Introduction
This session was driven by logistics, encumbrance, and random encounters. The party had hauled out a vast amount of treasure during downtime, but plenty still remained in Lord Inferno's lair — the classic "dragon lair" problem I'd envisioned: glorious loot, and not nearly enough hands or pack animals to shift it all at once.
Timekeeping
This session began on March 19th 2026 AD, with the player characters adventuring until the 22nd. Downtime for these characters begins on the 23rd of March.
Player Characters Present
Sever the Wrathful (Level 10 Pegasus Corps Ranger Lord of Machodor, wielder of Were'shbane and the Rod of Lordly Might, wearer of the Girdle of Cloud Giant Strength, rider of Mustang) with henchman Rabbit (FMT556)Fluid the Druid (Level 9 Druid, "Scourge of Trollopulous", former wearer of the Ring of Kings, current wearer of the Cloak of Druidish Awesomeness)Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of Sanctus Draconis Interfector and the Shield of Protection from Missiles, rider of Bonecrusher) with henchman Rhoikos (M6)Sheamus (Level 8 Irish Fighter from Brovenloft, rider of the Rocket Cycle and wielder of the Drewblade) and henchman McScales (Lizardman F5)Snorri (Level 3 Dwarf Fighter)
Downtime
On the 14th, Silus of House Emberdrake meets the rest of the party in the Foreigner's Quarter with the paperwork. He brings a scribe from the Scholar's Quarter to officiate. It all looks above board. You take possession of the warehouse in the Outcast Quarter, after handing over 250gp. It is ready as promised. The warehouse is 50' wide, 100' long, and 25' high. Despite appearances, it does not abut the city walls — there is a narrow alley separating them. There is no sign that the interior was recently used for anything. The place must be situated over the sewers, for there is a rank smell that is periodically flushed out by a lava flow that passes under the city to vent into the great lake of lava beyond its walls.
The warehouse on Ash Lane has no windows, only a set of large double doors, with a smaller access door set within them. You watch the patrol leave and take in the local ambience: the Scorchviper Outcast Quarter is well awake.
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| The perfect hide out? |
Ash Lane is narrow here, barely eight feet between the warped obsidian walls, and it runs thick with the usual morning traffic of the desperate and the dispossessed. A line of branded lava folk hauls a cart of slag toward the Chattel Quarter. Three glassy-eyed beggars work the lane. You notice the chalky lesions on the skin of at least one of them, best given a wide berth, unless you want to catch the 'Drooping Member' disease, or worse.
From the direction of Scorch Avenue you hear something approaching. The heavy, rhythmic knock of clawed feet on basalt. Pack lizards moving at a working pace. A moment later they appear at the alley mouth: four of the beasts, each the size of a draught horse, their hides scarred from harness work, hauling a flatbed cart stacked with crates. A single Emberdrake factor's agent walks beside them — a lean firenewt in a merchant's brooch and light armour, moving with the clipped efficiency of someone who wants to be somewhere else as soon as possible. He produces a chit from his belt pouch and holds it up without looking at you. "Eighty collarsh. Eighty cloaksh. Mark ish on the manifest for one Lanshe. Shign, provide payment, and I am gone."
The crates are heavy. It takes effort to shift them through the warehouse door. The agent is already turning away before the second one clears the threshold. The pack lizards follow him back up the lane without a backward glance. You crack them open to check the merchandise.
THE HEAT-CLOAK — A Closer Look
You have worn these cloaks since the guards at the Basalt Gate Tower pressed them into your hands — heavy, leathery things that stink faintly of sulphur and old char. You have been grateful for them without thinking much about how they worked.
Now, in a quiet moment, you examine yours properly.
The outer hide is thick and rough, cracked in places like old volcanic rock, stitched with coarse thread that seems almost too fine for the hands that must have made it. But it is what lies beneath the surface that arrests you. Dozens upon dozens of small, rounded cylinders, each the size of a fat finger, sewn into channels of leather so that they lie flush against the body when worn. They are made of glass, seamless and smooth, rounded at both ends, and inside each one sloshes a thick liquid — a deep, saturated orange that seems to glow faintly from within. You hold one up. The goop inside moves sluggishly, like something between honey and hot tar, and tiny bubbles crawl slowly upward through it. You notice a marking etched into the glass: a fat toad wreathed in green flame. House Pyrotoad's mark. You wonder exactly what is in that liquid — and what would happen if one of the cylinders broke.
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| Orrathis the Rake |
Session Report
Combat#1: 2 Purple Worms
Result: Party win
Rounds: Surprised for 1 segment, 2 rounds
Highlights: Having detected the vibrations of the pack lizards as they walked along the lava tube passage, the worms achieved surprise, attacking both the front and rear of the column. This resulted in them swallowing one lizard whole and nearly doing the same to another. Fortunately, neither lizard victim had a rider. After a minute of panic over whether to fight on lizard-back or on foot, the heroes swung into action and dispatched the worms in two rounds of combat.
Combat#2: 8 Ghasts
Result: Party win
Rounds: 2 surprise segments, 1 round
Highlights: Rhoikos softened up the enemy with a fireball, while Sever and Sheamus charged in and wiped out the survivors before they could form any effective defence.
After this second incident the way was quieter, they made it to the city, registered their stay, and exchanged pendants for heat-cloaks at the Basalt Gate Tower, then entered Cthugarak and rested at their usual inn in the Foreigner's Quarter, the Drake's Ember Rest, stabling the pack lizards nearby.
Combat#3: Merx the Mezzodaemon
Result: Hard-fought Party win
Rounds: 19
Highlights:The party won the first round's initiative, and Sever, Sheamus, McScales, and Giuseppe all attacked together. The casters let off magic missiles to no effect, while Snorri kept a watchful eye on their surroundings in case the fight drew in a patrol, or worse. As is usual with this melee-heavy group, they had practically killed the thing in the first round.
Round 2, Merx won initiative and disappeared. The heroes had no idea where he had gone, but he had dimension doored up onto the roof of their warehouse. The party sensed their foe was still nearby, and as they cast about using detect evil and the like, I kept ticking off the rounds. Finally, they retreated into the warehouse. Meanwhile, Merx had been busy: using polymorph self to heal up, ESP to read the minds of his opponents, and even unsuccessfully trying to magic jar Sheamus. The party were discovering that their wounds from the wicked blade would not heal — neither lay on hands nor cure light wounds worked.
Time ticked on. There was a knock at the door, a firenewt patrol had responded to the commotion: "Allo allo allo, what's all thish then?"
Sever bribed and threatened them into leaving, and they did.
Now, like a horror movie, it dawned on them: their enemy was above them, on the roof of the warehouse. In response, Sheamus and some others climbed a ladder to an access hatch, while Sever activated his Wings of Flying and went outside. Fluid changed into a bat and joined the ranger. Merx prevented Sheamus from getting out by standing on the hatch, but was drawn away by Fluid. This small advantage was soon outweighed by a downside: an obscurement spell, which I think the druid thought would help in some way to stop any firenewt authorities from observing the fight atop the warehouse, but in practice made the rest of the fight more difficult.
Combats: 3
Rooms mapped: 0
Combat rounds: 23
Losses: two pack lizards









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