Monday Night Madness

Shadow of the Demon Lord: Mines of Madness! - Episode 3.3
Frog fight!

The Lightning Racers:

  • Edwin O’Flaherty, Goblin Rogue/Mountebank, Militiaman and entrepreneur. Bearer of the Savage Ornament.
  • Esma, Goblin Rogue/Scout, Edwin’s unwanted partner in crime.
  • Ragnar, Dwarf Priest/Psychic, cheerful servant of honored dwarven ancestors.
  • Pung, murderous Orc Warrior/Consumer with an eating disorder.
  • Arren Pokathery, Human Rogue/Warlock, Denis the Menace turned Dougie Howser M.D.
  • 4th, Hobgoblin Warrior/Ranger, Militiaman, medic and lackadaisical refugee.

After the fight with the horde of undead miners the gang continues until they reach the first elevator shaft, which they use to explore various upper side-passages (which contain little of interest). Reaching the surface about an hour before sunset, everyone but Esma & Edwin walk down the hill towards the mining camp (where Leoren’s retainers have been establishing a base of operations). The Goblins stay behind to watch the sunset together (though Ed only agrees after Esma bribes him with a gold piece).

At dusk, just as the others are finishing up supper, they hear a scream from one of the nearby sludge-pools. One of the servants, who went to clean the pots, is being eaten by a giant, four-eyed mutant frog! While Pung, Ragnar, Leoren and Leoren’s bodyguard, Oxnard, run to fight it and perhaps pull Leoren’s manservant from it’s mouth, 4th & Arren pelt it from a distance with arrows & sling-stones.

Up on the hill the Goblins have their own problems. Before Esma can take advantage of the romantic scenery, she & Ed hear clicking noises from behind them. A swarm of perhaps a dozen unusually large insects come spilling out from the mine elevator shaft, right towards them! So the Goblins do what any good Goblin would do in such circumstances… they flee back down the hill towards the rest of their party!

The Goblins reach the campsite just ahead of the insects as the rest of their company is finishing off the immense amphibian. Beat-up from their fight, the rest of the Lightning Racers aren’t happy to turn around to see the wave of bugs swarming down them just behind the screaming goblins. More so when the Goblins vanish (to hide in the shadows of the mine-entrance) & Pung runs away (to the Lightning Racer, only to find Esma kept the keys), leaving the rest of them to deal with the onrushing mass…

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Shadow of the Demon Lord: Mines of Madness! - Episode 3.2
Stepping into darkness...

The Lightning Racers:

  • Edwin O’Flaherty, Goblin Rogue/Mountebank, Militiaman and entrepreneur. Bearer of the Savage Ornament.
  • Esma, Goblin Rogue/Scout, Edwin’s unwanted partner in crime.
  • Ragnar, Dwarf Priest/Psychic, cheerful servant of honored dwarven ancestors, and Grimbar’s older brother.
  • Pung, murderous Orc Warrior/Consumer with an eating disorder.

Unwilling to leave her Lightning Race-car behind, the gang take it with them via ferry across the Dark Water to the Black Hill Mines on the north end of the lake, skipping niceties like talking to the mine owner or locals or listening to rumors. Nope. None of that. They arrive mid-morning, leaving the car in the foothills & trek up to find the mining base-camp eerily silent and empty.

While Esma and Pung scout the surrounding area, Ragnar and Ed search the camp, finding a small amount of loot but little evidence to explain what happened to the 80 or so miners that used to inhabit the site, except perhaps for queer insect-like tracks running all about the camp. Only the foreman’s cabin shows any signs of violence: his bed covered in blood, a hand with a silver ring hidden underneath with a bloody stump at the wrist implying it had been ripped from its’ host with savage force. Esma and Pung, meanwhile, note a series of structures spread out in a line up towards the hill-tops (which they discover later to match a series of elevators and air-vents noted on a map Ed found in the Foreman’s office). Once they all reunite, they discover three badly mauled bodies in a nearby copse of trees. One of the bodies is found to be wearing a suit of silvery elvish chain (not that it saved him), which they agree should be saved for 4th once he catches up with them.

Heading into the main mine entrance they discover a pair of mine-carts and decide to ride them down into the depths, but not before a scouting Esma comes back to warn them a mob of figures are approaching from below. Clackity-clack, Clackity-clack goes the carts as they slam into what the gang discovers to be a swarm of stumbling undead miners! Pulling on the breaks, the goblins hop out to start sniping while Ragnar casts spells from the cover of his cart. Pung jumps out to plunge right into the mess of them, happy that he finally has a foe to smite. Spotting a withered, ancient warlord giving them orders from behind, he pushes his way through the advancing mob to exchange blows with their commander. Ed discovers yet another curse of the Savage Ornament, mainly that it is a jealous weapon and he can’t seem to hit the broad-side of a barn without it. So he and Esma switch to kiting the zombie miners, with much better success. Soon the miner’s formation is broken and they manage to push through to aid Pung in slaying the undead chieftain before the Orc falls to his soul-draining claws. Dealing with stragglers proves laughably easy, as they pander their next move. Do they retreat to recover and perhaps meet up with allies? Or do they bravely push on to see what further horrors the darkness of the claustrophobic mines might hold?

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Shadow of the Demon Lord: Mines of Madness! - Episode 3.1
One month later...

New neighbors in Old Town:

  • Edwin O’Flaherty, Goblin Rogue/Mountebank, Militiaman and entrepreneur. Bearer of the Savage Ornament.
  • Esma, Goblin Rogue/Scout, Edwin’s unwanted partner in crime.
  • 4th, Hobgoblin Warrior/Ranger, Militiaman, medic and lackadaisical refugee.
  • Grimbar, Dwarf Priest/Grudgebearer, cranky servant of honored dwarven ancestors, and Ragnar’s younger brother.
  • Ragnar, Dwarf Priest/Psychic, cheerful servant of honored dwarven ancestors, and Grimbar’s older brother.
  • Pung, murderous Orc Warrior/Consumer with an eating disorder.

Having come back to Permot as very wealthy, successful adventurers, the gang decides to throw in together & purchase a very nice townhouse in Old Town, each getting their own room (except for Esma, who now lives in Ed’s walk-in closet. Each takes the time to train up new talents and refurbish (or acquire new) gear for future exploits. Deciding to improve his skills at charlatanry, Ed puts in time and effort outdoing other flim-flam men at the back tables of the Ratspike Motel and Titty-bar, while Esma & 4th learn new tricks from the scouts and Rangers investigating the edge of the Morfairsing Bloom. Ragnar & Pung spend some time being introspective and discovering hidden secrets about themselves: Ragnar realizes from his recent experiences with the Beast of Valderhalen Hollow that it may not have been the voice of his ancestors speaking to him, but the power of his own mind accessing the thoughts of others, while Pung’s encounter with the Echinemons results in his realization that there is power in eating the flesh of his enemies, and that – being the runt of his litter – he would never again be the one to go hungry. Grimbar in turn finds a tome listing all the wrongs done to his people over the years leaves him filled with a grim determination to right the wrongs done to himself and to his people (well, mainly to himself).

The latter half of the month is spent in various other pursuits: While Ragnar rolls up his sleeves to work like an honest Dwarf, Grimbar is accepted as a student at Permot’s illustrious Academy of Engineering. 4th gets in good with the head of the city Militia, Commander Rena, while Edwin makes fast friends with Bubblegum Chrome, a member of the Scrappers faction who ended up on the wrong side of a fight with some Cartel Rogues until Ed let her a hand. Esma picks up Dark Speech from an Orc scout she’s been exploring with, while Pung has to lay low for a bit after he accidentally kills his brother, Sheriff Skitter, after a night of drinking, and is unsure if simply eating the evidence was enough.

The Free City itself is not quiet: Veiled Monks from Y’tll have taken to proselytizing in the God Market, while the Machanaean Wolveshead Leagon have seized the Airfield after the Flying Circus of the Party King takes his leave. The district of Purses is locked down by the Browncoats when an outbreak of plague, something locals are calling “Gibbering Fever,” gets loose, and riots between Browncoats, Wolveshead Legionnaires and members of the various Factions become common in Old Town. Rumors are circulating that the death-toll in Tankards is going up as people are being killed in broad-daylight by invisible demons, while stories of a mysterious elven tower that can only be found by moonlight out near the village of Carbuncle circulate in various smokey bar-rooms. The city militia has no time for assisting or investigating any of these things, as reports circulate that the Morfairsing Bloom has hit neighboring towns and villages to the west & south of the city, and Commander Rena has sent all available hands to evacuating the boarder communities.

Such things don’t interest our heroes however. They want to get payed, so after looking over the bounty-board, passing over calls for head-hunting Witches and Beastmen, they decide to go for the 50 gold crowns being offered by Gundren the Ironmonger, town-council representative of Junktown, for experienced agents willing to travel west across the Dark Water to investigate some trouble he’s been having with his Mines over in the Black Hills…

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Shadow of the Demon Lord: The Knife in your hand - Episode 2.4
Rewards & returns

Greavings Gutter Patrol:

  • Edwin O’Flaherty, Goblin Rogue, Militiaman and entrepreneur.
  • Esma, Goblin Rogue, Edwin’s unwanted partner in crime.
  • Ragnar, Dwarf Priest, cheerful servant of honored dwarven ancestors, and Grimbar’s cousin.
  • Pung, murderous Orc Warrior with an Axe to grind.

The air stills inside the Beast & the 3 remaining Echinemons that had been in pursuit of Pung & Ragnar pause, then race back in a panic as they realize something has good terribly wrong. Sensing the tide has turned, the two adventurers turn around as well, pursuing the monsters back into the Cathedral of Flesh.

In the Flash Hut, 4th is arms deep in operating on Sameth to remove an Echinemon egg. With their chief warrior busy, it falls to Edwin, Esma & Leoren to hold the vengeful Echinemon trio when they arrive, and are relieved to see their missing comrades hot on their tail. Though the surviving creatures give a fierce fight, they prove no match for our heroes, in no small part to Ed’s new toy, the Savage Ornament, which seems to have turned the Goblin into some sort of smallish green-brown murder-god.

The enemy dead, they step back into the hut, enduring the increasingly breathable air for a few hours as 4th finishes extracting eggs from first Sameth & then Grimbar. Afterwards they follow the psychic hint from the dying brain of the Beast to a strongbox half buried in his mouth. Inside the chest they marvel at the treasure! 100 gold crowns! More money than any of them have ever seen! In addition, they also find three objects of particular interest: a Spiral Conch shell (taken by Pung, who discovers it has magical listening powers), a set of prayer-beads (picked up by Ragnar, who finds they will stay wheresoever she leaves them, releasing only if she says the right mantra), and a child-sized sports-car with lightning markings on the side (which Esma figures out is only magically shrunk – later,back in town, it returns to normal size, and she discovers it has a built-in lightning gun to boot!).

They exit the Hollow & return to town to celebrate, and indulge in their bragging rights with the locals. That night, at Leoren & Sameth’s estate, their patron remains true to her word & gives them her life’s savings: a staggering additional 50 gold crowns! They’re rich! Filthy rich!

The next day Edwin & Pung join Esma in her race-car to start the long drive back to Permot, leaving Ragnar & 4th with Leoren to tend to Sameth & Grimbar’s post-surgery recovery. Two days out fromDuskglen they reach the village of Hamlet, which they find has been reduced to a smoking ruin.

Hearing screams, Esma puts pedal to the metal, zooming them to the heart of Hamlet in short order. There in the remnants of the town square a lone priest fights for his life, surrounded by a gang of Fomori. She swerves the car so Pung & Ed can leap out, all cool-like, but Pung lands on his face and Esma crashes into a copse of trees. Edwin though lands on one of the goat-headed Beastmen, nurdering him with panache on the spot.

Pung jumps to his feet and joins in the slaughter, aided by the grotesque & horrifying magics being cast by the Priest, and the remaining surviving Fomori flee, bleating for their lives. The Priest thanks them, introducing himself as Father Breyan, Vicar of Hamlet, and tells them of his woe. The Beastmen raided the town some days before, carrying off every villager they didn’t slaughter. He raves that clearly the three of them must have come to answer his prayers for vengeance, prayers he voiced to something he glibly calls the Red Light of the Wood. When our heroes prove less than enthusiastic, and Edwin audaciously brings up the subject of financial remuneration for the rescue of the kidnapped (and possibly eaten) townsfolk, Breyan explodes in anger that he is contunually tormented by money-grubbing mercenary adventurers! (apparently theirs was not the first band he’d approached). After Esma calms him down, he suggests they take advantage of his healing magics, and that once his comrades are rescued, he could pass the collection plate.

Acquiescing, the three “heroes” follow Breyan into the Morfairsing-infected Sentinel Woods, finding the Beastmen Camp around nightfall. Catching the inattentive raiders off guard as the Fomori and their Warg commanders feast on their captives, the Goblins, Orc & slightly mad priest slaughter 4 or 5 Fomor before they even know their there. The remaining Fomor lose their nerve and run bleating into the woods, but the 2 Wargs up on the hill charge down the hill to give the would-be saviors a bit more trouble…
…but only a bit, as the gang overwhelms them as well.

Triumphant, the heroes return with the villagers in tow back to Hamlet. The thankful survivors help Esma get her car out of the brush and bang out the dents, then follow them back to Permot to seek refuge behind city walls, as the village clearly is no longer safe…

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Shadow of the Demon Lord: the Knife in Your Hand - Episode 2.3
In the Belly of the Beast...

Greavings Gutter Patrol:

  • Edwin O’Flaherty, Goblin Rogue, Militiaman and entrepreneur.
  • 4th, Hobgoblin Warrior, Militiaman, medic and lackadaisical refugee.
  • Grimbar, Dwarf Priest, cranky servant of honored dwarven ancestors, and Ragnar’s cousin.
  • Esma, Goblin Rogue, Edwin’s unwanted partner in crime.

Grimbar finally arrives in Duskglen with Jack, having heard where they went from Lucas at the Ratspike Motel and Titty Bar. Having narrowed down the location from locals in town, the two reach the Hollow, bt Jack falls back, overcome by the Spoors. Grimbar is made of sterner stuff, however, and continues on alone.

Meanwhile, in the belly of the Beast, Edwin, Esma, 4th, Pung, Ragnar & Leoren are horrified inside the Flesh Hut as one of the “guests”, a woman with bound hands, dies as her chest ruptures, giving birth to yet another Echinemon infant. Pung & Ragnar panic, fleeing deeper into the bowels of the Beast, three Echinemon hot on their trail. Esma suggests persuading their four remaining hosts to come with them back to Duskglen so they can return the favor, but 4th & Ed are not convinced she can sell them on it.

Back near the entrance, Grimbar finds his way blocked by the portcullis, but manages to force it open so he can slip past. Inside he ponders, amazed at the size of the Beast’s head, more so when he hears a voice in his mind whisper kill me. He climbs up the ladder into one of the gooey nostrils, and after wandering through the mushy sinuses, finds himself in the mouth of the Beast. Thanks to good eyes (and a little mental nudge from the Beast) he spots the Savage Ornament hidden among the Dragon’s teeth, and tucks it in his belt before hustling after the echoing screams of his companions. In the main chamber he finally spots the Heart, Flesh Hut, and his friends surrounded by Echinemon.

When Grimbar fails to sneak up on them, two of the Echinemon turn to intercept him. Seeing an opportunity, the Goblinoids slip out of the Hut, followed by Leoren, to surround the Echinemon leader Gragun. Though Grimbar uses battlemangic to sprint past the closing Echinemon, it is 4th and his strange Green Sword that takes him down. The other three Echinemon rally, paralyzing Grimbar and forcing him to become a host for one of their eggs. But Leoren, Esma & 4th manage to push them back and dispatch them, while Ed snatches the Savage Ornament from Grimbar’s belt, shimmy up to the top of the Flesh Hut and plunge the pearly blade deep into the Beast’s heart (killing the Beast while cementing his pact with the Ornament).

The Beast lets out one last sigh as his heart finally stops, and the air within his massive corpse stills…

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Shadow of the Demon Lord: The Knife in your hand - Episode 2.2
Eenee... meenee... minee... moee...

Greavings Gutter Patrol:

  • Edwin O’Flaherty, Goblin Rogue, Militiaman and entrepreneur.
  • 4th, Hobgoblin Warrior, Militiaman, medic and lackadaisical refugee.
  • Ragnar, Dwarf Priest, cheerful servant of honored dwarven ancestors, and Grimbar’s cousin.
  • Esma, Goblin Rogue, Edwin’s unwanted partner in crime.
  • Pung, murderous Orc Warrior with an Axe to grind.

That evening Ed & 4th meet up back at their favorite hangout, the Ratspike Motel and Titty Bar, and are joined by Esma & Pung to discuss their next move as would-be adventurers (since their day jobs just aren’t doing it for keeping roofs over their heads), as well as argue the finer points of Esma’s paternity suit and who’s closet she should live in. As they consider the options they are already aware of (joining one of the competing Factions for profit or for betrayal for the public good, running off to join the Flying Circus, following Faust to steal a cut of his treasure hunt, or hunting the Tankards Butcher), they are approached by a familiar-looking Dwarf. Turns out this one is named Ragnar, and he’s looking for his cousin Grimbar, and as they know of him they welcome him to join their little company.

Noticing the interest of several other parties in and around the bar, Ed invites a dirty, dusty, hopeful lass to their table to hear her pitch while sending Esma and Ragnar off to see what is troubling strangers lurking at two nearby tables. The girl calls herself Leoren, and she is looking for Heroes to save her damn fool brother Sameth, who has wandered off in search of a legendary monster known as the Beast of Valderhalen Hollow. None know if the Beast be Demon or Dragon, Savior or Horror, but she does know those who seek it never return. She promises them her life’s savings if they can save her little brother, even sweetening the deal by offering herself to the Goblin (given Ed’s continual trouble with the ever enthusiastic Esma, he is less than eager to take her up on the suggestion). She desperately adds that her grandfather had told her the Beast was said to have a massive treasure hoard, all of which she promises the party can keep. Ed discredits much of what she says, pointing out the rips in her clothes and general disheveled appearance, arguing she likely doesn’t have two bits to call her own.

Esma chats up a scary, but wealthy-looking gentleman in a dark cloak, sitting with a compliment of bodyguards and a high-priced courtesan. Upon her return she states the mystery man is offering 5 gold crowns to the company if they are willing to investigate a new cult in the God Market. The Church of Duvia recently renovated an abandoned bathhouse, turning it into a mortuary, and their would-be patron would like a discreet investigation into what they’re really up to. Ed is quite swayed by an offer with actual gold coins attached.

Ragnar finds himself trying to cheer up a lonely merchant as he weeps into his beer, looking sandly at an old photo. When he returns, he tells them the sad fellow’s story. Buck Bloom, of Buck Bloom’s Tinkery, is worried about his daughter, who left with the Party King’s Flying Circus last year, and though they recently returned, she has not disembarked to see him, nor has there been any response to his entreaties to see her from the Fleet. If they can find out what’s become of her he is willing to give them a lot of scrap, to sell or use as they see fit.

While Ed is decidedly in favor of mysterious Mister Moneybags, the rest of the company outvote him in favor of helping the maiden with a missing brother. Leoren is overjoyed, telling them to be ready to leave for Duskglen first thing in the morning.


The next day they load up into her wagon and they set off. The journey takes almost a week as they travel through the Weirdling Wastes along the Iron Road, eventually reaching Duskglen at the edge of the Weeping Mountains, pausing only briefly in Hamlet to resupply. As they travel Leoren tells them of a magical relic said to be hidden among the monster’s teeth, a demonic dagger of pearl called the Savage Ornament. Staying at her country estate (which clearly has seen better days), they do a little research in the library and ask around town, but don’t find out much in the way of new information.

In the morning they set out for Valderhalen Hollow. The trip proves scenic, if uneventful. As they near the cave a haze of green and brown pollen hangs in the air, as does a smell of rot, leaving Esma somewhat ill, though the entrance itself appear quite clean.

Within the Cavern they find a massive rotting Dragon’s head, its’ mouth sewn shut, mucus dripping from its’ nose, one eye hollowed out (with ladders and platforms connecting to the latter three openings). Ragnar hears in his mind a voice whisper Kill Me, while the others feel a disorienting buzzing in the back of their minds, followed by visions of suffering as things burrow around within them. Ed has a flash of finding a pearly knife hidden among the Beast’s teeth, and using it to stab the monster’s massive heart.

Before they can act further, strange humanoids scuttle from out of the Beast’s eye-socket, nostrils and from the cave entrance behind them, leaving them surrounded. Caked in green mold, black muck and something red, their leader bows low and introduces himself as Gragun, speaking the common tongue in a smarmy (if odd) way through a mouth full of sharp teeth. The obsequious creature introduces himself and his people as Echinemon, and invites them inside to come to a party in their honor, promising they will be served sweetmeats, cake, dancing of the Hip and the Hop, and many other entertainments. Suspicious, especially after one of them pulls a hidden switch to drop down a portcullis, they still none-the-less follow Gragon and the others up through the eye-socket (especially after Leoren runs in, having heard her brother is waiting for her).

After a short walk they arrive at a massive cathedral-like chamber carved within the Dragon’s rib-cage. Bellow its’ still beating heart, within a hut carved from flesh, they find three humans. The first is clearly dead, his stomach ruptured from within to become a hideous playpen for one of the Echinemon young. Next to the corpse is a woman who appears massively pregnant, her eyes staring blankly into space, her hands bound to support her distended belly. Leoren rushes to the third as he rolls around in pain, clutching his belly, and does what she can to sooth her brother’s suffering.

Gagen laughs, claiming that all of them are also guests, volunteers who agreed to become host-mothers to their offspring, just as the Dragon offered to become their home, just as the company newly arrived has volunteered to aid in birthing a new crop of Echinemons…

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Shadow of the Demon Lord: Last One Standing - Episode 2.1
Interludes & Nocturns...

Greavings Gutter Patrol:

  • Edwin O’Flaherty, Goblin Rogue, Militiaman and entrepreneur.
  • 4th, Hobgoblin Warrior, Militiaman, medic and lackadaisical refugee.
  • Arren Pokathery, Human Rogue, Denis the Menace turned Dougie Howser M.D.
  • Grimbar, Dwarf Priest, cranky servant of honored dwarven ancestors.
  • Kane, Human Warrior, Goblin baby-tender.

The night after the horrifying events at Moorehouse, Arren sits alone in the crappy slum apartment he shared with Dr. Anselm, wondering where his mentor went. Two doors down Ed fumes, having just kicked 4th out having realized that the Hobgoblin is the father of the child Esma is carrying, the baby she claimed was his. 4th is in a nearby alley, sleeping in a wooden barrel, unaware he has just been robbed by a couple of thugs from the Rude Boy Gang, who have not only stolen the last of his coin, but his lovely green-metal sword.

A knock at the door rouses Arren, and Anselm’s voice calls to him: “let me in,” and in a whisper, “I Lost my key…” No sooner does the lad let him in than the Doctor transforms and lashes out,revealing himself to be none other than the Ghoul from the previous night. The boy runs screaming out the back door, the monster hot on his tail.

His screams finally rouse Ed out of his depression & 4th out of his slumber, and the two stumble into the lad as he runs shrieking to the Goblin’s residence. Seeing the hungry Ghoul hot on his tail they join him in his retreat, but the beast catches up with them at the edge of a nearby courtyard. Ed and 4th rally, spinning around to catch the beast off-guard, dispatching it quickly between them. The goblinoids forgive each-other (more or less) & 4th moves in with Arren to watch over him in return for a place to stay. The boy in turn is left physically (and emotionally) scarred, slash-marks marring his youthful face.


A week later, at the Ratspike Motel and Titty-bar, Ed has spun the tale of his involvement at the Moorehouse well, and has become something of a local celeberty, his bartab never empty as members of the Redeemers, Scrappers, and the Cartel woo him to join their side. He passes on some of the drinks to Arren, who is still in a deep funk over Anselm, while the two plot their next move with 4th.

Besides the rival Factions and their interest in them, Ed has recently recieved word from their mutual friend among the Browncloaks, [[Sgt. Alyse]], would like to see them down at the Browncloaks headquarters. In addition to all the attention directed their way, rumors swirl that the Party King’s Flying Circus has arrived at the airstrip outside of town (that strange flying caravan of gypsy-clowns that flit from city to city along the Weirdling Wastes, that the Redeemers have been fighting strange monsters in the city streets, that their former companion Franklen Faust has wandered off into the Morfairsing with treasure hunters in search of some “Gem of Power”, and that someone (or some… thing) continues to murder people in the district of Tankards.

While pondering all this, the three are approached by two adventurous souls new to town: Kane the Warrior and Grimbar Curbane. THe two ask to join up with them, having heard of their exploits at Moorehouse. Kane also quizzes them about orphanages, as he has a Goblin baby to be rid of. After the five debate options a bit further, they eventually decide to travel over to the district of Coins to see what [[Sgt. Alyse]] wants.

At the Browncoats main station [[Sgt. Alyse]] introduces them to Sheriff Skitter, who asks them if they might parlay their recent popularity with the various factions fighting for control of the city into membership with one or more of them, to help him break them up from within. Their negotiations break down when Ed adds a price-tag to their services, rather than get involved as a matter of civic duty.

After the Sheriff kicks them out, [[Sgt. Alyse]] shows Kane where a Cartel-run Orphanage drop-box may be found (so he may be rid of his squalling Goblin brat), and mentions to 4th she’s seen Rude Boys in the marketplace trying to pawn off a Green-metal sword for a ridiculous sum. Intrigued, the gang persuades her to show them where, and soon they find the gangsters haggling with a Dwarven weapons-dealer (who is refusing to purchase a weapon so clearly choked with rust as to turn green). Alyse distracts the salesman, leading him back inside the shop, while our heroes “negotiate” for the return of 4th’s stolen sword.

The negotiations swiftly fall to threats, and battle breaks out. After two Rude Boys are killed, the rest run, but 4th snatches up his emerald-green prize from the dead thug’s hand and holds it high, triumphant!

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Shadow of the Demon Lord: Harvester of Sorrow - Episode 1.3
Between hunger and the knife...

Greavings Gutter Patrol:

  • Edwin O’Flaherty, Goblin Rogue, Militiaman and entrepreneur.
  • 4th, Hobgoblin Warrior, Militiaman, medic and lackadaisical refugee.
  • Faust, wandering spider-like Map-quest Clockwork Magician & part-time Butcher.
  • Arren Pokathery, Human Rogue, Denis the Menace turned Dougie Howser M.D.
  • Dr. Anselm, Human Priest, Initiate of the Old Faith and young Physician extraordinaire.
  • Jack, Human Priest, Initiate of the Old Faith and Sage of the Natural World.
  • Esma, Goblin Rogue, Edwin’s unwanted partner in crime.
  • Pung, murderous Orc Warrior with an Axe to grind.

Losing their nerve, Pung & Anselm flee back upstairs, leaving Jack to fend for himself against the cannibalistic monster. After trading blows he too retreats, only to run into another recent arrival in the dinning room, a hooded figure with a scalpel in hand. Pung flees out the front door, while Esma hides, leaving the others to struggle with the newcomer as best they may.

Jack tries fleeing, to the library after the stranger slashes at him, giving him a nasty gash, but his attacker skitters after him on all fours, gazing up at him from under his tarp-cloak and linen wrappings, peering speculatively through a collection of lenses covering his face, before slipping behind him to slash him again. This time though the gang manages to rally together, as 4th, Faust & Ed move to help. Arren tries closing the secret door to the basement before he too runs off to help the others, but the door won’t latch, and the ghoulish dungeon denizen spills out into the room, hunger in his eyes. Hoping it will instead follow the others to the excitement in the next room, Anselm slips behind it and back down the stairs, but the toothsome freak has better judgement and follows him back down…

Thanks to Faust’s fell magics, the tatterman is dazed, distracted while vomiting and defecating, long enough for the gang to surround him and bring him down. 4th crushes his head to make sure he stays down, a fact Faust takes umbrage with (suspecting those lenses might have been valuable). Examining the creature’s corpse reveals that beneath the tarp and linens lies a man, more or less, covered in scars and full of redundant organs. Faust and Jack recall stories of ancient Witchland, stories of the Harvesters, servants of the Covens who gained Immortality through stealing the organs of others.

They are rejoined by Dr. Ansalm, who tells them he succeeded in trapping the ghoul in the basement vault, and so they decide to head upstairs to search for more clues, books, or loot. All they find however is the the upper story is badly damaged, with an unsafe floor (a fact proven once 4th falls through it). Retreating back down the stairs, they decide to continue on to the basement to settle up with the monster trapped bellow.

Unfortunately they find the Vault open, and the creature gone. Searching the surrounding chamber Jack finds a dusty podium, dusty but for a book-shaped patch. Pung, who had rejoined them by this point, finds Father Gregory hiding in a corner: maimed, crippled, broken (in both mind & body). Faust suggests killing him (“We-should-put-him-out-of-his-misery, as-a-kindness”), but is ignored. The rest of the gang enters the vault to examine the coffin inside.

4th is rather happy to discover a sword made of a strange green metal. Not cold Iron! Faust snatches up the sacrificial dagger and black robes covered with nefarious symbols. Arren puzzles over the scratch-marks on the inside of the lid, and keeps trying to find if any may actually be concealing some sort of graffiti, but to no avail, while whining about not getting the green sword himself. Faust attempts to sense magic, and succeeds! Sort of. He realizes that a glyph inside the Vault is doing… something, but he fails to discern as to what. Suspecting it may be a rune of teleportation the gang experiments with closing and opening the vault, but to no avail. Believing the ghoulish denizen of the basement having escaped them for good through this teleportation glyph, they too take their leave, but are a little disappointed they have to use the stairs. No one quite realizes that Dr. Anselm is no longer with them.

In the morning they meet with Sgt. Alse, and fill her in. She gives them her thanks, letting them know that if they ever need a friend among the Browncoats, she has their back. She also promises to see to it Father Gregory gets the help he needs at Mercy Hill Asylum, and that the Cult of the Redeemers will know who they should be thanking for saving their Priest.

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Shadow of the Demon Lord: Harvester of Sorrow - Episode 1.2
Into the House on Haunted Hill...

Greavings Gutter Patrol:

  • Edwin O’Flaherty, Goblin Rogue, Militiaman and entrepreneur.
  • 4th, Hobgoblin Warrior, Militiaman, medic and lackadaisical refugee.
  • Faust, wandering spider-like Map-quest Clockwork Magician & part-time Butcher.
  • Esma, Goblin Rogue, Edwin’s unwanted partner in crime.
  • Arren Pokathery, Human Rogue, Denis the Menace turned Dougie Howser M.D.
  • Dr. Anselm, Human Priest, Initiate of the Old Faith and young Physician extraordinaire.
  • Snot, snuffly Goblin Magician with a copper box full of love.
  • Pung, murderous Orc Warrior with an Axe to grind.
  • Jack, Human Priest, Initiate of the Old Faith and Sage of the Natural World.

Having gotten the note the others left at the flat, Anselm and Arren, along with new friends Snot, Pung and Jack, wander over to the Moore House to join their friends. Once there though they find their way obstructed by the Rude Boys, who try shooing them off. A flash of luminescence from inside the house and a goblin scream throws that idea out the window and the gang charges up to bust the door down. Inside they find their allies cowering in front of a spirit busy carving her own guts out with a similarly spectral knife. The Rude Boys, hot on their heels, turn yellow and flee at the sight of her. Before anyone can do much of anything else, she vanishes.

Reunited, the gang calms down and starts giving the place a proper investigating. In the library 4th traumatizes Faust by using various books to build a fire in the fireplace. Faust isn’t the only one traumitized, as Rats of Unusual Size start pouring out of holes in the walls. After a long and brutal fight with the swarming rodents, the gang manages to scatter or slaughter them, allowing them to return to their search.

In what appears to once have been a den, they find a not-so-secret door slightly ajar. Opening it results in revealing the remains of a mutilated corpse, dressed in dark clothes and a veil. The physicians and healers in the party quickly discern whoever did it, were masters of the scalpel, and that the man was missing several important organs. Anselm notes a strange black demon-skull tattoo in the inside of his arm. The others are sickened by the sight and just as happy to move along.

The body sits atop a set of stairs leading bellow the house, down which the Goblins happily charge. Not the wisest choice, it is soon realized. As Faust again falls into arguing with the ever insufferable 4th (again trying to set books on fire) back in the den, Esma runs around a corner in the cellar bellow into a vault piled high with a half-dozen corpses, and a horrible man-thing eating them. With a timid scream she rushes in to stab at him, only to trip and land flat on her face. Ed hustles down to help her up, with Snot stumbling in a little to close to be promptly beheaded by the man-eater’s claws. Arren runs back up to try tricking 4th to join the fight downstairs (claiming Ed has popcorn), but that plan is ruined by the arrival of Ed & Esma hot on his heels. Ansel, Jack & Pung push in over Snot’s cooling corpse to hedge the thing in the vault and start wailing on him with what weapons they have on hand…

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Shadow of the Demon Lord: Harvester of Sorrow - Episode 1.1
New troubles in a new town...

Respite’s Refugees:

  • Edwin O’Flaherty, Goblin Rogue, Militiaman and entrepreneur.
  • 4th, Hobgoblin Warrior, Militiaman, medic and lackadaisical refugee.
  • Faust, wandering spider-like Map-quest Clockwork Magician & part-time Butcher.
  • Esma, Goblin Rogue, Edwin’s unwanted partner in crime.

Respite’s self-imposed exiles have settled in to their new life in Permot. It has been perhaps a month since they settled in the district of Greavings. 4th has become an orderly and trauma medic at the Quick Clinic along with Andso & Arren, under the ever irascible Dr. Lyon.

Faust, living in its alley behind Ma Buxxom’s Mystery Meat-pie and Pastry Shoppe, notices an unusual sight one evening, a Browncoat in Greavings (constables are a rare sight in the poor end of town, especially alone at night). Skittering out to chat, it makes introductions and persuades her to confide in him as to what brings her to the ass end of Permot. Giving her name as Sgt. Alyse, she explains that she’s here off-duty, looking into a series of disappearances amongst Greaving’s more unfortunate citizens, as well as her only ally in the case, a Priest from the Redeemer Faction, one Father Gregory. Faust takes her to meet Edwin over at the Ratspike Motel & Titty-Bar over in Smokestacks, where he works nights as a scam-artist (pitching back a little overhead to the owner of course).

At the Ratspike Sgt. Alyse repeats her story, adding details about the half-dozen missing unfortunates, as well as letting slip that she herself officially has been ordered off the case. Ed tries introducing her to Ratspike’s owner, Lucas Murphy, but the Dwarf refuses to share rumors with a Browncoat. Not wanting to cause trouble she takes her leave after telling the gang how to get in touch with her if they find out more. Ed reconciles with his irate patron, and he tells them of stories of a hooded stranger seen around the streets at night, and of the drunk veteran Tyrus who claimed to have seen the abduction of the street-rat Trout by a similarly described shadowy figure before his own disappearance. Lucas also mentions an odd interaction between a couple of rich-looking nobs slumming from Purses and a couple of the Rude Boys (a gang of hoodlums from Tankards) talking about the old Moore House (itself notorious as the abandoned home of a reputed Demonologist).

Suspicious (or perhaps intrigued), Faust persuades the others to join him in checking out Moore House, pausing only briefly to recruit 4th & Esra. Their passage into the house however is interrupted by the approach of two Rude Boys, who threaten them over interloping into their territory. The four acquiesce, backing off long enough tosneak around to the back, where they find an unboarded back door. Inside they find the place a wreck. Their arrival coinciding with the midnight hour results in a run-in with a suicidal spirit that leaves the Goblins terrified and itching to run…

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