Lost City of Vatos

Session Recap d

The Temple of Isis and a Rough Night at the Happy Beggar
**
With Yana dead, the PCs considered their next move, Nadari keen to cooperate with her new employers. A stop by the temple of Isis led to the PCs making a new ally, as Nadari revealed herself to be a member of the cult of Isis. The priestess of the temple was happy to offer free healing to a fellow believer, and also some counsel on the matter of Yana. She declared that resurrecting the dead fighter was beyond her power, but in the Big City there might be a priest capable of returning her to life – the price would be great, though. The priestess offered to preserve the body of Yana from decay until the PCs could get the funds to arrange a resurrection. Somewhat cheered, the PCs went back to the Happy Beggar.

Perhaps the trauma of losing Yana caused the adventurers to celebrate too heartily – by the next morning, Alonzo was sporting a wicked scar on his face after being glassed by an enraged Dobby. Both Merlin and Nadari decided on a new mission: they would put out a call for adventurers to join in a quest to destroy the Gunge, longtime nemesis of many a tomb raider. Perhaps the free-flowing ale and wine blinded them to the enormity of their challenge, but once decided, they were bound to see it through.

The Happy Beggar and the town are now buzzing with news of Merlin and Nadari’s call to kill the Gunge for once and for all. Warriors are strapping on swords and readying flame and spell to avenge friends lost to the alien blob of the tomb, the Gunge!

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Session 1 Recap c

At the Oasis-town
**
The PCs returned to the oasis-town, guided by a local man, Kadas, who claimed that he was once an adventurer in his younger days. He said that he gave up adventuring when his family were wiped out by monsters.

At the Oasis-town, the PCs stopped by the store of Mustapha, the settlement’s biggest businessman, both in size and wealth. They bought mundane equipment, and bargained for healing potions and other items in exchange for a cut of treasure from the tomb. They then decided to see about hiring extra muscle for their next tomb trek.

Hiring at the Happy Beggar
**
The Happy Beggar is the town’s main watering-hole, so-named for the many ex-adventurers, now amputees and worse, who drink their sorrows away there. The PCs wrote up a wanted ad, posted it, and shared a few drinks to spread the word.

“Looking for adventure? Meet at the Happy Beggar Tavern tomorrow at 4 pm. Please bring references.”

Two people showed up – Kadas, the elderly camel-driver and ex-adventurer, and a young Elven magic-user, Nadari. The PCs decided to hire both, and set off for the lost city again.

That evening, the PCs did some carousing, drinking and making merry – very merry in Yana’s case, as she caught the eye of a rakish swordsman, Alonzo. The pair hit it off famously, and when Alonzo begged to join his new love on a tomb trek, Yana accepted.

Yana Dies
**
With the very talkative Kadas guiding them, the PCs returned to the tomb. The PCs again decided to use the old entry again. They bypassed the Anubis door and headed east, then north and entered a new corridor. The corridor began with a staircase leading down – the walls of this lower area were highly decorated, particularly a blue fresco with the eyes of some god staring out. Thick dust covered the stone floor, in the midst of which was a giant, dead bee. The lower area ascended again to another stairs.

Suspicious, the PCs threw items into the lower area. When nothing happened, Yana descended. There was an ominous click as her foot touched a loose flagstone, and then green gas began pouring from the fresco’s eyes. Yana was overwhelmed by poison gas, and died choking.

Merlin looked at Nadari, and perhaps the pair realized that they were now in charge…

Alonzo, Yana’s very brief lover, was beside himself with grief. When the gas had cleared, he went down to take up Yana’s body. Ascending the opposite stairs, the passage turned west, ending in a secret door marked on Dobby’s map. They listened carefully for activity beyond the door – nothing. They went through, into a reception chamber reeking of rotting vegetation. Defaced hieroglyphs sacred to Osiris, lord of the underworld, decorated the walls. A pile of human skulls blocked a door to the north shown on their map. To the west was another door, with a faint, smelly breeze blowing from the crack under the door. The PCs felt trepidation about their exploration and decided to head back to town.

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Session 1 Recap b

Ba Fentu Battle
**
The PCs and Ba Fentu fought, but neither party had the upper hand in the first few rounds until Merlin decided things with a Sleep spell. The Ba Fentu immediately froze in place. The PCs debated whether to kill them, but decided to leave them frozen to wake after the spell wore off. The monkey-creatures’ bows were taken, along with their meagre treasure. Somewhat bruised and leery of further encounters in the tomb, the PCs decided to head back to the oasis-town a day’s camel ride away.

Meet Bardolph & his Merry Men
**
The PCs returned to the Antechamber just as another adventuring party were arriving. Led by Bardolph the fighter, these fresh adventurers quickly sized up Yana and Merlin, and suggested they might hire one of their ‘special’ guides back to the oasis-town. Yana and Merlin played a skilful game of verbal cat-and-mouse as they assessed the unspoken threat Bardolph and his thugs, Rorik the Filthy, and Hans, Initiate of Set, posed. Finally, Bardolph and his cronies left on their own exploration of the tomb.

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Session 1 Recap

The Ba Fentu Are Watching
**
The map given to the PCs by Dobby had many secret doors clearly marked on it. This was a major boon; other adventurers were forced to rely on their own searches and imperfect maps to find the hidden treasures. Not so the PCs! They passed down the eastern corridor from the Antechamber, and knowing the secret door lay at the end, began searching, soon finding the outline of the door. The door opened on a corridor heading north, and continuing east. Six alcoves with statues therein lined the eastern corridor. The north corridor extended some 40 feet. The PCs began investigating the statue-alcoves, throwing a pick-axe head in their midst to see if any traps would be triggered. Nothing happened, so Yana began walking down the passage, taking note of the strange statues. As she did so, Merlin heard noises from the north passage…

Unbeknownst to the PCs, two wandering Ba Fentu had heard their movements and were cautiously investigating. The PCs caught quick glimpses of the orange-furred, cat-like monkeys. Attempts to communicate failed; the Ba Fentu had bows at the ready, and were clearly ready to fight at a moment’s notice. Dobby panicked and ran back down the corridor, with Yana in hot pursuit. The Ba Fentu took advantage of the commotion and moved down the corridor. Yana tried to show she meant no harm, but also that she was capable of handling herself in a fight. The Ba Fentu took this as an excuse to fight, and battle was joined.

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Lost City of Vatos: Session 1 Recap

It Begins…
**
The adventurers Yana and Merlin have been led to the lost city of Vatos after the House-Elf Dobby presented them with a map purported to show the first level of the dungeon in unprecedented detail. With this ‘accurate’ map, the pair should be able to find treasures untouched as yet by the hordes of other tomb raiders coming from near and far to make their fortunes in the Pharaoh’s tomb.

The Player Characters (PCs) had to choose between entering the tomb via the old or new entries. The old entry was reportedly safer, having been explored by many others, but consequently there might be less chance of treasure. The new entry was just that, and also rumored to be close to the lair of the Fearsome Gunge, an horrific monster that had claimed the lives of many treasure seekers. The PCs chose the old entry for their first foray.

They descended by a rough-hewn tunnel which emerged into an antechamber whose floor was obscured by a sinister green fog. A rock thrown experimentally into the room did not trigger any traps, and the PCs gingerly entered. There was a door to the north, and an open corridor culminating in another door to the east. The PCs chose to head north, passing through the door and coming to face a bas relief of the god Anubis carved on a door ahead.

Attempting to open the door caused a strange green mist to flow from the dog-headed deity’s snout; the PCs made their saving throws and opened the door with a sense of relief. Beyond they found a statue of the god of knowledge, Thoth. Merlin the magician remained alone in the room while Yana and Dobby the flatulent House-Elf checked the east door of the antechamber. As he waited, six ghostly scribes emerged from the walls, sat on reed mats and began scribing. When they finished writing, they fed phantom papyri into the open mouth of ibis-headed Thoth – all very mysterious. When Merlin called out to the ghosts, they turned as one to look at him, implacable and silent.

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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