owh’s assistance. It was decided that Gravitaxx probably had the best chance of delivering the poison unseen. He became the wind and made his way into the courtyard where the cook was stirring a large pot, likely the evening meal. Gravitaxx successfully poured the poison into the pot without the cook noticing. The trap was laid. The party moved back down the tunnel to wait for the bandits to fall ill. R’owh used crates to obscure the hole in the floor when they left the store room and went back down the tunnel.

It turns out everyone was pretty hungry, so they grabbed a bunch of food on the way down and Hurkemeir got to work laying out a nice charcuterie board for everyone. Thunaxx produced some earthen couches and the party lounged and sipped coffee after snacking. A couple hours later the party heard moaning from above. They exited the tunnel and found four very sick bandits on the floor of the food store room. Hurkemier convinced the very sick bandits to go down into the “healing hole” to recover. They’re minds were muddled, and Hurkemeir was so kind looking and convincing that they thought this sounded like a good idea. They crawled forward and slid limply down into the tunnel. As the bandits were moving out of the room R’owh asked where their boss was so the party could bring them some medicine. A bandit replied that the boss lady was in the room next door but she never eats the cook’s food because she doesn’t trust anyone. After all the bandits were down in the tunnel, Thunaxx vanished part of the store room wall to create an opening into the boss’s room.

When the wall was removed the party saw that the boss lady and two of her men were inside. R’owh grabbed the heavy barrels in front of the place where the wall was and wall shoved them into a robed woman (Laesi) who was by the door. The door was successfully blocked and Laesi was injured. Brune then grabbed R’owh and held her hostage as a shield in front of her. Everyone recognized Brune as the town butcher. A woman wielding a large sword named Alvida then prepared to attack. Sandor jumped inside the room onto the barrels that blocked the door and shot Alvida. Laesi, who was standing next to the barrels, promptly pummeled Sandor with her fists, but Gravitaxx teleported Sandor away to avoid any further attacks. Laesi blocked Val, Hurkemeir, and the mages from entering the room, so Val took his sword to her. Gravitzaxx yelled, “Behold the mystery!” from inside the store room and Alvida and Brune were mobbed by horrible black tentacles that slithered up from beneath them. Thunaxx quickly followed Gravitaxx with a fiery attack on Laesi and Alvida. Gravitaxx began throwing people around the room with green vines and crashing them into each other. He also called up his creepy black tentacles again, which had to be very disconcerting for the bandit queen and her men. After Gravitaxx was done, Brune crumbled to the floor. Gravitaxx bursts out in viscous laughter. Val turned his blade on Laesi in the doorway and utterly evercerated her. He held himself back just enough to knock her unconscious, just inches from death.

Alvida saw both her men down, Laesi chopped to bits in front of her, and kicked open the door to the courtyard. She called out, “Men! Come aid your queen!” Alvida ran out the door and her bandit minions outside picked their vomit-soaked selves up off the ground where they’d been laying and moved forward to assist their queen. A very angry R’owh burst outside and mercilessly clawed one of the minions with enough force that it slammed the minion into their already wobbly vomit-soaked friend next to them. Hurkemeir used his godly connection to amplify her attack and both the clobbered bandits crashed forward dead into loose stones on the ground. This caused a wave of vomit-coated stone chunks to fly up into the air and shower down on the rest of the teetering minions. They all fell down dead from the blows of the falling puke stones. Sandor followed quickly and attacked Alvida. His attack was weak but he managed to empower R’owh with strength for her to attack again. She clawed Alvida and crashed her into the wall next to her. The fight will continue next time on Draw Steel.

Note Order:

Ray

Sinsear

WhosDad

Nerion

Ike

Darcy

3-1-26

Session 8

Gravitaxx sucks off Avilda to bring her into our clutches, he scrapes, doing minor damage to her. Val Etrhron closes the door trapping her. The party participates in the gang bang taking her down. With Avilda’s death Rowh convinces the minions to give up. Laesy is still knocked out. Sandor collects their toes, we avoid looking at him.

Loot: Wolfsbane cloak, it always looks pristine, the fangs sparkle. Blade of Luxurious Fop.

We tie up all the guys and go get the guards to let them know the danger is over. We get +1 to our wealth. The brother’s discuss their prodigious wealth and only wish they could remember where they left it.

Hurk contracts the clothier to make a hat, it will take 3 days. Gravitaxx is getting a cloak made to compliment Thunaxx’s new cloak. Rowh gets a pipe. We then head to the bar.

Val & Sandor meet up with Illwyth and chat her up and have some drinks. Val notices her playing with a ring, Val points it out to Gravy. Gravy knows the ring has aberration magic, similar to our amulet. Val starts his own gravy train and asks to ride her, she agrees. Val attempts to please and steal her ring, he fails at both. In a desperate attempt, he whispers to her, pierce me as I pierce you. She grins and rams her fingers up his ass, Val clinches his ass and thrusts, they both climax and he’s left with the ring still in his ass, successful at last. Feeling satisfied, but then guilty he relaxes his sphincter allowing the ring to be found innocently in the bed.

Seeing the ring and talking to Val, she passes him the ring and says to good things with this.

Note Order:

Ray

Sinsear

WhosDad

Nerion

Ike

Darcy