Mythosa: House Malor

Scouting Foxgrove Manor

Aliera, Belogos, Xanthus and Xune meet through their primary benefactor, Lorenzo Malor. He has provided special quarters for the group as their talents have become of special use to him. He explains that he has some long term plans for this new team, but there is some business they must first look into.

Lerenzo had been contacted to hire someone to murder each and every one of them. Surely there was a slip up in contacting Lerenzo about the contract as his brother Xanthus was among those targeted. Worse still through his research he found the one who has put out the contract to be an old family resource, Arat the Sage. Lerenzo sends the team out to eliminate Arat, thus eliminating the contract and preventing others from gathering any information about House Malor through Arat.

Through some luck Xune stumbles across an former employee of Arat who directs them to Foxgrove Manor, home of Arat the Sage. Not wanting his efforts to be traced Xune ensures discretion by eliminating the informant in an alleyway.

The group then entered Foxgrove Manor by scaling the thick high wall surrounding the grounds. They found themselves lost in a hedge maze, which lead to a mausoleum. Opening the door fiery orbs chased them about, nearly eliminating all of them. Aliera, Belogos and Xanthus hid in the mausoleum as the orbs fed on the corpse of Xune. There they rested for the night, finding nothing of interest from within the mausoleum. When the peeked out doors the next morning the orbs where gone.

Retreating back home Lerenzo had anticiapted their troubles with the maze and had recruited an expert to help them, the minotaur Vanchu. Realizing they need more information on the Manor before returning a new informant on Foxgrove manor was found. The former house servant revealed that the Sage had started dealing with unnatural things and was quite unstable. All of the house servants had been released and he feared what fate awaited the Sage’s wife and daughter. Through guile, and a bit of poison, the former servant provided details of the layout of Foxgrove in exchange for a promise that the mother and child would be rescued. He was left at the groups home as they returned to Foxgrove Manor.

Upon scaling the walls the hedge maze was found once again. This time after following the maze for a bit the decision was made to climb over the hedge. As the top was cleared hounds appeared diving through the corners cut into the maze. After a brief battle the hounds were dispatched. Foxgrove Manor now lies before the team, ready to share it’s mysteries. And horrors.

View
Into The Manor

Belogos and Vanchu stayed behind to guard the rear and Aliera and Xanthus are joined by Fredrick for the assault upon the house proper. The three stealthily approached the house, using the stables as cover. Hoping to sneak in the back they find the option foils. Three sides of the house are warped as if the stone itself was twisting like water. The house itself stood, but the only viable entrance appeared at the front

Also in the front garden where a number of oddly shaped statues. Peering from a safe distance Aliera noticed a bat chasing a bug between the statues. Suddenly the bat was assaulted by thrown spheres of stone coming from the statues.

While the bat was killed by the stones, Aliera also noticed one of the rocks hitting a statue caught in the crossfire which damaged the statue. The three realized they could use the status against each other. Jumping, leaping and weaving between them the three made short work of the guardian statues having them blast each other out of existence.

Upon approaching the front door they noticed a rail link set against the door as if to hold something in the house. Not wanting to disturb what obviously was some sort of trap or trouble the three climbed to the second story to enter through a window. Xanthus entered first, but came back out soon after flailing about as if on fire. Only by punching him solidly was Fredrick able to snap him out of the illusion.

The three made there way in the same window to no ill effect. Lighting a sunrod they found themselves in a well stocked library for a man of the Sages wealth. Xanthus picked up a number of journals and book laying about, most of which were journals by various mariners of recent times.

Proceeding onward as they approached the door to leave the library they were assaulted by two humanoid stone guardians which looked like little stone cherubs. They fell quickly and the door was opened. Beyond a small well appointed hall was seen with many paintings of value as well as more small cherub statues. After Fredrick ensured the cherubs where of the non-violent disposition much of the treasure was stacked just outside the second story window for easy access during their escape.

Pushing onward stairs were found and the group made it to the first floor without event. Recognizing the room from the house servant’s description the secret door was quickly found which led to the cellar.

Down the stairs they went following a long hall that ended in an odd pit. After some brief experimentation it was found that gravity shifted upon moving into the pit allowing the party to continue “downward” with ease. Unnerved slightly the silence of the house was broken by a baby’s cry from ahead.

Slowly the group emerged into a large room dominated by a huge cauldron at the center. Off to the right were two humanoid figures. The male one had ripped his eyes out and stitched his eyelids to his face. He carried a book and stood behind a podium which held an even larger book. The female had two large axes and the evidence on her body and clothing is she had been using the repeatedly to cut herself savagely. Behind both of them was a crib from which the crying emanated from.

The male said in a deep voice “Welcome to your doom!” and everyone jumped into action. Attacked against both were successful and the evil pair were pushed back, but hit back just as hard with lightning and axe as the male of the two taunted the party to hurry up and kill them. With a great set of hearty blows Fredric sent both of them sprawling back with mortal wounds. The male of the pair recovered first stating “Too slow” as swarms of ghoul babies emerged from the cauldron moving toward Fredric and Aliera.

Fredric soon fell and Aliera was immobilized over and over. The situation looking grim Xanthus knows not if any of them will ever escape Foxgrove Manor alive.

View
Foxgrove Finale
Of Demons and Babies

Upon hearing his daughter’s cry of pain Belogos lead the back up assassin squad of Akmenos, Challi, Pippin into the fray with a rain of arrows plugging into Arat’s torso. Arat fell and gurgled out a final desperate cry for the “portal to be sealed”. Akmenos, Challi, Pippin added their spells and arrow to the fray, with the latter’s spell literally blasting the swarms of ghoulish babies off of Aliera.

Eleanor, seeing her husband fall, ignored a blast of shadow from Xanthus put her axe right through Fredrick’s neck. Much to her suprise as she pulled the axe back instead of a beheaded corpse she found Fredrick grasping the shaft of her axe pulling himself upward with her counter stroke. Xanthus laughed at her amazed looked, quickly taking credit for the Fredrick’s sudden restitution.

The tide of the battle finally turning Eleanor fell crying for someone to save her child. The ghoulish swarms where then quickly eliminated.

The book which had been thrown into the cauldron had mysteriously reappeared upon the floor near where Fredrick rose renewed. Researching its entries and the cauldron it was determined that somehow through alchemical means a portal had been opened to another world. To close it the group followed the books suggestion of intense heat which turned the surface of the cauldron from a silvery surface of mercury to white and finally a black. Testing with the corpses of their defeated foes it was determined that the portal had been successfully closed.

Fredrick took the girl child of Arat and Eleanor and ensured arrangement for a wet-nurse to raise the child within House Malor.

Through a series of backroom financial deals Lorenzo ensured the dead to the estate was moved to a holding by house Malor, becoming a base of operations for the team. Akmenos quickly took up residence in the estate, and the master bedroom, to help oversee the reconstruction of the structure and “to ensure it meets my standards”.

Lorenzo told his growing team that rest was not to be theirs as the Iron Boot of Ulthia had more agents which urgently needed investigating and potentially a bit of blood letting.

View
Bevis and Butthead take a midnight boatride

Lorenzo Malor has told the party that a close ally of Gonfaloniere Kane, the Qet Ambassador Kazemde Omari, is suspect of being a traitor and sending information and supplies to the cities arch enemy Ulthia. He wants them to investigate the allegations and if strong evidence is found to kill Kazemde Omari.

Several team members reached out to various contacts across the city to see what they could learn. They found Kazemde Omari owned a set of private docks, had a retired Captain Griffin running a team in the Drow Underground Arenas, and had some sort of connection to a gang or mercenary unit called the Blood Runners.

Pippen investigated the private peer and after bribing a few longshoremen leaded that over the last month the locals had all been let go in place of some private labor brought in from Qet. Deciding to investigate the piers further the party set off at night in two teams. With Pippen standing watch at the gate, the first team of Fredrick and Xanthus would come in by row boat while the second team would climb the walls and investigate the warehouses.

As fortune would have it the next night had the new moon making it especially dark. Surely the gods must of been showing their favor upon the party. Making their way through the dark the two nearly blind humans rowed their way quietly towards the darkened ship upon the darkened peer. As they closed the rowboat was rammed by one and then two underwater shapes. Keeping the boat upright they quietly continued their steady pace towards the ship.

While climbing the side as they noticed three figures upon the boat slime slammed into them, dazing them both. They quickly overcame the daze, climbed onto the ship and quickly dispatched the three humanoid figures upon the deck.

Meanwhile sneaking into the warehouse Belogos, Challi and Aliera noticed three figures making their way up the pier. They hid within one of the warehouses. Spotted they quickly dispatched and eliminated the three humanoid shapes. Both groups found the humanoid shapes had wide mouths, bulbous eyes and

Back on the boat convinced to investigate the hold before setting fire to it Team Bloodcut Chaps investigated the hold only to find it covered in a fine layer of slime. Moving further in they find the far side of the hold dropped oddly into the water line. From the water tentacles erupted grasping at the pair. Team Bloodcut Chaps quickly retreated to the top deck to set fire to the ship before retreating back down the pier.

The other team searched the warehouses to find a ships manifest and lots of valuable alchemy supplies. Their retreat was covered by Pippen who rammed down the outdoor gate to the docks in a rather loud fashion.

Reviewing what was found Pippen bought the very expensive sage slave Alcestis who said the manifest had a number of exotic spices on it, a few slaves, and some names with numbers by them. The names were found to be a mix of Qeshan, Zeldorian and Ulthia origin. No explanation could be found for the meaning behind the numbers.

Reaching a dead end with the piers Challi went back to her Arena contacts to see what more she could find. In exchange for some favors Davin was able to arrange a fight, which would likely give the party an audience with Captain Griffin.

Quotes and other notable moments: “Is pooping a free action?” “I’m ok. I have bloodcut chaps on.” “Must search the hold for some teepee for my bunghole”.

View
The Arena of Blood

The day of the fight as Fredrick and Xanthus Malor took to the arena floor Aliera and Challi watched on from the managers box as the others mingled in the general crowds to cheer on their team and see what they could learn.

Fredrick and Xanthus Malor easily beat the so called Dog of Qet, a huge black jackle humanoid. There efforts bough enough time for Aliera and Challi to learn a little more of Captain Griffin. To celebrate their victory they group was invited back to Captain Griffin’s abode.

There they met the Captian within a room covered with Khemsaian artifacts. After a short conversation the Captain struck one of her own retainers in the temple with a knife as she yelled out for the party to rescue her.

A bloody battle was entered and the outcome is uncertain. Will Team Evil save the Captain? Or learn anything useful about Kazemde Omari? Stay tune for the next entry!

View
The Captain's Leg

After a fierce battle Captain Griffin is saved, but at the cost of Xanthus Malor’s life. Retreating to their quarters the party summons a Drow priestess friend of Challi to raise Xanthus and heal the Captain’s wounds. Xanthus does return to life, but is much changed by the experience with his skin remaining a pale white and his eyes giving off a faint red glow.

The Captain’s wounds are healed, but her leg is found to be infested with something from the Outer Realms. Following the Captain’s wishes the leg is removed slightly below the knee bone. Pippen bags the leg and finds that it continues to lives. He searches the city for days looking for a resource to help him identify the leg. He eventually comes across Vaslov the Odiferous, a sage of the Far Realms who recognizes the leg and shares what little he knows of it.

Before the Drow Priestess leaves Belogos arranges for her to train his daughter Aliera in the ways of Lolth so she may grow closer to her heritage and be acceptance despite being only 1/2 drow. And perhaps for access to some poisons himself.

Upon Pipen’s return to the others the Captain has finally awoken. And the first concrete clue is about to be revealed….

View
The Forlorn Tower

Captain Griffin tells a haunting story of a strange artifact from the second age. This artifact, called the Eye of Iberis, seemed the source of the curse as even during the trip back to Zeldora it was as if the gods and spirits were fighting to destroy her boat.

Upon delivery Kazemde was at first appreciative, giving the Captain and crew a generous amount of shore time. As the months passed Kazemde’s behavior become more erratic, eventually stripping the Captain of her ship. Spending more time on Kazemde’s island home Captain Griffin found her own will weakening to unknown assaults, eventually loosing control and memory of what happened. When she regained control she found herself running the Arena games surrounded by the strange humanoid creatures the party rescued her from.

She implores the team to go to the island and rescue Kazemde from his Tower as surely he is as much a prisoner as she was. Preparing for the assault on the island the ranger Challi returns to her homeland, leaving the group one short. The Druid Greynet joins the team. Using a ritual Greynet transports the team to the island traveling through trees.

The party finds the pieces of corpses littering the beachhead. Disturbed the party moves inland up the slope toward the Tower to be assaulted by a small undead force. Though a tough battle they were able to clear the way to the Tower’s front entrance. Seeing some humaniod figures upon a nearby hill near the doorway and already tired from the battle with the undead the party retreated to rest upon the shore.

The next morning they returned to the Tower. Seeing no one upon the hill this time they opened the portal into the Tower. Inside was a large humanoid statue of some sort and a set of double open doors beyond the small room framing what looked like a half orc that had been mutated into a blue skinned creature with small tentacles across it’s skin at irregular intervals. Quickly the party moved into combat and unsurprisingly the golem statue assaulted them as well. What did surprise them is the golem was two creatures, with it’s skin of small stones taking flight swarming around them.

Without much fanfare the creatures were dispatched and they progressed into the tower. Searching a bit they found the towers far side had been shattered letting the Sun flood in from the east lighting half of the tower. Moving to the dark side of the tower a clutch of grell and some sort of gibbering cyst were found and defeated.

Embolden by their success they returned to the light side of the tower. The tower it seems had been split by some sort of waterfall making progress through some areas quite dangerous. Desiring to cross saftely Pippen teleported himself across the short distance as the others prepared other means of crossing. Much to his surprise he now could see two humaniod figures, once of which upon seeing Pippen screamed out “Kazeemde!” to a muffled reply from elsewhere.

Panicked Pippen stepped back and slipped upon the watery floor. Quickly the waterfall took him over the edge of the tower to a great fall. Greynet took to the sky chasing after his fallen ally from certain doom.

Down two members the party hid as they heard what was clearly a large force coming their way. Impatient for a fight Fredrick stepped out to find himself assaulted by multiple foes. The party never found their footing in the battle and in the blink of an eye both Fredrick and Xanthus fell. Belogos retreated into the darkness, hiding beneath a corspe of a fallen grell, while his daughter Aliera made an ingenious use of her alchemical tether cords hiding within the waterfall.

Waiting out their foes they met back up within the tower slipping out together after defeating an illusion upon the Tower’s gate room. Safe upon the beach head again they now await rescue from the strange island, hopeful that Greynet and Pippen find their way back to them. They have no intention of returning to the Tower which has already taken so many lives.

View
Pippen: Mage, Adoptive Father, Psychopath
20110107 Wellspring

Surviving a few days on the shoreline Aliera and Belogos realize they are on their own. With the thick fog blocking their line of site to any passing ships Belogos uses some natural resources to develop a crude raft to take the two of them back to the mainland.

Paddling their way through the unusually cold waters they are rescued by a passing ship named the Guinness Hauler. After a few solicitations from the lonely sailors Aliera and Belogos leave the ship politely, yet promptly, upon reaching port.

After searching out some food the two make their way to House Malor’s main complex. They are greeted by Valissa Malor and an extremely short and balding man named Dr. Wilberforce. After realizing three months have passed since they left, instead of the 5 days they recall, they are informed that Pippen and Greynet were found in the city a month ago. Neither were in a good state of mind. Dr. Wilberforce had been brought in to help heal their mental wounds.

Valissa leads Belegos off to a far corner of the house to only be rejected by Belegos. Angry at his decision he tactfully chooses to leave quickly. Aliera is lead to a bedroom by Dr. Wilberforce where she finds Pippen there, but he is not himself and unable to communicate. After some gentle prodding by the good doctor and Aliera Pippen reminding him of his beloved leg fragment Pippen returns to his right mind, but with no memory of the events on the island.

Pippen goes to visit Vaslov to see what has been learned since they last talked. Vaslov has found little other than confirming whatever it is other than the source is the Far Realms. Pippen postulates with Vaslov on how to make the fragment grow. A new purpose in mind he returns to the manor and abducts the now twice orphaned Baby Karavakos along with her wet nurse in his bag of holding.

Late that day with everyone at Foxgrove Manor, now called The Crooked House, the party is met by Lorenzo and two new strangers. Following the two in Lorenzo then slaughters one of the two shoving a knife through the back of the throat. Stepping over the corpse Lorenzo calls out and a similar looking human steps out of the shadows from Belegos’s room.

Lorenzo introduces the stranger from the shadows as Amnon and the other figure with him a Xarius Malor. Xarius is yet another brother from their quite active family and is being brought into the team. While clearly saddened by the loss of Xanthus Lorenzo spends little time asking about what had happened upon the island. Amnon is introduced as a member of the Carsus resistance and has brought some disturbing news. It seems a list of some senior resistance members has fallen into the hands of a group known as the Blood Runners who live in the town of Wellspring, a satellite town of Carsus. If the list were to fall into the governments hands it would been a heavy blow to the resistance, which is something Lorenzo seems to want to prevent. The team is to travel to Wellspring and ensure the list does not fall into the wrong hands. As Zeldora is in no position for a war with Ulthia they are also are strongly encouraged to not start one.

Pippen and Belogos head out on foot immediately, the former wanting to leave town before questions about the abduction come up and the latter being upset about something missing from his room. The other three run some errands and plan to catch up the next day on the road on horse back.

Around midnight Pippen and Belogos sit down to camp. Checking in his bag of holding Pippen spys the spent sunrod, the magic basket of food, the asphyxiated corpse of the young wet nurse, and the nearly dead baby. Saving the Baby with a potion he then sits the wet nurse’s corpse up on a nearby tree and closes her eyes.

Leaving Belogos behind he goes to a local farm stead and after a few hours of minor troubles kills an elderly farmer, abducting the wife to care for the child in the bag. Now knowing he needs to ventilate the bag he instructs the trancing Belogos on the procedure and goes to sleep.

Once asleep Belegos gives an arrow to the woman instructing her to kill herself. He then proceeds to ventilate the bag, only to be greeted with an arrow in the hand. Reflexively he pulls his hand out releasing the woman from the bag. The woman is shot down by Belogos as she tries to flee into the night, waking Pippen in the process. Pippen is clearly upset that all of his hard work to provide for the child has once again been undone.

The full party meets up late in the day upon the road to Carsus. Not a moment after their greeting passes Belegos and Amnon spot some shadowy figures flying their direction upon the horizon. Everyone prepares for battle as they approach.

View
Karma

A group of Grell come into view from the direction of Zeldora. The party take aim as soon as they come into range pounding the slow moving beaked brains. The Grell close and start attempting to pick various individual up, but are constantly thwarted and eventually eliminated.

That evening Pippen finds yet another to act as a careholder in a bag. Upon return to the camp everything goes wrong. While explaining the job to the new applicant he is assaulted by her. Viciously. The rest of the party watches in either confusion or laughter as he is beaten to a pulp. She stuffs Pippen back into the bag and the others let her go amused at the show.

That is when the real horror starts. As a joke Pippen is left in the bag for a few hours. Little did they know the ghost of the original wet nurse lived within the bag. And it was payback time. Two hours later Belogos pulls an unconscious Pippen from the bag. He is found to have even more contusions that before and several are pulled out of their sockets.

They heal Pippen to the best of their ability, but he is still quite sore and tired from the whole experience. Upon reaching Wellspring late one day the group decides it would be best to go in at first morning. Pippin, being tired and in need of bed rest decides to go in alone. Using some magic he disguises himself as a local farm he saw going in and gives the guard a false name. Through a few quick questions he finds himself at a nice hotel, leaving his real name with the owner and revealing himself to be a Deva.

The next morning Xarius and Amnon head into town together, Amnon leaving his name in the gate register while Xarius using an alias. Signing the register they are told as visitors to check in with the local constables office every 24 hours before sundown. Passing by the constables office they find Pippen already there locked in stocks. Some discrete questions they find he was hauled in for staying unregistered in town, but is in much serious trouble for reasons that cannot be found out.

Xarius and Amnon then find out from a local blacksmith that Amnon’s lead has disappeared as many others have in the town. They also notice a local rash of some sort moving around the population. They return to the Constable and when they offer to help they find themselves given a writ to deputize them to investigate the issue.

Pippen is given a trial in what seems to be a kangaroo court. Convicted of Kidnapping, Necromancy, Illegal Entry and Threatening the Peace is sentences to be sold into slavery the next day.

View
The Riot of Wellspring

Back in Zeldora Greynet awakens in a bed of his own filth. Dr. Willberforce has finally nursed his sanity back to the point of awareness. Greynet cleans himself up and is met by Lorenzo. Greynet is informed of the deaths of Xanthus and Fredrick, his loss of three months and sent after the rest of the group to Wellspring with clear instructions to not start a war.

Xarius and Amnon question a local blacksmith and find he is upset about his missing apprentice. They then seek out the smuggler Gerald Dag upon the water front, a known associate of the Blood Runners. A few hours of searching leads them to an elusive, wiry man who has little in the way of information, but is able to help them hire four street toughs to help the search out the missing blacksmith’s apprentice for a large sum of gold. After finding lodging for the evening and having it logged with the Guard they seek out the local sage Crowtus for any details about the missing townsflok. Questioning him they find the abductions started around 2 1/2 months ago with a traveling mage who stayed at the Red Rooster Inn named Harras. With little more to go on and the night growing late the pair turn in for the night.

Greynet encounters Aliera and Belogos. The three then decide to climb the city wall into the slums to see what can be found. Much to the surprise of Aliera and Belogos from the wall they spot a house with a sign of Lolth upon it. Peaceably they gain entrance to the abode and meet with an old Drow crone. Aliera enters a pact with the crone to open a small alchemy shop nearby and volunteers her father’s services to help track down a missing child of a nearby Drow family. Aleria also notices a child staying with the Crone is named Laelavin, a name she knows, but makes no mention of. The three are warned of being an armed Drow in the city. Greynet shifts forms over and over. The three spend the night in the Crones home, which they suspect is a brothel.

The next morning Xarius and Amnon receive word that they might have luck at the late morning slave auction to find they missing person. Aliera and Belogos go to the site of the auction to meet the Drow mother of the missing child, but find her very distracted by her duties and agree to meet that evening.

Pippen is escorted to the auction by the Sheriff himself. Much to his surprise the Sheriff reavels he was a fanatical follower of Pippen’s in a past life and still seeks his favor. Pippen is told the Sheriff is taking him to the auction to help him escape as the local Governor, Therion Tarivek, has shown an interest in him, which is never a good thing. Pippen is also warned to not hurt the towns folk and that his gear is with the Red Rooster Innkeeper, who paid dearly for them.

Each party member upon entering the square notice a dwarf, the blacksmith Xarius and Amnon met, who has riled up a crowd of locals talking about how ineffective the local government has been finding the missing townsfolk. Amon, Greynet and Pippen, each who noticed upon waking an odd invisible magical miasma in the air this day, that the crowds anger seems to have stirred the miasma somehow making adding power to it. All three are convinced that more anger or fear could give it more potency.

Pippen continues to test the magical shackles that hold him. The backlash with each attempt seems to becoming stronger. Pippen also has notices a weakness in the shackles. If he could stir the crowd to more anger or fear he may be able to use the power of the miasma to break the shackles.

Thinking along similar lines Amnon begins a Song of Unity raising the protesting crowds anger about the lack of action by the local government, which does appear to bring notice of the local town guards. The bidding on Pippen begins and some party members join in. Pippen begins his own ranting, while the others move into the crowd.

The power of the miasma reaching the critical point Pippen funnels it into the chains and they snap apart. The guards nearby do not seem to be aware of this and Pippen makes his move raising a wall of fire across a line of guard near him. He is also happy to find his shackles have become enchanted by the process and uses them to push the guard holding him back into the firewall with a magic missile.

The crowded square goes wild with rage as the magic of the miasma is apparently empowered further by Pippen’s actions. Fearing for his safety Greynet raises a wall of thorns, impaling and slaughtering around a dozen townsfolk in an instant. Pippen continues his vicious assault upon the town guard as the miasma lets loose it power upon the crowd turning them into a massive swarm who lash out the party and each other.

In the chaos the party manage to drive back the local town guard, with Pippen breaking the local crowd out of the spell rage through a well placed thunderstrike. Bodies of the dead and unconscious townsfolk and guard litter the square. Seeking to distance themselves from the scene the party leave the square. From the sounds ahead it is clear the chaos has already moved beyond the square as well.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.